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.
5P 10[12] 1.44 3 8 1 Mid CSJR 4[3] 4[2] 6[4] 0[+4]
  • Initial prorate 80% (no prorate in DI)
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]
  • Upper body invincible 1~8F [1~4F] and 14~21F [8~11F]
  • Above knees invincible 9~13F [5~7F]
  • Wall bounces opponent on hit (untechable for 30F)
  • Initial prorate 90% (no prorate in DI)
6H 32x2[40x2] 5.76[3.84]x2 10x2[20x2] 6x2 4[5] Mid SR 13[8] 5,1 30[16] -14[+2]
  • Dizzy modifier x1.5
  • Sol is in CH state during move
5D 17[20] 2.64 8 20 3 High R 24[18] 3[2] 24[12] -13[0]
  • Sol is in CH state 1~30F
2P 8 1.44 3 8 1 Mid CSR 5[3] 4[2] 4 +2[+4]
  • Initial prorate 80% (no proration in DI)
2K 12[14] 1.44 3 8 1 Low SR 6[4] 3[2] 8[6] -1[+2]
  • Initial prorate 70% (no proration in DI)
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]
  • Floats opponent on CH (untechable for 60F) (DI version doesn't float)
  • Initial prorate 90%
2D 28[30] 3.84 11[15] 6 4[5] Low SR 7[5] 3[2] 20[13] -6[+4]
  • Low profile 4~23F [3~15F]
  • Initial prorate 90%
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 -
  • Untechable for 17F (doesn't apply to DI version)
j.D 40 3.84 11 6 4 High, Air SJR 9 7 10+5 after landing -
  • Blows back opponent on normal hit (untechable for 27F)
  • Wall bounces opponent on CH (untechable for 54F)
  • Initial prorate 90%

Universal Mechanics[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.
Throw 60 4.00 - 6 - 43 pixels - - - - -
  • Floats opponent on hit
  • Forced prorate 50%
Air Throw 60 4.00 - 6,7 - 88 pixels - - - - -
  • Floats opponent on hit (untechable for 60F)
  • Dizzy modifier x1.5
  • Forced prorate 50%
DAA 25 2.64 10 7 3 All R 11 3 25 -14
  • Fully invincible 1~13F
  • Throw and upper body invincible 14~33F
  • Wall bounces opponent on hit (untechable on ground hit for 28F)
  • Initial prorate 50%

