GGACR/Sol Badguy/Frame Data: Difference between revisions

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{{AttackVersion|name=Knockdown|subtitle=VV > 214K|rowspan=2}}
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{{#lsth:GGACR/Sol Badguy/Data|623H 214K Full}}
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{{Description|18|text=
{{Description|18|text=

Revision as of 14:33, 31 January 2020

System Data


Normals

  • Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
  • Initial prorate 80% (no prorate in DI)
5K
c.S
f.S
5H
6P
  • Upper body invincible 1~8F [1~4F] and 14~21F [8~11F]
  • Above knees invincible 9~13F [5~7F]
  • Wall bounces opponent on hit (untechable for 30F)
  • Initial prorate 90% (no prorate in DI)
6H
  • Dizzy modifier x1.5
  • Sol is in CH state during move
5D
  • Sol is in CH state 1~30F
2P
  • Initial prorate 80% (no proration in DI)
2K
  • Initial prorate 70% (no proration in DI)
2S
2H
  • Floats opponent on CH (untechable for 60F) (DI version doesn't float)
  • Initial prorate 90%
2D
  • Low profile 4~23F [3~15F]
  • Initial prorate 90%
j.P
j.K
j.S
j.H
  • Untechable for 17F (doesn't apply to DI version)
j.D
  • Blows back opponent on normal hit (untechable for 27F)
  • Wall bounces opponent on CH (untechable for 54F)
  • Initial prorate 90%

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Throw
  • Floats opponent on hit
  • Forced prorate 50%
Air Throw
  • Floats opponent on hit (untechable for 60F)
  • Dizzy modifier x1.5
  • Forced prorate 50%
DAA
  • Fully invincible 1~13F
  • Throw and upper body invincible 14~33F
  • Wall bounces opponent on hit (untechable on ground hit for 28F)
  • Initial prorate 50%

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Gun-Flame
236P
  • Floats opponent on hit (untechable for 28F)
  • Sol is in CH state till during move
  • Chip damage x2
  • FRC timing 14~15F
  • Flame appears on 19F
  • Damage, Active, and Level vary depending on which of the 4 flames hits
  • Flames appear on 21F, 31F, 39F and 42F
  • Gun-Flame can only hit once
Gun-Flame (DI)
236P
  • Floats opponent on hit (untechable for 40F)
  • Sol is in CH state during move
  • Hitstop 6F
  • Chip damage x2
  • FRC timing 21~22F
  • Flame goes through other projectiles
Gun-Flame (Feint)
214P
  • Sol is in CH state during move
S Volcanic Viper
623S
  • Fully invincible 1~9F
  • Strike invincible 10~13F
  • Sol is airborne from 10F onwards
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F)
  • Can cancel into Knockdown from 24~40F
  • Sol is in crouching state during landing recovery
S Volcanic Viper (DI)
623S
  • Fully invincible 1~9F
  • Strike invincible on 10F
  • Sol is airborne from 10F onwards
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 30F)
  • Sol is in crouching state during landing recovery
H Volcanic Viper
623H
  • Fully invincible 1~6F
  • Strike invincible 7~11F
  • Sol is airborne from 7F onwards
  • Floats oppoent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 36F)
  • Can cancel into Knockdown from 28~44F
  • Sol is in crouching state during landing recovery
H Volcanic Viper (DI)
623H
  • Fully invincible 1~9F
  • 1st hit floats opponent and fully untechable
  • All other hits float opponent (untechable for 60F) and have hitstop 0
  • Sol is airborne from 7F onwards
  • 1st hit dizzy modifier x2.0
  • Can cancel into Knockdown from 63F onwards
  • Sol is in crouching state during landing recovery
Air S Volcanic Viper
j.623S
  • Strike invincible 1~9F
  • Floats opponent on hit (1st hit untechable for 36F, 2nd hit for 27F)
  • Can cancel into Knockdown from 19~35F
  • Sol is in crouching state during landing recovery
Air H Volcanic Viper
j.623H
  • Strike invincible 1~9F
  • Floats opponent on hit (1st hit untechable for 38F, 2nd hit for 36F)
  • Can cancel into Knockdown from 32~44F
  • Sol is in crouching state during landing recovery
Air Volcanic Viper (DI)
j.623S/H
  • Fully invincible 1~9F
  • Strike invincible 10~11F
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 45F)
  • Sol is in crouching state during landing recovery
Knockdown
VV > 214K
  • Slams down opponent on hit (untechable for 30F)
  • Sol is in CH state while falling
  • Sol is in crouching state during landing recovery
Ground Viper
214S
  • Above knees invincible 1~4F
  • Above feet invincible while advancing 5~16F
  • 1st-6th hits of the advancing part are untechable for 26F
  • Hitstun on standing opponent 24F
  • Hitstop 6F
  • Dizzy modifier x0.25
  • Initial prorate 80%
  • 7th hit of the advancing part floats opponent on hit (untechable for 28F)
  • Histop 6F
  • Final hit (the uppercut) floats opponent on hit (untechable for 42F, on Clean Hit for 64F)
  • Listed frame data is for a Ground Viper that does the maximum number of hits
Bandit Revolver
236K
  • Strike invincible 1~3F
  • Sol is airborne from 9F onwards
  • 1st hit floats opponent on hit (untechable for 26F)
  • 2nd hit slams down opponent and fully untechable on air hit
  • Auto Jump Install
  • Sol is in crouching state during landing recovery
Bandit Revolver (DI)
236K
  • Strike invincible 1~3F
  • Sol is airborne from 9F onwards
  • 1st-3rd hits float opponent on hit (untechable for 26F)
  • 4th hit slams down opponent on air hit (untechable for 26F)
  • Auto Jump Install
  • Sol is in crouching state during landing recovery
Air Bandit Revolver
j.236K
  • 1st hit floats opponent on ground hit (untechable for 24F)
  • Untechable on air hit for - 2nd hit: 32F, 3rd hit: 28F
  • FRC timing 6~8F
  • Attack level is 1 on block
  • Sol is in crouching state during landing recovery
Bandit Bringer
236[K]
  • Strike invincible 1~3F
  • Sol is airborne from 9F onwards
  • Ground bounces opponent on hit (untechable for 50F, on Clean Hit for 80F, on CH for 152F)
  • FRC timing 18~20F
  • Initial prorate 66%
  • Startup of 32F to hit crouching opponent (tested on Sol)
  • Sol is in crouching state during landing recovery
  • Attack does 19F blockstun
Riot Stamp
214K
  • Sol is airborne from 1F onwards
  • Wall bounces opponent on hit (untechable for 28F)
  • Sol is in CH state from first active frame onwards
  • FRC timing 9~12F after reaching the wall
  • Auto Jump Install
  • Fastest startup of Riot Stamp (done when Sol is right next to the wall) is 14F
Wild Throw
623K
  • Sol is in CH state 1~14F
  • Whiff animation is 35F
  • Forced prorate 55%
Sidewinder
j.236H
  • Wall bounces opponent on hit (Clean Hit untechable for 56F)
  • Sol is in CH state during recovery
  • Dizzy modifier x0.5
  • Forced prorate 70%
  • Sol is in crouching state during landing recovery
  • See notes *3
Fafnir
41236H
  • Forced prorate 70%
  • Staggers opponent on ground hit (Max 42F)
  • Knocks down opponent on air hit (untechable for 24F)
  • Slides opponent on CH (untechable for 56F, slides for 40F)
  • Can cancel into Tyrant Rave from 20~25F
Slam
j.214K
  • Initial prorate 80%
  • Ground bounces opponent on hit (untechable for 55F)
  • Frame Adv is based on performing TK Knockdown (startup 20F)

