< GGACR | Sol Badguy
Glossary
System Data Glossary | |
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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 | |||||||||||||
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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.
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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.
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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.
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Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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
- 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

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