GGXRD/Sol Badguy/Frame Data 1.0: Difference between revisions

From Dustloop Wiki
mNo edit summary
mNo edit summary
Line 22: Line 22:
  |prorate=Initial: 80%
  |prorate=Initial: 80%
  |level=0
  |level=0
  |guard=HLF
  |guard=Mid
  |cancel=CSJR
  |cancel=CSJR
  |startup=4[3]
  |startup=4[3]
Line 39: Line 39:
  |prorate=
  |prorate=
  |level=1
  |level=1
  |guard=HLF
  |guard=Mid
  |cancel=SJR
  |cancel=SJR
  |startup=3
  |startup=3
Line 56: Line 56:
  |prorate=
  |prorate=
  |level=2
  |level=2
  |guard=HLF
  |guard=Mid
  |cancel=SJR
  |cancel=SJR
  |startup=5[3]
  |startup=5[3]
Line 73: Line 73:
  |prorate=
  |prorate=
  |level=2
  |level=2
  |guard=HLF
  |guard=Mid
  |cancel=SR
  |cancel=SR
  |startup=7[5]
  |startup=7[5]
Line 90: Line 90:
  |prorate=
  |prorate=
  |level=4
  |level=4
  |guard=HLF
  |guard=Mid
  |cancel=SJR
  |cancel=SJR
  |startup=11[6]
  |startup=11[6]
Line 107: Line 107:
  |prorate=Initial: 80%
  |prorate=Initial: 80%
  |level=0
  |level=0
  |guard=HLF
  |guard=Mid
  |cancel=CSR
  |cancel=CSR
  |startup=5[3]
  |startup=5[3]
Line 124: Line 124:
  |prorate=Initial: 70%
  |prorate=Initial: 70%
  |level=0
  |level=0
  |guard=LF
  |guard=Low
  |cancel=SR
  |cancel=SR
  |startup=6[4]
  |startup=6[4]
Line 141: Line 141:
  |prorate=
  |prorate=
  |level=2
  |level=2
  |guard=HLF
  |guard=Mid
  |cancel=SR
  |cancel=SR
  |startup=10[7]
  |startup=10[7]
Line 158: Line 158:
  |prorate=Initial: 90%
  |prorate=Initial: 90%
  |level=4
  |level=4
  |guard=HLF
  |guard=Mid
  |cancel=SJR
  |cancel=SJR
  |startup=8[5]
  |startup=8[5]
Line 175: Line 175:
  |prorate=
  |prorate=
  |level=0
  |level=0
  |guard=HA
  |guard=High/Air
  |cancel=CSR
  |cancel=CSR
  |startup=5[3]
  |startup=5[3]
Line 192: Line 192:
  |prorate=
  |prorate=
  |level=2
  |level=2
  |guard=HA
  |guard=High/Air
  |cancel=SJR
  |cancel=SJR
  |startup=6
  |startup=6
Line 209: Line 209:
  |prorate=Initial: 90%
  |prorate=Initial: 90%
  |level=2
  |level=2
  |guard=HA
  |guard=High/Air
  |cancel=SJR
  |cancel=SJR
  |startup=10[6]
  |startup=10[6]
Line 226: Line 226:
  |prorate=
  |prorate=
  |level=2
  |level=2
  |guard=HA
  |guard=High/Air
  |cancel=SR
  |cancel=SR
  |startup=9
  |startup=9
Line 243: Line 243:
  |prorate=Initial: 90%
  |prorate=Initial: 90%
  |level=3
  |level=3
  |guard=HA
  |guard=High/Air
  |cancel=SJR
  |cancel=SJR
  |startup=9
  |startup=9
Line 260: Line 260:
  |prorate=
  |prorate=
  |level=2
  |level=2
  |guard=HLF
  |guard=Mid
  |cancel=SR
  |cancel=SR
  |startup=9[6]
  |startup=9[6]
Line 277: Line 277:
  |prorate=
  |prorate=
  |level=4
  |level=4
  |guard=HLF
  |guard=Mid
  |cancel=SR
  |cancel=SR
  |startup=17[12]
  |startup=17[12]
Line 294: Line 294:
  |prorate=
  |prorate=
  |level=3
  |level=3
  |guard=LF
  |guard=Low
  |cancel=SR
  |cancel=SR
  |startup=7[5]
  |startup=7[5]
Line 311: Line 311:
  |prorate=Initial: 80%
  |prorate=Initial: 80%
  |level=2
  |level=2
  |guard=HF
  |guard=High
  |cancel=R
  |cancel=R
  |startup=24
  |startup=24
Line 449: Line 449:
