GGACR/Order-Sol/Frame Data: Difference between revisions

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Revision as of 18:55, 27 June 2021

System Data


Normals

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC OSol 5P.png


  • Initial prorate 80%
5KGGAC OSol 5K.png


  • Initial Prorate 90%
c.SGGAC OSol cS.png


f.SGGAC OSol fS.png


5HGGAC OSol 5H.png


  • Untechable for 20F
6PGGAC OSol 6P.png


  • Staggers opponent on ground hit (30F) ???
  • Initial prorate 90%
  • Hitstop 0F
  • Active frames nullifies projectiles
6KGGAC OSol 6K.png


  • Staggers opponent on ground CH (Max 41F)
6HGGAC OSol 6H.png


  • Staggers opponent on ground hit (Max 45F)
  • Slams down opponent and fully untechable on air hit
  • Order Sol is in CH state during move
5DGGAC OSol 5D.png


  • Order Sol is in CH state from 1~33F
2PGGAC OSol 2P.png


  • Initial prorate 80%
2KGGAC OSol 2K.png


  • Initial prorate 70%
2SGGAC OSol 2S.png


2HGGAC OSol 2H.png


  • Ground bounces opponent and fully untechable on CH
  • Initial prorate 90%
2DGGAC OSol 2D.png


  • Forced prorate 90%
j.PGGAC OSol jP.png


j.KGGAC OSol jK.png


j.SGGAC OSol jS.png


  • Forced prorate 90%
j.HGGAC OSol jH.png


  • Slides opponent on CH (untechable for 68F, slides for 25F)
  • Initial prorate 90%
j.DGGAC OSol jD.png


  • Floats opponent on hit (untechable for 22F)
  • Wall bounces opponent on CH (untechable for 52F)
  • Forced prorate 90%

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ground ThrowGGAC OSol throw.png


  • Wall sticks opponent on hit (untechable for 40F, sticks for 30F)
  • Forced prorate 40%
  • When the wall stick occurs, Order-Sol can move 18F before the opponent
Air ThrowFile:GGAC OSol airThrow.png


  • Floats opponent on hit (untechable for 60F)
  • Floats opponent high and fully untechable on CH
  • Forced prorate 50%
DAAGGAC OSol cS.png


  • Initial prorate 50%
  • Knocks down opponent on ground hit

Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Blockhead Buster Lv 1GGAC OSol 236P.png
236P


  • 2nd hit staggers opponent on hit (max 35F) ONLY IF 1st hit connects
  • 2nd hit is untechable for 20F
  • 1st hit has hitstop 0F
  • 2nd hit is considered a projectile and can pass through other projectiles
  • Can cancel into Action Charge from 26F onwards
Blockhead Buster Lv 2GGAC OSol 236P2.png
236P


  • Wall sticks opponent on hit (untechable for 45F, sticks for 30F)
  • 2nd and 3rd hits are considered projectiles and can pass through other projectiles ???
  • 2nd and 3rd hits are guranteed to appear after 14F
  • 1st hit has hitstop 0F
  • Can cancel into Action Charge from 26F onwards
  • Charge Gauge starts draining on 2F
  • See notes *3
Blockhead Buster Lv 3GGAC OSol 236P3.png
236P


  • 1st hit has hitstop 0F
  • 2nd-4th hits stagger opponent on hit (max 45F) ONLY IF 1st hit connects
  • 2nd-4th hits are considered projectiles and can pass through other projectiles , hitstop 7F
  • 2nd-4th hits are guranteed to appear after 14F
  • 2nd hit is untechable for 20F
  • Can cancel into Action Charge from 26F onwards
  • Charge Gauge starts draining on 2F
  • See notes *3
Gun Blaze Lv 1GGAC OSol 214S.png
214S


  • Can pass through opponent 1~30F
  • Floats opponent on hit (untechable for 40F)
  • Order Sol is in CH state during move
  • FRC timing 27~28F
  • Flames can pass through other projectiles
  • Can cancel into Action Charge from 33F onwards
  • Initial prorate 85%
Gun Blaze Lv 2GGAC OSol 214S2.png
214S


  • Can pass through opponent 1~38F
  • Flames guranteed to appear after 13F
  • Floats opponent on hit (1st hit untechable for 60F, 2nd hit 30F)
  • Order Sol is in CH state during move
  • FRC timing 35~36F
  • Flames can pass through other projectiles
  • Can cancel into Action Charge from 41F onwards
  • Charge Gauge starts draining on 12F
  • Initial prorate 85%
  • See notes *3
Gun Blaze Lv 3GGAC OSol 214S3.png
214S


  • Can pass through opponent 1~44F
  • Flames guranteed to appear after 13F
  • Floats opponent on hit (1st and 2nd hit untechable for 60F, 3rd hit 50F)
  • Order Sol is in CH state during move
  • FRC timing 41~42F
  • Flames can pass through other projectiles
  • 3rd flame appears 17F after 2nd flame
  • Can cancel into Action Charge from 47F onwards
  • Charge Gauge starts draining on 12F
  • See notes *3
Storm Viper Lv 1File:GGAC OSol 623H1.png
623H


