GGACR/Sol Badguy/Frame Data

From Dustloop Wiki

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. 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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. 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.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values
Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on air CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
1.00 1 1.0 1/5F 1.0 60 49F 53F

Ground Movement Values

Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Run Skid Speed
3.5 2.75 8.0 0.4 95.0

Backdash Values

Backdash Duration Backdash Invuln Backdash Horizontal Speed
16 1~8F 9.0

Jump Values

Prejump Number of Jumps Jump vY Jump Height Jump Duration Forwards Jump vX Backwards Jump vX
3F 2 20.0 1.1 38F 5.0 5.0

High Jump Values

Prejump High Jump vY High Jump Height High Jump Duration Forwards High Jump vX Backwards High Jump vX
3F

Air Dash Values

Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
1 6F 20F 17.5 6F 12F 14.0 60.0

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
7.2 15.0 6.0 15.0

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
170 43 88

Normals

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 4 6 0 9 10 10 11
5P DI 12 3 8 Mid 1 CSR 1.44 3 2 4 +4 9 10 10 11
5K 14×2 6×2 7×2 Mid 2 SJR 2.64 3 2,6 13 -7 11 12 12 12
5K DI 14×2 3×2 8×2 Mid 1 SR 1.44 2 1,4 7 -1 9 10 10 11
c.S 30 10 7 Mid 3 SJR 2.64 5 2 12 0 13 14 14 13
c.S DI 28 10 7 Mid 3 SJR 2.64 3 1 10 +3 13 14 14 13
f.S 30 10 7 Mid 3 SR 2.64 7 1 24 -11 13 14 14 13
f.S DI 28 10 7 Mid 3 SR 2.64 5 1 14 0 13 14 14 13
5H 40 20 6 Mid 5 SJR 3.84 11 2 26 -9 18 19 18 15
5H DI 44 20 6 Mid 5 SJR 3.84 6 1 13 +5 18 19 18 15
5D 17 8 20 High 3 R 2.64 24 3 24 -13 13 Launch 48 14 13
5D DI 20 8 20 High 3 R 2.64 18 2 12 0 13 Launch 48 14 13
6P 32 10 7 90% Mid 3 SR 2.64 11 3 20 -9 1~8F, 14~21F Upper Body
9~13F Above Knees
13 Launch 30 + WBounce 13
6P DI 32 10 7 Mid 3 SR 2.64 6 2 10 +2 1~4F, 8~11F Upper Body
5~7F Above Knees
13 Launch 30 + WBounce 13
6H 32×2 10×2 6×2 Mid 4 SR 5.76×2 13 5,1 30 -14 16 17 16 14
6H DI 40×2 20×2 6×2 Mid 5 SR 3.84×2 8 5,1 16 +2 18 19 18 15
2P 8 3 8 80% Mid 1 CSR 1.44 5 4 4 +2 9 10 10 11
2P DI 8 3 8 Mid 1 CSR 1.44 3 2 4 +4 9 10 10 11
2K 12 3 8 70% Low 1 SR 1.44 6 3 8 -1 9 10 10 11
2K DI 14 3 8 Low 1 SR 1.44 4 2 6 +2 9 10 10 11
2S 25 10 7 Mid 3 SR 2.64 10 3 8 +3 13 14 14 13
2S DI 24 10 7 Mid 3 SR 2.64 7 2 5 +7 13 14 14 13
2H 36 20 6 90% Mid 5 SJR 3.84 8 6 26 -13 18 19 18 15
2H DI 40 20 6 Mid 5 SJR 3.84 5 3 13 +3 18 19 18 15
2D 28 11 6 90% Low 4 SR 3.84 7 3 20 -6 4~23F Low Profile 16 Down 16 14
2D DI 30 15 6 Low 5 SR 3.84 5 2 13 +4 3~15F Low Profile 18 Down 18 15
j.P 13 3 8 High/Air 1 CSR 1.44 5 7 4 9 10 10 11
j.P DI 12 3 8 High/Air 1 CSR 1.44 3 4 3 9 10 10 11
j.K 22 5 7 High/Air 2 SR 2.64 6 6 17 11 12 12 12
j.K DI 22 8 7 High/Air 3 CSJR 2.64 6 3 12 13 14 14 13
j.S 28 8 7 High/Air 3 SJR 2.64 9 3 23 13 14 14 13
j.S DI 25 8 7 High/Air 3 CSJR 2.64 6 2 12 13 14 14 13
j.H 24×2 8×2 7×2 High/Air 3 SR 2.64×2 9 6,8 0 13 14 17 13
j.H DI 20×2 8×2 7×2 High/Air 3 SJR 2.64×2 8 4,4 0 13 14 14 13
j.D 40 11 6 90% High/Air 4 SJR 3.84 9 7 10+5 after landing 16 Launch 27 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 50% 43 pixels 4.00 Launch 28
Air Throw 60 6, 7 Forced 50% 88 pixels 4.00 60
Dead Angle Attack 25 10 7 50% All 3 R 0.52 11 3 25 -14 1~13F All
14~33F Throw and Upper Body
13 Launch 28 + WBounce 14 + WBounce 13

