User:Slimegirl-scientist/ACR Sol Tabber: Difference between revisions

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{{:{{PAGENAME}}/DI}}
</tabber>
</tabber>
==Force Breaks==
===<big>FB Fafnir</big>===
<span class="input-badge">'''{{clr|5|41236D}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_41236D.png|HAVE A SEAT
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_41236D-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|41236D}}
|}
==== ====
Fast, ''throw invincible'' sucker punch which knocks down. Much stronger version of regular Fafnir that's also Level 6 on block.
*Has some invincibility on Sol's front leg, can low crush. Beats throws until startup
*Scores knockdown at ranges too far for any other conversions.
*Slides on Counter Hit or Clean Hit (works from {{clr|1|6P}} or {{clr|5|2D}}, or against jump out attempts), and converts to full combos a little over half the screen away.
**Leads to {{clr|3|f.S}} {{clr|4|5H}} IAD combos, slight mash Grand Viper, or dash up relaunches, spacing dependent. Very useful as a delayed Frame Trap tool.
*'''Note''': will whiff against crouchers off of max range {{clr|4|5H}}, due to opponent hurtboxes.
</div>
</div>
===<big>Tyrant Rave</big>===
<span class="input-badge">'''Fafnir -> {{clr|5|64D}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_46D.png|25% Supers, Welcome to the USA
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|41236H 46D}}
|}
==== ====
A version of Sol's original Tyrant Rave from ''GG1'' and ''X''. Big damage combo ender and chip kill move. Only costs a quarter.
*Large hitbox, multi hit move which is difficult to contest or punish. Generally sacrifices knockdown.
*Damage increases with Clean Hits, makes for a powerful damage ender after even only 2 reps.
*Converts to {{clr|2|5K}} in the corner off of short combos.
*Strong for closing out rounds or scaring opponents due to damage output.
Even simple combos in the corner such as ''xx > [{{clr|1|6P}} > Fafnir] * 3'' or looped ''GF FRC BB'' into Fafnir > TR can do over 270 damage.
:A max range FB Fafnir into this midscreen will whiff, but the last hit will land if they burst. Can lead to airthrow tech traps in the corner if they tech afterwards.
</div>
</div>
===<big>FB Sidewinder</big>===
<span class="input-badge">'''{{clr|5|j.236D}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_j236H.png|A Deal You Can't Refuse
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_j236H-1-Hitbox.png|Frames 9-10
GGXXACPR_Sol_j236H-2-Hitbox.png|Frames 11-12
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|j.236D}}
|}
==== ====
Guaranteed Clean Hit Sidewinder, ''even on block''. A godsend.
*Gives Sol easier, and otherwise impossible combo conversions.
*Hit from max range, it becomes burst safe.
*Works as a punish on non-counter-hit as well.
*Scales harder than regular Sidewinder for lowered damage output.
Starts or maintains Sidewinder Loops that might have otherwise been impossible, netting clean hits from afar while being burst safe at farther ranges. Works for all sorts of burst safe setups. The damage difference is fairly negligible later in combos. Never drop a Sidewinder Loop again.
</div>
</div>
How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit the clean hit hitboxes which can be found [http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html here]. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit, regardless of opponent's position and even on a blocked hit. Hitstop from a Clean Hit is 27F.
*1: Damage of a Clean Hit Sidewinder is '''35 + 25 * (# of Clean Hits)'''. Force Break Sidewinder automatically adds in 1 Clean Hit.
