GGST/Miscellaneous

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Finding content on Twitter

With the ease of posting videos and discussion to Twitter, it can be helpful to know how to track this information down. Each character in the game has a specific hashtag which people should aim to use when posting tweets for ease of searching. The current list of these hashtags is as follows:

Sol Badguy #GGST_SO
Ky Kiske #GGST_KY
May #GGST_MA
Axl Low #GGST_AX
Chipp Zanuff #GGST_CH
Potemkin #GGST_PO
Faust #GGST_FA
Millia Rage #GGST_MI
Zato-1 #GGST_ZA
Ramlethal Valentine #GGST_RA
Leo #GGST_LE
Nagoriyuki #GGST_NA
Giovanna #GGST_GI
Anji Mito #GGST_AN
I-No #GGST_IN
Goldlewis Dickinson #GGST_GO
Jack-O' #GGST_JC
Happy Chaos #GGST_HA
Baiken #GGST_BA
Testament #GGST_TE
Bridget #GGST_BR
Sin Kiske #GGST_SI

Input Shortcuts

Certain specials and Overdrives allow you skip directional inputs for their commands and still execute the attack. Below are the known valid input shortcuts for their usual directional commands (additional directional inputs within the given shortcuts will also work, as long as the minimum inputs as shown in the shortcut are met, e.g. 62146 is valid because 6246 is valid).

Sol performing Heavy Mob Cemetery (214214H) with the input shortcut 2421H
Command Shortcuts
41236 (63214)
  • 4236
  • 4126
  • 4136
236236 (214214)
  • 2626
  • 2623
  • 2636
632146
  • 6246
  • 63146
632147896 (360 motion)
  • 6248
  • 4268

Low-End Considerations

Strive is a graphically-extensive game that will greatly bar out the lower end of older computers, needing much more power as opposed to Xrd just to run minimal settings (seeing as the game usually takes up around 4GB of RAM on its own). There are a few things you can try to alleviate any issues with stability in running the game, but there is only so much you can do before you're out of luck.

Ambox warning.png Be careful that some of the changes might break your game if tweaked incorrectly. Dustloop is NOT responsible for any consequences caused by modifying the game.
Settings
Quality 0, looking like blurred pixels. Sometimes, they won't be blurred and actually pixelated, but you don't want to play like this.

Firstly, be sure to set your resolution to lower than the default 1920x1080, such as 1280x720.

As usual, set your graphics setting all to the lowest values/OFF minus the Scaling Resolution and Effect Quality. Lowering Scaling Resolution will severely lower the pixel density of the in-game 3D graphics on your screen to speed things up along and use less power, but obviously this will adversely affect how you view gameplay - while it's still technically playable at 0, you'd have to question your decisions at that point. The minimum you might want to handle is 50, depending on your tastes and tolerance, with 75 being a good mix of seeing what's happening and performance. You'll have to play around with these values and judge it for yourself with screenshots. Note that this does not affect UI elements like text, gauges, buttons, so on.

Lastly, at the time of writing, there seems to be an oversight where not setting your Effect Quality to Best gives a very strange and ugly bloom/lighting effect on characters. However, you do not have to keep the setting at Best! At any point of the game, all you need to do is press Alt and Enter on your keyboard, which will toggle your fullscreen. Do just that and the bloom issues should no longer be present for the game's current session.

Scalability.ini

Thanks to this article's observation, another step can be made to slightly increase performance of your game. Make sure your game is closed, then navigate to Windows Explorer and type in %localappdata%. Hit enter and it should bring you to a folder called Local. In there, find GGST -> Saved -> Config and lastly open the Scalability.ini file that's in there. Copy and paste the following contents into there, then save the file.

