GGACR/Sol Badguy/Frame Data
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System Data[edit]
Defense[edit]
x1.00
Guts Rating[edit]
1
Weight[edit]
Middleweight (1.0x)
Stun Resistance[edit]
60
Prejump[edit]
3f
Backdash[edit]
16f (1~>8f invuln)
Wakeup Time[edit]
53f (Face Up) / 49f (Face Down)
Movement Options[edit]
Double Jump, 1 Airdash, Ground Dash (Run)
Normals[edit]
- Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
Version | Damage | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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5P | 10[12] | 1.44 | 3 | 8 | 1 | Mid | CSJR | 4[3] | 4[2] | 6[4] | 0[+4] |
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5K | 14x2 | 2.64[1.44]x2 | 6x2 | 7[8]x2 | 2[1] | Mid | SJR [SR] | 3[2] | 2,6[1,4] | 13[7] | -7[-1] |
c.S | 30[28] | 2.64 | 10 | 7 | 3 | Mid | SJR | 5[3] | 2[1] | 12[10] | 0[+3] |
f.S | 30[28] | 2.64 | 10 | 7 | 3 | Mid | SR | 7[5] | 1[1] | 24[14] | -11[0] |
5H | 40[44] | 3.84 | 20 | 6 | 5 | Mid | SJR | 11[6] | 2[1] | 26[13] | -9[+5] |
6P | 32 | 2.64 | 10 | 7 | 3 | Mid | SR | 11[6] | 3[2] | 20[10] | -9[+2] |
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6H | 32x2[40x2] | 5.76[3.84]x2 | 10x2[20x2] | 6x2 | 4[5] | Mid | SR | 13[8] | 5,1 | 30[16] | -14[+2] |
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5D | 17[20] | 2.64 | 8 | 20 | 3 | High | R | 24[18] | 3[2] | 24[12] | -13[0] |
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2P | 8 | 1.44 | 3 | 8 | 1 | Mid | CSR | 5[3] | 4[2] | 4 | +2[+4] |
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2K | 12[14] | 1.44 | 3 | 8 | 1 | Low | SR | 6[4] | 3[2] | 8[6] | -1[+2] |
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2S | 25[24] | 2.64 | 10 | 7 | 3 | Mid | SR | 10[7] | 3[2] | 8[5] | +3[+7] |
2H | 36[40] | 3.84 | 20 | 6 | 5 | Mid | SJR | 8[5] | 6[3] | 26[13] | -13[+3] |
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2D | 28[30] | 3.84 | 11[15] | 6 | 4[5] | Low | SR | 7[5] | 3[2] | 20[13] | -6[+4] |
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j.P | 13[12] | 1.44 | 3 | 8 | 1 | High/Air | CSR | 5[3] | 7[4] | 4[3] | - |
j.K | 22 | 2.64 | 5[8] | 7 | 2[3] | High/Air | SR [cSJR] | 6 | 6[3] | 17[12] | - |
j.S | 28[25] | 2.64 | 8 | 7 | 3 | High/Air | SJR [CSJR] | 9[6] | 3[2] | 23[12] | - |
j.H | 24x2 [20x2] | 2.64x2 | 8x2 | 7x2 | 3 | High/Air | SR [SJR] | 9[8] | 6,8[4,4] | 0 | - |
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j.D | 40 | 3.84 | 11 | 6 | 4 | High/Air | SJR | 9 | 7 | 10+5 after landing | - |
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Universal Mechanics[edit]
Specials[edit]
Version | Damage | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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Gun Flame 236P |
50,42,30,30 | 2.00/2.40 | 0 | 7 | 3,3,2,2 | All | F | 21 | 9x2,6x2 | total 50 | -3 |
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Gun Flame (DI) 236P |
60 | 0.50/1.20 | 10 | 7 | 3 | All | F | 20 | 6 | 7 | +7 |
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Gun Flame (Feint) 214P |
8 | 3.50/- | 3 | 8 | 1 | Mid | R | 13 | 2 | 31 | -9 |
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S Volcanic Viper 623S |
20,36 | 2.00/4.80x2 | 10x2 | 7x2 | 3 | Mid | R | 7 | 3(3)11 | 21+10 after landing | -28 |
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S Volcanic Viper (DI) 623S |
20x3 | 2.00/4.80,2.40x2 | 10x3 | 7x3 | 3 | Mid | R | 7 | 3(1)4,2 | 21+10 after landing | -19 |
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H Volcanic Viper 623H |
20,36 | 3.00/4.80x2 | 10x2 | 7x2 | 3 | Mid | R | 5 | 2(3)18 | 29+8 after landing | -43 |
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H Volcanic Viper (DI) 623H |
60,18x9 | 0.50/2.40,0.24x9 | 20,10x9 | 1,6x9 | 5,3x9 | Mid | R | 7 | 3,54 | 36+10 after landing | -78 |
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Air S Volcanic Viper j.623S |
