GGXRD-R2/Sol Badguy/Frame Data

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System Data[edit]


Normal Moves[edit]

  • Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple 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.Invincibility HitboxHitbox link for this move
5P 10[12] 144 -8/+3 Initial: 90% 0 Mid CSJ YRP 4[3] 4[1] 6[5] ±0[+4] - Click!
5K 14x2 264 -7/+6 Initial: 90% 1 Mid SJ YRP 5[4] 1,6[1,4] 13[7] -7[+1] - Click!
c.S 30[28] 264 -7/+10 - 2 Mid SJ YRP 5[3] 2[1] 16[10] -4[+3] - Click!
f.S 30[28] 264 -7/+10 - 2 Mid S YRP 7[5] 2[1] 23[13] -11[±0] - Click!
5H 40[44] 384 -6/+20 - 4 Mid SJ YRP 11[6] 2[1] 26[13] -9[+5] - Click!
2P 8 144 -8/+3 Initial: 80% 0 Mid CS YRP 5[3] 4[1] 4[5] +2[+4] - Click!
2K 12[14] 144 -8/+3 Initial: 70% 0 Low S YRP 6[4] 3[1] 8[7] -1[+2] - Click!
2S 25[24] 264 -7/+10 - 2 Mid S YRP 10[7] 3[1] 8[5] +3[+8] - Click!
2H 36[40] 384 -6/+20 - 4 Mid SJ YRP 8[5] 6[3] 26[13] -13[+3] - Click!
j.P 12 144 -8/+3 - 0 High/Air CS YRP 5[3] 7[4] 4[3] - - Click!
j.K 22 264 -7/+10 - 2 High/Air SJ YRP 6 6[3] 17[12] - - Click!
j.S 28[25] 264 -7/+10 Initial: 90% 2 High/Air SJ YRP 10[6] 3[2] 23[12] - - Click!
j.H 24x2 264 -7/+10 - 2 High/Air S YRP 9 6,8[4,2] 0 - - Click!
j.D 35 384 -8/+14 Initial: 90% 3 High/Air SJ YRP 9 7 13/5 landing recovery - - Click!
6P 32 264 -12/+10 - 2 Mid S YRP 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
Click!
6H 56 384 -6/+20 - 4 Mid S YRP 17[10] 3[2] 26[13] -10[+4] - Click!
  • Forces opponent into crouching state on ground hit
2D 28[30] 384 -6/+14 - 3 Low S YRP 7[5] 3[1] 20[13] -6[+3] 4~20F [3~12F] Low Profile Click!
5D 27 264 -20/+10 Initial: 80% 2 High - YRP 24 3 24 -13 - Click!

