GGST/Sol Badguy/Frame Data

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Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections.
Guts The amount of damage that characters take decreases as their life lowers. For more info, see here.
R.I.S.C. Gain Modifier The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash The total duration, invincibility window and airborne duration of a backdash in frames.
Forward Dash The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step.
Jump Duration The total duration of a jump in frames, if uncanceled.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Height The maximum height of a high jump in in-game units of distance.
Pre-Instant Air Dash The minimum number of frames before a character can initiate an air dash from neutral.
Air Dash Duration The total duration of a forward air dash in frames. Left value represents the earliest frame a forward air dash can be canceled. Right value represents the total duration of a forward air dash if uncanceled.
Air Backdash Duration The total duration of a backward air dash in frames. Left value represents the earliest frame a backward air dash can be canceled. Right value represents the total duration of a backward air dash if uncanceled.
Movement Tension Gain The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up.
Jumping Tension Gain The amount of Tension gained per frame of a forward jump, and for how many frames it is gained.
Air Dash Tension Gain The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained.
Walk Speed The speed the character walks forward.
Backwalk Speed The speed the character walks backward.
Initial Dash Speed The starting speed of the character's forward dash.
Dash Acceleration The amount of speed gained per frame of forward dashing, prior to friction calculations.
Friction The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration.
Frame Data Glossary  
Damage The base damage this attack deals on hit. Values are based on damage dealt to characters with base defense.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach its first active frame (includes the first active frame).
Active Number of active frames in this move. 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.
On-Block After blocking this attack, how soon the attacker can act 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 grounded opponent, and that the attacker does not cancel the attack into anything else.

On-Hit After getting hit by this attack, how soon the attacker can act 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.

Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions.
Counter Type The type of Counter Hit this attack triggers. There are four types: Very Small, Small, Mid, and Large.
Invuln Attribute and hitbox invincibility for this move.
Proration How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
R.I.S.C. Gain How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level.
R.I.S.C. Loss How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level.
Input Tension The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level.
Chip Ratio The percentage of this attack's base damage that is still dealt as chip damage on block.
Wall Damage The base damage dealt to the wall on hit. Note that moves may deal more due to launching or wall bounce effects.
OTG Ratio The percentage of this attack's regular damage that is dealt if the opponent is hit while in an Off the Ground (OTG) state.
Attack Level Values
Hitstun and Blockstun Values
Level Hitstop Standing Hitstun Crouching Hitstun Ground Block Air Regular Block/FD ※ Air Instant Block/IFD ※
Lv.0 11 12 13 9 Until Landing+19 Until Landing+5
Lv.1 12 14 15 11 Until Landing+19 Until Landing+5
Lv.2 13 16 17 13 Until Landing+19 Until Landing+5
Lv.3 14 19 20 16 Until Landing+19 Until Landing+5
Lv.4 15 21 22 18 Until Landing+19 Until Landing+5

※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery.
Note: Blocking a move in the air restores an air action. (i.e. air jump or air dash)

For more values, see GGST/Frame Data


System Data

Core Data
Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Forward Dash Unique Movement Options Movement Tension Gain
Sol Badguy -4 2 32.0 4 20 1-5F 1-15F 10
Jump Data
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance Jumping Tension Gain Air Dash Tension Gain
38 48 340.1 524.4 8 [high jump: 7] 18/24 6/11 735.625 228.367 4×19 [high jump: 4×23] 5×24


Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
5P 28 All 4 5 9 -2 +1 1 Small 80% 1000 1500
5K 14, 28 All 3 1, 3 25 -16 -13 0, 1 Small 80% 200, 500 1500
c.S 44 All 7 6 10 +3 +13 4 Mid 100% 2500 1000
f.S 29 All 10 2 13 +2 +5 3 Mid 90% 2000 1000
5H 52 All 11 4 20 -5 -2 4 Large 90% 2500 1000
2P 22 All 5 4 8 -2 +1 0 Small 80% 500 1500
2K 28 Low 5 3 11 -2 +1 1 Small 70% 750 1000
2S 34 All 10 6 15 -7 -4 2 Mid 90% 1500 1000
2H 46 All 11 5 31 -17 -2 4 Large 90% 2500 1000
j.P 24 High 5 3 8 0 Small 80% 375 1000
j.K 30 High 6 3 20 1 Small 80% 750 1000
j.S 36 High 10 3 23 +2 (IAD) +5 (IAD) 2 Mid 80% 1125 1000
j.H 24×2 High 11 4, 8 0 +7 (IAD) +10 (IAD) 2 Mid 80% 525×2 1000
j.D 45 High 9 3 17 +4 (IAD) KD +37 (IAD) 3 Mid 80% 1500 1000
6P 36 All 9 5 20 -11 -8 2 Mid 1-2 Upper Body
3-13 Above Knees
90% 1500 1000
6S 45 All 15 6 20 -9 -6 3 Mid 90% 2500 1000
6H 60 All 9 3 43 -27 HKD +9 4 Large 90% 2500 1000
2D 36 Low 10 3 18 -4 HKD +49 3 Large 5~24F Low Profile 90% 1500 1000
5D 50 High 20 3 26 -15 ±0 2 Mid none 80% 1125 3000 [1000]
5[D] 62 High 28 3 26 -10 KD +36 2 Mid none 100% 1875 1500 [1000]

