GGST/Sol Badguy/Frame Data

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System Data


Normal Moves

  • 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. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv. RISC+The amount the R.I.S.C. Level increases on block. Click the link for the full article. RISC-The amount the R.I.S.C. Level decreases on hit. Click the link for the full article. ProrateAdditional Proration. TensionThe 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. RomanRoman Cancel options for this move. LevelAttack 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
5P


5K


c.S


f.S


6S


5H


2P


2K


2S


2H


j.P


j.K


j.S


j.H


j.D


6P


6H


  • Forces opponent into crouching state on ground hit
2D


5D


Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv. RISC+The amount the R.I.S.C. Level increases on block. Click the link for the full article. RISC-The amount the R.I.S.C. Level decreases on hit. Click the link for the full article. ProrateAdditional Proration. TensionThe 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. RomanRoman Cancel options for this move. LevelAttack 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
Ground Throw


  • Stun damage: ?
Air Throw


  • Stun damage: ?

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv. RISC+The amount the R.I.S.C. Level increases on block. Click the link for the full article. RISC-The amount the R.I.S.C. Level decreases on hit. Click the link for the full article. ProrateAdditional Proration. TensionThe 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. RomanRoman Cancel options for this move. LevelAttack 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
Gun Flame
236P


  • Damage and level change with each set of active frames.
Gun Flame (Feint)
214P


Volcanic Viper GGS.png
623S


Volcanic Viper GGH.png
623H


Aerial Volcanic Viper GGS.png
j.623S


Aerial Volcanic Viper GGH.png
j.623H


Bandit Revolver
236K


Aerial Bandit Revolver
j.236K


Wild Throw
623K


  • Stun damage: X
Bandit Bringer
214K


Aerial Bandit Bringer
j.214K


Night Raid Vortex
214S


  • Can extend range by holding S
Fafnir
41236H


Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv. RISC+The amount the R.I.S.C. Level increases on block. Click the link for the full article. RISC-The amount the R.I.S.C. Level decreases on hit. Click the link for the full article. ProrateAdditional Proration. TensionThe 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. RomanRoman Cancel options for this move. LevelAttack 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. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
Tyrant Rave
632146H


  • fully invuln
Heavy Mob Cemetery
214214H


  • armor and a grab


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, Sp, Run
2K 6P - 6S 6H 5D, 2D Sp
c.S 6P - f.S, 6S 5H, 2H, 6H 5D, 2D Jump, Sp, Run
f.S - - - 5H, 2H - Sp
6S - - - - - Sp
2S - - - 5H, 2H - Sp
5H - - - 2H - Jump, Sp
2H - - - - - Jump, Sp
6H - - - - - Sp
5D - - - -
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P[+] - - - - Sp
j.K - - - - j.D Jump, Sp
j.S - - - j.H - Jump, Sp
j.H - - - - - Sp
j.D - - - - - 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.

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