GGXRD-R2/Sol Badguy/Frame Data: Difference between revisions

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==Normal Moves==
==Normal Moves==
*Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
{{GGXRD-R2-FullFrameDataTable|moveType=normal}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input,damage,riscp,riscm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="normal"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
}}


==Universal Mechanics==
==Universal Mechanics==
{{#cargo_query:tables=MoveData_GGXRDR2
{{GGXRD-R2-FullFrameDataTable|moveType=other}}
|fields=input,name,damage,riscp,riscm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="other"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
}}


==Special Moves==
==Special Moves==
{{#cargo_query:tables=MoveData_GGXRDR2
{{GGXRD-R2-FullFrameDataTable|moveType=special}}
|fields=input,name,damage,riscp,riscm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="special"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
}}


==Overdrives==
==Overdrives==
{{#cargo_query:tables=MoveData_GGXRDR2
{{GGXRD-R2-FullFrameDataTable|moveType=super}}
|fields=input,name,damage,riscp,riscm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="super"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
}}


==Instant Kill==
==Instant Kill==
{{#cargo_query:tables=MoveData_GGXRDR2
{{GGXRD-R2-FullFrameDataTable|moveType=instantkill}}
|fields=input,name,damage,riscp,riscm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,images,hitboxes,notes
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="instantkill"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=notes,images,hitboxes
}}
 
==Gatling Table==
==Gatling Table==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"

Revision as of 17:16, 9 April 2024

Sol Badguy


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.
Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