*2: Damage of Tyrant Rave when tacked on at the end of a combo full of Clean Hits is '''25 + 30 * (# of Clean Hits) * 3 + 84'''.
*3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.
==Overdrives==
===<big>Tyrant Rave ver. Beta</big>===
<span class="input-badge">'''{{clr|4|632146H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_632146H.png|<big><big>[https://twitter.com/ACPR_Network/status/1322009138415628288?s=20 '''LOUDER''']</big></big>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_632146H-1-Hitbox.png|1st hit (Frames 6-8)
GGXXACPR_Sol_632146H-2-Hitbox.png|1st hit (Frames 9-16)
GGXXACPR_Sol_632146H-3-Hitbox.png|2nd hit (Frames 33-34)
GGXXACPR_Sol_632146H-4-Hitbox.png|2nd hit (Frames 35-38)
GGXXACPR_Sol_632146H-6-Hitbox.png|2nd hit (Frames 39-40)
GGXXACPR_Sol_632146H-7-Hitbox.png|2nd hit (Frames 41-47)
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|632146H}}
|}
==== ====
High, immediate damage cash out. Blows out your speakers.
*Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned.
*Knocks down full screen, untechable wallstick near the corner.
*Combos into {{clr|2|5K}} when you're in the corner, and Grand Viper from a bit farther out.
*Done from {{clr|5|2D}} or {{clr|4|5H}} as a punish, you get a quick, unburstable combo unless they burst immediately.
*Can be done to bursts on reaction to blow through them for a big reset.
*Pushes the opponent out fairly far, can be difficult to punish, but can be tagged between hits.
Has its plusses but TR is generally an inferior reversal to VV RC. RC'in the first hit on block can lead to mixups like dash in Wild Throw.
</div>
</div>
===<big>Dragon Install</big>===
<span class="input-badge">'''{{clr|3|214214S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_214214S.png|Win the game...or Dragon Install?
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|214214S}}
|}
==== ====
Extremely risky install super which is rarely worth the drawbacks. Buffs Sol's moves by making them faster and giving some additional effects.
'''Positives:'''
*Acts as a reversal and screen freeze.
*Sol gains access to Slam, an extremely fast and safe overhead.
*{{clr|3|S}} and {{clr|4|H}} normals have their recovery cut enough that other normals can be linked after dashing.
*Can be combo'd into and out of if done from {{clr|1|6P}}.
*Lasts longer with lower health (~6.5 seconds to ~10.5 seconds).
*During DI, tension increases at a rate of 0.1% per frame.
'''Negatives:'''
*Despite what the frame data suggests, you can still get hit by something active during the end of its startup.
*{{clr|2|5K}} loses its jump cancel.
*Drains all of Sol's tension and cuts his tension pulse when it ends.
*Ends if Sol is knocked down (This is actually preferable to ending by the time out).
*Makes Sol close to Negative Penalty and being dizzied (does not apply if DI ends with Sol being knocked down).
*DI cannot be used during DI.
</div>
</div>
===<big>Dragon Install 2nd</big>===
<span class="input-badge">'''{{clr|1|214214214214P}}+{{clr|4|H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_214214S.png|Dragon Uninstall
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
|-
{{#lst:{{PAGENAME}}/Data|214214214214PH}}
|}
==== ====
Could win an award for the worst super ever designed. Significantly worse than regular Dragon Install since comes with added drawbacks.
*Costs a full bar for over six times the startup with ''no invincibility''.
*Lasts the entire round, at the cost of draining your life until it hits 1 pixel.
*Kills your tension gain.
*Drains your health faster than you can deal damage.
*Actually favorably has an extremely obtuse input to ensure that you don't get it by accident.
*Awful. Don't even try.
</div>
</div>