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.
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
  • Floats opponent on hit (untechable for 28F)
  • Sol is in CH state till during move
  • Chip damage x2
  • FRC timing 14~15F
  • Flame appears on 19F
  • Damage, Active, and Level vary depending on which of the 4 flames hits
  • Flames appear on 21F, 31F, 39F and 42F
  • Gun-Flame can only hit once
Gun-Flame (DI)
236P
60 0.50/1.20 10 7 3 All F 20 6 7 +7
  • Floats opponent on hit (untechable for 40F)
  • Sol is in CH state during move
  • Hitstop 6F
  • Chip damage x2
  • FRC timing 21~22F
  • Flame goes through other projectiles
Gun-Flame (Feint)
214P
8 3.50/- 3 8 1 HL R 13 2 31 -9
  • Sol is in CH state during move
S Volcanic Viper
623S
20,36 2.00/4.80x2 10x2 7x2 3 Mid R 7 3(3)11 21+10 after landing -28
  • Fully invincible 1~9F
  • Strike invincible 10~13F
  • Sol is airborne from 10F onwards
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F)
  • Can cancel into Knockdown from 24~40F
  • Sol is in crouching state during landing recovery
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
  • Fully invincible 1~9F
  • Strike invincible on 10F
  • Sol is airborne from 10F onwards
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 30F)
  • Sol is in crouching state during landing recovery
H Volcanic Viper
623H
20,36 3.00/4.80x2 10x2 7x2 3 Mid R 5 2(3)18 29+8 after landing -43
  • Fully invincible 1~6F
  • Strike invincible 7~11F
  • Sol is airborne from 7F onwards
  • Floats oppoent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 36F)
  • Can cancel into Knockdown from 28~44F
  • Sol is in crouching state during landing recovery
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
  • Fully invincible 1~9F
  • 1st hit floats opponent and fully untechable
  • All other hits float opponent (untechable for 60F) and have hitstop 0
  • Sol is airborne from 7F onwards
  • 1st hit dizzy modifier x2.0
  • Can cancel into Knockdown from 63F onwards
  • Sol is in crouching state during landing recovery
Air S Volcanic Viper
j.623S
36,24 2.00/3.60x2 10x2 7x2 3 All R 5 2(3)9 10 after landing -
  • Strike invincible 1~9F
  • Floats opponent on hit (1st hit untechable for 36F, 2nd hit for 27F)
  • Can cancel into Knockdown from 19~35F
  • Sol is in crouching state during landing recovery
Air H Volcanic Viper
j.623H
46,26 2.50/4.80x2 10x2 7x2 3 All R 5 2(3)18 10 after landing -
  • Strike invincible 1~9F
  • Floats opponent on hit (1st hit untechable for 38F, 2nd hit for 36F)
  • Can cancel into Knockdown from 32~44F
  • Sol is in crouching state during landing recovery
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 -
  • Fully invincible 1~9F
  • Strike invincible 10~11F
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 45F)
  • Sol is in crouching state during landing recovery
Knockdown
VV > 214K
16 0.50/2.40 10 7 3 High R 12 4 10 after landing -
  • Slams down opponent on hit (untechable for 30F)
  • Sol is in CH state while falling
  • Sol is in crouching state during landing recovery
Ground 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
  • Above knees invincible 1~4F
  • Above feet invincible while advancing 5~16F
  • 1st-6th hits of the advancing part are untechable for 26F
  • Hitstun on standing opponent 24F
  • Hitstop 6F
  • Dizzy modifier x0.25
  • Initial prorate 80%
  • 7th hit of the advancing part floats opponent on hit (untechable for 28F)
  • Histop 6F
  • Final hit (the uppercut) floats opponent on hit (untechable for 42F, on Clean Hit for 64F)
  • Listed frame data is for a Ground Viper that does the maximum number of hits
Bandit Revolver
236K
24,36 1.50/4.80x2 10x2 7,9 3 Mid R 9 5(11)9 2+7 after landing -3
  • Strike invincible 1~3F
  • Sol is airborne from 9F onwards
  • 1st hit floats opponent on hit (untechable for 26F)
  • 2nd hit slams down opponent and fully untechable on air hit
  • Auto Jump Install
  • Sol is in crouching state during landing recovery
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
  • Strike invincible 1~3F
  • Sol is airborne from 9F onwards
  • 1st-3rd hits float opponent on hit (untechable for 26F)
  • 4th hit slams down opponent on air hit (untechable for 26F)
  • Auto Jump Install
  • Sol is in crouching state during landing recovery
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 -
  • 1st hit floats opponent on ground hit (untechable for 24F)
  • Untechable on air hit for - 2nd hit: 32F, 3rd hit: 28F
  • FRC timing 6~8F
  • Attack level is 1 on block
  • Sol is in crouching state during landing recovery
Bandit Bringer
236[K]
50 1.50/5.40 15 10 5 High, Air RF 32 6 9+4 after landing +1
  • Strike invincible 1~3F
  • Sol is airborne from 9F onwards
  • Ground bounces opponent on hit (untechable for 50F, on Clean Hit for 80F, on CH for 152F)
  • FRC timing 18~20F
  • Initial prorate 66%
  • Startup of 32F to hit crouching opponent (tested on Sol)
  • Sol is in crouching state during landing recovery
  • Attack does 19F blockstun
Riot Stamp
214K
40 1.00/6.00 3 8 1 High, Air RF 9 after reaching wall - 3 after landing -4~
  • Sol is airborne from 1F onwards
  • Wall bounces opponent on hit (untechable for 28F)
  • Sol is in CH state from first active frame onwards
  • FRC timing 9~12F after reaching the wall
  • Auto Jump Install
  • Fastest startup of Riot Stamp (done when Sol is right next to the wall) is 14F
Wild Throw
623K
30 -/6.00 - 6 - 70 pixels - 4 1 - -
  • Sol is in CH state 1~14F
  • Whiff animation is 35F
  • Forced prorate 55%
Sidewinder
j.236H
35 *1 1.50/2.40 15 12 5 High, Air R 9 4 13 after landing -
  • Wall bounces opponent on hit (Clean Hit untechable for 56F)
  • Sol is in CH state during recovery
  • Dizzy modifier x0.5
  • Forced prorate 70%
  • Sol is in crouching state during landing recovery
  • See notes *3
Fafnir
41236H
40 - 14 10 4 Mid R 19 3 27 -13
  • Forced prorate 70%
  • Staggers opponent on ground hit (Max 42F)
  • Knocks down opponent on air hit (untechable for 24F)
  • Slides opponent on CH (untechable for 56F, slides for 40F)
  • Can cancel into Tyrant Rave from 20~25F
Slam
j.214K
60 - 8 20 3 High, Air R 17 12 10 after landing +3
  • Initial prorate 80%
  • Ground bounces opponent on hit (untechable for 55F)
  • Frame Adv is based on performing TK Knockdown (startup 20F)