[AntiAliasingQuality@0]
r.MSAA.CompositingSampleCount=1
[ViewDistanceQuality@0]
r.SkeletalMeshLODBias=5
r.ViewDistanceScale=0.0
[ShadowQuality@0]
r.ShadowQuality=0
r.Shadow.CSM.MaxCascades=0
r.Shadow.MaxResolution=0
r.Shadow.RadiusThreshold=0.0
r.Shadow.DistanceScale=0.0
r.AllowLandscapeShadows=0
[PostProcessQuality@0]
r.MotionBlurQuality=0
r.AmbientOcclusionMipLevelFactor=0
r.AmbientOcclusionRadiusScale=0
r.RenderTargetPoolMin=200
r.BloomQuality=0
r.Upscale.Quality=0
r.Filter.SizeScale=0
r.Tonemapper.Quality=0
[TextureQuality@0]
r.Streaming.MipBias=3
r.MaxAnisotropy=0
r.Streaming.PoolSize=800
[FoliageQuality@0]
r.ParticleLightQuality=0

Next, you probably don't want the game to override these settings if you're satisfied, so right-click the ini, go to Properties, and set the Read-Only flag to checked and confirm it.

Stages

Unfortunately, not all stages in Strive are built the same, with some being more hardware intensive than others. This can be very detrimental when playing online with strangers especially if you're on Player 2 side, as having performance issues such as frame drops or lag spikes will leading to high rollback frames or worse the game slowing down. Observations on which stages are more intensive than others can be compared here, so you can use this to tell your friends which stages you can play on better if you're the low-end one out. However, remember that PC hardware is not unified so one stage might not give your PC any problems but it might give someone else's PC problems - these are all relative at best, but stages listed as A-OK should be the least intensive. So if you're experience some form of netplay lag on a specific stage try to check with an FPS counter like the one in the Steam overlay if your PC is running at a completely stable 60 fps and if possible ask the opponent to do the same.

Stage Lagginess
Castle of the Silver Feet Little Lag
Lars Canyon A-OK
Seventh Heaven District A-OK
12-Dimensional Flux Observatory A-OK
Ajatar Hunting Ground Very Laggy
"A Happy Family" A-OK
L'oro Di Illyria Some Lag
Council of Three A-OK
Jellyfish Skyarium Very Laggy
Original Times Square Some Lag
Lap of the Kami Very Laggy
White House Reborn Some Lag

Note: White House Reborn is generally banned in tournament play, because the rubble that spawns after a Wall Break stays on screen for too long, obscuring post-Wall Break interactions.

Using Mods

The Lite version. Part of the stage is still intact, for average computers.
The original edits. The stage is destroyed and should no longer pose a threat to your potato.

Thankfully, modders have jumped into action to customize things like audio, models, and textures, but fortunately this also gives a possibility of fixing the offending stages for low-end setups. Using the following mods created by DraftFGC, much of the resource-hogging models on stages will be removed and not be rendered, which is a better visual alternative to completely removing all of the stage's characteristics.

  • The first set of removals are here, which are collective and also remove skies and Character Selection Screen assets. Individual and manual downloads (without those extreme edits) can be found in this MEGA folder. For if Lite really doesn't fix it - this should do the job.

After downloading the stages you've chosen, to manually install these mods, follow these steps:

  • Navigate to C:\Program Files (x86)\Steam\steamapps\common\GUILTY GEAR STRIVE\RED\Content\Paks\ (whichever drive/directory your game is saved in)
  • In the Paks folder, make another folder called ~mods
  • Extract and drop your downloaded contents into that folder and test in-game (in other words, you should have Paks/~mods/*.pak and *.sig).

You should no longer have to worry about fighting strangers or asking people to swap stages with these mods. Unfortunately, though, if your game is still having issues running even after all these steps, then there likely isn't any more you can do aside from upgrading your setup.

Training Mode Shortcuts

Direction + Reset
Left + Reset to reset both characters to the left corner. (P1 in the corner)
Right + Reset to reset both characters to the right corner. (P2 in the corner)
Down + Reset to reset both characters to round start position.
Up + Reset to reset both characters to the previous starting position with their player sides switched.
Play + Record = Reset
Pressing both Play and Record at the same time is the same as pressing the Reset button.

Technical Calculations

These are not required to utilise game mechanics, but these sections further elaborate on the mathematical calcuations for various system mechanics, which are otherwise too complex for their respective sections.

Base R.I.S.C. Gain


Base R.I.S.C Gain is tied to Attack Level, using the formula:

(5 + 5 × Attack Level) ÷ Number of hits × 100

  • While values are normally rounded down before the ×100 multiplier, they will instead round up to 1 if the result is lower than 1.
  • Projectiles ignore Attack Level for their base R.I.S.C. Gain, acting like Level 0 attacks regardless of their actual level.
  • A fully charged Dust Attack functions like a Level 4 for the opponent on block despite being Level 2, including R.I.S.C. Gain.
  • R.I.S.C. Gain is reduced by 25% if the blocked attack is a low or an overhead.

