GGST/Sol Badguy/Frame Data

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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 The total duration, invincibility window and airborne duration of a backdash in frames.
Forward Dash The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step.
R.I.S.C. Gain Modifier The amount of R.I.S.C. Level characters gain when blocking is multiplied by this modifier.
Jump Duration The total duration of a jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
High Jump Height The maximum height of a high jump in in-game units of distance.
Earliest Forward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed.
Earliest Backward Instant Air Dash The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed.
Forward Air Dash Duration The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense.
Backward Air Dash Duration The total duration of a backward air dash in frames, if uncanceled.
Forward Air Dash Attack Transition The minimum amount of frames after a forward air dash that an attack can be performed.
Backward Air Dash Attack Transition The minimum amount of frames after a backward air dash that an attack can be performed.
Movement Tension Gain The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up.
Jumping Tension Gain The amount of Tension gained per frame of a forward jump, and for how many frames it is gained.
Air Dash Tension Gain The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained.
Walk Speed The speed the character walks forward.
Backwalk Speed The speed the character walks backward.
Initial Dash Speed The starting speed of the character's forward dash.
Dash Acceleration The amount of speed gained per frame of forward dashing, prior to friction calculations.
Friction The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration.
Frame Data Glossary  
guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
startup Number of frames for this move to reach its 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 the attacker can act 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.

onHit After getting hit by this attack, how soon the attacker can act 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.

riscGain How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level.
riscLoss How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level.
level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions.
counter The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large.
invuln Attribute and hitbox invincibility for this move.
prorate How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
wallDamage The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects.
inputTension The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level.


System Data

Core Data
Name Defense Guts Prejump Weight Backdash Forward Dash Unique Movement Options R.I.S.C. Gain Modifier Movement Tension Gain
Sol Badguy -4 2 4 Normal 20/1~5 strike invuln/1~15 airborne 32.0 10
Jump Data
Jump Duration Jump Height High Jump Duration High Jump Height Earliest Forward Instant Air Dash Earliest Backward Instant Air Dash Forward Air Dash Duration Backward Air Dash Duration Forward Air Dash Attack Transition Backward Air Dash Attack Transition Jumping Tension Gain Air Dash Tension Gain
38 340.1 48 524.4 4 [high jump: 3] 4 [high jump: 3] 25/19 12 18 6 4×19 [high jump: 4×23] 5×24

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
5P 28 All 4 5 9 -2 +1 1 Small 80% 1000 1500
5K 14, 28 All 3 1, 3 25 -16 -13 0, 1 Small 80% 200, 500 1500
c.S 44 All 7 6 10 +3 +13 4 Mid 100% 2500 1000
f.S 29 All 10 2 13 +2 +5 3 Mid 90% 2000 1000
5H 52 All 11 4 20 -5 -2 4 Large 100% 2500 1000
2P 22 All 5 4 8 -2 +1 0 Small 80% 500 1500
2K 28 Low 6 3 11 -2 +1 1 Small 70% 750 1000
2S 34 All 10 6 15 -7 -4 2 Mid 90% 1500 1000
2H 46 All 11 5 31 -17 -2 4 Large 100% 2500 1000
j.P 24 High 5 3 8 0 Small 80% 375 1000
j.K 30 High 6 3 20 1 Small 80% 750 1000
j.S 36 High 10 3 23 +2 (IAD) +5 (IAD) 2 Mid 80% 1125 1000
j.H 24×2 High 11 4, 8 0 2 Mid 80% 525×2 1000
j.D 45 High 9 3 17 KD 3 Mid 80% 1500 1000
6P 36 All 9 5 20 -11 KD (+24) 2 Mid 1~2F Upper Body
3~13F Above Knees
90% 1500 1000
6S 45 All 15 6 20 -7 -4 4 Mid 90% 2500 1000
6H 60 All 9 3 43 -27 HKD (+9) 4 Large 100% 2500 1000
2D 36 Low 10 3 18 -4 HKD (+49) 3 Large 5~24F Low Profile 90% 1500 1000
5D 50 High 20 3 26 -15 ±0 2 Mid 80% 1125 3000
5[D] 62 High 28 3 26 -10 KD (+36) 2 Mid 100% 1875 1500