36,24 | 2.00/3.60x2 | 10x2 | 7x2 | 3 | All | R | 5 | 2(3)9 | 10 after landing | - |
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Air H Volcanic Viper j.623H |
46,26 | 2.50/4.80x2 | 10x2 | 7x2 | 3 | All | R | 5 | 2(3)18 | 10 after landing | - |
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Air Volcanic Viper (DI) j.623S/H |
20x3 | 2.50/4.80,3.60x2 | 10,7x2 | 7,6x2 | 3,4x2 | Mid,any x2 | R | 7 | 3(2)2,6 | landing 10 | - |
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Knockdown/Tataki Otoshi VV > 214K |
16 | 0.50/2.40 | 10 | 7 | 3 | High | R | 12 | 4 | 10 after landing | - |
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Grand Viper 214S |
8x7,32 | 3.00/1.20x6,7.20x2 | 8x7,20 | 1x6,7,6 | 3x7,5 | Lowx7,HLF | R | 17 | 4x4,2x2,5(20)3 | 37 | -21 |
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Bandit Revolver 236K |
24,36 | 1.50/4.80x2 | 10x2 | 7,9 | 3 | Mid | R | 9 | 5(11)9 | 2+7 after landing | -3 |
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Bandit Revolver (DI) 236K |
20x3,50 | 0.75/4.80x4 | 14x3,15 | 6x4 | 4x3,5 | Mid*3, HF | R | 7 | 3,3,3(9)9 | 3+7 after landing | +3 |
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Air Bandit Revolver j.236K |
22,20x2 | 2.00/3.00,7.20x2 | 3x3 | 7x3 | 2 | All | RF | 6 | 3(14)4,2 | 12 after landing | - |
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Bandit Bringer 236[K] |
50 | 1.50/5.40 | 15 | 10 | 5 | High/Air | RF | 32 | 6 | 9+4 after landing | +1 |
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Riot Stamp 214K |
40 | 1.00/6.00 | 3 | 8 | 1 | High/Air | RF | 9 after reaching wall | - | 3 after landing | -4~ |
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Wild Throw/Bukkirabou ni Nageru 623K |
30 | -/6.00 | - | 6 | - | 70 pixels | - | 4 | 1 | - | - |
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Sidewinder j.236H |
35 *1 | 1.50/2.40 | 15 | 12 | 5 | High/Air | R | 9 | 4 | 13 after landing | - |
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Fafnir 41236H |
40 | - | 14 | 10 | 4 | Mid | R | 19 | 3 | 27 | -13 |
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Slam/Tataki Otoshi j.214K |
60 | - | 8 | 20 | 3 | High/Air | R | 17 | 12 | 10 after landing | +3 |
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Force Breaks[edit]
Overdrives[edit]
Instant Kill[edit]
- 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: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits)
- *2: Damage of Tyrant Rave is 25 + 30 * (# of Clean Hits) * 3 + 84
- *3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.
Gatling Table[edit]
P | K | S | H | D | Cancel | |
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5P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Sp |
6P | - | - | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
5K | 6P | - | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
2K | 6P | - | c.S, f.S, 2S | 2H | 5D, 2D | Sp |
c.S | 6P | - | f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H, 6H | 5D, 2D | Sp |
2S | - | - | - | 5H, 2H | 5D, 2D | Sp |
5H | - | - | - | 2H | 5D, 2D | Jump, Sp |
2H | - | - | - | - | 5D, 2D | Jump, Sp |
6H | - | - | - | - | - | Sp |
5D | - | - | - | - | homing jump | |
2D | - | - | - | - | - | Sp |
P | K | S | H | D | Cancel | |
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j.P | j.P | j.K | j.S | j.H | - | Sp |
j.K | j.P | - | j.S | - | j.D | Sp |
j.S | - | j.K | - | j.H | j.D | Jump, Sp |
j.H | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | Jump, Sp |
- 5D can be only canceled into Homing Jump on ground hit
- Black = On Hit or Block
- Green = Available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
Clean Hit Diagrams[edit]
[edit]
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To edit frame data, edit values in GGACR/Sol Badguy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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System Explanations