  |prorate=
  |prorate=
  |level=2
  |level=2
  |guard=HLF
  |guard=Mid
  |cancel=
  |cancel=
  |startup=7
  |startup=7
Line 468: Line 468:
  |prorate=
  |prorate=
  |level=2
  |level=2
  |guard=HLF
  |guard=Mid
  |cancel=
  |cancel=
  |startup=7
  |startup=7
Line 487: Line 487:
  |prorate=
  |prorate=
  |level=2
  |level=2
  |guard=HLF
  |guard=Mid
  |cancel=
  |cancel=
  |startup=5
  |startup=5
Line 506: Line 506:
  |prorate=
  |prorate=
  |level=4,2x9
  |level=4,2x9
  |guard=HLF
  |guard=Mid
  |cancel=
  |cancel=
  |startup=7
  |startup=7
Line 543: Line 543:
  |prorate=
  |prorate=
  |level=2
  |level=2
  |guard=All,HLFx2
  |guard=All,Midx2
  |cancel=
  |cancel=
  |startup=5
  |startup=5
Line 582: Line 582:
  |prorate=
  |prorate=
  |level=4,2x9
  |level=4,2x9
  |guard=All,HLFx9
  |guard=All,Midx9
  |cancel=
  |cancel=
  |startup=7
  |startup=7
Line 618: Line 618:
  |prorate=Forced: 80%
  |prorate=Forced: 80%
  |level=2
  |level=2
  |guard=HLF
  |guard=Mid
  |cancel=R
  |cancel=R
  |startup=9
  |startup=9
Line 640: Line 640:
  |prorate=
  |prorate=
  |level=3x3,4
  |level=3x3,4
  |guard=HLFx3,HF
  |guard=Midx3,High
  |cancel=R
  |cancel=R
  |startup=7
  |startup=7
Line 699: Line 699:
  |prorate=Initial: 65%
  |prorate=Initial: 65%
  |level=4
  |level=4
  |guard=HA
  |guard=High/Air
  |cancel=R
  |cancel=R
  |startup=32
  |startup=32
Line 720: Line 720:
  |prorate=
  |prorate=
  |level=4
  |level=4
  |guard=HA
  |guard=High/Air
  |cancel=R
  |cancel=R
  |startup=30
  |startup=30
Line 819: Line 819:
  |prorate=
  |prorate=
  |level=3,4
  |level=3,4
  |guard=HA
  |guard=High/Air
  |cancel=R
  |cancel=R
  |startup=10 after reaching wall
  |startup=10 after reaching wall
Line 842: Line 842:
  |prorate=
  |prorate=
  |level=3,4,2x5
  |level=3,4,2x5
  |guard=HAx2,Allx5
  |guard=High/Airx2,Allx5
  |cancel=R
  |cancel=R
  |startup=10 after reaching wall
  |startup=10 after reaching wall
Line 865: Line 865:
  |prorate=Initial: 80%
  |prorate=Initial: 80%
  |level=2
  |level=2
  |guard=LFx2~6,<br>HLFx3
  |guard=Lowx2~6,<br>Midx3
  |cancel=
  |cancel=
  |startup=17
  |startup=17
Line 883: Line 883:
  |prorate=Initial: 80%
  |prorate=Initial: 80%
  |level=2
  |level=2
  |guard={LF,All}<br>x4~11,<br>LF,HLFx3
  |guard={Low,All}<br>x4~11,<br>Low,Midx3
  |cancel=R
  |cancel=R
  |startup=11
  |startup=11
Line 905: Line 905:
  |prorate=Initial: 55%
  |prorate=Initial: 55%
  |level=4
  |level=4
  |guard=HLF
  |guard=Mid
  |cancel=R
  |cancel=R
  |startup=18
  |startup=18
Line 923: Line 923:
  |prorate=Initial: 55%
  |prorate=Initial: 55%
  |level=4
  |level=4
  |guard=HLF
  |guard=Mid
  |cancel=R
  |cancel=R
  |startup=18
  |startup=18
Line 968: Line 968:
  |prorate=
  |prorate=
  |level=4,3
  |level=4,3
  |guard=HLF,All
  |guard=Mid,All
  |cancel=R
  |cancel=R
  |startup=5+1
  |startup=5+1
Line 989: Line 989:
  |prorate=Initial: -, 70%
  |prorate=Initial: -, 70%
  |level=4,3
  |level=4,3
  |guard=HLF,All
  |guard=Mid,All
  |cancel=R
  |cancel=R
  |startup=7+1
  |startup=7+1