Force Breaks[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.
FB Fafnir
41236D
60 - 20 10 5 Mid R 11 3 17 +7
  • Throw invincible until active
  • Knocks down opponent on hit (untechable for 40F)
  • Slides opponent on Clean Hit (untechable for 80F, slides for 28F)
  • Blockstun 26F
  • Forced prorate 70%
  • Can cancel into Tyrant Rave from 12~18F
Tyrant Rave
Fafnir > 64D
25x3+84 *2 - 10x4 7x4 3 All - 3+1 33 35 -6
  • Disables opponent's Burst on hit
  • Dizzy modifier x0
  • Chip damage x2
  • 1st-3rd hits have initial prorate 80%
  • 2nd-4th hits can pass through projectiles
  • Clean Hit adds additional damage
FB Sidewinder
j.236D
60 *1 - 15 20 5 All R 9 4 13 after landing -
  • Forced prorate 70%
  • Wall bounces opponent on hit (untechable for 56F)
  • Guaranteed Clean Hit
  • Sol is in CH state during landing recovery
  • Hitstop 27F
  • See Notes *3

Overdrives[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.
Tyrant Rave ver.Beta
632146H
80,60 - 20,14 6,8 5,4 Mid R 5+1 11(17)15 31 -15
  • Strike invincible 1~8F
  • 1st hit floats opponent and is fully untechable
  • 2nd hit wall sticks opponent (untechable for 80F, sticks for 32F)
  • Dizzy modifier: 1st hit: x0.25, 2nd hit: x0
  • Chip damage: 1st hit: x1.5, 2nd hit: x2.0
  • 2nd hit has forced prorate 70%
  • 2nd hit is RCable only if the 1st attack hits or is blocked
  • 2nd hit can pass through projectiles
Dragon Install
214214S
- - - - - - - 19+1 - total 20 -
  • Fully invincible 1~19F
  • Strike invincible 19~21F
  • During DI, tension increases at a rate of 0.1% per frame
  • DI cannot be while in DI
  • DI duration: 360F + 1F for every health point below 210
  • Dragon Install duration drains during hitstop and superflash
  • Recovery animation: 36F total, CH state throughout, Tension reduced to 0, negative penalty, tension gain lowered, Sol takes extra dizzy damage, and has a lower dizzy rating
Dragon Install 2nd
214214214214PH
- - - - - - - 63+64 - total: 127 -
  • Requires 100% tension
  • Sol will Install after the super-freeze, even if hit
  • Install mode remains for entire round
  • Tension gained is 20% original value
  • Health steadily decreases

Instant Kill[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.
Napalm Death
During IK Mode: 236236H
Fatal - 20 - - All - 7+8 12 26+1 after landing -22
  • IK Mode activation: 76F
  • Sol is in CH state until landing


  • 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]

Ground Gatlings
P K S H D Cancel
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
Air Gatlings
P K S H D Cancel
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]

Clean Hit Diagrams


Navigation[edit]


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