  • Order Sol is airborne from 12F onwards
  • Floats opponent on hit (untechable for 24F)
  • Can cancel into Air Action Charge from 37F until 1F before landing
  • see notes *2
Storm Viper Lv 2GGAC OSol 623H2.png
623H


  • Order Sol is airborne from 10F onwards
  • Floats opponent on hit (1st and 2nd hit untechable for 24F, 3rd hit for 40F)
  • Can cancel into Air Action Charge from 44F until 1F before landing
  • Charge Gauge starts draining on 17F
  • see notes *1, *2, *3
Storm Viper Lv 3GGAC OSol 623H3.png
623H


  • Order Sol is airborne from 8F onwards
  • 1st-3rd hits float opponent on hit (1st hit and 2nd hits untechable for 24F, 3rd hit for 40F)
  • 4th hit ground bounces opponent on hit (untechable for 70F)
  • 4th hit has forced prorate 90%
  • Can cancel into Action Charge from 3F after landing onwards
  • Charge Gauge starts draining on 27F
  • 4th hit ignores OTG
  • see notes *1, *2, *3
Air Storm Viper Lv 1GGAC OSol 623H.png
j.623H


  • Floats opponent on hit (untechable for 24F)
  • Can cancel into Air Action Charge from 33F until 1F before landing
  • see notes *1, *2
Air Storm Viper Lv 2GGAC OSol 623H2.png
j.623H


  • Floats opponent on hit (1st and 2nd hit untechable for 24F, 3rd hit for 45F)
  • Can cancel into Air Action Charge from 42F until 1F before landing
  • Charge Gauge starts draining on 17F
  • see notes *1, *2, *3
Air Storm Viper Lv 3GGAC OSol 623H3.png
j.623H


  • 1st-3rd hits float opponent on hit (1st hit untechable for 50F, 2nd and 3rd hit for 40F)
  • 4th hit ground bounces opponent on hit (untechable for 70F)
  • 4th hit has forced prorate 90%
  • Can cancel into Air Action Charge from 64F until 1F before landing
  • Can cancel into Action Charge from 3F after landing onwards
  • Charge Gauge starts draining on 27F
  • 4th hit ignores OTG
  • see notes *1, *2, *3
Bandit Revolver Prototype Lv 1GGAC OSol 236K.png
236K


  • Order Sol is airborne from 8F onwards
  • FRC timing 16~17F
  • Can cancel into Action Charge from 3F after landing onwards
  • see notes *1,*2
Bandit Revolver Prototype Lv 2GGAC OSol 236K2.png
236K


  • Order Sol is airborne from 7F onwards
  • FRC timing 14~15F
  • 2nd hit slides opponent on hit (untechable for 35F, slides for 19F)
  • Can cancel into Action Charge from 3F after landing onwards
  • Charge Gauge starts draining on 12F
  • Initial prorate 80%
  • see notes *1,*2
Bandit Revolver Prototype Lv 3GGAC OSol 236K3.png
236K


  • Order Sol is airborne from 6F onwards
  • 2nd hit wallbounces opponent on hit (untechable for 60F)
  • 1st hit has initial prorate 85%
  • FRC timing 12~13F
  • Can cancel into Action Charge after the move ends
  • Charge Gauge starts draining on 16F
  • see notes *1, *2, *3
Air Bandit Revolver Prototype Lv 1GGAC OSol 236K.png
j.236K


  • Can cancel into Air Action Charge from 29F until 1F before landing
  • see notes *1, *2
Air Bandit Revolver Prototype Lv 2GGAC OSol 236K2.png
j.236K


  • 2nd hit slams down opponent on hit (untechable for 18F) ???
  • Can cancel into Air Action Charge from 40F until 1F before landing
  • Charge Gauge starts draining on 22F
  • Untechable for 37F
  • see notes *1, *2, *3
Air Bandit Revolver Prototype Lv 3GGAC OSol 236K3.png
j.236K


  • 2nd hit wall bounces opponent on hit (untechable for 60F)
  • Can cancel into Air Action Charge from 40F until 1F before landing
  • Charge gauge starts draining on 27F
  • 1st hit has forced prorate 85%
  • see notes *1,*2,*3
Rock It Lv 1GGAC OSol 236S.png
236S


  • Slides opponent on CH (untechable for 40F, slides for 20F)
  • Recovery frames start right after the move hits or is blocked
  • Can cancel into Action Charge from 3rd frame of recovery onwards
Rock It Lv 2GGAC OSol 236S2.png
236S


