GGAC/Order-Sol/Frame Data

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Normals[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 10 1.44 3 8 1 HLF cGJR 4 3 4 +3
  • 80% Prorate
K 14 2.64 6 7 2 HLF GJR 3 3 9  ?0
  • 90% Prorate
c.S 32 2.64 10 7 3 HLF GJR 5 3 14 -3 -
f.S 28 2.64 10 7 3 HLF GJR 10 2 15 -3 -
H 47 3.84 20 6 5 HLF GJR 13 2 16 +1 -
6P 32 2.64 10 7 3 HLF R 20 3 9 +2
  • 90% Prorate
  • 1~17F, 28~31F upper body invincibility
  • 18~27F Above the knee invincibility
  • Wall bounces. Max untechable time: 28F
  • HitStop 0
6K 30 2.64 10 7 3 HLF GR 12 10 7 -3
  • 1~21F throw invincibility
  • Stagger on CH. Max untechable time: 41F
6H 70 3.84 20 6 5 HLF R 17 1 24 -6
  • Staggers on ground hit. Max untechable time: 45F
  • On air hit floats opponent + knockdown
  • In CH state until the end
Dust 20 2.64 8 20 3 HF R 22 3 18 -7
  • 1~33F CH state
DAA 25 2.64 10 7 3 Any R 5 5 12 -3
  • 1~9F invincible
  • 10~19F throw invincible.- 50% Prorate
  • On ground hit down effect
2P 8 1.44 3 8 1 HLF cGR 4 4 5 +1
  • 80% Prorate
2K 12 1.44 3 8 1 LF GR 5 4 6  ?0
  • 70% Prorate
2S 24 2.64 10 7 3 HLF GR 6 3 12 -1 -
2H 32 3.84 11 6 4 HF R 23 4 13  ?0
  • 14~22F lower body invincible
  • In CH ground bounces + knock down
  • 90% Prorate
2D 28 3.84 11 6 4 LF GR 9 4 14 -1
  • 6~21F is in low stance
  • 90% Prorate
j.P 11 1.44 3 8 1 HA cGR 4 6 4 - -
j.K 16 2.64 6 7 2 HA GJR 5 8 10 - -
j.S 28 2.64 10 7 3 HA GJR 8 6 14 -
  • 90% Forced Prorate
j.H 34 3.84 14 6 4 HA GR 9 6 13 -
  • On CH causes sliding
  • Untechable time: 68
  • slide: 25
j.D 42 3.84 14 10 4 HF GJR 13 4 7 -
  • Blow off on hit
  • Untechable time: 22F
  • Wall bounces on CH
  • Untechable time: 52F
  • On landing, recovery time 5F
  • 90% Forced Prorate
Throw 60 4.00 - 6 - 43dot - - - - -
  • If hit connects wall stick
  • Untechable time: 40F
  • wall stick: 30F
  • 50% Forced Prorate
Air Throw 60 4.00 - 6,7 - 88dot - - - - -
  • Floats on hit
  • Untechable time: 60F
  • In CH floats and down effect
  • 50% Forced Prorate