Revision as of 02:18, 22 November 2014

System Data

Defense Modifier: x1.00

Guts Rating: 1

Stun Resistance: 60

Jump Startup: 3F

Backdash Time: 16F

Backdash Invincibility: 1-8F

Normal Moves

  • Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
5P
10[12] 144 8 Initial: 80% 0 Mid CSJR - 4[3] 4[1] 6[5] ±0[+4] -
5K
14x2 264 7 - 1 Mid SJR - 3 2,6[1,4] 13[7] -7[+1] -
c.S
30[28] 264 7 - 2 Mid SJR - 5[3] 2[1] 16[10] -4[+3] -
f.S
30[28] 264 7 - 2 Mid SR - 7[5] 2[1] 23[13] -11[±0] -
5H
40[44] 384 6 - 4 Mid SJR - 11[6] 2[1] 26[13] -9[+5] -
2P
8 144 8 Initial: 80% 0 Mid CSR - 5[3] 4[1] 4[5] +2[+4] -
2K
12[14] 144 8 Initial: 70% 0 Low SR - 6[4] 3[1] 8[7] -1[+2] -
2S
25[24] 264 7 - 2 Mid SR - 10[7] 3[1] 8[5] +3[+8] -
2H
36[40] 384 6 Initial: 90% 4 Mid SJR - 8[5] 6[3] 26[13] -13[+3] -
j.P
12 144 8 - 0 High/Air CSR - 5[3] 7[4] 4[3] - -
j.K
22 264 7 - 2 High/Air SJR - 6 6[3] 17[12] - -
j.S
28[25] 264 7 Initial: 90% 2 High/Air SJR - 10[6] 3[2] 23[12] - -
j.H
24x2 264 7 - 2 High/Air SR - 9 6,8[4,2] 0 - -
j.D
35 384 8 Initial: 90% 3 High/Air SJR - 9 7 13/5 landing recovery - -
6P
32 264 12 - 2 Mid SR - 9[6] 3[2] 20[10] -9[+2] 1~7F [1~4F] Upper Body
12~19F [8~11F] Upper Body
8~11F [5~7F] Above Knees
6H
50 384 6 - 4 Mid SR - 17[12] 7[4] 30[14] -18[+1] -
2D
28[30] 384 6 - 3 Low SR - 7[5] 3[1] 20[13] -6[+3] 4~20F [3~12F] Low Profile
5D
27 264 20 Initial: 80% 2 High R - 24 3 24 -13 -
DAA
25 -5000/264 7 Initial: 50% 2 All - - 11 13 25 -14 1-13F Full
14-33F Throw
14-23F Upper Body

Throws

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Ground Throw
0,60 0,480 6,0 Forced: 65% 0,4 Ground Throw: 75250 R - 1 - - +51 -
Air Throw
0,60 0,480 6,7 Forced: 65% 0,2 Air Throw: 192500 R - 1 - - - -

