GGACR/Sol Badguy/Frame Data

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System Data[edit]

Defense:x1.0
Guts:1
Weight:Middleweight (x1.0)
Stun Resistance:60
Prejump:3F
Backdash:16F (1~>8F invuln)
Wakeup Time:53F (Face Up) / 49F (Face Down)
Unique Movements:


Normals[edit]

  • Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
5P GGAC Sol 5P.png 10[12] Mid 4[3] 4[2] 6[4] 0[+4] - 3 8 1.44 CSJR 1
  • Initial prorate 80% (no prorate in DI)
5K GGAC Sol 5K.png 14x2 Mid 3[2] 2,6[1,4] 13[7] -7[-1] - 6x2 7[8]x2 2.64[1.44]x2 SJR [SR] 2[1]
c.S GGAC Sol cS.png 30[28] Mid 5[3] 2[1] 12[10] 0[+3] - 10 7 2.64 SJR 3
f.S GGAC Sol fS.png 30[28] Mid 7[5] 1[1] 24[14] -11[0] - 10 7 2.64 SR 3
5H GGAC Sol 5H.png 40[44] Mid 11[6] 2[1] 26[13] -9[+5] - 20 6 3.84 SJR 5
6P GGAC Sol 6P.png 32 Mid 11[6] 3[2] 20[10] -9[+2] 1~8F, 14~21F [1~4F, 8~11F] Upper Body
9~13F [5~7F] Above Knees
10 7 2.64 SR 3
  • Wall bounces opponent on hit (untechable for 30F)
  • Initial prorate 90% (no prorate in DI)
6H GGAC Sol 6H.png 32x2[40x2] Mid 13[8] 5,1 30[16] -14[+2] - 10x2[20x2] 6x2 5.76[3.84]x2 SR 4[5]
  • Dizzy modifier x1.5
  • Sol is in CH state during move
5D GGAC Sol 5D.png 17[20] High 24[18] 3[2] 24[12] -13[0] - 8 20 2.64 R 3
  • Sol is in CH state 1~30F
2P GGAC Sol 2P.png 8 Mid 5[3] 4[2] 4 +2[+4] - 3 8 1.44 CSR 1
  • Initial prorate 80% (no proration in DI)
2K GGAC Sol 2K.png 12[14] Low 6[4] 3[2] 8[6] -1[+2] - 3 8 1.44 SR 1
  • Initial prorate 70% (no proration in DI)
2S GGAC Sol 2S.png 25[24] Mid 10[7] 3[2] 8[5] +3[+7] - 10 7 2.64 SR 3
2H GGAC Sol 2H.png 36[40] Mid 8[5] 6[3] 26[13] -13[+3] - 20 6 3.84 SJR 5
  • Floats opponent on CH (untechable for 60F) (DI version doesn't float)
  • Initial prorate 90%
2D GGAC Sol 2D.png 28[30] Low 7[5] 3[2] 20[13] -6[+4] 4~23F [3~15F] Low Profile 11[15] 6 3.84 SR 4[5]
  • Initial prorate 90%
j.P GGAC Sol jP.png 13[12] High/Air 5[3] 7[4] 4[3] - - 3 8 1.44 CSR 1
j.K GGAC Sol jK.png 22 High/Air 6 6[3] 17[12] - - 5[8] 7 2.64 SR [cSJR] 2[3]
j.S GGAC Sol jS.png 28[25] High/Air 9[6] 3[2] 23[12] - - 8 7 2.64 SJR [CSJR] 3
j.H GGAC Sol jH.png 24x2 [20x2] High/Air 9[8] 6,8[4,4] 0 - - 8x2 7x2 2.64x2 SR [SJR] 3
  • Untechable for 17F (doesn't apply to DI version)
j.D GGAC Sol jD.png 40 High/Air 9 7 10+5 after landing - - 11 6 3.84 SJR 4
  • Blows back opponent on normal hit (untechable for 27F)
  • Wall bounces opponent on CH (untechable for 54F)
  • Initial prorate 90%

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Throw GGAC Sol throw.png 60 43 pixels - - - - - - 6 4.00 - -
  • Floats opponent on hit
  • Forced prorate 50%
Air Throw GGAC Sol airThrow.png 60 88 pixels - - - - - - 6,7 4.00 - -
  • Floats opponent on hit (untechable for 60F)
  • Dizzy modifier x1.5
  • Forced prorate 50%
DAAGGAC Sol 6P.png 25 All 11 3 25 -14 1~13F All
14~33F Throw and Upper Body
10 7 2.64 R 3
  • Wall bounces opponent on hit (untechable on ground hit for 28F)
  • Initial prorate 50%

