Millia Rage
Glossary
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View System Data Glossary
Defense
The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a percentage in other sections.
Guts
The amount of damage that characters take decreases as their life lowers. For more info, see here .
Prejump
Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight
The character's weight class, which determines how fast they fall when being hit in the air.
Backdash
The total duration, invincibility window and airborne duration of a backdash in frames.
Forward Dash
The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step.
R.I.S.C. Gain Modifier
The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
Jump Duration
The total duration of a jump in frames, if uncanceled.
Jump Height
The maximum height of a jump in in-game units of distance.
High Jump Duration
The total duration of a high jump in frames, if uncanceled.
High Jump Height
The maximum height of a high jump in in-game units of distance.
Earliest Forward Instant Air Dash
The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed.
Earliest Backward Instant Air Dash
The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed.
Forward Air Dash Duration
The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense .
Backward Air Dash Duration
The total duration of a backward air dash in frames, if uncanceled.
Forward Air Dash Attack Transition
The minimum amount of frames after a forward air dash that an attack can be performed.
Backward Air Dash Attack Transition
The minimum amount of frames after a backward air dash that an attack can be performed.
Movement Tension Gain
The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up.
Jumping Tension Gain
The amount of Tension gained per frame of a forward jump, and for how many frames it is gained.
Air Dash Tension Gain
The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained.
Walk Speed
The speed the character walks forward.
Backwalk Speed
The speed the character walks backward.
Initial Dash Speed
The starting speed of the character's forward dash.
Dash Acceleration
The amount of speed gained per frame of forward dashing, prior to friction calculations.
Friction
The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration.
View Frame Data Glossary
guard
How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
startup
Number of frames for this move to reach its first active frame (includes the first active frame).
active
Number of active frames in this attack. Values in () are for gaps between hits of an attack.
recovery
Number of frames this move is in a recovery state before returning to neutral.
onBlock
After blocking this attack, how soon the attacker can act compared to the defender.
A positive value means the attacker can move first.
A negative value means the defender can move first.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
onHit
After getting hit by this attack, how soon the attacker can act compared to the defender.
A positive value means the attacker can move first.
A negative value means the defender can move first.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
riscGain
How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level .
riscLoss
How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level .
level
Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions.
counter
The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large.
invuln
Attribute and hitbox invincibility for this move.
prorate
How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
wallDamage
The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects.
inputTension
The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level .
System Data
Core Data
Millia Rage
48
2
4
Light
16/1~4 strike invuln/1~11 airborne
An Extra Airdash, Kapel , Turbo Fall , Mirazh
40.0
Jump Data
37
453.6
55
702.0
3
3
18
18
13
13
Normal Moves
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Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