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

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 ±0 4 4 6 CSJ Initial: 90% 144 10 3 8 YRP
DI 5P Mid 0 +4 3 1 5 CSJ Initial: 90% 144 12 3 8 YRP
5K Mid 1 -7 5 1,6 13 SJ Initial: 90% 264 14×2 6 7 YRP
DI 5K Mid 1 +1 4 1,4 7 SJ Initial: 90% 264 14×2 6 7 YRP
c.S Mid 2 -4 5 2 16 SJ 264 30 10 7 YRP
DI c.S Mid 2 +3 3 1 10 SJ 264 28 10 7 YRP
f.S Mid 2 -11 7 2 23 S 264 30 10 7 YRP
DI f.S Mid 2 ±0 5 1 13 S 264 28 10 7 YRP
5H Mid 4 -9 11 2 26 SJ 384 40 20 6 YRP
DI 5H Mid 4 +5 6 1 13 SJ 384 44 20 6 YRP
5D High 2 -13 24 3 24 Initial: 80% 264 27 10 20 YRP
6P Mid 2 -9 9 3 20 S 1~4F Upper Body
8~11F Upper Body
5~7F Above Knees
264 32 10 12 YRP
DI 6P Mid 2 +2 6 2 10 S 1~4F Upper Body
8~11F Upper Body
5~7F Above Knees
264 32 10 12 YRP
6H Mid 4 -10 17 3 26 S 384 56 20 6 YRP
DI 6H Mid 4 +4 10 2 13 S 384 56 20 6 YRP
2P Mid 0 +2 5 4 4 CS Initial: 80% 144 8 3 8 YRP
DI 2P Mid 0 +4 3 1 5 CS Initial: 80% 144 8 3 8 YRP
2K Low 0 -1 6 3 8 S Initial: 70% 144 12 3 8 YRP
DI 2K Low 0 +2 4 1 7 S Initial: 70% 144 14 3 8 YRP
2S Mid 2 +3 10 3 8 S 264 25 10 7 YRP
DI 2S Mid 2 +8 7 1 5 S 264 24 10 7 YRP
2H Mid 4 -13 8 6 26 SJ 384 36 20 6 YRP
DI 2H Mid 4 +3 5 3 13 SJ 384 40 20 6 YRP
2D Low 3 -6 7 3 20 S 4~20F Low Profile 384 28 14 6 YRP
DI 2D Low 3 +3 5 1 13 S 3~12F Low Profile 384 30 14 6 YRP
j.P High/Air 0 5 7 4 CS 144 12 3 8 YRP
DI j.P High/Air 0 3 4 3 CS 144 12 3 8 YRP
j.K High/Air 2 6 6 17 SJ 264 22 10 7 YRP
DI j.K High/Air 2 6 3 12 SJ 264 22 10 7 YRP
j.S High/Air 2 10 3 23 SJ Initial: 90% 264 28 10 7 YRP
DI j.S High/Air 2 6 2 12 SJ Initial: 90% 264 25 10 7 YRP
j.H High/Air 2 9 6,8 0 S 264 24×2 10 7 YRP
DI j.H High/Air 2 9 4,2 0 S 264 24×2 10 7 YRP
j.D High/Air 3 9 7 13+5 landing SJ Initial: 90% 384 35 14 8 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 75250 0,4 +51 1 Forced: 65% 0,480 0,60 NA 6,0 R
Air Throw Air Throw: 192500 0,2 1 Forced: 65% 0,480 0,60 NA 6,7 R
DAA All 2 -14 11 3 25 1~13F Full
14~33F Throw
14~23F Upper Body
Initial: 50% -5000/264 25 10 7
Blitz Mid 1 -2 (15~48)+13 3 20 1~Button release: Blitz Initial: 55% 0 45 6 10 R
[Blitz] Mid 4 +5 50+13 3 20 1~50F: Blitz 0 45 20 10 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236P All 2→2→1→1 -4 20 9(1)9(1)9(1)9 Total 50 Initial: 85% 200/120 50→42→30→30 2 7 YRP
DI 236P All 2 +3 20 6 Total 36 200/120 50 10 7 YRP
214P Total 30 350/- YRP
623S Mid 2 -26 7 3(3)11 21+8 after landing 1~9F Full
10~12F Strike
200/480,720 40,25 10 7 R
j.623S All 2 5 2(3)9 Until landing+8 1~9F Strike 200/360,720 32,20 10 7 R
623H Mid 2 -41 5 2(3)18 29+8 after landing 1~6F Full
7~11F Strike
300/480,720 40,25 10 7 R
j.623H All 2 5 2(3)18 Until landing+8 1~11F Strike 250/480,720 40,20 10 7 R
DI 623S Mid 2 -17 7 3(1)4,2 21+8 after landing 1~9F Full
10F Strike
200/360,720×2 40,20×2 10 7 R
DI j.623S All,
Midx2
2 5 2(1)4,2 Until landing+8 1~6F Strike 200/240,720×2 32,20×2 10 7 R
DI 623H Mid 4,2×9 -71 7 3,47 38+8 after landing 1~9F Full 300/96,720×9 60,12×9 20,10×9 1,6×9 R
DI j.623H All,Midx9 4,2×9 7 3,47 Until landing+8 1~9F Strike 250/96,720×9 60,12×9 20,10×9 1,6×9 R
VV > 214K All 2 11 4 Until landing+10 50/240 16 10 7 R
236K Mid 2 -5 9 5(11)9 2+8 after landing 1~3F Strike
9F onwards Foot
150/480 20,40 10 7 YRP
j.236K All 2 4 4(6)10 Until landing+12 1~3F Strike 150/300 22×2 10 7 YRP
DI 236K Midx3, High 3×3,4 +4 7 3×3(9)9 3+8 after landing 1~3F Strike
7F onwards Foot
Forced: 80% 150/240 20×3,50 20 6/14×3 YRP
DI j.236K All 3 4 4(6)4,2,2,2 Until landing+5 150/300 22×4 14 6 YRP
236[K] High/Air 4 ±0 32 6 9+4 after landing 1~3F Strike
9F onwards Lower Body
Initial: 65% 150/360 50 20 6 YRP
DI 236[K] High/Air 4 ±0 30 6 9+4 after landing 1~3F Strike
7F onwards Lower Body
150/360 50 20 6 YRP
214K High/Air 3,4 +6 10 after reaching wall Until landing
[(15)3]
5 after landing[10]/
5 landing recovery
1F onwards Lower Body Initial: 75% 100/420,720 30,50 14,20 6 YRP
DI 214K High/Airx2, Allx5 3,4,2×5 +45 10 after reaching wall Until landing
[(15)3,38]
5 after landing[10]/
5 landing recovery
1F onwards Lower Body & Airborne 100/240,300,144×5 10,30,20×5 14,20,10×5 6×2,7×5 YRP
j.214K All 2,1 +2 22 Until landing,(7)10 29 after landing Initial: 85%, 100% 150/720,120 28,20 10,6 7 YRP
DI j.214K All 2,1 +7 13 Until landing,(7)10 24 after landing Forced: 80%, 100% 150/720,120 28,20 10,6 7 YRP
623K Ground Throw: 122500 0 4 1 Whiff: 45 Forced: 60% -/0,720 0,40 NA 6,0 YRP
DI 623K Ground Throw: 122500 0 4 1 Whiff: 45 Forced: 60% -/0,720 0,80 NA 6,0 YRP
214S Lowx2~6,
Midx3
2 -56 17 5~23(4)12(2)2(2)19 37+10 after landing 1~4F, 17~21F Low Profile
5~16F Super Low Profile
24~25F, 38~43F Strike
Initial: 80% (low hits) 300/120x2~6, 360×3 11×2~6,
18×3
10×5~9 1×2~6, 7×3 R
DI 214S {Low,All}
x4~11,
Low,Midx3
2 -56 11 15(4)12
(2)2(2)19
37+10 after landing 1~10F Super Low Profile
11~25F Low Profile
28~29F, 42~47F Strike
Initial: 80% (low hits) 300/
{96,120}
x4~11,
96,360×3
{8,20}
x4~11,
8,26×3
10×12~26 {1,7}x4~11
1,7×3
YRP
41236H Mid 3 +2 18 3 12 Initial: 55% 200/600 58 35 7 YRP
DI 41236H Mid 4 +4 18 1,1,1 23 Initial: 75% 200/240×3 40×3 20 10 YRP
DI j.623K Air Throw: 122500 0,4×2 9 1 Whiff: Until Landing+12 Forced: 60% -/0,720×2 0,60,100 NA 0 YRP

