GGX/Sol Badguy

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< GGX

Overview

Overview
Sol Badguy is the titular Guilty Gear
GGX Sol Badguy Nameplate.png
GGX Sol Badguy Portrait.png
Damage Received Mod
x1
Guts Rating
1/5
Gravity Mod
x1.1
Stun Resistance
60
Prejump
2F
Backdash
17F (1~8F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
Reversals
Pros
Cons
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Version Damage Guard Startup Active Recovery On-Block Invuln
5P 10 Mid 4 4 6 0
5P DI 12 Mid 3 1 5 +4
Version Level Guard Bar+ Guard Bar-
5P 1
5P DI 1

5P: 5P DI:

5K

Version Damage Guard Startup Active Recovery On-Block Invuln
5K 14×2 Mid 3 2,8 10 -8
5K DI 14×2 Mid 2 1,4 3 +3
Version Level Guard Bar+ Guard Bar-
5K 1
5K DI 1

5K: 5K DI:

c.S

Version Damage Guard Startup Active Recovery On-Block Invuln
c.S 30 Mid 5 2 16 -4
c.S DI 33 Mid 3 1 6 +7
Version Level Guard Bar+ Guard Bar-
c.S 2
c.S DI 2

c.S: c.S DI:

f.S

Version Damage Guard Startup Active Recovery On-Block Invuln
f.S 34 Mid 7 1 24 -11
f.S DI 36 Mid 4 1 8 +5
Version Level Guard Bar+ Guard Bar-
f.S 2
f.S DI 2

f.S: f.S DI:

5H

Version Damage Guard Startup Active Recovery On-Block Invuln
5H 44 Mid 11 2 30 -13
5H DI 52 Mid 6 1 8 +10
Version Level Guard Bar+ Guard Bar-
5H 3
5H DI 3

5H: 5H DI:

Dust Attack

S+H

Damage Guard Startup Active Recovery On-Block Invuln
34 High 22 3 24 -13
Level Guard Bar+ Guard Bar-
2

6P

Version Damage Guard Startup Active Recovery On-Block Invuln
6P 32 Mid 8 3 20 -9
6P DI 32 Mid 5 2 8 +4
Version Level Guard Bar+ Guard Bar-
6P 2
6P DI 2

6P: 6P DI:

6H

Version Damage Guard Startup Active Recovery On-Block Invuln
6H 44×2 Mid 14 5,1 30 -12
6H DI 40×2 Mid 8 5,1 9 +9
Version Level Guard Bar+ Guard Bar-
6H 3
6H DI 3

6H:

  • Cancellable during recovery

6H DI:

  • Cancellable during recovery

2P

Version Damage Guard Startup Active Recovery On-Block Invuln
2P 8 Mid 5 4 4 +2
2P DI 8 Mid 2 1 5 +4
Version Level Guard Bar+ Guard Bar-
2P 1
2P DI 1

2P: 2P DI:

2K

Version Damage Guard Startup Active Recovery On-Block Invuln
2K 12 Low 6 4 7 -1
2K DI 14 Low 4 1 7 +2
Version Level Guard Bar+ Guard Bar-
2K 1
2K DI 1

2K: 2K DI:

2S

Version Damage Guard Startup Active Recovery On-Block Invuln
2S 26 Mid 10 3 9 +2
2S DI 26 Mid 4 1 5 +8
Version Level Guard Bar+ Guard Bar-
2S 2
2S DI 2

2S: 2S DI:

2H

Version Damage Guard Startup Active Recovery On-Block Invuln
2H 42 Mid 7 8 24 -13
2H DI 42 Mid 4 5 6 +8
Version Level Guard Bar+ Guard Bar-
2H 3
2H DI 3

2H: 2H DI:

Sweep

2S+H

Version Damage Guard Startup Active Recovery On-Block Invuln
2S+H 30 Low 8 3 24 -8
2S+H DI 30 Low 4 1 10 +8
Version Level Guard Bar+ Guard Bar-
2S+H 3
2S+H DI 3

2S+H:

  • Cancellable during recovery

2S+H DI:

  • Cancellable during recovery

j.P

Version Damage Guard Startup Active Recovery On-Block Invuln
j.P 13 High/Air 5 7 4
j.P DI 12 High/Air 3 6 3
Version Level Guard Bar+ Guard Bar-
j.P 1
j.P DI 1

j.P: j.P DI:

j.K

Version Damage Guard Startup Active Recovery On-Block Invuln
j.K 22 High/Air 6 6 17
j.K DI 22 High/Air 6 6 7
Version Level Guard Bar+ Guard Bar-
j.K 1
j.K DI 2

j.K: j.K DI:

j.S

Version Damage Guard Startup Active Recovery On-Block Invuln
j.S 32 High/Air 10 3 23
j.S DI 32 High/Air 4 1 10
Version Level Guard Bar+ Guard Bar-
j.S 2
j.S DI 2

j.S: j.S DI:

j.H

Version Damage Guard Startup Active Recovery On-Block Invuln
j.H 28×2 High/Air 9 6,8 0
j.H DI 30×2 High/Air 8 4,2 0
Version Level Guard Bar+ Guard Bar-
j.H 2
j.H DI 2

j.H: j.H DI:

