GGACR/Order-Sol/Frame Data

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Order-Sol

Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • Down indicates attack is either fully untechable or cannot be teched under normal circumstances.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce adds flat 10 frames on top of move's untechable time.
    • Outside of airhit column untechable time will include ground bounce frames by default.
  • On CH untechable time is doubled unless stated otherwise.
    • Does not include one sided hitstop from counter hits.


System Data

name defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Order-Sol 0.96 2 3F Heavyweight (x0.98) 16F (1~>8F invuln) 1 53F 49F Low Jump Height

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 10 3 8 80% Mid 1 CSJR 1.44 4 3 4 +3 9 10 10 11
5K 14 6 7 90% Mid 2 SJR 2.64 3 3 9 0 11 12 12 12
c.S 32 10 7 Mid 3 SJR 2.64 5 3 14 -3 13 14 14 13
f.S 28 10 7 Mid 3 SJR 2.64 10 2 15 -3 13 14 14 13
5H 47 20 6 Mid 5 SJR 3.84 14 2 16 +1 18 19 20 15
5D 20 8 20 High 3 R 2.64 24 3 18 -7 13 Launch 48 14 13
6P 32 10 7 90% Mid 3 R 2.64 20 3 9 +2 1~17F, 28~31F Upper Body
18~27F Above Knees
13 Stagger 30 14 0
6K 30 10 7 Mid 3 SR 2.64 12 10 7 -3 1~21F Throw 13 14 14 13
6H 70 20 6 Mid 5 R 3.84 17 1 24 -6 18 Stagger 45 50 15
2P 8 3 8 80% Mid 1 CSR 1.44 4 4 5 +1 9 10 10 11
2K 12 3 8 70% Low 1 SR 1.44 5 4 6 0 9 10 10 11
2S 24 10 7 Mid 3 SR 2.64 6 3 12 -1 13 14 14 13
2H 32 11 6 90% High 4 R 3.84 23 4 13 0 11~22F Lower Body
17~26F Throw
16 17 16 14
2D 28 11 6 Forced 90% Low 4 SR 3.84 9 4 14 -1 6~21F Low Profile 16 17 16 14
j.P 11 3 8 High/Air 1 CSR 1.44 4 6 4 9 10 10 11
j.K 16 5 7 High/Air 2 SJR 2.64 5 8 10 11 12 12 12
j.S 26 8 7 Forced 90% High/Air 3 SJR 2.64 8 6 14 13 14 14 13
j.H 34 11 6 90% High/Air 4 SR 3.84 9 6 13 16 17 16 14
j.D 42 11 10 Forced 90% High/Air 4 SJR 3.84 13 4 7+5 after landing 16 Launch 22 14


Universal Mechanics

name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw 60 6 Forced 40% 43 pixels 4.00 40 + WStick 30
Air Throw 60 6,7 Forced 50% 88 pixels 4.00 60
Dead Angle Attack 25 10 7 50% All 3 R 0.52 5 5 17 -8 1~9F All
10~19F Throw
13 Down 14 13


Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop frcWindow
236P Lv1 Blockhead Buster Lv 1 10, 16 0 4×2 All 4, 3 R 2.00/1.20 12 2,8 Total 42 -2 16, 13 17, 14 16, 20 0, 13 N/A
236P Lv2 Blockhead Buster Lv 2 10, 12×2 0 4×3 All 4, 5×2 R 2.00/0, 1.20×2 12 2,6,6 Total 42 +14 16, 18×2 17, 19, Launch 16, 18, 45 + WStick 30 0, 15×2 N/A
236P Lv3 Blockhead Buster Lv 3 10, 12×3 0 4, 2×3 All 4, 5×3 R 2.00/- 12 2,12(8)12(8)12 Total 42 +37 16, 18×3 17, 19×3 16, 20×3 0, 7×3 N/A
214S Lv1 Gun Blaze Lv 1 40 0 6 85% All 4 F 3.00/1.20 23 14 Total 44 +9 1~4F Above Knees
5~16F Above Feet
17~19F Low Profile
16 Launch 40 14 27~28F
214S Lv2 Gun Blaze Lv 2 30×2 0 6×2 85% All 4 F 3.00/1.20×2 23 14(2)14 Total 50 +12 1~4F Above Knees
5~24F Above Feet
25~27F Low Profile
16 Launch 60, 40 14 35~36F
214S Lv3 Gun Blaze Lv 3 30×3 0 4×3 All 4 F 3.00/1.20×3 17 14(2),18,24 Total 53 +16 1~4F Above Knees
5~30F Above Feet
31~33F Low Profile
16 Launch 60×2, 50 14 41~42F
623H Lv1 Storm Viper Lv 1 25×2 10×2 7×2 Mid 3 R 2.00/4.80×2 12 8,3 22+8 after landing -19 1~12F All 13 Launch 24 13 N/A
623H Lv2 Storm Viper Lv 2 30×3 10×3 7×3 Mid 3 R 2.00/4.80×3 10 8,3(3)3 22+8 after landing -26 1~12F All 13 Launch 24×2, 40 13 N/A
623H Lv3 Storm Viper Lv 3 25×4 10×4 7×4 100%×3, Forced 90% Mid 3 R 2.00/4.80×3, 2.90 8 8,3(3)3(22)7 4+8 after landing -3 1~14F All 13 Launch 24×2, 40, 60 + GBounce 10 13 N/A
j.623H Lv1 Air Storm Viper Lv 1 25×2 10×2 7×2 All 3 R 2.00/4.80×2 8 8,3 Until landing+8 1~8F All 13 Launch 24 13 N/A
j.623H Lv2 Air Storm Viper Lv 2 30×3 10×3 7×3 All 3 R 2.00/4.80×3 8 8,3(3)3 Until landing+8 1~10F All 13 Launch 24×2, 45 13 N/A
j.623H Lv3 Air Storm Viper Lv 3 25×4 10×4 7×4 100%×3, Forced 90% All 3 R 2.00/4.80×3, 2.90 8 8,3(3)3(24)7 Until landing+8 1~14F All 13 Launch 50, 40×2, 60 + GBounce 10 13 N/A
236K Lv1 Bandit Revolver Prototype Lv 1 24 8 7 High/Air 3 RF -/4.80 22 3 6+6 after landing -1 1~7F Feet 13 14 14 13 16~17F
236K Lv2 Bandit Revolver Prototype Lv 2 26, 28 8, 11 7, 9 80% High/Air, High 3, 4 RF -/4.80×2 20 3(9)3 9+4 after landing +1 1~6F Feet 13, 16 14, Launch 14, 35 + Slide 19 13 14~15F
236K Lv3 Bandit Revolver Prototype Lv 3 30, 42 8, 15 7, 9 85% High/Air, High 3,5 RF -/4.80×2 18 3(8)4 8+2 after landing +5 1~5F Feet 13, 18 14, Launch 14, 60 + WBounce 13 12~13F
j.236K Lv1 Air Bandit Revolver Prototype Lv 1 24 11 6 High/Air 4 R -/4.80 19 3 Until landing+8 16 17 16 14 N/A
j.236K Lv2 Air Bandit Revolver Prototype Lv 2 26, 28 11×2 6, 9 High/Air, High 4 R -/4.80×2 19 3(9)3 Until landing+8 16 17, Down 16, 37 14 N/A
j.236K Lv3 Air Bandit Revolver Prototype Lv 3 30, 42 11, 15 6, 9 85% High/Air, High 4, 5 R -/4.80×2 19 3(8)4 Until landing+8 16, 18 17, Launch 16, 60 + WBounce N/A
236S Lv1 Rock It Lv 1 30 10 7 Mid 3 R 1.50/2.40 16 16 10 +3 13 14 14 13 N/A
236S Lv2 Rock It Lv 2 30×2 10, 20 7, 6 Mid 3, 5 R 1.50/3.60, 2.40 12 17(10)3 12 +4 13, 18 14, Down 14, 40 13, 15 N/A
236S Lv3 Rock It Lv 3 30, 25, 20 10, 20×2 7, 6×2 Mid 3, 5×2 R×2, JR 1.50/4.80, 3.60×2 8 15(10)3(15)4 19 -4 13, 18×2 14, Launch×2 14, 40 + GBounce 10, 45 13, 15×2 N/A
214[D] Charge 13~ N/A
214[D] > H Charge Burst 10 0 7 All 2 -/1.20 19 4 35 -10 1~28F All 16 Launch 43 12 N/A
Special > D Action Charge F Total 30 7~12F
Special > j.D Air Action Charge F Until Landing+8 13~18F


  • ※1: In CH state until landing.
  • ※2: In crouching state on landing until end of recovery
  • ※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 hitstop). 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.