==Instant Kill==
==Instant Kill==

Revision as of 18:37, 10 September 2021

Slimegirl-scientist/ACR Sol Tabber/Data

Overview

Template:CharaOverview

Guilty Bits Character Intro

Normal Moves

Force Breaks

FB Fafnir

41236D

Slimegirl-scientist/ACR Sol Tabber/Data
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Fast, throw invincible sucker punch which knocks down. Much stronger version of regular Fafnir that's also Level 6 on block.

  • Has some invincibility on Sol's front leg, can low crush. Beats throws until startup
  • Scores knockdown at ranges too far for any other conversions.
  • Slides on Counter Hit or Clean Hit (works from 6P or 2D, or against jump out attempts), and converts to full combos a little over half the screen away.
    • Leads to f.S 5H IAD combos, slight mash Grand Viper, or dash up relaunches, spacing dependent. Very useful as a delayed Frame Trap tool.
  • Note: will whiff against crouchers off of max range 5H, due to opponent hurtboxes.

Tyrant Rave

Fafnir -> 64D

Slimegirl-scientist/ACR Sol Tabber/Data
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

A version of Sol's original Tyrant Rave from GG1 and X. Big damage combo ender and chip kill move. Only costs a quarter.

  • Large hitbox, multi hit move which is difficult to contest or punish. Generally sacrifices knockdown.
  • Damage increases with Clean Hits, makes for a powerful damage ender after even only 2 reps.
  • Converts to 5K in the corner off of short combos.
  • Strong for closing out rounds or scaring opponents due to damage output.

Even simple combos in the corner such as xx > [6P > Fafnir] * 3 or looped GF FRC BB into Fafnir > TR can do over 270 damage.

A max range FB Fafnir into this midscreen will whiff, but the last hit will land if they burst. Can lead to airthrow tech traps in the corner if they tech afterwards.

FB Sidewinder

j.236D

Slimegirl-scientist/ACR Sol Tabber/Data
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Guaranteed Clean Hit Sidewinder, even on block. A godsend.

  • Gives Sol easier, and otherwise impossible combo conversions.
  • Hit from max range, it becomes burst safe.
  • Works as a punish on non-counter-hit as well.
  • Scales harder than regular Sidewinder for lowered damage output.

Starts or maintains Sidewinder Loops that might have otherwise been impossible, netting clean hits from afar while being burst safe at farther ranges. Works for all sorts of burst safe setups. The damage difference is fairly negligible later in combos. Never drop a Sidewinder Loop again.


How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit the clean hit hitboxes which can be found here. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit, regardless of opponent's position and even on a blocked hit. Hitstop from a Clean Hit is 27F.

  • 1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits). Force Break Sidewinder automatically adds in 1 Clean Hit.
  • 2: Damage of Tyrant Rave when tacked on at the end of a combo full of Clean Hits is 25 + 30 * (# of Clean Hits) * 3 + 84.
  • 3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.

Overdrives

Tyrant Rave ver. Beta

632146H

Slimegirl-scientist/ACR Sol Tabber/Data
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

High, immediate damage cash out. Blows out your speakers.

  • Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned.
  • Knocks down full screen, untechable wallstick near the corner.
  • Combos into 5K when you're in the corner, and Grand Viper from a bit farther out.
  • Done from 2D or 5H as a punish, you get a quick, unburstable combo unless they burst immediately.
  • Can be done to bursts on reaction to blow through them for a big reset.
  • Pushes the opponent out fairly far, can be difficult to punish, but can be tagged between hits.

Has its plusses but TR is generally an inferior reversal to VV RC. RC'in the first hit on block can lead to mixups like dash in Wild Throw.

Dragon Install

214214S

Slimegirl-scientist/ACR Sol Tabber/Data
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Extremely risky install super which is rarely worth the drawbacks. Buffs Sol's moves by making them faster and giving some additional effects.

Positives:

  • Acts as a reversal and screen freeze.
  • Sol gains access to Slam, an extremely fast and safe overhead.
  • S and H normals have their recovery cut enough that other normals can be linked after dashing.
  • Can be combo'd into and out of if done from 6P.
  • Lasts longer with lower health (~6.5 seconds to ~10.5 seconds).
  • During DI, tension increases at a rate of 0.1% per frame.

Negatives:

  • Despite what the frame data suggests, you can still get hit by something active during the end of its startup.
  • 5K loses its jump cancel.
  • Drains all of Sol's tension and cuts his tension pulse when it ends.
  • Ends if Sol is knocked down (This is actually preferable to ending by the time out).
  • Makes Sol close to Negative Penalty and being dizzied (does not apply if DI ends with Sol being knocked down).
  • DI cannot be used during DI.

Dragon Install 2nd

214214214214P+H

Instant Kill

Napalm Death

During IK Mode: 236236H

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

Slimegirl-scientist/ACR Sol Tabber/Data

To edit frame data, edit values in Slimegirl-scientist/ACR Sol Tabber/Data.