GGST/Sol Badguy/Frame Data: Difference between revisions

From Dustloop Wiki
mNo edit summary
Line 7: Line 7:
==System Data==
==System Data==
{{#cargo_query:tables=ggstCharacters
{{#cargo_query:tables=ggstCharacters
|fields=name,defense,guts,prejump,weight,backdash,guardBalance,jump_duration,jump_height,high_jump_duration,efiad,ebiad,fadd,badd,fadat,badat
|fields=name,defense,guts,prejump,weight,backdash,guardBalance,jump_duration,high_jump_duration,jump_height,efiad,ebiad,fadd,badd,fadat,badat
|where=name="Sol Badguy"
|where=name="Sol Badguy"
|format=table
|format=table

Revision as of 22:45, 17 September 2021



How do I read frame data?

System Data

Error: No field named "weight" found for any of the specified database tables.

Normal Moves

input damage guard startup active recovery onBlock onHit riscGain level counter invuln prorate
input damage guard startup active recovery onBlock onHit riscGain level counter invuln prorate
5P 28 All 4 5 9 -2 +1 1000 1 Small 80%
5K 14, 28 All 3 1, 3 25 -16 -13 200, 500 0, 1 Small 80%
c.S 44 All 7 6 10 +3 +13 2500 4 Mid 100%
f.S 29 All 10 2 13 +2 +5 2000 3 Mid 90%
5H 52 All 11 4 20 -5 -2 2500 4 Large 90%
2P 22 All 5 4 8 -2 +1 500 0 Small 80%
2K 28 Low 5 3 11 -2 +1 750 1 Small 70%
2S 34 All 10 6 15 -7 -4 1500 2 Mid 90%
2H 46 All 11 5 31 -17 -2 2500 4 Large 90%
j.P 24 High 5 3 8 375 0 Small 80%
j.K 30 High 6 3 20 750 1 Small 80%
j.S 36 High 10 3 23 +2 (IAD) +5 (IAD) 1125 2 Mid 80%
j.H 24×2 High 11 4, 8 0 +7 (IAD) +10 (IAD) 525×2 2 Mid 80%
j.D 45 High 9 3 17 +4 (IAD) KD +37 (IAD) 1500 3 Mid 80%
6P 36 All 9 5 20 -11 -8 1500 2 Mid 1-2 Upper Body
3-13 Above Knees
90%
6S 45 All 15 6 20 -9 -6 2500 3 Mid 90%
6H 60 All 9 3 43 -27 HKD +9 2500 4 Large 90%
2D 36 Low 10 3 18 -4 HKD +49 1500 3 Large 5~24F Low Profile 90%
5D 50 High 20 3 26 -15 ±0 1125 2 Mid none 80%
5[D] 62 High 28 3 26 -10 KD +36 1875 2 Mid none 100%

Special Moves

input name damage guard startup active recovery onBlock onHit riscGain level counter invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain level counter invuln prorate
236P Gun Flame 40→35→30→30 All 18 8, 8, 8, 8 Total 54 -10 KD +37 500 2 Very Small 80%
214P Gun Flame (Feint) Total 25
623S S Volcanic Viper 40 All 9 14 18+10 Landing -28 KD +17 [CH KD +30] 1500 2 Mid 1-11F Strike 60%
623H H Volcanic Viper 35, 40 [35, 100] All 13 5, 11 19+10 Landing -26 KD +18 [HKD +54] 700×2 2 Large, Very Small 7-14F Strike 60%
j.623S Aerial S Volcanic Viper 40 All 9 9 Until Landing+10 KD 1500 2 Mid 1-10F Strike 60%
j.623H Aerial H Volcanic Viper 35, 40 [35, 100] All 13 5, 11 Until Landing+10 KD [HKD] 700×2 2 Large, Very Small 7-14F Strike 60%
236K Bandit Revolver (1) 20 All 12 6 9+6 Landing -7 -4 700 2 Very Small 80%
236KK Bandit Revolver (2) 25 All 6 2 6+17 Landing -11 KD +21 700 2 Very Small 80%
j.236K Aerial Bandit Revolver (1) 20 All 10 6 Until Landing+6 700 2 Very Small 80%
j.236KK Aerial Bandit Revolver (2) 25 All 6 2 Until Landing+17 KD 700 2 Very Small 80%
214K Bandit Bringer 50 High 30 7 13 -3 HKD +44 1500 3 Mid 80%
j.214K Aerial Bandit Bringer 40 [60] High 22~29 [30] Until Landing Until Landing+18 HKD 1500 3 Mid 80%
623K Wild Throw 100 Ground Throw 6 2 41 HKD +15 1-7F Throw Forced 50%
214S Night Raid Vortex 45 [55] All 15~31 [32] 2 [8] 32 [26] -17 HKD +66 [HKD +73] 2000 3 Large 7-(1F before Active) Low Profile 80%
41236H Fafnir 65 All (Guard Crush) 24 3 16 +11 HKD +70 2500 4 Mid 80%

Supers

input name damage guard startup active recovery onBlock onHit riscGain level counter invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain level counter invuln prorate
632146H Tyrant Rave 58, 82 [58, 112] All 7+2 3(20)20 41 -44 HKD +20 [HKD +49] 1200, 1000 4, 3 Mid, Very Small 1-11F Full 100%
214214H Heavy Mob Cemetery 40, 161 Ground Throw 13+7 16 49 HKD +27 14-35F Throw, Guardpoint 100%

Other

name damage guard startup active recovery onBlock onHit riscGain level counter invuln prorate
name damage guard startup active recovery onBlock onHit riscGain level counter invuln prorate
Ground Throw 80 Ground Throw 2 3 38 HKD +40 Forced 50%
Air Throw 80 Air Throw 2 3 38 or Until Landing+10 HKD +50 (IAD) Forced 50%
Wild Assault 30 All 16~28 3 20 -4 -1 2500 4 Mid 90%
Wild Assault (Hold) 50 All 29 3 20 -4 HKD +64 2500 4 Mid 100%
Finish Blow 80 11 HKD +23
Dash Cancel Total 22

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P - 6S 6H - Sp
2P 5P, 2P, 6P - 6S 6H - Sp
6P - - - - - Sp
5K 6P - 6S 6H 5D, 2D Jump, Dash, Sp
2K 6P - 6S 6H 5D, 2D Sp
c.S 6P - f.S, 2S, 6S 5H, 2H, 6H 5D, 2D Jump, Dash, Sp
f.S - - - 5H, 2H - Sp
6S - - - - - Sp
2S - - - 5H, 2H - Sp
5H - - - - - Sp
2H - - - - - Sp
6H - - - - - -
5D - - - - - -
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P - - - - Sp
j.K - - - - j.D Jump, Dash, Sp
j.S - - - j.H - Jump, Dash, Sp
j.H - - - - - Sp
j.D - - - - - Jump, Dash, Sp
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGST/Sol Badguy/Data.

Template:Navbar-GGST