GGXRD-R2/Sol Badguy/Frame Data

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System Data

Defense:x1.00
Guts:1
Weight:[100] Medium
Stun Resistance:60
Prejump:3F
Backdash:16F (1~8F invuln)
Wakeup Time:25F (Face Up) / 21F (Face Down)
Unique Movements:


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 instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple 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. 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. HitboxHitbox link for this move
5P 10[12] Mid 4[3] 4[1] 6[5] ±0[+4] - -8/+3 Initial: 90% CSJ YRP 144 0 Click!
5K 14x2 Mid 5[4] 1,6[1,4] 13[7] -7[+1] - -7/+6 Initial: 90% SJ YRP 264 1 Click!
c.S 30[28] Mid 5[3] 2[1] 16[10] -4[+3] - -7/+10 - SJ YRP 264 2 Click!
f.S 30[28] Mid 7[5] 2[1] 23[13] -11[±0] - -7/+10 - S YRP 264 2 Click!
5H 40[44] Mid 11[6] 2[1] 26[13] -9[+5] - -6/+20 - SJ YRP 384 4 Click!
2P 8 Mid 5[3] 4[1] 4[5] +2[+4] - -8/+3 Initial: 80% CS YRP 144 0 Click!
2K 12[14] Low 6[4] 3[1] 8[7] -1[+2] - -8/+3 Initial: 70% S YRP 144 0 Click!
2S 25[24] Mid 10[7] 3[1] 8[5] +3[+8] - -7/+10 - S YRP 264 2 Click!
2H 36[40] Mid 8[5] 6[3] 26[13] -13[+3] - -6/+20 - SJ YRP 384 4 Click!
j.P 12 High/Air 5[3] 7[4] 4[3] - - -8/+3 - CS YRP 144 0 Click!
j.K 22 High/Air 6 6[3] 17[12] - - -7/+10 - SJ YRP 264 2 Click!
j.S 28[25] High/Air 10[6] 3[2] 23[12] - - -7/+10 Initial: 90% SJ YRP 264 2 Click!
j.H 24x2 High/Air 9 6,8[4,2] 0 - - -7/+10 - S YRP 264 2 Click!
j.D 35 High/Air 9 7 13/5 landing recovery - - -8/+14 Initial: 90% SJ YRP 384 3 Click!
6P 32 Mid 9[6] 3[2] 20[10] -9[+2] 1~7F [1~4F] Upper Body
12~19F [8~11F] Upper Body
8~11F [5~7F] Above Knees
-12/+10 - S YRP 264 2 Click!
6H 56 Mid 17[10] 3[2] 26[13] -10[+4] - -6/+20 - S YRP 384 4 Click!
  • Forces opponent into crouching state on ground hit
2D 28[30] Low 7[5] 3[1] 20[13] -6[+3] 4~20F [3~12F] Low Profile -6/+14 - S YRP 384 3 Click!
5D 27 High 24 3 24 -13 - -20/+10 Initial: 80% - YRP 264 2 Click!

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple 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. 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. HitboxHitbox link for this move
Ground Throw 0,60 Ground Throw: 75250 1 - - +51 - -6,0/NA Forced: 65% - R 0,480 0,4 Click!
  • Stun damage: 30
Air Throw 0,60 Air Throw: 192500 1 - - - - -6,-7/NA Forced: 65% - R 0,480 0,2 Click!
  • Stun damage: 90
Dead Angle Attack 25 All 11 3 25 -14 1~13F Full
14~33F Throw
14~23F Upper Body
-7/+10 Initial: 50% - - -5000/264 2 Click!
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz - Initial: 55% - R - 1 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
50 Mid 50+13 3 20 +5 1~50: Blitz - - - R - 4 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/100F on CH)
  • Crumples opponent on ground hit