Force Breaks

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
FB Fafnir
41236D
  • Throw invincible until active
  • Knocks down opponent on hit (untechable for 40F)
  • Slides opponent on Clean Hit (untechable for 80F, slides for 28F)
  • Blockstun 26F
  • Forced prorate 70%
  • Can cancel into Tyrant Rave from 12~18F
Tyrant Rave
Fafnir > 64D
  • Disables opponent's Burst on hit
  • Dizzy modifier x0
  • Chip damage x2
  • 1st-3rd hits have initial prorate 80%
  • 2nd-4th hits can pass through projectiles
  • Clean Hit adds additional damage
FB Sidewinder
j.236D
  • Forced prorate 70%
  • Wall bounces opponent on hit (untechable for 56F)
  • Guaranteed Clean Hit
  • Sol is in CH state during landing recovery
  • Hitstop 27F
  • See Notes *3

Overdrives

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Tyrant Rave ver.Beta
632146H
  • Strike invincible 1~8F
  • 1st hit floats opponent and is fully untechable
  • 2nd hit wall sticks opponent (untechable for 80F, sticks for 32F)
  • Dizzy modifier: 1st hit: x0.25, 2nd hit: x0
  • Chip damage: 1st hit: x1.5, 2nd hit: x2.0
  • 2nd hit has forced prorate 70%
  • 2nd hit is RCable only if the 1st attack hits or is blocked
  • 2nd hit can pass through projectiles
Dragon Install
214214S
  • Fully invincible 1~19F
  • Strike invincible 19~21F
  • During DI, tension increases at a rate of 0.1% per frame
  • DI cannot be while in DI
  • DI duration: 360F + 1F for every health point below 210
  • Dragon Install duration drains during hitstop and superflash
  • Recovery animation: 36F total, CH state throughout, Tension reduced to 0, negative penalty, tension gain lowered, Sol takes extra dizzy damage, and has a lower dizzy rating
Dragon Install 2nd
214214214214PH
  • Requires 100% tension
  • Sol will Install after the super-freeze, even if hit
  • Install mode remains for entire round
  • Tension gained is 20% original value
  • Health steadily decreases

Instant Kill

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Napalm Death
During IK Mode: 236236H
  • IK Mode activation: 76F
  • Sol is in CH state until landing


  • How to score Clean Hits: For Ground Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit on hit, even on grounded opponents. Hitstop from a Clean Hit is 27F.
  • *1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits)
  • *2: Damage of Tyrant Rave is 25 + 30 * (# of Clean Hits) * 3 + 84
  • *3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, 6H 5D, 2D Sp
2S - - - 5H, 2H 5D, 2D Sp
5H - - - 2H 5D, 2D Jump, Sp
2H - - - - 5D, 2D Jump, Sp
6H - - - - - Sp
5D - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H - Sp
j.K j.P - j.S - j.D Sp
j.S - j.K - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Clean Hit Diagrams

Clean Hit Diagrams


Navigation


To edit frame data, edit values in GGACR/Sol Badguy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.