GGXRD-R2/Sol Badguy/Frame Data
< GGXRD-R2 | Sol Badguy
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System Data[edit]
Defense |
x1.00 |
---|---|
Guts |
1 |
Weight |
Middleweight (1.0x) |
Stun Resistance |
60 |
Prejump |
3f |
backdash |
16f (1~>8f invuln) |
Wakeup |
25f (Face Up) / 21f (Face Down) |
Normal Moves[edit]
- Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
Universal Mechanics[edit]
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 |
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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! |
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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 ![]() 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! |
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Volcanic Viper ![]() 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! |
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Volcanic Viper ![]() 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! |
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Volcanic Viper ![]() 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! |
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Aerial Volcanic Viper ![]() 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 ![]() 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! |
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Aerial Volcanic Viper ![]() 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 ![]() 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! |
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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! |
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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! |
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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! |
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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! |
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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! |
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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! |
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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! |
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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! |
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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! |
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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! |
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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! |
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Overdrives[edit]
Instant Kill[edit]
Gatling Table[edit]
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 |
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)
[edit]
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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.
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System Explanations