R.I.S.C. Damage Reduction


Diagram showing the damage scaling applied by negative R.I.S.C. values. Scaling is calculated as a series of linear progressions.

When striking an opponent with a negative R.I.S.C. Level, the output damage is reduced. This is colloquially known as "combo scaling".

Because most R.I.S.C. Loss scales scales in intervals of 1000, you can approximate damage using the table below.

Note: Overdrives have a hard limit of 20%, which occurs at -8000 R.I.S.C.

R.I.S.C. Level Approx. Percentage
-1000 87.5%
-2000 74.6%
-3000 62.9%
-4000 52.3%
-5000 43.0%
-6000 35.2%
-7000 27.3%
-8000 19.5%
-9000 15.2%
-10000 11.3%
-11000 7.4%
-12000 4.7%
-12800 3.1%

A full list of all R.I.S.C. Level scalings are given in the expanded table below.

  • The real scaling results from a factor multiplier, divided by 256 (see calculations further below), resulting in lengthy percentages.
  • Scaling only changes in 100 R.I.S.C. intervals, with the current R.I.S.C. Level rounded down to the nearest 100. E.g. R.I.S.C. Levels -1000 to -1099 are identical.
Full R.I.S.C. Level Table
R.I.S.C. Level Factor /256 Approx. Percentage
0 256 100.0000%
-100 256 100.0000%
-200 252 98.4375%
-300 249 97.2656%
-400 245 95.7031%
-500 242 94.5312%
-600 238 92.9687%
-700 235 91.7968%
-800 231 90.2343%
-900 228 89.0625%
-1000 224 87.5000%
-1100 221 86.3281%
-1200 217 84.7656%
-1300 214 83.5937%
-1400 210 82.0312%
-1500 207 80.8593%
-1600 203 79.2968%
-1700 200 78.1250%
-1800 197 76.9531%
-1900 194 75.7812%
-2000 191 74.6093%
-2100 188 73.4375%
-2200 185 72.2656%
-2300 182 71.0937%
-2400 179 69.9218%
-2500 176 68.7500%
-2600 173 67.5781%
-2700 170 66.4062%
-2800 167 65.2343%
-2900 164 64.0625%
-3000 161 62.8906%
-3100 158 61.7187%
-3200 155 60.5468%
-3300 152 59.3750%
-3400 149 58.2031%
-3500 147 57.4218%
-3600 144 56.2500%
-3700 142 55.4687%
-3800 139 54.2968%
-3900 137 53.5156%
-4000 134 52.3437%
-4100 132 51.5625%
-4200 129 50.3906%
-4300 127 49.6093%
-4400 124 48.4375%
-4500 122 47.6562%
-4600 119 46.4843%
-4700 117 45.7031%
-4800 114 44.5312%
-4900 112 43.7500%
-5000 110 42.9687%
-5100 108 42.1875%
-5200 106 41.4062%
-5300 104 40.6250%
-5400 102 39.8437%
-5500 100 39.0625%
-5600 98 38.2812%
-5700 96 37.5000%
-5800 94 36.7187%
-5900 92 35.9375%
-6000 90 35.1562%
-6100 88 34.3750%
-6200 86 33.5937%
-6300 84 32.8125%
-6400 82 32.0312%
-6500 80 31.2500%
-6600 78 30.4687%
-6700 76 29.6875%
-6800 74 28.9062%
-6900 72 28.1250%
-7000 70 27.3437%
-7100 68 26.5625%
-7200 66 25.7812%
-7300 64 25.0000%
-7400 62 24.2187%
-7500 60 23.4375%
-7600 58 22.6562%
-7700 56 21.8750%
-7800 54 21.0937%
-7900 52 20.3125%
-8000 50 19.5312%
-8100 48 18.7500%
-8200 47 18.3593%
-8300 46 17.9687%
-8400 45 17.5781%
-8500 44 17.1875%
-8600 43 16.7968%
-8700 42 16.4062%
-8800 41 16.0156%
-8900 40 15.6250%
-9000 39 15.2343%
-9100 38 14.8437%
-9200 37 14.4531%
-9300 36 14.0625%
-9400 35 13.6718%
-9500 34 13.2812%
-9600 33 12.8906%
-9700 32 12.5000%
-9800 31 12.1093%
-9900 30 11.7187%
-10000 29 11.3281%
-10100 28 10.9375%
-10200 27 10.5468%
-10300 26 10.1562%
-10400 25 9.7656%
-10500 24 9.3750%
-10600 23 8.9843%
-10700 22 8.5937%
-10800 21 8.2031%
-10900 20 7.8125%
-11000 19 7.4218%
-11100 18 7.0312%
-11200 17 6.6406%
-11300 16 6.2500%
-11400 15 5.8593%
-11500 15 5.8593%
-11600 14 5.4687%
-11700 14 5.4687%
-11800 13 5.0781%
-11900 13 5.0781%
-12000 12 4.6875%
-12100 12 4.6875%
-12200 11 4.2968%
-12300 11 4.2968%
-12400 10 3.9062%
-12500 10 3.9062%
-12600 9 3.5156%
-12700 9 3.5156%
-12800 8 3.1250%


