GGXRD-R2/Sol Badguy/Frame Data

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System Data


Normal Moves

  • Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P
5K
c.S
f.S
5H
2P
2K
2S
2H
j.P
j.K
j.S
j.H
j.D
6P
6H
  • Forces opponent into crouching state on ground hit
2D
5D

Universal Mechanics

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Throw
  • Stun damage: 30
Air Throw
  • Stun damage: 90
Dead Angle Attack
Blitz Attack
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/100F on CH)
  • Crumples opponent on ground hit

Special Moves

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Gun Flame
236P
  • Damage and level change with each set of 9 active frames.
Gun Flame (DI)
During Dragon Install: 236P
Gun Flame (Feint)
214P
Volcanic Viper GGS.png
623S
  • 10F onwards Airborne
Volcanic Viper GGS.png (DI)
During Dragon Install: 623S
  • 10F onwards Airborne
Volcanic Viper GGH.png
623H
  • 7F onwards Airborne
Volcanic Viper GGH.png (DI)
During Dragon Install: 623H
  • 10F onwards Airborne
  • Stun damage: 120
Aerial Volcanic Viper GGS.png
j.623S
Aerial Volcanic Viper GGS.png (DI)
During Dragon Install: j.623S
  • On hit, the 1st hit is active for 1 frame
Aerial Volcanic Viper GGH.png
j.623H
Aerial Volcanic Viper GGH.png (DI)
During Dragon Install: j.623H
Knockdown
During Volcanic Viper: 214K
Bandit Revolver
236K
  • 9F onwards Airborne
  • 2nd hit hits crouching block opponent on frame 32 (tested vs. Sol)
Bandit Revolver (DI)
During Dragon Install: 236K
  • 7F onwards Airborne
Aerial Bandit Revolver
j.236K
Aerial Bandit Revolver (DI)
During Dragon Install: j.236K
  • Active frames of 4(6)4 are all treated as the 1st hit
Bandit Bringer
236[K]
  • 9F onwards Airborne
Bandit Bringer (DI)
During Dragon Install: 236[K]
  • 7F onwards Airborne
Break
j.214K
Break (DI)
During Dragon Install: j.214K
Wild Throw
623K
  • Stun damage: 20
Wild Throw (DI)
During Dragon Install: 623K
  • Stun damage: 40
Riot Stamp
214K
  • Data in [ ] refers to on hit or block
  • When right next to the wall, start-up is 16 frames
  • 1F onwards Airborne
Riot Stamp (DI)
During Dragon Install: 214K
  • Data in [ ] refers to on hit or block
  • When cornered, start-up is 16 frames
  • 1F onwards Airborne
Ground Viper
214S
  • Ground hits: Stun damage 2
Ground Viper (DI)
During Dragon Install: 214S
  • During lever wiggle and button mashing, data in { } loops. Maximum hits: 25
  • Flame pillars: Start-up in 17F, then every 3F, active for 22
  • Ground hits: Stun damage 2
Fafnir
41236H
Fafnir (DI)
During Dragon Install: 41236H
P.B.B.
During Dragon Install: j.623K
  • Stun damage: 30,50

Overdrives

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Tyrant Rave ver.β
632146H
[632146D]
  • [ ] Values are for Burst version
  • Minimum damage: 20% [50%]
  • Stun damage: 20,0
Tyrant Rave ver.β (DI)
During Dragon Install: 632146H
  • Minimum damage: 20%
  • Stun damage: 20,0
Dragon Install
214214H (air OK)
  • Duration: 420F (During Hell Fire: 504F)
  • Ending recovery: Total 62F, Tension Gauge becomes 0

Instant Kill

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Branding Breach
During IK Mode: 236236H
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]

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 5D, 2D Sp
2S - - - 5H, 2H, 6H 5D, 2D Sp
5H - - - 2H 5D, 2D Jump, Sp
2H - - - - 5D, 2D Jump, Sp
6H - - - - - Sp
5D - - - - Homing Jump, Homing Dash
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P[+] j.K[+] j.S j.H - Sp
j.K - - j.S - j.D Jump, 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 and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGXRD-R2/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.

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