GGAC/Sol Badguy/Frame Data

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Normals

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 10 1.44 3 8 1 HLF cCJR 4[3] 4[2] 6[4] 0[+4]
  • 80% proration (no proration in DI)
K 14×2 2.64[1.44]x2 6×2 7[8]x2 2[1] HLF CJR 3[2] 2,6[1,4] 13[7] -7[-1] -
c.S 30[28] 2.64 10 7 3 HLF CJR 5[3] 2[1] 16[10] -4[+3] -
f.S 30[28] 2.64 10 7 3 HLF CR 7[5] 1[1] 24[14] -11[-1] -
H 40[44] 3.84 20 6 5 HLF CJR 11[6] 2[1] 26[13] -9[+5] -
6P 32 2.64 10 7 3 HLF CR 11[6] 3[2] 20[10] -9[+2]
  • 1-8 [1-4], 14-21 [8-11] upper body invincibility.
  • 9-13 [5-7] above the knees invincibility
  • Wall bounces on hit (on ground hit untechable for 28F)
  • 90% proration (no proration in DI)
6H 40×2 5.76[3.84]x2 20×2 6×2 5 HLF CR 13[8] 5,1 30[16] -12[+2]
  • Staggers on ground hit (max: 35F)
  • DI version doesn't stagger
  • Dizzy modifier x1.5
  • In CH state for entire duration
D 17[20] 2.64 8 20 3 HF R 22[16] 3[2] 24[12] -13[0]
  • CH state from 1-30.
DAA 25 2.64 10 7 3 any R 11 3 25 -14
  • 1-13 invincible
  • 14-33 invincible to throws
  • 14-23 upper body invincibility
  • Wall bounces on hit (untechable on ground hit for 28F)
  • 50% proration
2P 8 1.44 3 8 1 HLF cCR 5[3] 4[2] 4 +2[+4]
  • 80% proration (no proration in DI)
2K 12[14] 1.44 3 8 1 LF CR 6[4] 3[2] 8[6] -1[+2]
  • 70% proration (no proration in DI)
2S 25[24] 2.64 10 7 3 HLF CR 10[7] 3[2] 8[5] +3[+7] -
2H 36[40] 3.84 20 6 5 HLF CJR 8[5] 6[3] 26[13] -13[+3]
  • Floats on CH (untechable for 52F) (DI version doesn't float)
  • Prorates 90%
2D 28[30] 3.84 11[15] 6 4[5] LF CR 7[5] 3[2] 20[13] -6[+4]
  • 4-23 [3-15] low stance
j.P 13[12] 1.44 3 8 1 HA cCR 5[3] 7[4] 4[3] - -
j.K 22 2.64 6[10] 7 2[3] HA [c]CR 6 6[3] 17[12] - -
j.S 28[25] 2.64 10 7 3 HA [c]CJR 9[6] 3[2] 23[12] -
  • 90% proration (no proration in DI)
j.H 24[20]x2 2.64×2 10×2 7×2 3 HA C[J]R 9[8] 6,8[4,4] 0 -
  • Untechable on air hit for 17F (doesn't apply to DI version)
j.D 40 3.84 14 6 4 HA CJR 9 7 10 -
  • Blowback on normal hit (untechable for 23F)
  • Wall bounces on CH (untechable for 54F)
  • Additional 5F landing recovery
  • 90% proration
Throw 60 4.0 - 6 - 43 dots - - - - -
  • Floats on hit
  • 50% forced proration
Air Throw 60 4.00 - 6,7 - 88 dots - - - - -
  • Floats on hit (untechable for 60F)
  • Dizzy modifier x1.5
  • 50% forced proration
Data in [ ] refers to Sol in Dragon Install