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple 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. 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. HitboxHitbox link for this move
Gun Flame
236P
50→42→
30→30
All 20 9(1)9(1)
9(1)9
Total 50 -4 - -7/+2 Initial: 85% - YRP 200/120 2→2→
1→1
Click!
  • Damage and level change with each set of 9 active frames.
Gun Flame (DI)
During Dragon Install: 236P
50 All 20 6 Total 36 +3 - -7/+10 - - YRP 200/120 2 Click!
Gun Flame (Feint)
214P
- - - - Total 30 - - - - - YRP 350/- - Click!
Volcanic Viper GGXRD S Prompt.png
623S
40,25 Mid 7 3(3)11 21+8 after landing -26 1~9F Full
10~12F Strike
-7/+10 - - R 200/480,
720
2 Click!
  • 10F onwards Airborne
Volcanic Viper GGXRD S Prompt.png (DI)
During Dragon Install: 623S
40,20x2 Mid 7 3(1)4,2 21+8 after landing -17 1~9F Full
10F Strike
-7/+10 - - R 200/360,
720x2
2 Click!
  • 10F onwards Airborne
Volcanic Viper GGXRD H Prompt.png
623H
40,25 Mid 5 2(3)18 29+8 after landing -41 1~6F Full
7~11F Strike
-7/+10 - - R 300/480,
720
2 Click!
  • 7F onwards Airborne
Volcanic Viper GGXRD H Prompt.png (DI)
During Dragon Install: 623H
60,12x9 Mid 7 3,47 38+8 after landing -71 1~9F Full -1,-6x9/
+20,+10x9
- - R 300/96,
720x9
4,2x9 Click!
  • 10F onwards Airborne
  • Stun damage: 120
Aerial Volcanic Viper GGXRD S Prompt.png
j.623S
32,20 All 5 2(3)9 Until landing+8 - 1~9F Strike -7/+10 - - R 200/360,
720
2 Click!
Aerial Volcanic Viper GGXRD S Prompt.png (DI)
During Dragon Install: j.623S
32,20x2 All,
Midx2
5 2(1)4,2 Until landing+8 - 1~6F Strike -7/+10 - - R 200/240,
720x2
2 Click!
  • On hit, the 1st hit is active for 1 frame
Aerial Volcanic Viper GGXRD H Prompt.png
j.623H
40,20 All 5 2(3)18 Until landing+8 - 1~11F Strike -7/+10 - - R 250/480,
720
2 Click!
Aerial Volcanic Viper GGXRD H Prompt.png (DI)
During Dragon Install: j.623H
60,12x9 All,
Midx9
7 3,47 Until landing+8 - 1~9F Strike -1,-6x9/
+20,+10x9
- - R 250/96,
720x9
4,2x9 Click!
Knockdown
During Volcanic Viper: 214K
16 All 11 4 Until landing+10 - - -7/+10 - - R 50/240 2 Click!
Bandit Revolver
236K
20,40 Mid 9 5(11)9 2+8 after landing -5 1~3F Strike
9F onwards Foot
-7/+10 - - YRP 150/480 2 Click!
  • 9F onwards Airborne
  • 2nd hit hits crouching block opponent on frame 32 (tested vs. Sol)
Bandit Revolver (DI)
During Dragon Install: 236K
20x3,50 Midx3,
High
7 3x3(9)9 3+8 after landing +4 1~3F Strike
7F onwards Foot
-6/+14x3,
+20
Forced: 80% - YRP 150/240 3x3,4 Click!
  • 7F onwards Airborne
Aerial Bandit Revolver
j.236K
22x2 All 4 4(6)10 Until landing+12 - 1~3F Strike -7/+10 - - YRP 150/300 2 Click!
Aerial Bandit Revolver (DI)
During Dragon Install: j.236K
22x4 All 4 4(6)4,
2,2,2
Until landing+5 - - -6/+14 - - YRP 150/300 3 Click!
  • Active frames of 4(6)4 are all treated as the 1st hit
Bandit Bringer
236[K]
50 High/Air 32 6 9+4 after landing ±0 1~3F Strike
9F onwards Lower Body
-6/+20 Initial: 65% - YRP 150/360 4 Click!
  • 9F onwards Airborne
Bandit Bringer (DI)
During Dragon Install: 236[K]
50 High/Air 30 6 9+4 after landing ±0 1~3F Strike
7F onwards Lower Body
-6/+20 - - YRP 150/360 4 Click!
  • 7F onwards Airborne
Break
j.214K
28,20 All 22 Until landing
(7)10
29 after landing +2 - -7/+10,+6 Initial: 85%, - - YRP 150/720,
120
2,1 Click!
Break (DI)
During Dragon Install: j.214K
28,20 All 13 Until landing
(7)10
24 after landing +7 - -7/+10,+6 Forced: 80%, - - YRP 150/720,
120
2,1 Click!
Wild Throw
623K
0,40 Ground Throw: 122500 4 1 Whiff: 45 - - -6,0/NA Forced: 60% - YRP -/0,720 0 Click!
  • Stun damage: 20
Wild Throw (DI)
During Dragon Install: 623K
0,80 Ground Throw: 122500 4 1 Whiff: 45 - - -6,0/NA Forced: 60% - YRP -/0,720 0 Click!
  • Stun damage: 40
Riot Stamp
214K
30,50 High/Air 10 after reaching wall Until landing
[(15)3]
5 after landing[10]/
5 landing recovery
+6 1F onwards Lower Body -6/+14,
+20
Initial: 75% - YRP 100/420,
720
3,4 Click!
  • Data in [ ] refers to on hit or block
  • When right next to the wall, start-up is 16 frames
  • 1F onwards Airborne
Riot Stamp (DI)
During Dragon Install: 214K
10,30,20x5 High/Air
x2, Allx5
10 after reaching wall Until landing
[(15)3,38]
5 after landing[10]/
5 landing recovery
+45 1F onwards Lower Body & Airborne -6x2,-7x5/
+14,+20,
+10x5
- - YRP 100/240,
300,144x5
3,4,2x5 Click!
  • Data in [ ] refers to on hit or block
  • When cornered, start-up is 16 frames
  • 1F onwards Airborne
Ground Viper
214S
11x2~6,
18x3
Lowx2~6,
Midx3
17 5~23(4)12
(2)2(2)19
37+10 after landing -56 1~4F, 17~21F Low Profile
5~16F Super Low Profile
24~25F, 38~43F Strike
-1x2~6,
-7x3/
+10x5~9
Initial: 80% - R 300/120
x2~6,
360x3
2 Click!
  • Ground hits: Stun damage 2
Ground Viper (DI)
During Dragon Install: 214S
{8,20}
x4~11,
8,26x3
{Low,All}
x4~11,
Low,Midx3
11 15(4)12
(2)2(2)19
37+10 after landing -56 1~10F Super Low Profile
11~25F Low Profile
28~29F, 42~47F Strike
{-1,-7}
x4~11,
-1,-7x3/
+10x12~26
Initial: 80% - YRP 300/
{96,120}
x4~11,
96,360x3
2 Click!
  • During lever wiggle and button mashing, data in { } loops. Maximum hits: 25
  • Flame pillars: Start-up in 17F, then every 3F, active for 22
  • Ground hits: Stun damage 2
Fafnir
41236H
58 Mid 18 3 12 +2 - -7/+35 Initial: 55% - YRP 200/600 3 Click!
Fafnir (DI)
During Dragon Install: 41236H
40x3 Mid 18 1,1,1 23 +4 - -10/+20 Initial: 75% - YRP 200/240x3 4 Click!
P.B.B.
During Dragon Install: j.623K
0,60,100 Air Throw: 122500 9 1 Whiff: Until Landing+12 - - 0/NA Forced: 60% - YRP -/0,720x2 0,4x2 Click!
  • Stun damage: 30,50

