GGXRD-R2/Sol Badguy/Frame Data

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System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Sol Badguy x1.00 1 3F [100] Medium 16F (1~8F invuln) 32 25F 21F


Normal Moves

  • Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 10[12] 3 8 Initial: 90% Mid 0 CSJ 144 4[3] 4[1] 6[5] ±0[+4]
5K 14×2 6 7 Initial: 90% Mid 1 SJ 264 5[4] 1,6[1,4] 13[7] -7[+1]
c.S 30[28] 10 7 Mid 2 SJ 264 5[3] 2[1] 16[10] -4[+3]
f.S 30[28] 10 7 Mid 2 S 264 7[5] 2[1] 23[13] -11[±0]
5H 40[44] 20 6 Mid 4 SJ 384 11[6] 2[1] 26[13] -9[+5]
2P 8 3 8 Initial: 80% Mid 0 CS 144 5[3] 4[1] 4[5] +2[+4]
2K 12[14] 3 8 Initial: 70% Low 0 S 144 6[4] 3[1] 8[7] -1[+2]
2S 25[24] 10 7 Mid 2 S 264 10[7] 3[1] 8[5] +3[+8]
2H 36[40] 20 6 Mid 4 SJ 384 8[5] 6[3] 26[13] -13[+3]
j.P 12 3 8 High/Air 0 CS 144 5[3] 7[4] 4[3]
j.K 22 10 7 High/Air 2 SJ 264 6 6[3] 17[12]
j.S 28[25] 10 7 Initial: 90% High/Air 2 SJ 264 10[6] 3[2] 23[12]
j.H 24×2 10 7 High/Air 2 S 264 9 6,8[4,2] 0
j.D 35 14 8 Initial: 90% High/Air 3 SJ 384 9 7 13/5 landing recovery
6P 32 10 12 Mid 2 S 264 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
6H 56 20 6 Mid 4 S 384 17[10] 3[2] 26[13] -10[+4]
2D 28[30] 14 6 Low 3 S 384 7[5] 3[1] 20[13] -6[+3] 4~20F [3~12F] Low Profile
5D 27 10 20 Initial: 80% High 2 264 24 3 24 -13


Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,60 NA 6,0 Forced: 65% Ground Throw: 75250 0,4 0,480 1 +51
Air Throw Air Throw 0,60 NA 6,7 Forced: 65% Air Throw: 192500 0,2 0,480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000/264 11 3 25 -14 1~13F Full
14~33F Throw
14~23F Upper Body
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50: Blitz


Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236P Gun Flame 50→42→30→30 2 7 Initial: 85% All 2→2→1→1 200/120 20 9(1)9(1)9(1)9 Total 50 -4
DI 236P Gun Flame (DI) 50 10 7 All 2 200/120 20 6 Total 36 +3
214P Gun Flame (Feint) 350/- Total 30
623S S Volcanic Viper 40,25 10 7 Mid 2 200/480,720 7 3(3)11 21+8 after landing -26 1~9F Full
10~12F Strike
DI 623S S Volcanic Viper (DI) 40,20×2 10 7 Mid 2 200/360,720×2 7 3(1)4,2 21+8 after landing -17 1~9F Full
10F Strike
623H H Volcanic Viper 40,25 10 7 Mid 2 300/480,720 5 2(3)18 29+8 after landing -41 1~6F Full
7~11F Strike
DI 623H H Volcanic Viper (DI) 60,12×9 20,10×9 1,6×9 Mid 4,2×9 300/96,720×9 7 3,47 38+8 after landing -71 1~9F Full
j.623S Aerial S Volcanic Viper 32,20 10 7 All 2 200/360,720 5 2(3)9 Until landing+8 1~9F Strike
DI j.623S Aerial S Volcanic Viper (DI) 32,20×2 10 7 All,
Midx2
2 200/240,720×2 5 2(1)4,2 Until landing+8 1~6F Strike
j.623H Aerial H Volcanic Viper 40,20 10 7 All 2 250/480,720 5 2(3)18 Until landing+8 1~11F Strike
DI j.623H Aerial H Volcanic Viper (DI) 60,12×9 20,10×9 1,6×9 All,Midx9 4,2×9 250/96,720×9 7 3,47 Until landing+8 1~9F Strike
VV > 214K Knockdown 16 10 7 All 2 50/240 11 4 Until landing+10
236K Bandit Revolver 20,40 10 7 Mid 2 150/480 9 5(11)9 2+8 after landing -5 1~3F Strike
9F onwards Foot
DI 236K Bandit Revolver (DI) 20×3,50 20 6/14×3 Forced: 80% Midx3, High 3×3,4 150/240 7 3×3(9)9 3+8 after landing +4 1~3F Strike
7F onwards Foot
j.236K Aerial Bandit Revolver 22×2 10 7 All 2 150/300 4 4(6)10 Until landing+12 1~3F Strike
DI j.236K Aerial Bandit Revolver (DI) 22×4 14 6 All 3 150/300 4 4(6)4,2,2,2 Until landing+5
236[K] Bandit Bringer 50 20 6 Initial: 65% High/Air 4 150/360 32 6 9+4 after landing ±0 1~3F Strike
9F onwards Lower Body
DI 236[K] Bandit Bringer (DI) 50 20 6 High/Air 4 150/360 30 6 9+4 after landing ±0 1~3F Strike
7F onwards Lower Body
j.214K Break 28,20 10,6 7 Initial: 85%, - All 2,1 150/720,120 22 Until landing,(7)10 29 after landing +2
DI j.214K Break (DI) 28,20 10,6 7 Forced: 80%, - All 2,1 150/720,120 13 Until landing,(7)10 24 after landing +7
623K Wild Throw 0,40 NA 6,0 Forced: 60% Ground Throw: 122500 0 -/0,720 4 1 Whiff: 45
DI 623K Wild Throw (DI) 0,80 NA 6,0 Forced: 60% Ground Throw: 122500 0 -/0,720 4 1 Whiff: 45
214K Riot Stamp 30,50 14,20 6 Initial: 75% High/Air 3,4 100/420,720 10 after reaching wall Until landing
[(15)3]
5 after landing[10]/
5 landing recovery
+6 1F onwards Lower Body
DI 214K Riot Stamp (DI) 10,30,20×5 14,20,10×5 6×2,7×5 High/Airx2, Allx5 3,4,2×5 100/240,300,144×5 10 after reaching wall Until landing
[(15)3,38]
5 after landing[10]/
5 landing recovery
+45 1F onwards Lower Body & Airborne
214S Ground Viper 11×2~6,
18×3
10×5~9 1×2~6, 7×3 Initial: 80% Lowx2~6,
Midx3
2 300/120x2~6, 360×3 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
DI 214S Ground Viper (DI) {8,20}
x4~11,
8,26×3
10×12~26 {1,7}x4~11
1,7×3
Initial: 80% {Low,All}
x4~11,
Low,Midx3
2 300/
{96,120}
x4~11,
96,360×3
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
41236H Fafnir 58 35 7 Initial: 55% Mid 3 200/600 18 3 12 +2
DI 41236H Fafnir (DI) 40×3 20 10 Initial: 75% Mid 4 200/240×3 18 1,1,1 23 +4
DI j.623K P.B.B. 0,60,100 NA 0 Forced: 60% Air Throw: 122500 0,4×2 -/0,720×2 9 1 Whiff: Until Landing+12


Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146H Tyrant Rave ver.β 80,70
[100,87]
20,14 6,27 Mid,All 4,3 -5000/0 5+1 11(17)15 31 -15 1~8F Strike
[1~8F Full]
DI 632146H Tyrant Rave ver.β (DI) 80,20×15 20,14 6,4 Initial: -, 70% Mid,All 4,3 -5000/0 7+1 11(17)46 31 -18 1~18F Strike
214214H Dragon Install -5000 Total 19
(Super Freeze on 19F)
7~19F Full


Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Branding Breach DESTROY 14 6 All 3 9+16
[5+15]
6 32 -21 1~8F Upper Body
9~31F Full
[1~4F Upper Body
5~25F Full]


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGXRD Sol 5P.png
Guard:
Mid
Startup:
4[3]
Recovery:
6[5]
Advantage:
±0[+4]
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P
GGXRD Sol 2P.png
Guard:
Mid
Startup:
5[3]
Recovery:
4[5]
Advantage:
+2[+4]
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P
GGXRD Sol 6P.png
Guard:
Mid
Startup:
9[6]
Recovery:
20[10]
Advantage:
-9[+2]
- - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K
GGXRD Sol 5K.png
Guard:
Mid
Startup:
5[4]
Recovery:
13[7]
Advantage:
-7[+1]
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K
GGXRD Sol 2K.png
Guard:
Low
Startup:
6[4]
Recovery:
8[7]
Advantage:
-1[+2]
6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S
GGXRD Sol cS.png
Guard:
Mid
Startup:
5[3]
Recovery:
16[10]
Advantage:
-4[+3]
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S
GGXRD Sol fS.png
Guard:
Mid
Startup:
7[5]
Recovery:
23[13]
Advantage:
-11[±0]
- - 2S 5H, 2H 5D, 2D Sp
2S
GGXRD Sol 2S.png
Guard:
Mid
Startup:
10[7]
Recovery:
8[5]
Advantage:
+3[+8]
- - - 5H, 2H, 6H 5D, 2D Sp
5H
GGXRD Sol 5H.png
Guard:
Mid
Startup:
11[6]
Recovery:
26[13]
Advantage:
-9[+5]
- - - 2H 5D, 2D Jump, Sp
2H
GGXRD Sol 2H.png
Guard:
Mid
Startup:
8[5]
Recovery:
26[13]
Advantage:
-13[+3]
- - - - 5D, 2D Jump, Sp
6H
GGXRD-R2 Sol 6H.png
Guard:
Mid
Startup:
17[10]
Recovery:
26[13]
Advantage:
-10[+4]
- - - - - Sp
5D
GGXRD Sol 5D.png
Guard:
High
Startup:
24
Recovery:
24
Advantage:
-13
- - - - Homing Jump, Homing Dash
2D
GGXRD Sol 2D.png
Guard:
Low
Startup:
7[5]
Recovery:
20[13]
Advantage:
-6[+3]
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGXRD Sol jP.png
Guard:
High/Air
Startup:
5[3]
Recovery:
4[3]
Advantage:
-
j.P[+] j.K[+] j.S j.H - Sp
j.K
GGXRD Sol jK.png
Guard:
High/Air
Startup:
6
Recovery:
17[12]
Advantage:
-
- - j.S - j.D Jump, Sp
j.S
GGXRD Sol jS.png
Guard:
High/Air
Startup:
10[6]
Recovery:
23[12]
Advantage:
-
- j.K - j.H j.D Jump, Sp
j.H
GGXRD Sol jH.png
Guard:
High/Air
Startup:
9
Recovery:
0
Advantage:
-
- - - - - Sp
j.D
GGXRD Sol jD.png
Guard:
High/Air
Startup:
9
Recovery:
13/5 landing recovery
Advantage:
-
- - - - - 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.