Specials

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Gun Flame
236P
50,42,30,30 2.00/2.40 0 7 3,3,2,2 any F 21 9×2,6×2 total 50 -3
  • Floats on hit (untechable for 28F)
  • CH state till end of recovery
  • Chip damage x2
  • FRC timing 14-15
  • Flame appears on frame 19
  • Damage, Active, and Level vary depending on which of the 4 flames hits
  • Flames appear on frames 21,31,39 and 42
  • Gun Flame can only hit once
Gun Flame (DI)
236P during DI
60 0.50/1.20 10 7 3 any F 20 6 7 +7
  • Floats on hit (untechable for 40F)
  • CH state till end of recovery
  • Hit stop 6
  • Chip damage x2
  • FRC timing: 21-22
  • Flame goes through other projectiles
Gun Flame Feint
214P
8 3.50/- 3 8 1 HL R 13 2 17 -9
  • CH state till end of recovery
Volcanic Viper (S)
623S
20,36 2.00/4.80×2 10×2 7×2 3 HLF R 7 3(3)11 21+landing 10 -28
  • 1-9 invincible
  • 10-13 invincible to strikes
  • Airborne from frame 10 on
  • Floats on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F)
  • Can follow-up to Knockdown from 24-40
  • Sol is crouching during landing recovery
Volcanic Viper (DI S)
623S during DI
20×3 2.00/4.80,2.40×2 10×3 7×3 3 HLF R 7 3(1)4,2 21+landing 10 -19
  • 1-9 invincible
  • Frame 10 invincible to strikes
  • Airborne from frame 10 on
  • Floats on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 30F)
  • Sol is crouching during landing recovery
Volcanic Viper (H)
623H
20,36 3.00/4.80×2 10×2 7×2 3 HLF R 5 2(3)18 29+landing 8 -43
  • 1-6 invincible
  • 7-11 invincible to strikes
  • Airborne from frame 7 on
  • Floats on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 36F)
  • Can follow-up to Knockdown from 28-44
  • Sol is crouching during landing recovery
Volcanic Viper (DI H)
623H during DI
60,18×9 0.50/2.40,0.24×9 20,10×9 1,6×9 5,3×9 HLF R 7 3,54 36+landing 10 -78
  • 1-9 invincible
  • 1st hit floats and causes knockdown. All other hits cause float (untechable for 60F) and have hit stop 0
  • Airborne from frame 7 on
  • 1st hit dizzy modifier x2.0
  • Can follow-up to Knockdown from frame 63
  • Sol is crouching during landing recovery
Aerial Volcanic Viper (S)
j.623S
36,24 2.00/3.60×2 10×2 7×2 3 any R 5 2(3)9 landing 10 -

1-9 invincible to strikes. Floats on hit (1st hit untechable for 36F, 2nd hit for 27F). Can follow-up to Knockdown from 19-35. Sol is crouching during landing recovery.

Aerial Volcanic Viper (H)
j.623H
46,26 2.50/4.80×2 10×2 7×2 3 any R 5 2(3)18 landing 10 -
  • 1-9 invincible to strikes
  • Floats on hit (1st hit untechable for 38F, 2nd hit for 36F)
  • Can follow-up to Knockdown from 32-44
  • Sol is crouching during landing recovery
Aerial Volcanic Viper (DI)
j.623S/H during DI
20×3 2.50/4.80,3.60×2 10,7×2 7×3 3,4×2 HLF,any x2 R 7 3(2)2,6 landing 10 -
  • 1-9 invincible
  • 10-11 invincible to strikes
  • Floats on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 45F)
  • Sol is crouching during landing recovery
Knockdown
214K during Volcanic Viper
16 0.50/2.40 10 7 3 HF R 12 4 landing 10 -
  • Plummets on hit (untechable for 30F)
  • Sol is in CH state while falling
  • Sol is crouching during landing recovery
Grand Viper
214S
8×7,32 3.00/1.20×6,7.20×2 8×7,20 1×6,7×2 3×7,5 LFx7,HLF R 17 4×3,2×3,7,(19)3 37 -21
  • 1-4 above the knees invincibility
  • While advancing, 5-16 invincible above the feet
  • Advancing part: 1st-6th hits are untechable on air hit for 26F
  • Causes 24F of hit stun on a standing opponent
  • Hit stop 6
  • Dizzy modifier x0.25
  • 80% proration
  • 7th hit of the advancing part floats on hit (untechable for 28F).
  • Hit stop 6
  • Finishing hit (the uppercut) floats on hit (untechable for 42F, 64 for Clean Hit)
  • Listed frame data is for a Grand Viper that does the maximum number of hits
Bandit Revolver
236K
24,36 1.50/4.80×2 10×2 7,9 3 HLF R 9 5(11)9 2+landing 8 -4
  • 1-3 invincible to strikes
  • Airborne from frame 9 on
  • 1st hit floats on hit (untechable for 26F)
  • 2nd hit plummets and causes knockdown on air hit
  • Auto jump installed
  • Sol is crouching during landing recovery
Bandit Revolver (DI)
236K during DI
20×3,50 0.75/4.80×4 14×3,15 6×4 4×3,5 HLA R 7 3,3,3(9)9 3+landing 7 +3
  • 1-3 invincible to strikes
  • Airborne from frame 9 on
  • Hits 1-3 float on hit (untechable for 26F)
  • 4th hit plummets on air hit (untechable for 26F)
  • Auto jump installed
  • Sol is crouching during landing recovery
Aerial Bandit Revolver
j.236K
22,20×2 2.00/3.00,7.20×2 3×3 7×3 2 any RF 6 3(14)4,2 landing 12 -
  • 1st hit floats on ground hit (untechable for 24F)
  • Untechable on air hit for - 2nd hit: 32F, 3rd hit: 28F
  • FRC timing: 6-8
  • Attack level is 1 on block
  • Sol is crouching during landing recovery
Bandit Bringer
236[K]
50 1.50/5.40 20 10 5 HA RF 32 6 9+landing 4 0
  • 1-3 strike invincible
  • Airborne from frame 9 on
  • Causes slide effect on hit (untechable for 65F, slide for 50F)
  • Causes ground bounce on CH (untechable for 140F)
  • FRC timing: 18-20
  • 66% proration
  • Startup of 32F to hit crouching opponent (tested on Sol)
  • Sol is crouching during landing recovery
Riot Stamp
214K
40 1.00/6.00 3 8 1 HA RF see note - landing 3 -4~
  • Airborne from frame 1 on
  • Wall bounces on hit (untechable for 28F)
  • Sol is not in a CH state until the active frames start
  • FRC timing 9-12 frames after reaching the wall
  • Auto jump installed
  • Attack startup is 9F after Sol reaches the wall
  • Startup of a Riot Stamp done when Sol is right next to the wall is 14F
Wild Throw
623K
30 -/6.00 - 6 - 70dot - 4 1 - -
  • 1-14 Sol is in CH state
  • Whiff animation: 35F
  • 55% forced proration
Sidewinder
j.236H
35×1 1.50/2.40 20 12 5 HA R 9 4 landing 13 -
  • Wall bounces on hit (Clean Hit untechable for 56F)
  • Sol is in CH state while falling and in landing recovery
  • Dizzy modifier x0.5
  • 70% forced proration
  • Sol is crouching during landing recovery
Note: DI is short for Dragon Install.
How to score Clean Hits: For GV, hit with the point of the hilt. For SW, hit with the end of his arm. For Fafnir, hit with the upper part of the fist. Hit stop from a Clean Hit is 27F.
*1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits)