Special Moves

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
236P Gun Flame 40→35→30→30 All 20 10, 10, 10, 10 Total 54 -8 KD (+39) 2 Very Small 80% 500 2000
214P Gun Flame (Feint) Total 25
623S S Volcanic Viper 40 All 9 14 18+10 after landing -28 KD (+17) 2 Mid 1~11F Strike 60% 1500 1000
623H H Volcanic Viper 35, 40 [35, 100] All 13 5, 11 19+10 after landing -26 KD (+18) [HKD (+54)] 2 Large, Very Small 1~14F Strike 60% 700×2 1000
j.623S Air S Volcanic Viper 40 All 9 9 Until landing+10 KD 2 Mid 1~10F Strike 60% 1500 1000
j.623H Air H Volcanic Viper 35, 40 [35, 100] All 13 5, 11 Until landing+10 KD [HKD] 2 Large, Very Small 1~14F Strike 60% 700×2 1000
236K Bandit Revolver (1) 20 All 12 6 9+6 after landing -7 -4 2 Mid 90% 700 1000
236KK Bandit Revolver (2) 25 All 6 2 Until landing+17 -11 KD (+21) 2 Mid 90% 700 1000
j.236K Air Bandit Revolver (1) 20 All 10 6 Until landing+6 2 Mid 90% 700 1000
j.236KK Air Bandit Revolver (2) 25 All 6 2 Until landing+17 KD 2 Mid 90% 700 1000
214K Bandit Bringer 50 High 30 7 12 after landing -2 HKD (+45) 3 Mid 80% 1500 1000
j.214K Air Bandit Bringer 40 High 22~30 Until landing Until landing+18 HKD 3 Mid 80% 1500 1000
623K Wild Throw 120 Ground Throw: 120 6 2 41 HKD (+15) 1~7F Throw Forced 50% 2500
214S Night Raid Vortex 45 [55] All 15~31 [32] 2 [8] 32 [26] -17 HKD (+66) [HKD (+72)] 3 Large 7F til 1F before active Low Profile 90% 2000 2000
41236H Fafnir 65 All (Guard Crush) 24 3 16 +11 HKD (+76) 4 Mid 90% 2500 2000


Overdrives

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
632146H Tyrant Rave 70, 100 [70, 130] All 7+2 3(20)20 41 -44 HKD (+19) [HKD (+49)] 4, 3 Mid, Very Small 1~8F Full 100% 1200, 1000 1000
214214H Heavy Mob Cemetery 40, 161 Ground Throw: 150 13+7 16 49 HKD (+27) 14~35F Throw, Guardpoint 100% 1000


Other

Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C Loss
Ground Throw 80 Ground Throw: 90 2 3 38 HKD (+40) Forced 50% 2500
Air Throw 80 Air Throw: 200 2 3 38/10 landing recovery HKD Forced 50% 2500
Finish Blow 80 11 HKD (+23) 1000
Dash Cancel Total 22


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Sol Badguy 5P.pngGuard:
All
Startup:
4
Recovery:
9
Advantage:
-2
5P, 2P, 6P - 6S 6H - Special, Super
2PGGST Sol Badguy 2P.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
5P, 2P, 6P - 6S 6H - Special, Super
6PGGST Sol Badguy 6P.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-11
- - - - - Special, Super
5KGGST Sol Badguy 5K.pngGuard:
All
Startup:
3
Recovery:
25
Advantage:
-16
6P - 6S 6H 5D, 2D Jump, Forward Dash, Special, Super
2KGGST Sol Badguy 2K.pngGuard:
Low
Startup:
6
Recovery:
11
Advantage:
-2
6P - 6S 6H 5D, 2D Special, Super
c.SGGST Sol Badguy cS.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
+3
6P - f.S, 2S, 6S 5H, 2H, 6H 5D, 2D Jump, Forward Dash, Special, Super
f.SGGST Sol Badguy fS.pngGuard:
All
Startup:
10
Recovery:
13
Advantage:
+2
- - - 5H, 2H - Special, Super
6SGGST Sol Badguy 6S.pngGuard:
All
Startup:
15
Recovery:
20
Advantage:
-7
- - - - - Special, Super
2SGGST Sol Badguy 2S.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
-7
- - - 5H, 2H - Special, Super
5HGGST Sol Badguy 5H.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-5
- - - - - Special, Super
2HGGST Sol Badguy 2H.pngGuard:
All
Startup:
11
Recovery:
31
Advantage:
-17
- - - - - Special, Super
6HGGST Sol Badguy 6H.pngGuard:
All
Startup:
9
Recovery:
43
Advantage:
-27
- - - - - -
5DGGST Sol Badguy 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
2DGGST Sol Badguy 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-4
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Sol Badguy jP.pngGuard:
High
Startup:
5
Recovery:
8
Advantage:
-
j.P - - - - Special
j.KGGST Sol Badguy jK.pngGuard:
High
Startup:
6
Recovery:
20
Advantage:
-
- - - - j.D Jump, Forward Air Dash, Special
j.SGGST Sol Badguy jS.pngGuard:
High
Startup:
10
Recovery:
23
Advantage:
+2 (IAD)
- - - j.H j.D Jump, Forward Air Dash, Special
j.HGGST Sol Badguy jH.pngGuard:
High
Startup:
11
Recovery:
0
Advantage:
-
- - - - j.D Jump, Forward Air Dash, Special
j.DGGST Sol Badguy jD.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:
-
- - - - - Jump, Forward Air Dash, Special
X = X is available on hit or block

Gun Flame Frame Advantage

Gun Flame

Gun Flame Frame Advantage
Flame Pillar Active Frames On-Block
First 1~10 -8~+1
Second 11~20 +2~+11
Third 21~30 +12~+21
Fourth 31~40 +22~+26
Note: Sol recovers on active frame 36.

Gun Flame (Feint)

Special Cancel into Gun Flame (Feint)
Level of Normal Blockstun On-Block
Lv.0 9 -16
Lv.1 11 -14
Lv.2 13 -12
Lv.3 16 -9
Lv.4 18 -7

Navigation

Sol Badguy
Ambox notice.png To edit frame data, edit values in GGST/Sol Badguy/Data.