Specials[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Blockhead Buster (Lvl1)
236P
10,16 2.00/1.20 14,0 4x2 4,3 Any R 12 2,8 42 overall -2
  • If after the 1st hit, the 2nd hit connects, it causes stagger (max 35F)
  • On air hit, 2nd hit is untechable for 20F
  • 1st hit's HitStop 0
  • 2nd hit is considered to be a projectile and can pass through other projectiles
  • 26F onwards Action Charge possible
Blockhead Buster (Lvl2)
236P
10,12x2 2.00/1.20x2 14,0 4x3 4,5x2 Any R 12 2,6,6 42 overall +11
  • If after the 1st hit, Hits 2 or 3 connect, both hits cause stagger (max 40F)
  • 1st hit's HitStop 0
  • Hits 2 and 3 are considered to be projectiles, past frame 14 hits 2 and 3 cannot be interrupted
  • Hits 2 and 3 can pass through other projectiles
  • 26F onwards Action Charge possible
  • Charge gauge starts draining on frame 2
  • see notes *3
Blockhead Buster (Lvl3)
236P
10,12x3 2.00/- 14,0 4x4 4,5x3 Any R 12 2,12(8)12(8)12 42 overall +37
  • 1st hit hitstop 0
  • If after the 1st hit, Hits 2-4 connect, hits 2-4 cause stagger (max 45F)
  • Hits 2-4 are considered to be projectiles, have hit stop 7 and past frame 14 hits 2-4 cannot be interrupted
  • Hits 2-4 can pass through other projectiles
  • 2nd hit untechable on air hit for 20 frames
  • 26F onwards Action Charge possible
  • Charge gauge starts draining on frame 2
  • see notes *3
Gunblaze (Lvl1)
214S
40 3.00/1.20 0 6 4 Any F 23 14 44 overall +9
  • 1~4F above the knees invincibility
  • 5-16 above the feet invincibility
  • 17-19 low stance
  • 1-30 can pass through opponent
  • Floats on hit (untechable for 40F)
  • CH state till end of recovery
  • FRC timing: frames 27-28
  • Flame can pass through projectiles
  • Can cancel into action charge from frame 33 on
Gunblaze (Lvl2)
214S
30x2 3.00/1.20x2 0 6x2 4 Any F 23 14(2)14 50 overall +12
  • 1~4F above the knees invincibility
  • 5-24 above the feet invincibility
  • 25-27 low stance
  • 1-38 can pass through opponent
  • Floats on hit (1st hit untechable for 60F, 2nd hit for 30F)
  • CH state till end of recovery
  • FRC timing: frames 35-36
  • Flames can pass through projectiles
  • Can cancel into action charge from frame 41 on
  • Charge gauge starts draining on frame 12
  • see notes *3
Gunblaze (Lvl3)
214S
30x3 3.00/1.20x3 0 6x3 4 Any F 17 14(2),18,24 56 overall +16
  • 1~4F above the knees invincibility
  • 5-30 above the feet invincibility
  • 31-33 low stance
  • 1-44 can pass through opponent
  • Floats on hit (Hits 1 and 2 untechable for 60F, 3rd hit for 50F)
  • CH state till end of recovery
  • FRC timing: frames 41-42
  • 3rd hit appears 17F after 2nd hit
  • Flames can pass through projectiles
  • Can cancel into action charge from frame 47 on
  • Charge gauge starts draining on frame 12
  • see notes *3
Storm Viper (Lvl1)
623H
25x2 2.00/4.80x2 10x2 7x2 3 HLF R 12 8,3 22 + 8 on landing -19
  • 1~12F invincible
  • 12~ airborne
  • Floats on hit(24)
  • From 37 until 1F before landing Air Action Charge possible
  • see notes *2
Storm Viper (Lvl2)
623H
30x3 2.00/4.80x3 10x3 7x3 3 HLF R 10 8,3(3)3 24 + 8 on landing -26
  • 1~12F invincible
  • 10~ airborne
  • Floats on hit(1st-2nd hits: 24; 3rd hit: 40)
  • From 44F until 1F before landing Air Action Charge possible
  • Charge gauge starts draining on frame 17
  • see notes *1,*2,*3
Storm Viper (Lvl3)
623H
25x4 2.00/4.80x3,2.90 10x4 7x4 3 HLF R 8 8,3(3)3(22)7 4 + 8 on landing -3
  • 1~14F invincible
  • 8~ airborne
  • Floats on 1st~3rd hits(1st hit: 24; 2nd~3rd hits: 40)
  • Ground bounces on 4th hit(70)
  • 80% forced prorate on 4th hit
  • On landing, 3F until recovery Action Charge possible
  • Charge Gauge starts draining on frame 17
  • see notes *1,*2,*3
Air Storm Viper (Lvl1)
j.623H
25x2 2.00/4.80x2 10x2 7x2 3 Any R 8 8,3 8 on landing -
  • 1~8F invincible
  • Floats on hit(24)
  • From 33F until 1F before landing Air Action Charge possible
  • see notes *1, *2
Air Storm Viper (Lvl2)
j.623H
30x3 2.00/4.80x3 10x3 7x3 3 Any R 8 8,3(3)3 8 on landing -
  • 1~10F invincible
  • Floats on hit(1st-2nd hits untechable for 24F; 3rd hit for 45F)
  • From frame 42 until 1F before landing Air Action Charge possible
  • Charge gauge starts draining on frame 17
  • see notes *1, *2, *3
Air Storm Viper (Lvl3)
j.623H
25x4 2.00/4.80x3,2.90 10x4 7x4 3 Any R 8 8,3(3)3(24)7 8 on landing -