Force Breaks

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Fafnir
41236D
60 - 20 10 5 HLF R 11 3 17 +7
  • 1-7 invincible
  • Wall bounces on hit (untechable for 32F, 64F on Clean Hit)
  • Inflicts 26F of block stun when blocked
  • 70% forced proration
  • Can follow-up to Tyrant Rave from frames 12-17
Tyrant Rave
46D during Fafnir
40×3,84 - 10×4 3×4 3 any - 7+1 33 21 +8
  • Wall bounces on hit (untechable for 40F), cannot be bursted (burst is disabled the moment Tyrant Rave starts)
  • Dizzy modifier x0
  • Chip damage x2
  • Hits 1-3 have 80% proration

Overdrives

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Tyrant Rave ver. Beta
632146H
80,60 - 20,14 6,8 5,4 HLF R 5+1 11(17)15 31 -15
  • 1-8 strike invincible
  • 1st hit causes knockdown
  • 2nd hit wall bounces (untechable for 40F)
  • Dizzy modifier: 1st hit: x0.25, 2nd hit: x0
  • Chip damage: 1st hit: x1.5, 2nd hit: x2.0
  • 2nd hit has 70% forced proration
  • 2nd hit RCable provided the first attack hits or is blocked
  • 2nd hit can pass through projectiles
Dragon Install
214214S
- - - - - - - 19+9 - total: 28 -
  • 1-18 invincible
  • 19-21 invincible to strikes
  • During DI, tension increases at a rate of 0.1% per frame
  • DI cannot be used during DI
  • DI duration: base time of 360F + 1F for every health point below 210
  • Dragon Install duration drains during hit stop and super freeze
  • Recovery animation: 36F total, CH state throughout, Tension reduced to 0, negative penalty effect, tension gain lowered, Sol takes extra dizzy damage, and has a lower dizzy rating
Dragon Install Second
214214214214PH
- - - - - - - 63+64 - total: 127 -
  • Requires 100% tension
  • After the super-freeze, will Install even if hit
  • Install mode remains for entire round
  • Tension gained is 20% original value
  • Health steadily decreases

Instant Kill

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Napalm Death
236236H during IK Mode
Fatal - 20 - - any - 7+8 12 26+landing 1 -22
  • IK activation: 76F
  • CH state till landing

Gatling Table

P K S H D Cancel
P P, 2P, 6P K, 2K c.S, f.S, 2S H, 2H, 6H D, 2D j, sp
2P P, 2P, 6P K, 2K c.S, f.S, 2S H, 2H D, 2D sp
6P - - c.S, f.S, 2S H, 2H, 6H D, 2D sp
K 6P - c.S, f.S, 2S H, 2H D, 2D j, sp
2K 6P - c.S, f.S, 2S 2H D, 2D sp
c.S 6P - f.S, 2S H, 2H D, 2D j, sp
f.S - - 2S H, 2H D, 2D sp
2S - - - H, 2H D, 2D sp
H - - - 2H D, 2D j, sp
2H - - - - D, 2D j, sp
6H - - - - - sp
D - - - - - homing jump
2D - - - - - sp
j.P j.P j.K j.S j.H j.D sp
j.K j.P - j.S - j.D sp
j.S - j.K - j.H j.D j, sp
j.H - - - - - sp
j.D - - - - - j, sp

Clean Hit Diagrams

Clean Hit Diagrams