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
41236D Fafnir 70 15 6 Low 5 R 10 2 23 -6 1~11F Lower Body 18 Launch 40 15


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146H Lv1 Tyrant Rave ver. Omega Lv 1 80 20 6 Mid 5 R 5+10 13 18 -12 1~15F All
16~30F Throw
18 Launch 60 15
632146H Lv2 Tyrant Rave ver. Omega Lv 2 50, 60 20×2 6×2 100%, Forced 75% Mid 5 R 4+9 13(13+3)16 16 -13 1~19F All
20~33F Throw
18 Launch 60, 60 + WBounce 15
632146H Lv3 Tyrant Rave ver. Omega Lv 3 50, 60, 128 20×3 6×3 Mid 5 R 3+8 13(13+3)16(5+5)22 26 -25 1~23F All
24~31F Throw
18 Launch 60×2, 95 15
632146P Lv1 Savage Fang Lv 1 60 10 7 All 3 3+2 6 27 -13 1~3F Strike 13 Launch 40 6
632146P Lv2 Savage Fang Lv 2 40×3 10×3 7×3 All 3 3+0 6(4)6(4)6 7 +7 1~3F Strike 13 Launch 40 6
632146P Lv3 Savage Fang Lv 3 60×5 20×5 6×5 Forced 80% All 5 3+1 3×3 28 +6 1~3F Strike 18 Launch 45


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146S Dragon Install Morbid World 30, 20×8, 230 20 6, 4×8, 7 All 5, 3×6, 5×2, 3 R 7+1 3 68 -50 18 Stagger 125 15


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC OSol 5P.pngGuard:
Mid
Startup:
4
Recovery:
4
Advantage:
+3
5P[+], 2P[+], 6P[+] 5K[+], 2K[+], 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC OSol 2P.pngGuard:
Mid
Startup:
4
Recovery:
5
Advantage:
+1
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC OSol 6P.pngGuard:
Mid
Startup:
20
Recovery:
9
Advantage:
+2
- - - - - -
5KGGAC OSol 5K.pngGuard:
Mid
Startup:
3
Recovery:
9
Advantage:
0
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC OSol 2K.pngGuard:
Low
Startup:
5
Recovery:
6
Advantage:
0
6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGAC OSol 6K.pngGuard:
Mid
Startup:
12
Recovery:
7
Advantage:
-3
- - - 6H 2D Special, Super
c.SGGAC OSol cS.pngGuard:
Mid
Startup:
5
Recovery:
14
Advantage:
-3
6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC OSol fS.pngGuard:
Mid
Startup:
10
Recovery:
15
Advantage:
-3
- - - 5H, 6H 5D Jump, Special, Super
2SGGAC OSol 2S.pngGuard:
Mid
Startup:
6
Recovery:
12
Advantage:
-1
- - - 5H, 2H, 6H 5D, 2D Special, Super
5HGGAC OSol 5H.pngGuard:
Mid
Startup:
14
Recovery:
16
Advantage:
+1
- - - - - Jump, Special, Super
2HGGAC OSol 2H.pngGuard:
High
Startup:
23
Recovery:
13
Advantage:
0
- - - - - -
6HGGAC OSol 6H.pngGuard:
Mid
Startup:
17
Recovery:
24
Advantage:
-6
- - - - - -
5DGGAC OSol 5D.pngGuard:
High
Startup:
24
Recovery:
18
Advantage:
-7
- - - - - Homing Jump
2DGGAC OSol 2D.pngGuard:
Low
Startup:
9
Recovery:
14
Advantage:
-1
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC OSol jP.pngGuard:
High/Air
Startup:
4
Recovery:
4
Advantage:
-
j.P[+] j.K[+] j.S j.H - Special
j.KGGAC OSol jK.pngGuard:
High/Air
Startup:
5
Recovery:
10
Advantage:
-
j.P - j.S j.H j.D Jump, Special
j.SGGAC OSol jS.pngGuard:
High/Air
Startup:
8
Recovery:
14
Advantage:
-
j.P j.K - j.H j.D Jump, Special
j.HGGAC OSol jH.pngGuard:
High/Air
Startup:
9
Recovery:
13
Advantage:
-
- - - - j.D Special
j.DGGAC OSol jD.pngGuard:
High/Air
Startup:
13
Recovery:
7+5 after landing
Advantage:
-
- - - - - Jump, Special
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

Order-Sol
Ambox notice.png To edit frame data, edit values in GGACR/Order-Sol/Data.