Specials

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 Gun Flame 50→42→30→30 0 7 All 3→3→2→2 F 2.00/2.40 21 9×2,6×2 Total 50 -3 13→13→11→11 Launch 28 13→13→12→12 14~15F
236P DI Gun Flame (DI) 60 10 7 All 3 F 0.50/1.20 20 6 7 +7 13 Launch 40 6 21~22F
214P Gun Flame Feint 8 3 8 Mid 1 R 3.50/- 13 2 31 -9 9 10 10 11 N/A
623S S Volcanic Viper 20, 36 10×2 7×2 Mid 3 R 2.00/4.80×2 7 3(3)11 21+10 after landing -28 1~9F All
10~13F Strike
13 Launch 28, 26 13 N/A
623H H Volcanic Viper 20, 36 10×2 7×2 Mid 3 R 3.00/4.80×2 5 2(3)18 29+10 after landing -43 1~6F All
7~11F Strike
13 Launch 28, 36 13 N/A
j.623S Air S Volcanic Viper 36, 24 10×2 7×2 All 3 R 2.00/3.60×2 5 2(3)9 Until landing+10 1~9F Strike 13 Launch 36, 27 13 N/A
j.623H Air H Volcanic Viper 46, 26 10×2 7×2 All 3 R 2.50/4.80×2 5 2(3)18 Until landing+10 1~9F Strike 13 Launch 38, 36 13 N/A
623S DI S Volcanic Viper (DI) 20×3 10×3 7×3 Mid 3 R 2.00/4.80,2.40×2 7 3(1)4,2 21+10 after landing -19 1~9F All
10~10F Strike
13 Launch 28, 30×2 13 N/A
623H DI H Volcanic Viper (DI) 60, 18×9 20, 10×9 1, 6×9 Mid 5, 3×9 R 0.50/2.40, 0.24×9 7 3,54 36+10 after landing -78 1~9F Strike 18, 13×9 Launch 120, 59×9 15, 0×9 N/A
j.623S/H DI Air Volcanic Viper (DI) 20×3 10, 7×2 7, 6×2 Mid, All×2 3, 4×2 R 2.50/4.80,3.60×2 7 3(2)2,6 Until landing+10 1~9F All
10~11F Strike
13, 16×2 Launch 28, 45×2 13 N/A
623H > 214K Knockdown 16 10 7 High 3 R 0.50/2.40 12 4 Until landing+10 13 Launch 30 13 N/A
236K Bandit Revolver 24, 36 10×2 7, 9 Mid 3 R 1.50/4.80×2 9 5(11)9 2+7 after landing -3 1~3F Strike 13 Launch, 14 26 13 N/A
236K DI Bandit Revolver (DI) 20×3, 50 14×3, 15 6×4 Mid×3, High 4×3, 5 R 0.75/4.80×4 7 3,3,3(9)9 3+7 after landing +3 1~3F Strike 16×3, 18 Launch×3, 19 26 14×3, 15 N/A
j.236K Air Bandit Revolver 22, 20×2 3×3 7×3 All 2 RF 2.00/3.00, 7.20×2 6 3(14)4,2 Until landing+12 9 Launch, 11×2 24, 32, 28 12 6~8F
236[K] Bandit Bringer 50 15 10 66% High/Air 5 RF 1.50/5.40 32 6 9+4 after landing +1 1~3F Strike 19 Launch 40 + GBounce 15 18~20F
214K Riot Stamp 40 3 8 High/Air 1 RF 1.00/6.00 9 after reaching wall 3 after landing -4~ 9 Launch 28 + WBounce 11 9~12F after reaching wall
623K Wild Throw 30 6 Forced 55% 70 pixels -/6.00 4 1 31 Down + GBounce N/A
214S Grand Viper 8×7, 32 8×7, 20 1×6, 7, 6 80%×7, 100% Low×7, Mid 3×7, 5 R 3.00/1.20×6, 7.20×2 17 4×4,2×2,5(20)3 37 -21 1~4F Above Knees
5~16F Above Feet
13×7, 18 24×6, Launch×2 26×6, 28, 42 6×7, 15 N/A
41236H Fafnir 40 14 10 Forced 70% Mid 4 R 2.00/6.00 19 3 27 -13 16 Stagger 42 24 14 N/A
j.236H Sidewinder 35 15 12 Forced 70% High/Air 5 R 1.50/2.40 9 4 Until landing+13 18 Launch 18 + WBounce 15 N/A
j.214K DI Slam 60 8 20 80% High/Air 3 R 0.50/2.40 17 12 Until landing+10 +3 13 Launch 45 + GBounce 13 N/A