  • 1st hit's active frames are cut short on hit or block (proceeds to 2nd hit)
  • 1st hit ignores OTG
  • 2nd knocks down opponent (untechable for 40F)
  • Charge Gauge starts draining on 22F
  • Can cancel into Action Charge from 9th frame of recovery onwards
  • see notes *3
Rock It Lv 3GGAC OSol 236S3.png
236S


  • 1st hit's active frames are cut short on hit or block (proceeds to 2nd hit)
  • 2nd hit ground bounces opponent on hit (untechable for 25F)
  • 3rd hit floats opponent on hit (untechable for 45F)
  • 3rd hit is jump cancelable
  • Can cancel into Action Charge from 11th frame of recovery onwards
  • Charge Gauge starts draining on 20F
  • 2nd and 3rd hit ignores OTG
  • 2nd hit is untechable for 40F ???
ChargeGGAC OSol 214D.png
214[D]


  • Can be canceled into Charge Burst from 2F onwards
  • Charge rate increases the longer button is held
  • From empty charge to completely fill each level: Lv 1 = 62F, Lv 2 = 93F, Full = 116F
  • 2F after letting go of button, Order Sol performs a recovery animation (total 8F)
  • Fastest possible charge is 13F long
Charge BurstGGAC OSol 214DH.png
Charge > H


  • Blows away opponent on hit (untechable for 43F)
  • Order Sol is in CH state during move
  • Order Sol is crouching from 44F onwards
  • Blockstun 16F
  • Attack Level 6
Action ChargeGGAC OSol actcharge.png
D during Special Move Recovery


  • Order Sol is in CH state during move
  • FRC timing 7~12F
  • Charge Gauge is increased by 0.8 of a level on 5F
Air Action ChargeGGAC OSol actchargeair.png
j.D during Special Move Recovery


  • FRC timing 13~18F
  • Charge Gauge is increased by 0.8 of a level on 11F
  • see notes *1, *2
  • *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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
FafnirGGAC OSol 236D.png
41236D


  • Floats opponent on hit (untechable for 40F)
  • Ground bounces opponent and fully untechable on CH
  • Fafnir must be done from neutral; cannot be canceled into

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Tyrant Rave ver. Omega Lv 1GGAC OSol 632146H.png
632146H


  • Blows back opponent and fully untechable on hit
  • Dizzy modifier x0.25
  • Chip damage x1.5
Tyrant Rave ver. Omega Lv 2GGAC OSol 632146H2.png
632146H


  • 1st hit floats opponent on hit
  • 2nd hit wall bounces opponent and fully untechable on hit
  • 2nd hit has forced prorate 75%
  • Dizzy modifier x0.25
  • Chip damage x1.5
  • Charge Gauge starts draining on 17F
  • See notes *3
Tyrant Rave ver. Omega Lv 3GGAC OSol 632146H3.png
632146H


  • 1st and 2nd hits float opponent on hit
  • 3rd hit blows back opponent and fully untechable on hit
  • 3rd hit destroys projectiles
  • Dizzy modifier x0.25
  • Chip damage x1.5
  • Charge Gauge starts draining on 36F
  • see notes *3
Savage Fang Lv 1GGAC OSol 632146P.png
632146P


  • Floats and blows away opponent on hit (untechable for 40F)
  • Hitstop 6F
  • Chip damage x2
  • Flame can pass through projectiles
Savage Fang Lv 2GGAC OSol 632146P2.png
632146P


  • Floats and blows away opponent on hit (untechable for 40F)
  • Opponent cannot move from superflash until 4F after 1st hit
  • 1st hit has hitstop 6F
  • Chip damage x2
  • Flame can pass through projectiles
  • Charge Gauge starts draining 12F after superflash
  • see notes *3
Savage Fang Lv 3GGAC OSol 632146P3.png
632146P


  • Floats and blows opponent away on hit (untechable for 45F)
  • Forced prorate 80%
  • Chip damage x2
  • Flame can pass through projectiles
  • Charge Gauge starts draining 44F after superflash
  • Ignores OTG
  • see notes *3

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Dragon Install SakkaiGGAC OSol 632146S2.png
632146S, then P,K,S,H,D,K,S, 632146H


  • 1st hit staggers opponent on hit (Max 125F)
  • 10th hit blows back opponent and is fully untechable
  • 10th hit has chip damage x1.5
  • Untechable for 100F
  • 2nd hit onwards ignores OTG
  • Order Sol is in CH state during move
  • Charge Gauge starts draining on 1F
  • see notes *3
  • If you mess up the command sequence, Order Sol goes into a short dizzy animation (recovery 56F)

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - - - - -
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
6K - - - 6H 2D Sp
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - - 5H, 2H, 6H 5D Jump, Sp
2S - - - 5H, 2H, 6H 5D, 2D Jump, Sp
5H - - - - - Jump, Sp
2H - - - - - -
6H - - - - - -
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H - Sp
j.K j.P - j.S j.H j.D Jump, Sp
j.S j.P j.K - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - 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

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