Universal Mechanics[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple 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.Invincibility HitboxHitbox link for this move
Ground Throw 0,60 0,480 -6,0/NA Forced: 65% 0,4 Ground Throw: 75250 - R 1 - - +51 - Click!
  • Stun damage: 30
Air Throw 0,60 0,480 -6,-7/NA Forced: 65% 0,2 Air Throw: 192500 - R 1 - - - - Click!
  • Stun damage: 90
Dead Angle Attack 25 -5000/264 -7/+10 Initial: 50% 2 All - - 11 3 25 -14 1~13F Full
14~33F Throw
14~23F Upper Body
Click!
Blitz Attack 50 - - Initial: 55% 1 Mid - R (15-48)+13 3 20 -2 1~Button release: Blitz 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 - - - 4 Mid - R 50+13 3 20 +5 1~50: Blitz 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[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple 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.Invincibility HitboxHitbox link for this move
Gun Flame
236P
50→42→
30→30
200/120 -7/+2 Initial: 85% 2→2→
1→1
All - YRP 20 9(1)9(1)
9(1)9
Total 50 -4 - Click!
  • Damage and level change with each set of 9 active frames.
Gun Flame (DI)
During Dragon Install: 236P
50 200/120 -7/+10 - 2 All - YRP 20 6 Total 36 +3 - Click!
Gun Flame (Feint)
214P
- 350/- - - - - - YRP - - Total 30 - - Click!
Volcanic Viper GGS.png
623S
40,25 200/480,
720
-7/+10 - 2 Mid - R 7 3(3)11 21+8 after landing -26 1~9F Full
10~12F Strike
Click!
  • 10F onwards Airborne
Volcanic Viper GGS.png (DI)
During Dragon Install: 623S
40,20x2 200/360,
720x2
-7/+10 - 2 Mid - R 7 3(1)4,2 21+8 after landing -17 1~9F Full
10F Strike
Click!
  • 10F onwards Airborne
Volcanic Viper GGH.png
623H
40,25 300/480,
720
-7/+10 - 2 Mid - R 5 2(3)18 29+8 after landing -41 1~6F Full
7~11F Strike
Click!
  • 7F onwards Airborne
Volcanic Viper GGH.png (DI)
During Dragon Install: 623H
60,12x9 300/96,
720x9
-1,-6x9/
+20,+10x9
- 4,2x9 Mid - R 7 3,47 38+8 after landing -71 1~9F Full Click!
  • 10F onwards Airborne
  • Stun damage: 120
Aerial Volcanic Viper GGS.png
j.623S
32,20 200/360,
720
-7/+10 - 2 All - R 5 2(3)9 Until landing+8 - 1~9F Strike Click!
Aerial Volcanic Viper GGS.png (DI)
During Dragon Install: j.623S
32,20x2 200/240,
720x2
-7/+10 - 2 All,
Midx2
- R 5 2(1)4,2 Until landing+8 - 1~6F Strike Click!
  • On hit, the 1st hit is active for 1 frame
Aerial Volcanic Viper GGH.png
j.623H
40,20 250/480,
720
-7/+10 - 2 All - R 5 2(3)18 Until landing+8 - 1~11F Strike Click!
Aerial Volcanic Viper GGH.png (DI)
During Dragon Install: j.623H
60,12x9 250/96,
720x9
-1,-6x9/
+20,+10x9
- 4,2x9 All,
Midx9
- R 7 3,47 Until landing+8 - 1~9F Strike Click!
Knockdown
During Volcanic Viper: 214K
16 50/240 -7/+10 - 2 All - R 11 4 Until landing+10 - - Click!
Bandit Revolver
236K
20,40 150/480 -7/+10 - 2 Mid - YRP 9 5(11)9 2+8 after landing -5 1~3F Strike
9F onwards Foot
Click!
  • 9F onwards Airborne
  • 2nd hit hits crouching block opponent on frame 32 (tested vs. Sol)
Bandit Revolver (DI)
During Dragon Install: 236K
20x3,50 150/240 -6/+14x3,
+20
Forced: 80% 3x3,4 Midx3,
High
- YRP 7 3x3(9)9 3+8 after landing +4 1~3F Strike
7F onwards Foot
Click!
  • 7F onwards Airborne
Aerial Bandit Revolver
j.236K
22x2 150/300 -7/+10 - 2 All - YRP 4 4(6)10 Until landing+12 - 1~3F Strike Click!
Aerial Bandit Revolver (DI)
During Dragon Install: j.236K
22x4 150/300 -6/+14 - 3 All - YRP 4 4(6)4,
2,2,2
Until landing+5 - - Click!
  • Active frames of 4(6)4 are all treated as the 1st hit
Bandit Bringer
236[K]
50 150/360 -6/+20 Initial: 65% 4 High/Air - YRP 32 6 9+4 after landing ±0 1~3F Strike
9F onwards Lower Body
Click!
  • 9F onwards Airborne
Bandit Bringer (DI)
During Dragon Install: 236[K]
50 150/360 -6/+20 - 4 High/Air - YRP 30 6 9+4 after landing ±0 1~3F Strike
7F onwards Lower Body
Click!
  • 7F onwards Airborne
Break
j.214K
28,20 150/720,
120
-7/+10,+6 Initial: 85%, - 2,1 All - YRP 22 Until landing
(7)10
29 after landing +2 - Click!
Break (DI)
During Dragon Install: j.214K
28,20 150/720,
120
-7/+10,+6 Forced: 80%, - 2,1 All - YRP 13 Until landing
(7)10
24 after landing +7 - Click!
Wild Throw
623K
0,40 -/0,720 -6,0/NA Forced: 60% 0 Ground Throw: 122500 - YRP 4 1 Whiff: 45 - - Click!
  • Stun damage: 20
Wild Throw (DI)
During Dragon Install: 623K
0,80 -/0,720 -6,0/NA Forced: 60% 0 Ground Throw: 122500 - YRP 4 1 Whiff: 45 - - Click!
  • Stun damage: 40
Riot Stamp
214K
30,50 100/420,
720
-6/+14,
+20
Initial: 75% 3,4 High/Air - YRP 10 after reaching wall Until landing
[(15)3]
5 after landing[10]/
5 landing recovery
+6 1F onwards Lower Body 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 100/240,
300,144x5
-6x2,-7x5/
+14,+20,
+10x5
- 3,4,2x5 High/Air
x2, Allx5
- YRP 10 after reaching wall Until landing
[(15)3,38]
5 after landing[10]/
5 landing recovery
+45 1F onwards Lower Body & Airborne 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
300/120
x2~6,
360x3
-1x2~6,
-7x3/
+10x5~9
Initial: 80% 2 Lowx2~6,
Midx3
- R 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
Click!
  • Ground hits: Stun damage 2
Ground Viper (DI)
During Dragon Install: 214S
{8,20}
x4~11,
8,26x3
300/
{96,120}
x4~11,
96,360x3
{-1,-7}
x4~11,
-1,-7x3/
+10x12~26
Initial: 80% 2 {Low,All}
x4~11,
Low,Midx3
- YRP 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
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
58 200/600 -7/+35 Initial: 55% 3 Mid - YRP 18 3 12 +2 - Click!
Fafnir (DI)
During Dragon Install: 41236H
40x3 200/240x3 -10/+20 Initial: 75% 4 Mid - YRP 18 1,1,1 23 +4 - Click!
P.B.B.
During Dragon Install: j.623K
0,60,100 -/0,720x2 0/NA Forced: 60% 0,4x2 Air Throw: 122500 - YRP 9 1 Whiff: Until Landing+12 - - Click!
  • Stun damage: 30,50