Special Moves

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
236P Gun Flame 40→35→30→30 All 18 8, 8, 8, 8 Total 54 -10 KD +37 2 Very Small 80% 500 2000
214P Gun Flame (Feint) Total 25
623S S Volcanic Viper 40 All 9 14 18+10 Landing -28 KD +17 [CH KD +30] 2 Mid 1-11F Strike 60% 1500 1000
623H H Volcanic Viper 35, 40 [35, 100] All 13 5, 11 19+10 Landing -26 KD +18 [HKD +54] 2 Large, Very Small 7-14F Strike 60% 700×2 1000
j.623S Aerial S Volcanic Viper 40 All 9 9 Until Landing+10 KD 2 Mid 1-10F Strike 60% 1500 1000
j.623H Aerial H Volcanic Viper 35, 40 [35, 100] All 13 5, 11 Until Landing+10 KD [HKD] 2 Large, Very Small 7-14F Strike 60% 700×2 1000
236K Bandit Revolver (1) 20 All 12 6 9+6 Landing -7 -4 2 Very Small 80% 700 1000
236KK Bandit Revolver (2) 25 All 6 2 6+17 Landing -11 KD +21 2 Very Small 80% 700 1000
j.236K Aerial Bandit Revolver (1) 20 All 10 6 Until Landing+6 2 Very Small 80% 700 1000
j.236KK Aerial Bandit Revolver (2) 25 All 6 2 Until Landing+17 KD 2 Very Small 80% 700 1000
214K Bandit Bringer 50 High 30 7 13 -3 HKD +44 3 Mid 80% 1500 1000
j.214K Aerial Bandit Bringer 40 [60] High 22~29 [30] Until Landing Until Landing+18 HKD 3 Mid 80% 1500 1000
623K Wild Throw 100 Ground Throw 6 2 41 HKD +15 1-7F Throw Forced 50% 2500
214S Night Raid Vortex 45 [55] All 15~31 [32] 2 [8] 32 [26] -17 HKD +66 [HKD +73] 3 Large 7-(1F before Active) Low Profile 80% 2000 2000
41236H Fafnir 65 All (Guard Crush) 24 3 16 +11 HKD +70 4 Mid 80% 2500 2000

Overdrives

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
632146H Tyrant Rave 58, 82 [58, 112] All 7+2 3(20)20 41 -44 HKD +20 [HKD +49] 4, 3 Mid, Very Small 1-11F Full 100% 1200, 1000 1000
214214H Heavy Mob Cemetery 40, 161 Ground Throw 13+7 16 49 HKD +27 14-35F Throw, Guardpoint 100% 1000

Other

Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Ground Throw 80 Ground Throw 2 3 38 HKD +40 Forced 50% 2500
Air Throw 80 Air Throw 2 3 38 or Until Landing+10 HKD +50 (IAD) Forced 50% 2500
Wild Assault 30 All 16~28 3 20 -4 -1 4 Mid 90% 2500 4000
Wild Assault (Hold) 50 All 29 3 20 -4 HKD +64 4 Mid 100% 2500 3000
Finish Blow 80 11 HKD +23 1000
Dash Cancel Total 22

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Sol Badguy 5P.pngGuardAllStartup4Recovery9Advantage-2 5P, 2P, 6P - 6S 6H - Special, Super
2PGGST Sol Badguy 2P.pngGuardAllStartup5Recovery8Advantage-2 5P, 2P, 6P - 6S 6H - Special, Super
6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11 - - - - - Special, Super
5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16 6P - 6S 6H 5D, 2D Jump, Forward Dash, Special, Super
2KGGST Sol Badguy 2K.pngGuardLowStartup5Recovery11Advantage-2 6P - 6S 6H 5D, 2D Special, Super
c.SGGST Sol Badguy cS.pngGuardAllStartup7Recovery10Advantage+3 6P - f.S, 2S, 6S 5H, 2H, 6H 5D, 2D Jump, Forward Dash, Special, Super
f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2 - - - 5H, 2H - Special, Super
6SGGST Sol Badguy 6S.pngGuardAllStartup15Recovery20Advantage-9 - - - - - Special, Super
2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7 - - - 5H, 2H - Special, Super
5HGGST Sol Badguy 5H.pngGuardAllStartup11Recovery20Advantage-5 - - - - - Special, Super
2HGGST Sol Badguy 2H.pngGuardAllStartup11Recovery31Advantage-17 - - - - - Special, Super
6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27 - - - - - -
5DGGST Sol Badguy 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Sol Badguy jP.pngGuardHighStartup5Recovery8Advantage- j.P - - - - Special
j.KGGST Sol Badguy jK.pngGuardHighStartup6Recovery20Advantage- - - - - j.D Jump, Forward Air Dash, Special
j.SGGST Sol Badguy jS.pngGuardHighStartup10Recovery23Advantage+2 (IAD) - - - j.H j.D Jump, Forward Air Dash, Special
j.HGGST Sol Badguy jH.pngGuardHighStartup11Recovery0Advantage+7 (IAD) - - - - j.D Jump, Forward Air Dash, Special
j.DGGST Sol Badguy jD.pngGuardHighStartup9Recovery17Advantage+4 (IAD) - - - - - Jump, Forward Air Dash, Special
X = X is available on hit or block

Gun Flame Frame Advantage

Gun Flame

Gun Flame Frame Advantage
Flame Pillar Active Frames On-Block
First 1~8 -10~-3
Second 9~16 -2~+5
Third 17~24 +6~+13
Fourth 25~32 +14~+21
Note: Sol recovers 6 frames after the last active frame.

Gun Flame (Feint)

Special Cancel into Gun Flame (Feint)
Level of Normal Blockstun On-Block
Lv.0 9 -16
Lv.1 11 -14
Lv.2 13 -12
Lv.3 16 -9
Lv.4 18 -7

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