R.I.S.C. Scaling Calculation

For a more precise calculation, first take the table below:

R.I.S.C. Level Factor Approx. Percentage
0 256 100.00%
-100 256 100.00%
-1700 200 78.13%
-3300 152 59.38%
-4900 112 43.75%
-6500 80 31.25%
-8100 48 18.75%
-9700 32 12.50%
-11300 16 6.25%
-12900 8 3.13%
  1. Find the two closest R.I.S.C. Level values in the left column of the table above, look up the corresponding values in the factor column.
  2. Do the linear interpolation between the values obtained; round down to nearest integer.
  3. Multiply the base attack damage by the number obtained, then divide by 256 and round down.
  4. The result would be the damage taken by your opponent.
Example, in prose
Let's say we are landing a 30 damage attack on an opponent with a R.I.S.C Level of -4000.

The two closest R.I.S.C. Level values in the table above would be -3300 (factor of 152) and -4900 (factor of 112). For simplification purposes, the negatives can be omitted. We then do the linear interpolation of the two (i.e. "finding the average of the values, accounting for the proximity", roughly) as follows:

 factor_a + (factor_b - factor_a) * (risc - risc_a) / (risc_b - risc_a)
 = 152 + (112 - 152) * (4000 - 3300) / (4900 - 3300)
 = 152 + (-40) * 700 / 1600
 = 152 - 17.5
 = 134.5

Round it down, getting 134; and get the final answer as 30 * 134 / 256 = 15.7 = (rounding down once more) = 15 damage.

Pseudocode
 fn scale_attack(attack_damage: int, risc: int)
   if(risc >= 0) {return attack_damage;}  // positive risc does not affect damage at all
   if(risc >= -12800) {risc = -12800} // can't go lower than this
   risc = abs(risc); // flip the sign so it's easier to work with
   // table from above, with sign flipped
   let risc_factor_table = {100: 256, 1700: 200, 3300: 152, 4900: 112, 6500: 80, 8100: 48, 9700: 32, 11300: 16, 12900: 8}; 
   let risc_ordinal = floor((risc - 100) / 1600);
   
   let risc_lower = risc_ordinal * 1600 + 100;
   let risc_upper = (risc_ordinal + 1) * 1600 + 100;
   let factor_lower = risc_factor_table[risc_lower];
   let factor_upper = risc_factor_table[risc_upper];
   // linear interpolation
   let factor_interpolated = factor_lower + floor((factor_upper - factor_lower) * (risc - risc_lower) / (risc_upper - risc_lower));
   
   let out_damage = floor(attack_damage * factor_interpolated / 256);
   return out_damage

Dash Acceleration


For each frame a dash is held (excluding Leo, Giovanna, and I-No's unique dashes), the dash speed will be:

vₙ₊₁ = vₙ + Acceleration - (vₙ/Friction)

Where:

  • vₙ is the current speed
  • vₙ₊₁ is the speed next frame
  • Acceleration is the character's base acceleration
  • Friction is the character's base friction value
  • v cannot exceed 38.5
  • The value in ⌊ ⌋ is rounded down to the nearest 0.001

Initial dash speed is the value of v when n=0, therefore frame 1 will always be slightly faster. For the sake of calculation, friction is inverse, a higher value maintains speed, while a lower value loses acceleration quicker.