Special Moves

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Gun Flame
236P
50→42→
30→30
200/120 7 - 2→2→
1→1
All R - 20 9(1)9(1)9(1)9 Total 50 -4 -
  • Attack power and level change with each set of 9 active frames.
Gun Flame (DI)
During Dragon Install: 236P
50 200/120 7 - 2 All R - 20 6 Total 36 +3 -
Gun Flame (Feint)
214P
- 350/- - - - - R - - - Total 30 - -
Volcanic Viper GGS.png
623S
40,25 200/480,
720
7 - 2 Mid - - 7 3(3)11 21+8 after landing -26 1~9F Full
10~12F Strike
  • Sol is airborne from 10F onwards
Volcanic Viper GGS.png (DI)
During Dragon Install: 623S
40,20x2 200/360,
720x2
7 - 2 Mid - - 7 3(1)4,2 21+8 after landing -17 1~9F Full
10F Strike
  • Sol is airborne from 10F onwards
Volcanic Viper GGH.png
623H
40,25 300/480,
720
7 - 2 Mid - - 5 2(3)18 29+8 after landing -41 1~6F Full
7~11F Strike
  • Sol is airborne from 7F onwards
Volcanic Viper GGH.png (DI)
During Dragon Install: 623H
60,12x9 300/96,
720x9
1,6x9 - 4,2x9 Mid - - 7 3,47 38+8 after landing -71 1~9F Full
  • Sol is airborne from 10F onwards
Aerial Volcanic Viper GGS.png
j.623S
32,20 200/360,
720
7 - 2 All - - 5 2(3)9 Until landing+8 - 1~9F Strike
Aerial Volcanic Viper GGS.png (DI)
During Dragon Install: j.623S
32,20x2 200/240,
720x2
7 - 2 All,Midx2 - - 5 2(1)4,2 Until landing+8 - 1~6F Strike
  • On hit, the 1st hit is active for 1 frame
Aerial Volcanic Viper GGH.png
j.623H
40,20 250/480,
720
7 - 2 All - - 5 2(3)18 Until landing+8 - 1~11F Strike
Aerial Volcanic Viper GGH.png (DI)
During Dragon Install: j.623H
60,12x9 250/96,
720x9
1,6x9 - 4,2x9 All,Midx9 - - 7 3,47 Until landing+8 - 1~9F Strike
Tataki Otoshi
During Volcanic Viper: 214K
16 50/240 7 - 2 All - - 11 4 Until landing+10 - -
Bandit Revolver
236K
20,40 150/480 7 Forced: 80% 2 Mid R - 9 5(11)9 2+8 after landing -5 1~3F Strike
9F onwards Foot
  • Sol is airborne from 9F onwards
  • 2nd hit hits crouching block opponent on frame 32 (tested vs. Sol)
Bandit Revolver (DI)
During Dragon Install: 236K
20x3,50 150/240 6 - 3x3,4 Midx3,High R - 7 3x3(9)9 3+8 after landing +4 1~3F Strike
7F onwards Foot
  • Sol is airborne from 7F onwards
Aerial Bandit Revolver
j.236K
22x4 150/300 7 - 1 All R - 4 4(6)4,2,2,2 Until landing+12 - 1~3F Strike
  • Active frames of 4(6)4 are all treated as the 1st hit
Aerial Bandit Revolver (DI)
During Dragon Install: j.236K
22x4 150/300 6 - 3 All R - 4 4(6)4,2,2,2 Until landing+5 - -
  • Active frames of 4(6)4 are all treated as the 1st hit
Bandit Bringer
236[K]
50 150/360 6 Initial: 65% 4 High/Air R - 32 6 9+4 after landing ±0 1~3F Strike
9F onwards Lower Body
  • Sol is airborne from 9F onwards
Bandit Bringer (DI)
During Dragon Install: 236[K]
50 150/360 6 - 4 High/Air R - 30 6 9+4 after landing ±0 1~3F Strike
7F onwards Lower Body
  • Sol is airborne from 7F onwards
Kudakero
j.214K
28,20 150/720,
120
7 - 2,1 All R - 22 Until landing
(7)10
29 after landing +2 -
Kudakero (DI)
During Dragon Install: j.214K
28,20 150/720,
120
7 - 2,1 All R - 13 Until landing
(7)10
24 after landing +7 -
Bukkirabou ni Nageru
623K
0,40 -/0,720 6,0 Forced: 60% 0 Ground Throw: 122500 R - 4 1 - - -
  • Whiff recovery: Total 35F
Bukkirabou ni Nageru (DI)
During Dragon Install: 623K
0,80 -/0,720 6,0 Forced: 60% 0 Ground Throw: 122500 R - 4 1 - - -
  • Whiff recovery: Total 35F
Riot Stamp
214K
10,30 100/420,
720
6 - 3,4 High/Air R - 10 after reaching wall Until landing
[(15)3]
5 after landing[10]/
5 landing recovery
+6 1F onwards Lower Body
  • Sol is airborne from 1F onwards
  • Data in [ ] refers to on hit or block
  • When right next to the wall, start-up is 16 frames
Riot Stamp (DI)
During Dragon Install: 214K
10,30,20x5 100/240,
300,144x5
6x2,7x5 - 3,4,2x5 High/Airx2,Allx5 R - 10 after reaching wall Until landing
[(15)3,38]
5 after landing[10]/
5 landing recovery
+45 1F onwards Lower Body
  • Sol is airborne from 1F onwards
  • Data in [ ] refers to on hit or block
  • When cornered, start-up is 16 frames
Grand Viper
214S
11x2~6,18x3 300/120
x2~6,
360x3
1x2~6,
7x3
Initial: 80% 2 Lowx2~6,
Midx3
- - 17 5~23(4)12
(2)2(2)19
37+10 after landing -56 1~4F, 17~21F Low Profile
5~16F Super Low Profile
24~25F, 38~43F Strike
Grand Viper (DI)
During Dragon Install: 214S
{8,20}
x4~11,
8,26x3
300/
{96,120}
x4~11,
96,360x3
{1,7}
x4~11,
1,7x3
Initial: 80% 2 {Low,All}
x4~11,
Low,Midx3
R - 11 15(4)12
(2)2(2)19
37+10 after landing -56 1~10F Super Low Profile
11~25F Low Profile
28~29F, 42~47F Strike
  • During lever wiggle and button mashing, data in { } loops. Maximum hits: 25
  • Flame pillars: Start-up in 17F, then every 3F, active for 22
Fafnir
41236H
50 200/600 7 Initial: 55% 4 Mid R - 18 3 12 +4 -
Fafnir (DI)
During Dragon Install: 41236H
40x3 200/240x3 10 Initial: 55% 4 Mid R - 18 1,1,1 23 +4 -
P.B.B.
During Dragon Install: j.623K
0,50,70 -/0,720x2 0 Forced: 60% 0,4x2 Air Throw: 122500 R - 9 1 - - -
  • Whiff recovery: Until landing+12F