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple 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. 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. HitboxHitbox link for this move
Tyrant Rave ver.β
632146H
[632146D]
80,70
[100,87]
Mid,All 5+1 11(17)15 31 -15 1~8F Strike
[1~8F Full]
-6,-27/
+20,+14
- - YRP -5000/0 4,3 Click!
  • [ ] Values are for Burst version
  • Minimum damage: 20% [50%]
  • Stun damage: 20,0
Tyrant Rave ver.β (DI)
During Dragon Install: 632146H
80,20x15 Mid,All 7+1 11(17)46 31 -18 1~18F Strike -6,-4/
+20,+14
Initial: -, 70% - YRP -5000/0 4,3 Click!
  • Minimum damage: 20%
  • Stun damage: 20,0
Dragon Install
214214H (air OK)
- - - - Total 19
(Super Freeze on 19F)
- 7~19F Full - - - YR -5000 - Click!
  • Duration: 420F (During Hell Fire: 504F)
  • Ending recovery: Total 62F, Tension Gauge becomes 0

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple 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. 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. HitboxHitbox link for this move
Branding Breach
During IK Mode: 236236H
DESTROY All 9+16
[5+15]
6 32 -21 1~8F Upper Body
9~31F Full
[1~4F Upper Body
5~25F Full]
-6/+14 - - - - 3 Click!
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]

Gatling Table

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 5D, 2D Sp
2S - - - 5H, 2H, 6H 5D, 2D Sp
5H - - - 2H 5D, 2D Jump, Sp
2H - - - - 5D, 2D Jump, Sp
6H - - - - - Sp
5D - - - - Homing Jump, Homing Dash
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P[+] j.K[+] j.S j.H - Sp
j.K - - j.S - j.D Jump, 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 and Homing Dash on ground hit
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

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Sol Badguy/Data.