Due to rounding and the mechanics of friction there is no simple way to estimate speed from an arbitrary frame, without calculating the entire series.

Calculating Slowdown Effect


When Slowdown is applied to an opponent, a Slowdown 'Timer' is started with the given duration (e.g. 59F from a Blue Roman Cancel).

On every odd number the opponent is completely frozen, similar to hitstop. On every even number, the slowdown has no effect. This alternating behaviour is how actions are slowed down by 50%. With odd numbers remaining on slowdown, add 1F and half to see the effective frame advantage. For example, with 21F remaining you have +11F of advantage, effectively.

Because frames are simply doubled-up, this is why start-up is not necessarily double, for example, Ky's 5PGGST Ky Kiske 5P.pngGuard:
All
Startup:
5
Recovery:
7
Advantage:
-1
, which goes from 5F to 9F.


StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

Without slowdown. Active on Frame 5.

Total: 15

During slowdown. Active on Frame 9.

Total: 30

This is because the first active frame being doubled hasn't made it hit later, only the 4 frames prior to it hitting are causing the hit to take longer.

Additional Data Charts

c.S Values

c.S Values

Character Startup Active Recovery Total Duration On-Block On-Hit Input Proximity Range
Character Startup Active Recovery Total Duration On-Block On-Hit Input Proximity Range
Anji Mito 7 7 11 24 +1 +4 270
Axl Low 8 6 12 25 -1 +2 340
Baiken 7 6 10 22 +1 +4 270
Bridget 7 3, 3 13 22 +1 +13 270
Chipp Zanuff 7 6 10 22 +1 +4 270
Faust 8 6 12 25 -1 +3 340
Giovanna 7 6 10 22 +3 +13 240
Goldlewis Dickinson 7 6 12 24 +1 +4 300
Happy Chaos 7 6 10 22 +1 +4 270
I-No 7 4 12 22 +1 +4 270
Jack-O 7 6 10 22 +1 +4 270
Ky Kiske 7 6 10 22 +1 +4 270
Leo Whitefang 7 6 10 22 +1 +4 270
May 7 6 8 20 +3 +6 240
Millia Rage 7 3, 3 13 22 +1 +13 270
Nagoriyuki 7 6 10 22 +3 KD 300
Potemkin 8 4 11 22 +4 +7 360
Ramlethal Valentine 7 6 10 22 +1 +4 270
Sol Badguy 7 6 10 22 +3 +13 240
Testament 8 6 10 23 +1 +4 270
Zato-1 9 6 10 24 +1 +4 270

6P Values

6P Values

Character Startup Active Recovery Total Duration On-Block On-Hit Invuln
Character Startup Active Recovery Total Duration On-Block On-Hit Invuln
Anji Mito 10 6 25 40 -17 1-3 Upper Body
4-15 Above Knees
Axl Low 12 5 18 34 -13 +2 1~4F Upper Body
5~12F Above Knees
Baiken 9 5 19 32 -10 -7 1-3f Upper Body
4-13f Above Knees
Bridget 10 6 20 35 -12 -9 1~3F Upper Body
4~17F Above Knee
Chipp Zanuff 9 5 25 38 -16 -13 1~2F Upper Body
3~13F Above Knee
Faust 9 3 32 43 -21 KD 1-4 Upper Body
5-11 Above Knees
Giovanna 12 8 15 34 -9 KD 1~4 Upper Body
5~19 Above Knees
Goldlewis Dickinson 12 6 27 44 -19 -16 1~2 Upper Body
3~17 Above Knees
Happy Chaos 9 5 25 38 -16 -13 1~3 Upper Body
4~13 Above Knees
I-No 9 5 18 31 -9 -6 1-2 Upper Body
3-13 Above Knees
Jack-O 10 6 20 35 -12 KD 1~1 Upper Body
2~12 Above Knees
Ky Kiske 9 5 17 30 -8 -5 1-3f Upper Body
4-13f Above Knees
Leo Whitefang 10 5 18 32 -5 1-2 Upper Body
3-14 Above Knees
May 12 6 18 35 -7 KD 1-3 upper body
4-17 above knees
Millia Rage 9 9 16 33 -11 -8 1-2F Upper Body
3-11F Above Knee
Nagoriyuki 12 5 15 31 -6 -3 1~3F Upper Body
4~17F Above Knee
Potemkin 11 7 25 42 -15 SKD (+29) 1 ~ 4F Upper Body
5 ~ 17F Above Knees
Ramlethal Valentine 9 5 18 31 -9 -6 1-3 Upper Body
4-13 Above Knees
Sin Kiske 11 6 20 36 -12 -9 1~3F Upper Body
4~16F Above Knee
Sol Badguy 9 5 20 33 -11 KD (+24) 1~2F Upper Body
3~13F Above Knees
Testament 11 6 15 31 -7 KD 1~3 Upper Body
4~17 Above knees
Zato-1 12 8 12 31 -6 KD 1 ~ 3 Upper Body
4 ~ 15 Above Knees