Overdrives

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Tyrant Rave ver.β
632146H
80,60 -5000 6,8 - 4,3 Mid,All R - 5+1 11(17)15 31 -15 1~8F Strike
  • During consecutive attacks, R.I.S.C. Level is decreased by 19 once
Tyrant Rave ver.β (DI)
During Dragon Install: 632146H
80,20x15 -5000 6,4 Initial: -, 70% 4,3 Mid,All R - 7+1 11(17)46 31 -18 1~18F Strike
Dragon Install
214214H (air OK)
- -5000 - - - - R - - - Total 19 (Super Freeze 19) - 7~19F Full
  • Duration: 420F (Hell Fire version: 504F)
  • Ending recovery: Total 62F, Tension Gauge becomes 0

Instant Kill

Version Damage Tension RISC Prorate Attack Lv. Guard Cancel Roman Startup Active Recovery Frame Adv. Inv.
Branding Breach
During IK Mode: 236236H
DESTROY - 6 - 3 All - - 9+16[5+15] 6 32 -21 1~8F [1~4F] Upper Body
9~31F [5~25F] Full
  • Data in [ ] refers to when the opponent is in Hell Fire status

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, Su
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp, Su
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp, Su
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp, Su
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp, Su
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp, Su
f.S - - 2S 5H, 2H 5D, 2D Sp, Su
2S - - - 5H, 2H, 6H 5D, 2D Sp, Su
5H - - - 2H 5D, 2D Jump, Sp, Su
2H - - - - 5D, 2D Jump, Sp, Su
6H - - - - - Sp, Su
5D - - - - Homing Jump/Dash
2D - - - - - Sp, Su
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H - Sp, Su
j.K - - j.S - j.D Jump, Sp, Su
j.S - j.K - j.H j.D Jump, Sp, Su
j.H - - - - - Sp, Su
j.D - - - - - Jump, Sp, Su
  • 5D can be only canceled into Homing Jump and Homing Dash 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)

Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc