GGACR/Order-Sol/Frame Data

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< GGACR‎ | Order-Sol
Revision as of 00:56, 17 January 2022 by Shtkn (talk | contribs)

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. 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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. 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.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
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.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Error: No field named "backdash" found for any of the specified database tables.


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 9 10 10 11
5K 14 6 7 90% Mid 2 SJR 2.64 3 3 9 0 11 12 12 12
c.S 32 10 7 Mid 3 SJR 2.64 5 3 14 -3 13 14 14 13
f.S 28 10 7 Mid 3 SJR 2.64 10 2 15 -3 13 14 14 13
5H 47 20 6 Mid 5 SJR 3.84 13 2 16 +1 18 19 20 15
5D 20 8 20 High 3 R 2.64 24 3 18 -7 13 Launch 48 14 13
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 1~21F Throw 13 14 14 13
6H 70 20 6 Mid 5 R 3.84 17 1 24 -6 18 Stagger 45 50 15
2P 8 3 8 80% Mid 1 CSR 1.44 4 4 5 +1 9 10 10 11
2K 12 3 8 70% Low 1 SR 1.44 5 4 6 0 9 10 10 11
2S 24 10 7 Mid 3 SR 2.64 6 3 12 -1 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 6~21F Low Profile 16 17 16 14
j.P 11 3 8 High/Air 1 CSR 1.44 4 6 4 9 10 10 11
j.K 16 5 7 High/Air 2 SJR 2.64 5 8 10 11 12 12 12
j.S 26 8 7 Forced 90% High/Air 3 SJR 2.64 8 6 14 13 14 14 13
j.H 34 11 6 90% High/Air 4 SR 3.84 9 6 13 16 17 16 14
j.D 42 11 10 Forced 90% High/Air 4 SJR 3.84 13 4 7+5 after landing 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 Forced 40% 43 pixels 4.00 40 + WStick 30
Air Throw Air Throw 60 6,7 Forced 50% 88 pixels 4.00 60
DAA Dead Angle Attack 25 10 7 50% All 3 R 0.52 5 5 17 -8 1~9F All
10~23F 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 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 0 4×3 All 4, 5×2 R 2.00/0, 1.20×2 12 2,6,6 Total 42 +11 16, 18×2 17, 19, Launch 16, 18, 45 + WStick 30 0, 15×2
236P Lv3 Blockhead Buster Lv 3 10, 12×3 0 4, 2×3 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, 40 14
214S Lv3 Gun Blaze Lv 3 30×3 0 4×3 All 4 F 3.00/1.20×3 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, 60 + GBounce 10 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 Until landing+8 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 Until landing+8 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 Until landing+8 1~14F All 13 Launch 50, 40×2, 60 + GBounce 10 13
236K Lv1 Bandit Revolver Prototype Lv 1 24 8 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 8, 11 7, 9 80% High/Air, High 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 8, 15 7, 9 85% High/Air, High 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 11 6 High/Air 4 R -/4.80 19 3 Until landing+8 16 17 16 14
j.236K Lv2 Air Bandit Revolver Prototype Lv 2 26, 28 11×2 6, 9 High/Air, High 4 R -/4.80×2 19 3(9)3 Until landing+8 16 17, Down 16, 37 14
j.236K Lv3 Air Bandit Revolver Prototype Lv 3 30, 42 11, 15 6, 9 85% High/Air, High 4, 5 R -/4.80×2 19 3(8)4 Until landing+8 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, 40 13, 15
236S Lv3 Rock It Lv 3 30, 25, 20 10, 20×2 7, 6×2 Mid 3, 5×2 R×2, JR 1.50/4.80, 3.60×2 8 15(10)3(15)4 19 -4 13, 18×2 14, Launch×2 14, 40 + GBounce 10, 45 13, 15×2
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 60 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 60, 60 + 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 -29 1~23F All
24~31F Throw
18 Launch 60×2, 95 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 3×3,1×2 26 +7 1~3F Strike 18 Launch 45 15

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 Stagger 125 100 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC OSol 5P.pngGuardMidStartup4Recovery4Advantage+3 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2PGGAC OSol 2P.pngGuardMidStartup4Recovery5Advantage+1 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6PGGAC OSol 6P.pngGuardMidStartup20Recovery9Advantage+2 - - - - - -
5KGGAC OSol 5K.pngGuardMidStartup3Recovery9Advantage0 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2KGGAC OSol 2K.pngGuardLowStartup5Recovery6Advantage0 6P - c.S, f.S, 2S 2H 5D, 2D Sp
6KGGAC OSol 6K.pngGuardMidStartup12Recovery7Advantage-3 - - - 6H 2D Sp
c.SGGAC OSol cS.pngGuardMidStartup5Recovery14Advantage-3 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.SGGAC OSol fS.pngGuardMidStartup10Recovery15Advantage-3 - - - 5H, 2H, 6H 5D Jump, Sp
2SGGAC OSol 2S.pngGuardMidStartup6Recovery12Advantage-1 - - - 5H, 2H, 6H 5D, 2D Jump, Sp
5HGGAC OSol 5H.pngGuardMidStartup13Recovery16Advantage+1 - - - - - Jump, Sp
2HGGAC OSol 2H.pngGuardHighStartup23Recovery13Advantage0 - - - - - -
6HGGAC OSol 6H.pngGuardMidStartup17Recovery24Advantage-6 - - - - - -
5DGGAC OSol 5D.pngGuardHighStartup24Recovery18Advantage-7 - - - - - homing jump
2DGGAC OSol 2D.pngGuardLowStartup9Recovery14Advantage-1 - - - - - Sp
Air Gatlings
P K S H D Cancel
j.PGGAC OSol jP.pngGuardHigh/AirStartup4Recovery4Advantage- j.P j.K j.S j.H - Sp
j.KGGAC OSol jK.pngGuardHigh/AirStartup5Recovery10Advantage- j.P - j.S j.H j.D Jump, Sp
j.SGGAC OSol jS.pngGuardHigh/AirStartup8Recovery14Advantage- j.P j.K - j.H j.D Jump, Sp
j.HGGAC OSol jH.pngGuardHigh/AirStartup9Recovery13Advantage- - - - - j.D Sp
j.DGGAC OSol jD.pngGuardHigh/AirStartup13Recovery7+5 after landingAdvantage- - - - - - 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.
Systems Pages