Reversal Values

Reversal Values

Character Input Startup Active Recovery On-Block On-Hit Invuln
Character Input Startup Active Recovery On-Block On-Hit Invuln
Anji Mito 632146S Total 40 1-30 Guard
Bridget 623P 9 3,3,3,3 39 -28 KD 1~11F Strike
Chipp Zanuff 623S 9 20 23 -27 KD 1~10 Strike
Faust 632146H 16+5 3 48 -32 HKD 1~23 Full
Giovanna 632146H 5+4 4(4)4(4)4(4)4(4)7 49 -37 HKD 1~10F Full
Goldlewis Dickinson 632146P 6+(135 Flash)+4 5 46 -33 1~14 All
Goldlewis Dickinson 720P 11+(191 Flash)+4 5 46 -33 1~19 All
Goldlewis Dickinson 1080P 16+(230 Flash)+4 5 46 -33 1~24 All
Jack-O 632146P 10+1 2 58 - HKD All 1~12F, Throw 1~55F
Ky Kiske 623S 11 4 43 -33 KD (+22) [+34] 1-14f Strike
Ky Kiske DI 623S 11 4 43 -26 KD (+26) 1-14f Strike
Ky Kiske 623H 13 8 44 -38 KD (+21) [+37] 1-16f Strike
Ky Kiske DI 623H 13 6 39 -22 KD (+37) 1-18f Strike
Ky Kiske 632146H 8+1 3×4(20)2 99 -82 HKD (+20) 1-10f All
Ky Kiske DI 632146H 8+1 2×8(20)2×3 99 -79 HKD (+26) 1-15f All
Leo Whitefang [2]8S 9 3,12 33 -28 1-9 Strike
Leo Whitefang [2]8H 10 3,12(10)5 42 -52 1-10 Strike
Leo Whitefang bt.D 3 17 Total 37F 1-2 Strike/Projectile 3-19 Parry
Leo Whitefang 632146H 10+1 8(15)12(13)8(10)8(44)6 43 -33 1-18
May 632146H 6+4 12(22)10 55 -21 HKD 1~21 Full
Millia Rage 632146H 8+1 10(9)15 40 -32 HKD 1-8F Full
7-40F Airborne
Potemkin 236236S 12+0 15 16 N/A KD 1 ~ 12F Full
Ramlethal Valentine 236236S 7+2 6 51 -38 [-38] {-43} KD All 1~14
Sin Kiske 623S 9 6(23)4 36 -26 KD, -22 1-15 Strike
Sin Kiske 623S~S 12 3 33 -19 KD 1-14 Strike
Sin Kiske 632146H 10+5 12 25+32 After Landing -55 HKD 1~18 All
Sol Badguy 623S 9 14 18+10 after landing -28 KD (+17) 1~11F Strike
Sol Badguy 623H 13 5, 11 19+10 after landing -26 KD (+18) [HKD (+54)] 1~14F Strike
Sol Badguy j.623S 9 9 Until landing+10 KD 1~10F Strike
Sol Badguy j.623H 13 5, 11 Until landing+10 KD [HKD] 1~14F Strike
Sol Badguy 632146H 7+2 3(20)20 41 -44 HKD (+19) [HKD (+49)] 1~8F Full

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