Overdrives[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple 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.Invincibility HitboxHitbox link for this move
Tyrant Rave ver.β
632146H
[632146D]
80,70
[100,87]
-5000/0 -6,-27/
+20,+14
- 4,3 Mid,All - YRP 5+1 11(17)15 31 -15 1~8F Strike
[1~8F Full]
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 -5000/0 -6,-4/
+20,+14
Initial: -, 70% 4,3 Mid,All - YRP 7+1 11(17)46 31 -18 1~18F Strike Click!
  • Minimum damage: 20%
  • Stun damage: 20,0
Dragon Install
214214H (air OK)
- -5000 - - - - - YR - - Total 19
(Super Freeze on 19F)
- 7~19F Full Click!
  • Duration: 420F (During Hell Fire: 504F)
  • Ending recovery: Total 62F, Tension Gauge becomes 0

Instant Kill[edit]

Version Damage 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. RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. 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. GuardHow this attack can be guarded. Throws have their throw range listed. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple 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.Invincibility HitboxHitbox link for this move
Branding Breach
During IK Mode: 236236H
DESTROY - -6/+14 - 3 All - - 9+16
[5+15]
6 32 -21 1~8F Upper Body
9~31F Full
[1~4F Upper Body
5~25F Full]
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[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 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[edit]


Ambox notice.png To edit frame data, edit values in GGXRD-R2/Sol Badguy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear Xrd REV 2e
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc