GGACR/Sol Badguy/Frame Data

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System Data

name defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Sol Badguy x1.0 1 3F Middleweight (x1.0) 16F (1~>8F invuln) 1 53F 49F


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 CSJR 1.44 3 2 4 +4 9 10 10 11
5K 14×2 6×2 7 Mid 2 SJR 2.64 3 2,6 13 -7 11 12 12 12
5K DI 14×2 6×2 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
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
5D 17 8 20 High 3 R 2.64 24 3 24 -13 13 Launch 14 13
5D DI 20 8 20 High 3 R 2.64 18 2 12 0 13 Launch 14 13
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 90% 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 90% 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 17 27 14


Universal Mechanics

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
Ground Throw Ground Throw 60 6 Forced 50% 43 pixels 4.00
Air Throw Air Throw 60 6,7 Forced 50% 88 pixels 4.00
DAA Dead Angle Attack 25 10 7 50% All 3 R 2.64 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
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
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
236P DI Gun Flame (DI) 60 10 7 All 3 F 0.50/1.20 20 6 7 +7 13 Launch 40 13
214P Gun Flame Feint 8 3 8 Mid 1 R 3.50/- 13 2 31 -9 9 10 10 11
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
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
623H H Volcanic Viper 20,36 10×2 7×2 Mid 3 R 3.00/4.80×2 5 2(3)18 29+8 after landing -43 1~6F All
7~11F Strike
13 Launch 28, 36 13
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 All 13 Launch Down, 60×9 13, 0×9
j.623S Air S Volcanic Viper 36,24 10×2 7×2 All 3 R 2.00/3.60×2 5 2(3)9 10 after landing 1~9F Strike 13 Launch 36, 27 13
j.623H Air H Volcanic Viper 46,26 10×2 7×2 All 3 R 2.50/4.80×2 5 2(3)18 10 after landing 1~9F Strike 13 Launch 38, 36 13
j.623S/H DI Air Volcanic Viper (DI) 20×3 10,7×2 7,6×2 Mid,any x2 3,4×2 R 2.50/4.80,3.60×2 7 3(2)2,6 landing 10 1~9F All
10~11F Strike
13, 16×2 Launch 28, 45×2 13
623H > 214K Knockdown 16 10 7 High 3 R 0.50/2.40 12 4 10 after landing 13 Launch 30 13
214S Grand Viper 8×7,32 8×7,20 1×6,7,6 80% Lowx7, 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
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, Down 13
236K DI Bandit Revolver (DI) 20×3,50 14×3,15 6×4 Mid*3, HF 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
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 12 after landing 9 Launch, 11×2 24, 32, 28 12
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 18 Launch 50 + GBounce 15
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
623K Wild Throw 30 6 Forced 55% 70 pixels -/6.00 4 1
j.236H Sidewinder 35 15 12 Forced 70% High/Air 5 R 1.50/2.40 9 4 13 after landing 18 Launch 18 + WBounce 15
41236H Fafnir 40 14 10 70% Mid 4 R 19 3 27 -13 16 Stagger 42 24 14
j.214K DI Slam 60 8 20 80% High/Air 3 R 17 12 10 after landing +3 13 Launch 55 + GBounce 13


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 1~10 Throw 26 Launch 40
41236H > 46D Tyrant Rave 25×3, 84 10×4 7×4 80%*3, 100% All 3 3+1 33 35 -6 13 14 14 13
j.236D FB Sidewinder 60 15 20 Forced 70% All 5 R 9 4 13 after landing 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 5,4 R 5+1 11(17)15 31 -15 1~8F Strike 18, 16 Launch Down, 80 + WStick 32
214214S Dragon Install 19+1 total 20 1~19F All
19~21F Strike
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 - 7+8 12 26+1 after landing -22


  • 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
5P
GGAC Sol 5P.png
Guard:
Mid
Startup:
4
Recovery:
6
Advantage:
0
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P
GGAC Sol 2P.png
Guard:
Mid
Startup:
5
Recovery:
4
Advantage:
+2
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P
GGAC Sol 6P.png
Guard:
Mid
Startup:
11
Recovery:
20
Advantage:
-9
- - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K
GGAC Sol 5K.png
Guard:
Mid
Startup:
3
Recovery:
13
Advantage:
-7
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K
GGAC Sol 2K.png
Guard:
Low
Startup:
6
Recovery:
8
Advantage:
-1
6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S
GGAC Sol cS.png
Guard:
Mid
Startup:
5
Recovery:
12
Advantage:
0
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S
GGAC Sol fS.png
Guard:
Mid
Startup:
7
Recovery:
24
Advantage:
-11
- - 2S 5H, 2H, 6H 5D, 2D Sp
2S
GGAC Sol 2S.png
Guard:
Mid
Startup:
10
Recovery:
8
Advantage:
+3
- - - 5H, 2H 5D, 2D Sp
5H
GGAC Sol 5H.png
Guard:
Mid
Startup:
11
Recovery:
26
Advantage:
-9
- - - 2H 5D, 2D Jump, Sp
2H
GGAC Sol 2H.png
Guard:
Mid
Startup:
8
Recovery:
26
Advantage:
-13
- - - - 5D, 2D Jump, Sp
6H
GGAC Sol 6H.png
Guard:
Mid
Startup:
13
Recovery:
30
Advantage:
-14
- - - - - Sp
5D
GGAC Sol 5D.png
Guard:
High
Startup:
24
Recovery:
24
Advantage:
-13
- - - - homing jump
2D
GGAC Sol 2D.png
Guard:
Low
Startup:
7
Recovery:
20
Advantage:
-6
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGAC Sol jP.png
Guard:
High/Air
Startup:
5
Recovery:
4
Advantage:
j.P j.K j.S j.H - Sp
j.K
GGAC Sol jK.png
Guard:
High/Air
Startup:
6
Recovery:
17
Advantage:
j.P - j.S - j.D Sp
j.S
GGAC Sol jS.png
Guard:
High/Air
Startup:
9
Recovery:
23
Advantage:
- j.K - j.H j.D Jump, Sp
j.H
GGAC Sol jH.png
Guard:
High/Air
Startup:
9
Recovery:
0
Advantage:
- - - - - Sp
j.D
GGAC Sol jD.png
Guard:
High/Air
Startup:
9
Recovery:
10+5 after landing
Advantage:
- - - - - 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

Clean Hit Diagrams


Navigation

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