Universal Mechanics

Ground Throw

4H or 6H

Damage Guard Startup Active Recovery On-Block Invuln
60 43 pixels
Level Guard Bar+ Guard Bar-

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 11 3 25 -14
Level Guard Bar+ Guard Bar-
2

Special Moves

Gun Flame

236P

Damage Guard Startup Active Recovery On-Block Invuln
50→42→30→30 All 20 9(1)9(1)9(1)9 Total 49 -3
Level Guard Bar+ Guard Bar-
2
  • In CH state during move

Volcanic Viper

623S/H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 35, 20 Mid 7 3(3)11 23+7 after landing -27 10~45F Airborne
623H 35, 25 Mid 5 2(3)18 31+7 after landing -42 7~57F Airborne
j.623S 28, 20 All 5 2(3)9 Until landing+7
j.623H 35, 20 All 5 2(3)18 Until landing+7
Version Level Guard Bar+ Guard Bar-
623S 2
623H 2
j.623S 2
j.623H 2

623S:

  • Can cancel into followup 28~38F

623H:

  • Can cancel into followup 32~42F

j.623S:

  • Can cancel into followup 23~33F

j.623H:

  • Can cancel into followup 32~42F

H Volcanic Viper (Dragon Install)

623H during Dragon Install

Damage Guard Startup Active Recovery On-Block Invuln
60, 16×12 Mid 7 3,54 39+7 after landing
Level Guard Bar+ Guard Bar-
3, 2×12
  • Can cancel into followup 68~78F

Addition

Volcanic Viper > 214K

Damage Guard Startup Active Recovery On-Block Invuln
25 High/Air 12 4 Until landing+7
Level Guard Bar+ Guard Bar-
2
  • Slams down opponent on hit
  • In CH state until landing

Bandit Revolver

236K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236K 24, 36 Mid 9 4(12)9 2+10 after landing +1 9~34F Airborne
j.236K 22×4 All 6 10(6)4,2,2,2 Until landing+8
  • Enough time to link normals like 5K after in the corner, leading to GGX Sol's signature Bandit Revolver loops, and also being the knockdown ender in them.
Version Level Guard Bar+ Guard Bar-
236K 3
j.236K 2

236K:

  • Listed Frame Adv is for standing opponent (tested on Sol)
  • Second hit slams down opponent on air hit

j.236K:

  • In CH state until landing

Bandit Revolver (Hold)

236[K]

Damage Guard Startup Active Recovery On-Block Invuln
26, 45 Mid, High/Air 9 4(21)9 23+10 after landing -23 9~64F Airborne
Level Guard Bar+ Guard Bar-
3
  • Second hit slams down opponent on hit

Riot Stamp

214K

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 7 after reaching wall Until landing+3 -4~ 1F~ Airborne
Level Guard Bar+ Guard Bar-
1
  • Fastest startup of Riot Stamp (done when Sol is right next to the wall) is 12F

Wild Throw

623K

Damage Guard Startup Active Recovery On-Block Invuln
70 65 pixels 1 1 31
Level Guard Bar+ Guard Bar-

Grand Viper

214S

Damage Guard Startup Active Recovery On-Block Invuln
7×7, 18×3 Low×7, Mid×3 17 4×6,2(4)12(2)2(2)19 33+12 after landing -68 45~46F Strike
47~115F Airborne
Level Guard Bar+ Guard Bar-
2
  • Data listed for maximum hits
  • Final ground hit skips second active frame if it connects

Overdrives

Dragon Install

214214S

Damage Guard Startup Active Recovery On-Block Invuln
19+9 Total 28
  • Can be done again while Install is active, refreshing the timer and avoiding the recovery animation.
  • Doesn't buff any specials except for Ground HS Volcanic Viper, but gives him absurd framedata on every normal except for Dust Attack, much faster buffs than in any other future installment letting him mash normals as he pleases.
Level Guard Bar+ Guard Bar-
  • Lasts ~360F
  • Using DI again resets the timer
  • Recovery animation: total 62F, CH state throughout

Tyrant Rave

632146H

Damage Guard Startup Active Recovery On-Block Invuln
72, 16×2, 64 Mid, All×3 6+1 3(9)9,24 Total 77 -7
Level Guard Bar+ Guard Bar-
3, 2×3
  • In CH state during move
  • Can only RC if first hit connects

Instant Kill

Napalm Death

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 7+8 12 26 -19
Level Guard Bar+ Guard Bar-
3
  • IK Mode activation: 76F
  • In CH state during move

Navigation

To edit frame data, edit values in GGX/Sol Badguy/Data.
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