GGACR/Order-Sol/Frame Data

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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.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
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
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). How much the Guard Bar 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
R Roman cancellable
F Force Roman cancellable
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Order-Sol
GGACR_Order-Sol_Icon.png
0.96 2 3F Heavyweight (x0.98) 16F (1~>8F invuln) 1 53F 49F Low Jump Height


Normals

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 10 3 8 80% Mid 1 CSJR 1.44 4 3 4 +3[-3] 9 10 10 11
5K 14 6 7 90% Mid 2 SJR 2.64 3 3 9 +0[-1] 11 12 12 12
c.S 32 10 7 Mid 3 SJR 2.64 5 3 14 -3[0] 13 14 14 13
f.S 28 10 7 Mid 3 SJR 2.64 10 2 15 -3[0] 13 14 14 13
5H 47 20 6 Mid 5 SJR 3.84 14 2 16 +1[+5]
6P 32 10 7 90% Mid 3 R 2.64 20 3 9 +2 1~17F, 28~31F Upper Body
18~27F Above Knees
13 Stagger 30 14 0
6K 30 10 7 Mid 3 SR 2.64 12 10 7 -3[0] 1~21F Throw 13 14 14 13
6H 70 20 6 Mid 5 R 3.84 17 1 24 -6
5D 20 8 20 High 3 R 2.64 24 3 18 -7 13 14 14 13
2P 8 3 8 80% Mid 1 cCR 1.44 4 4 5 +1[-3] 9 10 10 11
2K 12 3 8 70% Low 1 SR 1.44 5 4 6 0[-4] 9 10 10 11
2S 24 10 7 Mid 3 SR 2.64 6 3 12 -1[0] 13 14 14 13
2H 32 11 6 90% High 4 R 3.84 23 4 13 +0 11~22F Lower Body
17~26F Throw
16 17 16 14
2D 28 11 6 Forced 90% Low 4 SR 3.84 9 4 14 -1[+3] 6~21F Low Profile 16 17 16 14
j.P 11 3 8 High/Air 1 cCR 1.44 4 6 4 9 10 10 11
j.K 16 6 7 High/Air 2 SJR 2.64 5 8 10 11 12 12 12
j.S 26 10 7 Forced 90% High/Air 3 SJR 2.64 8 6 14 13 14 14 13
j.H 34 14 6 90% High/Air 4 SR 3.84 9 6 13 16 17 16 14
j.D 42 14 10 Forced 90% High/Air 4 SJR 3.84 13 4 7+landing 5 16 Launch 22 14


Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 60 6,7 Forced 40% 43 pixels 4.00
Air Throw Air Throw 60 6,7 Forced 50% 88 pixels 4.00
DAA Dead Angle Attack 25 10 7 50% Any 3 R 2.64 5 5 17 -8 1~9F All
10~19F Throw
13 Down 14 13