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 FB Fafnir 60 20 10 Forced 70% Mid 5 R 11 3 17 +7 1~10F Throw 26 Launch 40 15
41236H > 64D Tyrant Rave 25×3, 84 10×4 7×4 80%×3, 100% All 3 3+1 33 35 -6 13 Launch 40×3, 24 13
j.236D FB Sidewinder 60 15 20 Forced 70% High/Air 5 R 0.30/0.48 9 4 Until landing+13 56 + WBounce 27

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 Tyrant Rave ver. Beta 80, 60 20, 14 6, 8 100%, Forced 70% Mid, All 5, 4 R 5+1 11(17)15 31 -15 1~8F Strike 18, 16 Launch 60, 80 + WStick 32
214214S Dragon Install 19+1 Total 20 1~19F All
214214214214PH Dragon Install 2nd 63+64 Total 127

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
236236H Napalm Death Fatal 20 All 5 7+8 12 26 -19 19 15
  • 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: 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
5PGGAC Sol 5P.pngGuard:
Mid
Startup:
4
Recovery:
6
Advantage:
0
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Sol 2P.pngGuard:
Mid
Startup:
5
Recovery:
4
Advantage:
+2
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Sol 6P.pngGuard:
Mid
Startup:
11
Recovery:
20
Advantage:
-9
- - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
5KGGAC Sol 5K.pngGuard:
Mid
Startup:
3
Recovery:
13
Advantage:
-7
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Sol 2K.pngGuard:
Low
Startup:
6
Recovery:
8
Advantage:
-1
6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Sol cS.pngGuard:
Mid
Startup:
5
Recovery:
12
Advantage:
0
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGAC Sol fS.pngGuard:
Mid
Startup:
7
Recovery:
24
Advantage:
-11
- - 2S 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC Sol 2S.pngGuard:
Mid
Startup:
10
Recovery:
8
Advantage:
+3
- - - 5H, 2H 5D, 2D Special, Super
5HGGAC Sol 5H.pngGuard:
Mid
Startup:
11
Recovery:
26
Advantage:
-9
- - - 2H 5D, 2D Jump, Special, Super
2HGGAC Sol 2H.pngGuard:
Mid
Startup:
8
Recovery:
26
Advantage:
-13
- - - - 5D, 2D Jump, Special, Super
6HGGAC Sol 6H.pngGuard:
Mid
Startup:
13
Recovery:
30
Advantage:
-14
- - - - - Special, Super
5DGGAC Sol 5D.pngGuard:
High
Startup:
24
Recovery:
24
Advantage:
-13
- - - - Homing Jump
2DGGAC Sol 2D.pngGuard:
Low
Startup:
7
Recovery:
20
Advantage:
-6
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Sol jP.pngGuard:
High/Air
Startup:
5
Recovery:
4
Advantage:
j.P[+] j.K[+] j.S j.H - Special
j.KGGAC Sol jK.pngGuard:
High/Air
Startup:
6
Recovery:
17
Advantage:
j.P - j.S - j.D Special
j.SGGAC Sol jS.pngGuard:
High/Air
Startup:
9
Recovery:
23
Advantage:
- j.K - j.H j.D Jump, Special
j.HGGAC Sol jH.pngGuard:
High/Air
Startup:
9
Recovery:
0
Advantage:
- - - - - Special
j.DGGAC Sol jD.pngGuard:
High/Air
Startup:
9
Recovery:
10+5 after landing
Advantage:
- - - - - Jump, Special
Dragon Install Air Gatlings
P K S H D Cancel
j.PGGAC Sol jP.pngGuard:
High/Air
Startup:
5
Recovery:
4
Advantage:
j.P[+] j.K[+] j.S j.H - Special
j.KGGAC Sol jK.pngGuard:
High/Air
Startup:
6
Recovery:
17
Advantage:
j.P[+] j.K[+] j.S[+] - j.D Jump, Special
j.SGGAC Sol jS.pngGuard:
High/Air
Startup:
9
Recovery:
23
Advantage:
j.P[+] j.K[+] j.S[+] j.H j.D Jump, Special
j.HGGAC Sol jH.pngGuard:
High/Air
Startup:
9
Recovery:
0
Advantage:
- - - - - Jump, Special
j.DGGAC Sol jD.pngGuard:
High/Air
Startup:
9
Recovery:
10+5 after landing
Advantage:
- - - - - Jump, Special
  • 5D can be only canceled into Homing Jump on ground hit
  • 5P and 5K lose jump cancel in Dragon Install
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

Sol Badguy
To edit frame data, edit values in GGACR/Sol Badguy/Data.
Systems Pages