5P 20 All 7 5 7 -2 +1 0 Small None 500 1500 5K 24 All 7 3 12 -3 0 1 Small None 80% 1000 1500 c.S 15×2 All 7 3, 3 13 +1 +13 3 Mid None 100% 1000×2 1000 f.S 30 All 9 2 19 -7 -4 2 Mid 27-30F Head 90% 1500 1000 5H 42 All 12 4 23 -8 -5 4 Large None 100% 2500 1000 5D 40 High 20 3 26 -15 0 2 Mid None 80% 1125 3000 5[D] 50 High 28 3 26 -10 KD 4 Mid None 100% 1875 1500 6P 26 All 9 9 16 -11 -8 2 Mid 1-2F Upper Body 3-11F Above Knee 90% 1500 1000 6K 35 High 28 2 14 -2 +2 2 Small 13-29F Below Knee Initial 80% 1125 1000 6H 20,40 All 17 5(13)4 23 -8 -5 4 Large×2 9-21F Airborne 100% 1200×2 1000 2P 18 All 4 2 10 -2 +1 0 Small None 80% 500 1500 2K 18 Low 6 3 12 -3 0 1 Small None 70% 750 1000 2S 28 Low 11 2 18 -6 -3 2 Mid None 90% 1125 1000 2H 45 All 14 7 17 -7 KD 3 Large None 100% 2000 1000 2D 30 Low 12 3 22 -11 HKD 2 Large None Forced 90% 1125 1000 j.P 16 High 5 4 12 - - 0 Small None 80% 375 1000 j.K 20 High 6 4 12 - - 1 Small None 80% 750 1000 j.S 32 High 7 4 14 - - 2 Mid None 80% 1125 1000 j.H 35 High 8 10 25 +1 (IAD) +4 (IAD) 2 Mid None 80% 1125 1000 j.D 35 High 9 7 27 - - 2 Mid None 80% 1125 1000
Showing 1 to 20 of 20 entries
Special Moves
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Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
236S S Tandem Top 35 All 12 14 Total 45 -14 KD 2 Very Small 9-41F Airborne 42-45F Below Knee 80% 500 1000 236H H Tandem Top 32×2 All 73 28,6 Total 51 - KD 2 Very Small 18F onwards Airborne 80% 500×2 2000 214S Lust Shaker 7×3~9 All 17 1[(3)1]×2~8 16 -5, -7, -9 -2, -4, KD 1 Very Small None 100% 200×3~9 1000 214P Iron Savior 43 Low 20 till corner 17 + 10L -12 HKD 3 Mid 10F onwards Airborne 90% 1500 2000 j.236P Bad Moon 5×N, 31 High 11 Until Ground 20 + 12L -21 KD 2 Very Small None 80% 225×N, 1500 1000 j.236K Turbo Fall - - 14 - 9L - - - None 214K Mirazh - - - - Total 28 - - - 1-3F Upper Body 4-24F Above Knee j.236H Kapel 40 All 13 3 12 -1 at lowest height KD 1 Very Small 1-12F Lower Body 80% 1000 1000
Showing 1 to 8 of 8 entries
Supers
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Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
236236S Septem Voices 20×2,60 All 4+5 till corner Total 43 +8 HKD 2,2,4 Very Small 9-26F Airborne 100% 100×3 1000 632146H Winger 20×5,60 All 8+1 10(9)15 40 -32 HKD 4 Mid 1-8F Full 7-40F Airborne 100% 400×5, 500 1000
Showing 1 to 2 of 2 entries
Other
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Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Ground Throw 0,70 Ground Throw 2 3 38 - HKD +33 - None Forced 50% 2500 Air Throw 0,40,30 Air Throw 2 3 Until land+10 - HKD - None Forced 50% 2500 Dash Cancel Total 24
Showing 1 to 3 of 3 entries
Gatling Table
Ground Gatlings
P
K
S
H
D
Cancel
5PGuard: AllStartup: 7Recovery: 7Advantage: -2
5P, 2P, 6P
6K
-
6H
-
Special, Super
2PGuard: AllStartup: 4Recovery: 10Advantage: -2
5P, 2P, 6P
6K
-
6H
-
Special, Super
6PGuard: AllStartup: 9Recovery: 16Advantage: -11
-
-
-
-
-
Sp
5KGuard: AllStartup: 7Recovery: 12Advantage: -3
6P
5K, 2K, 6K
-
6H
5D, 2D
Jump, Special, Super
2KGuard: LowStartup: 6Recovery: 12Advantage: -3
6P
6K
-
6H
5D, 2D
Special, Super
6KGuard: HighStartup: 28Recovery: 14Advantage: -2
-
-
-
-
-
Special, Super
c.SGuard: AllStartup: 7Recovery: 13Advantage: +1
6P
6K
f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
f.SGuard: AllStartup: 9Recovery: 19Advantage: -7
-
-
-
5H, 2H
-
Special, Super
2SGuard: LowStartup: 11Recovery: 18Advantage: -6
-
-
-
5H, 2H
-
Special, Super
5HGuard: AllStartup: 12Recovery: 23Advantage: -8
-
-
-
-
-
Special, Super
2HGuard: AllStartup: 14Recovery: 17Advantage: -7
-
-
-
-
-
Special, Super
6HGuard: AllStartup: 17Recovery: 23Advantage: -8
-
-
-
-
-
Special, Super
5DGuard: HighStartup: 20Recovery: 26Advantage: -15
-
-
-
-
-
-
5[D]Guard: HighStartup: 20Recovery: 26Advantage: -15
-
-
-
-
-
Homing Jump
2DGuard: LowStartup: 12Recovery: 22Advantage: -11
-
-
-
-
-
Special, Super
Air Gatlings
P
K
S
H
D
Cancel
j.PGuard: HighStartup: 5Recovery: 12Advantage: -
j.P
-
-
-
-
Special
j.KGuard: HighStartup: 6Recovery: 12Advantage: -
-
-
-
-
j.D
Jump, Air Forward & Back Dash, Special
j.SGuard: HighStartup: 7Recovery: 14Advantage: -
-
-
-
j.H
j.D
Jump, Air Forward & Back Dash, Special
j.HGuard: HighStartup: 8Recovery: 25Advantage: +1 (IAD)
-
-
-
-
j.D
Jump, Air Forward & Back Dash, Special
j.DGuard: HighStartup: 9Recovery: 27Advantage: -
-
-
-
-
-
Jump, Air Forward & Back Dash, Special
X = X is available on hit or block
Navigation
Millia Rage
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