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Gun FlameGGAC Sol 236P.png
236P
50,42,30,30 All 21 9x2,6x2 total 50 -3 - 0 7 2.00/2.40 F 3,3,2,2
  • 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)GGAC Sol 236P.png
236P
60 All 20 6 7 +7 - 10 7 0.50/1.20 F 3
  • 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)GGAC Sol 214P.png
214P
8 Mid 13 2 31 -9 - 3 8 3.50/- R 1
  • Sol is in CH state during move
S Volcanic ViperGGAC Sol 623S.png
623S
20,36 Mid 7 3(3)11 21+10 after landing -28 1~9F All
10~13F Strike
10x2 7x2 2.00/4.80x2 R 3
  • 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)GGAC Sol 623S.png
623S
20x3 Mid 7 3(1)4,2 21+10 after landing -19 1~9F All
10~10F Strike
10x3 7x3 2.00/4.80,2.40x2 R 3
  • 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 ViperGGAC Sol 623S.png
623H
20,36 Mid 5 2(3)18 29+8 after landing -43 1~6F All
7~11F Strike
10x2 7x2 3.00/4.80x2 R 3
  • 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)GGAC Sol 623S.png
623H
60,18x9 Mid 7 3,54 36+10 after landing -78 1~9F All 20,10x9 1,6x9 0.50/2.40,0.24x9 R 5,3x9
  • 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 ViperGGAC Sol 623S.png
j.623S
36,24 All 5 2(3)9 10 after landing - 1~9F Strike 10x2 7x2 2.00/3.60x2 R 3
  • 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 ViperGGAC Sol 623S.png
j.623H
46,26 All 5 2(3)18 10 after landing - 1~9F Strike 10x2 7x2 2.50/4.80x2 R 3
  • 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)GGAC Sol 623S.png
j.623S/H
20x3 Mid,any x2 7 3(2)2,6 landing 10 - 1~9F All
10~11F Strike
10,7x2 7,6x2 2.50/4.80,3.60x2 R 3,4x2
  • 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/Tataki OtoshiGGAC Sol 623S214K.png
VV > 214K
16 High 12 4 10 after landing - - 10 7 0.50/2.40 R 3
  • Slams down opponent on hit (untechable for 30F)
  • Sol is in CH state while falling
  • Sol is in crouching state during landing recovery
Grand ViperGGAC Sol 214S.png
214S
8x7,32 Lowx7, Mid 17 4x4,2x2,5(20)3 37 -21 1~4F Above Knees
5~16F Above Feet
8x7,20 1x6,7,6 3.00/1.20x6,7.20x2 R 3x7,5
  • 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 RevolverGGAC Sol 236K.png
236K
24,36 Mid 9 5(11)9 2+7 after landing -3 1~3F Strike 10x2 7,9 1.50/4.80x2 R 3
  • 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)GGAC Sol 236K.png
236K
20x3,50 Mid*3, HF 7 3,3,3(9)9 3+7 after landing +3 1~3F Strike 14x3,15 6x4 0.75/4.80x4 R 4x3,5
  • 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 RevolverGGAC Sol 236K.png
j.236K
22,20x2 All 6 3(14)4,2 12 after landing - - 3x3 7x3 2.00/3.00,7.20x2 RF 2
  • 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 BringerGGAC Sol 236Khold.png
236[K]
50 High/Air 32 6 9+4 after landing +1 1~3F Strike 15 10 1.50/5.40 RF 5
  • 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
  • Attack Level 6
Riot StampGGAC Sol 214K.png
214K
40 High/Air 9 after reaching wall - 3 after landing -4~ - 3 8 1.00/6.00 RF 1
  • 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/Bukkirabou ni NageruGGAC Sol 623K.png
623K
30 70 pixels 4 1 - - - - 6 -/6.00 - -
  • Sol is in CH state 1~14F
  • Whiff animation is 35F
  • Forced prorate 55%
SidewinderGGAC Sol j236H.png
j.236H
35 *1 High/Air 9 4 13 after landing - - 15 12 1.50/2.40 R 5
  • 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
FafnirGGAC Sol 41236D.png
41236H
40 Mid 19 3 27 -13 - 14 10 - R 4
  • 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/Tataki OtoshiGGACR Sol j214K.png
j.214K
60 High/Air 17 12 10 after landing +3 - 8 20 - R 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]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
FB FafnirGGAC Sol 41236D.png
41236D
60 Mid 11 3 17 +7 1~10 Throw 20 10 - R 5
  • 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
  • Attack Level 6
Tyrant RaveGGAC Sol 46D.png
Fafnir > 64D
25x3+84 *2 All 3+1 33 35 -6 - 10x4 7x4 - - 3
  • 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 SidewinderGGAC Sol j236H.png
j.236D
60 *1 All 9 4 13 after landing - - 15 20 - R 5
  • 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]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Tyrant Rave ver. BetaGGAC Sol 632146H.png
632146H
80,60 Mid 5+1 11(17)15 31 -15 1~8F Strike 20,14 6,8 - R 5,4
  • 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 InstallGGAC Sol 214214S.png
214214S
- - 19+1 - total 20 - 1~19F All
19~21F Strike
- - - - -
  • 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 2ndGGAC Sol 214214S.png
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]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Napalm DeathGGAC Sol IK.png
During IK Mode: 236236H
Fatal All 7+8 12 26+1 after landing -22 - 20 - - - -
  • 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]

Ambox notice.png To edit frame data, edit values in GGACR/Sol Badguy/Data.