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
632146H Mid,All 4,3 -15 5+1 11(17)15 31 1~8F Strike
[1~8F Full]
-5000/0 80,70
[100,87]
20,14 6,27 YRP
DI 632146H Mid,All 4,3 -18 7+1 11(17)46 31 1~18F Strike Initial: 100% (1st hit), 70% -5000/0 80,20×15 20,14 6,4 YRP
214214H Activation: Total 19
(Super Freeze on 19F)
Deactivation: Total 62F
Activation: 7~19F Full -5000 YR

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -21 9+16
[5+15]
6 32 1~8F Upper Body
9~31F Full
[1~4F Upper Body
5~25F Full]
DESTROY 14 6

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, Special, Super
2PGGXRD Sol 2P.pngGuardMidStartup5Recovery4Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGXRD Sol 6P.pngGuardMidStartup9Recovery20Advantage-9 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
5KGGXRD Sol 5K.pngGuardMidStartup5Recovery13Advantage-7 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD Sol 2K.pngGuardLowStartup6Recovery8Advantage-1 6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGXRD Sol cS.pngGuardMidStartup5Recovery16Advantage-4 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Sol fS.pngGuardMidStartup7Recovery23Advantage-11 - - 2S 5H, 2H 5D, 2D Special, Super
2SGGXRD Sol 2S.pngGuardMidStartup10Recovery8Advantage+3 - - - 5H, 2H, 6H 5D, 2D Special, Super
5HGGXRD Sol 5H.pngGuardMidStartup11Recovery26Advantage-9 - - - 2H 5D, 2D Jump, Special, Super
2HGGXRD Sol 2H.pngGuardMidStartup8Recovery26Advantage-13 - - - - 5D, 2D Jump, Special, Super
6HGGXRD-R2 Sol 6H.pngGuardMidStartup17Recovery26Advantage-10 - - - - - Special, Super
5DGGXRD Sol 5D.pngGuardHighStartup24Recovery24Advantage-13 - - - - Homing Jump, Homing Dash
2DGGXRD Sol 2D.pngGuardLowStartup7Recovery20Advantage-6 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Sol jP.pngGuardHigh/AirStartup5Recovery4Advantage- j.P[+] j.K[+] j.S j.H - Special, Super
j.KGGXRD Sol jK.pngGuardHigh/AirStartup6Recovery17Advantage- - - j.S - j.D Jump, Special, Super
j.SGGXRD Sol jS.pngGuardHigh/AirStartup10Recovery23Advantage- - j.K - j.H j.D Jump, Special, Super
j.HGGXRD Sol jH.pngGuardHigh/AirStartup9Recovery0Advantage- - - - - - Special, Super
j.DGGXRD Sol jD.pngGuardHigh/AirStartup9Recovery13+5 landingAdvantage- - - - - - Jump, Special, Super
  • 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 hit, block, or whiff

Navigation

Sol Badguy


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