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 3 8 Initial: 90% Mid 0 CSJ 144 4 4 6 ±0
DI 5P 12 3 8 Initial: 90% Mid 0 CSJ 144 3 1 5 +4
5K 14×2 6 7 Initial: 90% Mid 1 SJ 264 5 1,6 13 -7
DI 5K 14×2 6 7 Initial: 90% Mid 1 SJ 264 4 1,4 7 +1
c.S 30 10 7 Mid 2 SJ 264 5 2 16 -4
DI c.S 28 10 7 Mid 2 SJ 264 3 1 10 +3
f.S 30 10 7 Mid 2 S 264 7 2 23 -11
DI f.S 28 10 7 Mid 2 S 264 5 1 13 ±0
5H 40 20 6 Mid 4 SJ 384 11 2 26 -9
DI 5H 44 20 6 Mid 4 SJ 384 6 1 13 +5
5D 27 10 20 Initial: 80% High 2 264 24 3 24 -13
6P 32 10 12 Mid 2 S 264 9 3 20 -9 1~4F Upper Body
8~11F Upper Body
5~7F Above Knees
DI 6P 32 10 12 Mid 2 S 264 6 2 10 +2 1~4F Upper Body
8~11F Upper Body
5~7F Above Knees
6H 56 20 6 Mid 4 S 384 17 3 26 -10
DI 6H 56 20 6 Mid 4 S 384 10 2 13 +4
2P 8 3 8 Initial: 80% Mid 0 CS 144 5 4 4 +2
DI 2P 8 3 8 Initial: 80% Mid 0 CS 144 3 1 5 +4
2K 12 3 8 Initial: 70% Low 0 S 144 6 3 8 -1
DI 2K 14 3 8 Initial: 70% Low 0 S 144 4 1 7 +2
2S 25 10 7 Mid 2 S 264 10 3 8 +3
DI 2S 24 10 7 Mid 2 S 264 7 1 5 +8
2H 36 20 6 Mid 4 SJ 384 8 6 26 -13
DI 2H 40 20 6 Mid 4 SJ 384 5 3 13 +3
2D 28 14 6 Low 3 S 384 7 3 20 -6 4~20F Low Profile
DI 2D 30 14 6 Low 3 S 384 5 1 13 +3 3~12F Low Profile
j.P 12 3 8 High/Air 0 CS 144 5 7 4
DI j.P 12 3 8 High/Air 0 CS 144 3 4 3
j.K 22 10 7 High/Air 2 SJ 264 6 6 17
DI j.K 22 10 7 High/Air 2 SJ 264 6 3 12
j.S 28 10 7 Initial: 90% High/Air 2 SJ 264 10 3 23
DI j.S 25 10 7 Initial: 90% High/Air 2 SJ 264 6 2 12
j.H 24×2 10 7 High/Air 2 S 264 9 6,8 0
DI j.H 24×2 10 7 High/Air 2 S 264 9 4,2 0
j.D 35 14 8 Initial: 90% High/Air 3 SJ 384 9 7 13+5 landing

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 45 6 10 Initial: 55% Mid 1 0 (15~48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 45 20 10 Mid 4 0 50+13 3 20 +5 1~50F: 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
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
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
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 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
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
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
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
j.236K Aerial Bandit Revolver 22×2 10 7 All 2 150/300 4 4(6)10 Until landing+12 1~3F Strike
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
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
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
j.214K Break 28,20 10,6 7 Initial: 85%, 100% 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%, 100% 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
214S Ground Viper 11×2~6,
18×3
10×5~9 1×2~6, 7×3 Initial: 80% (low hits) 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 hits) {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: 100% (1st hit), 70% Mid,All 4,3 -5000/0 7+1 11(17)46 31 -18 1~18F Strike
214214H Dragon Install -5000 Activation: Total 19
(Super Freeze on 19F)
Deactivation: Total 62F
Activation: 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
5PGGXRD Sol 5P.pngGuardMidStartup4Recovery6Advantage±0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2PGGXRD Sol 2P.pngGuardMidStartup5Recovery4Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6PGGXRD Sol 6P.pngGuardMidStartup9Recovery20Advantage-9 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5KGGXRD Sol 5K.pngGuardMidStartup5Recovery13Advantage-7 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2KGGXRD Sol 2K.pngGuardLowStartup6Recovery8Advantage-1 6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.SGGXRD Sol cS.pngGuardMidStartup5Recovery16Advantage-4 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.SGGXRD Sol fS.pngGuardMidStartup7Recovery23Advantage-11 - - 2S 5H, 2H 5D, 2D Sp
2SGGXRD Sol 2S.pngGuardMidStartup10Recovery8Advantage+3 - - - 5H, 2H, 6H 5D, 2D Sp
5HGGXRD Sol 5H.pngGuardMidStartup11Recovery26Advantage-9 - - - 2H 5D, 2D Jump, Sp
2HGGXRD Sol 2H.pngGuardMidStartup8Recovery26Advantage-13 - - - - 5D, 2D Jump, Sp
6HGGXRD-R2 Sol 6H.pngGuardMidStartup17Recovery26Advantage-10 - - - - - Sp
5DGGXRD Sol 5D.pngGuardHighStartup24Recovery24Advantage-13 - - - - Homing Jump, Homing Dash
2DGGXRD Sol 2D.pngGuardLowStartup7Recovery20Advantage-6 - - - - - Sp
Air Gatlings
P K S H D Cancel
j.PGGXRD Sol jP.pngGuardHigh/AirStartup5Recovery4Advantage- j.P[+] j.K[+] j.S j.H - Sp
j.KGGXRD Sol jK.pngGuardHigh/AirStartup6Recovery17Advantage- - - j.S - j.D Jump, Sp
j.SGGXRD Sol jS.pngGuardHigh/AirStartup10Recovery23Advantage- - j.K - j.H j.D Jump, Sp
j.HGGXRD Sol jH.pngGuardHigh/AirStartup9Recovery0Advantage- - - - - - Sp
j.DGGXRD Sol jD.pngGuardHigh/AirStartup9Recovery13+5 landingAdvantage- - - - - - 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

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

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