  • 1~14F invincible
  • Floats on hits 1-3 (1st hit untechable for 50F, 2nd-3rd hits for 40F)
  • Ground bounces on 4th hit(untechable for 70F)
  • 80% Forced Prorate on 4th hit
  • From 64F until 1F before landing Air Action Charge possible(on landing, 3~until recovery Action Charge possible)
  • Charge gauge starts draining on frame 27
  • see notes *1, *2, *3
Bandit Revolver Prototype (Lvl1)
236K
24 -/4.80 10 7 3 HA RF 22 3 6 + 6 on landing -1
  • 1~7F feet invincible
  • 8F~ airborne
  • FRC timing: 16-17F
  • Can be cancelled into Action Charge anytime between 3F after landing and the end of the move
  • see notes *1,*2
Bandit Revolver Prototype (Lvl2)
236K
26,28 -/4.80x2 10,11 7,9 3,4 HA,HF RF 20 3(9)3 9 + 4 on landing +1
  • 1~6F feet invincible
  • 7F~ airborne
  • 2nd hit plummets and causes knockdown
  • FRC timing: 14~15F
  • Can be cancelled into Action Charge anytime between 3F after landing and the end of the move
  • Charge gauge starts draining on frame 12
  • see notes *1, *2, *3
Bandit Revolver Prototype (Lvl3)
236K
30,42 -/4.80x2 10,15 7,9 3,5 HA,HF RF 18 3(8)4 8 + 2 on landing +5
  • 1~5F feet invincible
  • 6F~ airborne
  • 2nd hit wallbounces (untechable for 60F)
  • 2nd hit forced proration 85%
  • FRC timing: 12~13F
  • Can use action charge after the move ends
  • Charge gauge starts draining on frame 16
  • see notes *1, *2, *3
Air Bandit Revolver Prototype (Lvl1)
j.236K
24 -/4.80 14 6 4 HA R 19 3 8 on landing -
  • Can be cancelled into air action charge from frame 29 on till 1 frame before landing
  • see notes *1, *2
Air Bandit Revolver Prototype (Lvl2)
j.236K
26,28 -/4.80x2 14,11 6,9 4 HA,HF R 19 3(9)3 8 on landing -
  • 2nd hit plummets on hit (untechable for 18F)
  • Can be cancelled into air action charge from frame 40 on till 1 frame before landing
  • Charge gauge starts draining on frame 22
  • see notes *1,*2,*3
Air Bandit Revolver Prototype (Lvl3)
j.236K
30,42 -/4.80x2 14,15 6,9 4,5 HA,HF R 19 3(8)4 8 on landing -
  • 2nd hit wall bounces on hit (untechable for 60F)
  • 2nd hit forced proration 85%
  • Can be cancelled into air action charge from frame 40 on till 1 frame before landing
  • Charge gauge starts draining on frame 27
  • see notes *1,*2,*3
Rock It (Lvl1)
236S
30 1.50/2.40 10 7 3 HLF R 16 16 10 +3
  • Causes slide effect on CH (untechable for 40F, slides lasts 20F)
  • On hit or block, performs a recovery animation (does not occur if Rock it whiffs)
  • Can be cancelled into an action charge anytime after the 3rd frame of recovery
Rock It (Lvl2)
236S
30,20 1.50/3.60,2.40 10,20 7,6 3,5 HLF R 13 17(10)3 17 -1
  • On hit or block, the 1st hit's active frames are cut short (move proceeds to 2nd hit)
  • 2nd hit ground bounces on hit (untechable for 30F)
  • Can be cancelled into Action charge anytime after the 9th frame of recovery
  • Charge gauge starts draining on frame 22
  • see notes *3
Rock It (Lvl3)
236S
30,25,20 1.50/4.80,3.60x2 10,20x2 7,6x2 3,5,5 HLF R 12 15(10)3(15)4 19 -4
  • On hit or block, the 1st hit's active frames are cut short (move proceeds to 2nd hit)
  • 2nd hit ground bounces on hit (untechable for 25F)
  • 3rd hit floats (untechable for 45F)
  • Only the 3rd hit is jump cancellable
  • Can be cancelled into Action charge anytime after the 11th frame of recovery
  • Charge gauge starts draining on frame 20
  • see notes *3
Charge
214[D]
- - - - - - - - - 13~ overall -
  • Can be cancelled into Charge Burst from frame 2 on
  • Charge rate speed increases the longer D is held
  • 2F after letting go of D, Order Sol performs a recovery animation (total: 8F)
  • Fastest possible charge is 13F long
  • From empty, it takes 62F to completely fill lvl 1, 93F to fill lvl 2, and 116F to completely fill the charge gauge
Charge Burst
H during Charge
10 -/1.20 0 7 2 Any - 19 4 35 -15
  • 1~28F invincible
  • Causes blowback on hit(20)
  • In CH state until the end of recovery
  • Order Sol is crouching from 44F until the end of recovery
Action Charge
D during Special Rec
- - - - - - F - - 30 overall -
  • In CH state until end of recovery
  • FRC timing: 7~12F
  • On frame 5, Charge Gauge level is increased by 0.8 of a level
Air Action Charge
D during Aerial Special Rec
- - - - - - F - - 8 on landing -
  • FRC timing: 13~18F
  • On frame 11, Charge Gauge increases by 0.8 of a level

Force Breaks[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Fafnir
41236D
70 - 15 6 5 LF R 10 2 23 -6
  • 1~11F lower body invincibility
  • Floats on hit(untechable for 40F)
  • Causes ground bounce and knockdown on CH
  • Fafnir cannot be cancelled into

Overdrives[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Tyrrant Rave Ver.O (Lvl1)
632146HS
80 - 20 6 5 HLF R 5+10 13 18 -12
  • 1~15F invincible
  • 16~36F throw invincible
  • Causes blowback and knock down on hit
  • Dizzy modifier x0.25
  • Chip damage x1.5
Tyrrant Rave Ver.O (Lvl2)
632146HS
50,60 - 20x2 6x2 5 HLF R 4+9 13(13+3)16 16 -13
  • 1~19F invincible
  • 20~33F throw invincible
  • 1st hit causes knockdown on hit
  • 2nd hit causes wall bounces and knockdown on hit
  • Dizzy modifier x0.25
  • Chip damage x1.5
  • Charge gauge starts draining on frame 17
  • see notes *3
Tyrrant Rave Ver.O (Lvl3)
632146HS
50,60,128 - 20x3 6x3 5 HLF R 3+8 13(13+3)16(5+5)22 26 -25
  • 1~23F invincible
  • 24~31F throw invincible
  • 1st and 2nd hits causes knockdown on hit
  • 3rd hit floats and causes knockdown
  • Dizzy modifier x0.25
  • Chip damage x1.5
  • 3rd hit can pass through projectiles
  • Charge gauge starts draining on frame 36
  • see notes *3
Savage Fang (Lvl1)
632146P
60 - 10 7 3 Any - 3+2 6 27 -13
  • 1~3F strike invincible
  • Floats on hit (untechable for 40F)
  • HitStop 6
  • Chip damage x2
  • Flame can pass through projectiles
Savage Fang (Lvl2)
632146P
40x3 - 10x3 7x3 3 Any - 3+0 6(4)6(4)6 7 +7
  • 1~3F strike invincible
  • Floats on hit(untechable for 40F)
  • 1st hit's HitStop is 6
  • Chip damage x2
  • Flame can pass through projectiles
  • Charge gauge starts draining 12F before the end of the super flash
  • see notes *3
Savage Fang (Lvl3)
632146P
60x3 - 20x3 6x3 5 Any - 3+1 3x3 28 +3
  • 1~3F strike invincible
  • Floats on hit(45)
  • 80% Forced Prorate
  • Chip damage x2
  • Flame can pass through projectiles
  • Charge gauge starts draining 44F before the end of the super flash
  • see notes *3

Instant Kill[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Dragon Install: Sakkai
632146S, and then P,K,S,H,D,K,S,632146H
30,20x8,230 - 20 6,4x8,7 5,3x6,5x2,3 Any R 7+1 3 68 -50
  • 1st hit staggers(max 125F)
  • 10th hit causes blowback and knockdown
  • 10th hit: chip damage x1.5
  • CH state till end of recovery
  • Charge gauge starts draining on frame 1
  • see notes *3
  • If you mess up the command sequence, Order Sol goes into a short dizzy animation (recovery: 56F)


*1: In CH state until landing.
*2: on landing until end of the recovery crouch stance
*3: The length of the levels (time wise) while draining is as follows: Lvl 3 is 28F long, lvl 2 is 66F long, and lvl 1 is 90F long (Charge gauge does not drain during hit stop). If Order Sol uses a move that requires charge gauge while the charge gauge is draining, the charge gauge stops draining until the move would normally start draining charge meter. If you want an example: A completely full gauge turns into a lvl 2 gauge in 28F, while a just barely lvl (201%) gauge would become a lvl 2 immediately once the charge gauge starts draining.

Gatling Table[edit]

P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D j, sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D sp
6P - - - - - j, sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D j, sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D sp
6K - - - 6H 2D sp
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D j, sp
f.S - - - 5H, 6H 5D j, sp
2S - - - 5H, 2H, 6H 5D, 2D sp
5H - - - - - j, sp
2H - - - - - -
6H - - - - - -
5D - - - - - homing jump
2D - - - - - sp
j.P j.P j.K j.S j.H - sp
j.K j.P - j.S j.H j.D j, sp
j.S j.P j.K - j.H j.D j, sp
j.H - - - - j.D sp
j.D - - - - - j, sp



Guilty Gear XX Accent Coree
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