GGXRD-R2/Sol Badguy/Frame Data

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Sol Badguy


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.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
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
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge 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.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Sol Badguy x1.00 1 3F [100] Medium 16F (1~8F invuln) 32 25F 21F

Normal Moves

  • Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 10 [12] 3 8 Initial: 90% Mid 0 CSJ 144 4 [3] 4 [1] 6 [5] ±0 [+4]
5K 14×2 6 7 Initial: 90% Mid 1 SJ 264 5 [4] 1,6 [1,4] 13 [7] -7 [+1]
c.S 30 [28] 10 7 Mid 2 SJ 264 5 [3] 2 [1] 16 [10] -4 [+3]
f.S 30 [28] 10 7 Mid 2 S 264 7 [5] 2 [1] 23 [13] -11 [±0]
5H 40 [44] 20 6 Mid 4 SJ 384 11 [6] 2 [1] 26 [13] -9 [+5]
5D 27 10 20 Initial: 80% High 2 264 24 3 24 -13
6P 32 10 12 Mid 2 S 264 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 56 20 6 Mid 4 S 384 17 [10] 3 [2] 26 [13] -10 [+4]
2P 8 3 8 Initial: 80% Mid 0 CS 144 5 [3] 4 [1] 4 [5] +2 [+4]
2K 12 [14] 3 8 Initial: 70% Low 0 S 144 6 [4] 3 [1] 8 [7] -1 [+2]
2S 25 [24] 10 7 Mid 2 S 264 10 [7] 3 [1] 8 [5] +3 [+8]
2H 36 [40] 20 6 Mid 4 SJ 384 8 [5] 6 [3] 26 [13] -13 [+3]
2D 28 [30] 14 6 Low 3 S 384 7 [5] 3 [1] 20 [13] -6 [+3] 4~20F [3~12F] Low Profile
j.P 12 3 8 High/Air 0 CS 144 5 [3] 7 [4] 4 [3]
j.K 22 10 7 High/Air 2 SJ 264 6 6 [3] 17 [12]
j.S 28 [25] 10 7 Initial: 90% High/Air 2 SJ 264 10 [6] 3 [2] 23 [12]
j.H 24×2 10 7 High/Air 2 S 264 9 6,8 [4,2] 0
j.D 35 14 8 Initial: 90% High/Air 3 SJ 384 9 7 13+5 landing


Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,60 NA 6,0 Forced: 65% Ground Throw: 75250 0,4 0,480 1 +51
Air Throw Air Throw 0,60 NA 6,7 Forced: 65% Air Throw: 192500 0,2 0,480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000/264 11 3 25 -14 1~13F Full
14~33F Throw
14~23F Upper Body
Blitz Blitz Attack 45 6 10 Initial: 55% Mid 1 0 (15~48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 45 20 10 Mid 4 0 50+13 3 20 +5 1~50F: Blitz


Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236P Gun Flame 50→42→30→30 2 7 Initial: 85% All 2→2→1→1 200/120 20 9(1)9(1)9(1)9 Total 50 -4
DI 236P Gun Flame (DI) 50 10 7 All 2 200/120 20 6 Total 36 +3
214P Gun Flame (Feint) 350/- Total 30
623S S Volcanic Viper 40,25 10 7 Mid 2 200/480,720 7 3(3)11 21+8 after landing -26 1~9F Full
10~12F Strike
j.623S Aerial S Volcanic Viper 32,20 10 7 All 2 200/360,720 5 2(3)9 Until landing+8 1~9F Strike
623H H Volcanic Viper 40,25 10 7 Mid 2 300/480,720 5 2(3)18 29+8 after landing -41 1~6F Full
7~11F Strike
j.623H Aerial H Volcanic Viper 40,20 10 7 All 2 250/480,720 5 2(3)18 Until landing+8 1~11F Strike
DI 623S S Volcanic Viper (DI) 40,20×2 10 7 Mid 2 200/360,720×2 7 3(1)4,2 21+8 after landing -17 1~9F Full
10F Strike
DI j.623S Aerial S Volcanic Viper (DI) 32,20×2 10 7 All,
Midx2
2 200/240,720×2 5 2(1)4,2 Until landing+8 1~6F Strike
DI 623H H Volcanic Viper (DI) 60,12×9 20,10×9 1,6×9 Mid 4,2×9 300/96,720×9 7 3,47 38+8 after landing -71 1~9F Full
DI j.623H Aerial H Volcanic Viper (DI) 60,12×9 20,10×9 1,6×9 All,Midx9 4,2×9 250/96,720×9 7 3,47 Until landing+8 1~9F Strike
VV > 214K Knockdown 16 10 7 All 2 50/240 11 4 Until landing+10
236K Bandit Revolver 20,40 10 7 Mid 2 150/480 9 5(11)9 2+8 after landing -5 1~3F Strike
9F onwards Foot
j.236K Aerial Bandit Revolver 22×2 10 7 All 2 150/300 4 4(6)10 Until landing+12 1~3F Strike
DI 236K Bandit Revolver (DI) 20×3,50 20 6/14×3 Forced: 80% Midx3, High 3×3,4 150/240 7 3×3(9)9 3+8 after landing +4 1~3F Strike
7F onwards Foot
DI j.236K Aerial Bandit Revolver (DI) 22×4 14 6 All 3 150/300 4 4(6)4,2,2,2 Until landing+5
236[K] Bandit Bringer 50 20 6 Initial: 65% High/Air 4 150/360 32 6 9+4 after landing ±0 1~3F Strike
9F onwards Lower Body
DI 236[K] Bandit Bringer (DI) 50 20 6 High/Air 4 150/360 30 6 9+4 after landing ±0 1~3F Strike
7F onwards Lower Body
214K Riot Stamp 30,50 14,20 6 Initial: 75% High/Air 3,4 100/420,720 10 after reaching wall Until landing
[(15)3]
5 after landing[10]/
5 landing recovery
+6 1F onwards Lower Body
DI 214K Riot Stamp (DI) 10,30,20×5 14,20,10×5 6×2,7×5 High/Airx2, Allx5 3,4,2×5 100/240,300,144×5 10 after reaching wall Until landing
[(15)3,38]
5 after landing[10]/
5 landing recovery
+45 1F onwards Lower Body & Airborne
j.214K Break 28,20 10,6 7 Initial: 85%, 100% All 2,1 150/720,120 22 Until landing,(7)10 29 after landing +2
DI j.214K Break (DI) 28,20 10,6 7 Forced: 80%, 100% All 2,1 150/720,120 13 Until landing,(7)10 24 after landing +7
623K Wild Throw 0,40 NA 6,0 Forced: 60% Ground Throw: 122500 0 -/0,720 4 1 Whiff: 45
DI 623K Wild Throw (DI) 0,80 NA 6,0 Forced: 60% Ground Throw: 122500 0 -/0,720 4 1 Whiff: 45
214S Ground Viper 11×2~6,
18×3
10×5~9 1×2~6, 7×3 Initial: 80% (low hits) Lowx2~6,
Midx3
2 300/120x2~6, 360×3 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
DI 214S Ground Viper (DI) {8,20}
x4~11,
8,26×3
10×12~26 {1,7}x4~11
1,7×3
Initial: 80% (low hits) {Low,All}
x4~11,
Low,Midx3
2 300/
{96,120}
x4~11,
96,360×3
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
41236H Fafnir 58 35 7 Initial: 55% Mid 3 200/600 18 3 12 +2
DI 41236H Fafnir (DI) 40×3 20 10 Initial: 75% Mid 4 200/240×3 18 1,1,1 23 +4
DI j.623K P.B.B. 0,60,100 NA 0 Forced: 60% Air Throw: 122500 0,4×2 -/0,720×2 9 1 Whiff: Until Landing+12


Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146H Tyrant Rave ver.β 80,70
[100,87]
20,14 6,27 Mid,All 4,3 -5000/0 5+1 11(17)15 31 -15 1~8F Strike
[1~8F Full]
DI 632146H Tyrant Rave ver.β (DI) 80,20×15 20,14 6,4 Initial: 100% (1st hit), 70% Mid,All 4,3 -5000/0 7+1 11(17)46 31 -18 1~18F Strike
214214H Dragon Install -5000 Total 19
(Super Freeze on 19F)
7~19F Full


Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Branding Breach DESTROY 14 6 All 3 9+16
[5+15]
6 32 -21 1~8F Upper Body
9~31F Full
[1~4F Upper Body
5~25F Full]


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Sol 5P.pngGuard:
Mid
Startup:
4 [3]
Recovery:
6 [5]
Advantage:
±0 [+4]
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Sol 2P.pngGuard:
Mid
Startup:
5 [3]
Recovery:
4 [5]
Advantage:
+2 [+4]
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGXRD Sol 6P.pngGuard:
Mid
Startup:
9 [6]
Recovery:
20 [10]
Advantage:
-9 [+2]
- - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
5KGGXRD Sol 5K.pngGuard:
Mid
Startup:
5 [4]
Recovery:
13 [7]
Advantage:
-7 [+1]
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD Sol 2K.pngGuard:
Low
Startup:
6 [4]
Recovery:
8 [7]
Advantage:
-1 [+2]
6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGXRD Sol cS.pngGuard:
Mid
Startup:
5 [3]
Recovery:
16 [10]
Advantage:
-4 [+3]
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Sol fS.pngGuard:
Mid
Startup:
7 [5]
Recovery:
23 [13]
Advantage:
-11 [±0]
- - 2S 5H, 2H 5D, 2D Special, Super
2SGGXRD Sol 2S.pngGuard:
Mid
Startup:
10 [7]
Recovery:
8 [5]
Advantage:
+3 [+8]
- - - 5H, 2H, 6H 5D, 2D Special, Super
5HGGXRD Sol 5H.pngGuard:
Mid
Startup:
11 [6]
Recovery:
26 [13]
Advantage:
-9 [+5]
- - - 2H 5D, 2D Jump, Special, Super
2HGGXRD Sol 2H.pngGuard:
Mid
Startup:
8 [5]
Recovery:
26 [13]
Advantage:
-13 [+3]
- - - - 5D, 2D Jump, Special, Super
6HGGXRD-R2 Sol 6H.pngGuard:
Mid
Startup:
17 [10]
Recovery:
26 [13]
Advantage:
-10 [+4]
- - - - - Special, Super
5DGGXRD Sol 5D.pngGuard:
High
Startup:
24
Recovery:
24
Advantage:
-13
- - - - Homing Jump, Homing Dash
2DGGXRD Sol 2D.pngGuard:
Low
Startup:
7 [5]
Recovery:
20 [13]
Advantage:
-6 [+3]
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Sol jP.pngGuard:
High/Air
Startup:
5 [3]
Recovery:
4 [3]
Advantage:
-
j.P[+] j.K[+] j.S j.H - Special, Super
j.KGGXRD Sol jK.pngGuard:
High/Air
Startup:
6
Recovery:
17 [12]
Advantage:
-
- - j.S - j.D Jump, Special, Super
j.SGGXRD Sol jS.pngGuard:
High/Air
Startup:
10 [6]
Recovery:
23 [12]
Advantage:
-
- j.K - j.H j.D Jump, Special, Super
j.HGGXRD Sol jH.pngGuard:
High/Air
Startup:
9
Recovery:
0
Advantage:
-
- - - - - Special, Super
j.DGGXRD Sol jD.pngGuard:
High/Air
Startup:
9
Recovery:
13+5 landing
Advantage:
-
- - - - - Jump, Special, Super
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

Sol Badguy
Ambox notice.png To edit frame data, edit values in GGXRD-R2/Sol Badguy/Data.