Specials

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236P Lv1 Blockhead Buster Lv 1 10,16 14,0 4×2 All 4,3 R 2.00/1.20 12 2,8 Total 42 -2 16, 13 17, 14 16, 20 0, 13
236P Lv2 Blockhead Buster Lv 2 10,12×2 14,0 4×3 All 4,5×2 R 2.00/1.20×2 12 2,6,6 Total 42 +14 16, 18×2 Launch 45 + WStick 30 0, 15×2
236P Lv3 Blockhead Buster Lv 3 10,12×3 14,0 4×4 All 4,5×3 R 2.00/- 12 2,12(8)12(8)12 Total 42 +37 16, 18×3 17, 19×3 16, 20×3 0, 7×3
214S Lv1 Gun Blaze Lv 1 40 0 6 85% All 4 F 3.00/1.20 23 14 Total 44 +9 1~4F Above Knees
5~16F Above Feet
17~19F Low Profile
16 Launch 40 14
214S Lv2 Gun Blaze Lv 2 30×2 0 6×2 85% All 4 F 3.00/1.20×2 23 14(2)14 Total 50 +12 1~4F Above Knees
5~24F Above Feet
25~27F Low Profile
16 Launch 60, 30 14
214S Lv3 Gun Blaze Lv 3 30×3 0 6×3 All 4 F 3.00/1.20×2 17 14(2),18,24 Total 53 +16 1~4F Above Knees
5~30F Above Feet
31~33F Low Profile
16 Launch 60×2, 50 14
623H Lv1 Storm Viper Lv 1 25×2 10×2 7×2 Mid 3 R 2.00/4.80×2 12 8,3 22+8 after landing -19 1~12F All 13 Launch 24 13
623H Lv2 Storm Viper Lv 2 30×3 10×3 7×3 Mid 3 R 2.00/4.80×3 10 8,3(3)3 22+8 after landing -26 1~12F All 13 Launch 24×2, 40 13
623H Lv3 Storm Viper Lv 3 25×4 10×4 7×4 100%*3, Forced 90% Mid 3 R 2.00/4.80×3,2.90 8 8,3(3)3(22)7 4+8 after landing -3 1~14F All 13 Launch 24×2, 40, 70 + GBounce 13
j.623H Lv1 Air Storm Viper Lv 1 25×2 10×2 7×2 All 3 R 2.00/4.80×2 8 8,3 8 after landing 1~8F All 13 Launch 24 13
j.623H Lv2 Air Storm Viper Lv 2 30×3 10×3 7×3 All 3 R 2.00/4.80×3 8 8,3(3)3 8 after landing 1~10F All 13 Launch 24×2, 45 13
j.623H Lv3 Air Storm Viper Lv 3 25×4 10×4 7×4 100%*3, Forced 90% All 3 R 2.00/4.80×3,2.90 8 8,3(3)3(24)7 8 after landing 1~14F All 13 Launch 50, 40×2, 70 + GBounce 13
236K Lv1 Bandit Revolver Prototype Lv 1 24 10 7 High/Air 3 RF -/4.80 22 3 6+6 after landing -1 1~7F Feet 13 14 14 13
236K Lv2 Bandit Revolver Prototype Lv 2 26,28 10,11 7,9 80% High/Air,HF 3,4 RF -/4.80×2 20 3(9)3 9+4 after landing +1 1~6F Feet 13, 16 14, Launch 14, 35 + Slide 19 13
236K Lv3 Bandit Revolver Prototype Lv 3 30,42 10,15 7,9 Forced 85%, - High/Air,HF 3,5 RF -/4.80×2 18 3(8)4 8+2 after landing +5 1~5F Feet 13, 18 14, Launch 14, 60 + WBounce 13
j.236K Lv1 Air Bandit Revolver Prototype Lv 1 24 14 6 High/Air 4 R -/4.80 19 3 8 after landing 16 17 16 14
j.236K Lv2 Air Bandit Revolver Prototype Lv 2 26,28 14,11 6,9 High/Air,HF 4 R -/4.80×2 19 3(9)3 8 after landing 16 17, Launch 16, 18 14
j.236K Lv3 Air Bandit Revolver Prototype Lv 3 30,42 14,15 6,9 Forced 85%, - High/Air,HF 4,5 R -/4.80×2 19 3(8)4 8 after landing 16, 18 17, Launch 16, 60 + WBounce
236S Lv1 Rock It Lv 1 30 10 7 Mid 3 R 1.50/2.40 16 16 10 +3 13 14 14 13
236S Lv2 Rock It Lv 2 30×2 10,20 7,6 Mid 3,5 R 1.50/3.60,2.40 12 17(10)3 12 +4 13, 18 14, Down 14, 18 13, 15
236S Lv3 Rock It Lv 3 30,25,20 10,20×2 7,6×2 Mid 3,5,5 Rx2, JR 1.50/4.80,3.60×2 8 15(10)3(15)4 19 -4[+4] 13, 18×2 14, Launch×2 14, 40 + GBounce, 45 13, 15
214[D] Charge 13~
214[D] > H Charge Burst 10 0 7 All 2 -/1.20 19 4 35 -10 1~28F All 16 Launch 43 12
Special > D Action Charge F Total 30
Special > j.D Air Action Charge F Until Landing + 8
  • ※1: In CH state until landing.
  • ※2: in crouching state on landing until end of recovery
  • ※3: The length of the levels (time wise) while draining is as follows: Lvl 3 is 28F long, lvl 2 is 66F long, and lvl 1 is 90F long (Charge gauge does not drain during hitstop). If Order Sol uses a move that requires charge gauge while the charge gauge is draining, the charge gauge stops draining until the move would normally start draining charge meter. If you want an example: A completely full gauge turns into a lvl 2 gauge in 28F, while a just barely lvl (201%) gauge would become a lvl 2 immediately once the charge gauge starts draining.

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
41236D Fafnir 70 15 6 Low 5 R 10 2 23 -6 1~11F Lower Body 18 Launch 40 15


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146H Lv1 Tyrant Rave ver. Omega Lv 1 80 20 6 Mid 5 R 5+10 13 18 -12 1~15F All
16~30F Throw
18 Launch Down 15
632146H Lv2 Tyrant Rave ver. Omega Lv 2 50,60 20×2 6×2 100%, Forced 75% Mid 5 R 4+9 13(13+3)16 16 -13 1~19F All
20~33F Throw
18 Launch Down, Down + WBounce 15
632146H Lv3 Tyrant Rave ver. Omega Lv 3 50,60,128 20×3 6×3 Mid 5 R 3+8 13(13+3)16(5+5)22 26 -25 1~23F All
24~31F Throw
18 Launch Down 15
632146P Lv1 Savage Fang Lv 1 60 10 7 All 3 3+2 6 27 -13 1~3F Strike 13 Launch 40 6
632146P Lv2 Savage Fang Lv 2 40×3 10×3 7×3 All 3 - 3+0 6(4)6(4)6 7 +7 1~3F Strike 13 Launch 40 6
632146P Lv3 Savage Fang Lv 3 60×5 20×5 6×5 Forced 80% All 5 3+1 3×3 28 +6 1~3F Strike 18 Launch 45


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146S Dragon Install Morbid World 30,20×8,230 20 6,4×8,7 All 5,3×6,5×2,3 R 7+1 3 68 -50 18 15


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGAC OSol 5P.png
Guard:
Mid
Startup:
4
Recovery:
4
Advantage:
+3[-3]
5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P
GGAC OSol 2P.png
Guard:
Mid
Startup:
4
Recovery:
5
Advantage:
+1[-3]
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P
GGAC OSol 6P.png
Guard:
Mid
Startup:
20
Recovery:
9
Advantage:
+2
- - - - - -
5K
GGAC OSol 5K.png
Guard:
Mid
Startup:
3
Recovery:
9
Advantage:
+0[-1]
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K
GGAC OSol 2K.png
Guard:
Low
Startup:
5
Recovery:
6
Advantage:
0[-4]
6P - c.S, f.S, 2S 2H 5D, 2D Sp
6K
GGAC OSol 6K.png
Guard:
Mid
Startup:
12
Recovery:
7
Advantage:
-3[0]
- - - 6H 2D Sp
c.S
GGAC OSol cS.png
Guard:
Mid
Startup:
5
Recovery:
14
Advantage:
-3[0]
6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S
GGAC OSol fS.png
Guard:
Mid
Startup:
10
Recovery:
15
Advantage:
-3[0]
- - - 5H, 2H, 6H 5D Jump, Sp
2S
GGAC OSol 2S.png
Guard:
Mid
Startup:
6
Recovery:
12
Advantage:
-1[0]
- - - 5H, 2H, 6H 5D, 2D Jump, Sp
5H
GGAC OSol 5H.png
Guard:
Mid
Startup:
14
Recovery:
16
Advantage:
+1[+5]
- - - - - Jump, Sp
2H
GGAC OSol 2H.png
Guard:
High
Startup:
23
Recovery:
13
Advantage:
+0
- - - - - -
6H
GGAC OSol 6H.png
Guard:
Mid
Startup:
17
Recovery:
24
Advantage:
-6
- - - - - -
5D
GGAC OSol 5D.png
Guard:
High
Startup:
24
Recovery:
18
Advantage:
-7
- - - - - homing jump
2D
GGAC OSol 2D.png
Guard:
Low
Startup:
9
Recovery:
14
Advantage:
-1[+3]
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGAC OSol jP.png
Guard:
High/Air
Startup:
4
Recovery:
4
Advantage:
-
j.P j.K j.S j.H - Sp
j.K
GGAC OSol jK.png
Guard:
High/Air
Startup:
5
Recovery:
10
Advantage:
-
j.P - j.S j.H j.D Jump, Sp
j.S
GGAC OSol jS.png
Guard:
High/Air
Startup:
8
Recovery:
14
Advantage:
-
j.P j.K - j.H j.D Jump, Sp
j.H
GGAC OSol jH.png
Guard:
High/Air
Startup:
9
Recovery:
13
Advantage:
-
- - - - j.D Sp
j.D
GGAC OSol jD.png
Guard:
High/Air
Startup:
13
Recovery:
7+landing 5
Advantage:
-
- - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Order-Sol/Data.