GGACR/Sol Badguy/Frame Data
< GGACR | Sol Badguy
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Glossary
Defense | The amount of damage that characters take is multiplied by this number. |
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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. |
Guard | How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated. | ||||||||||
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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. | ||||||||||
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.
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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. 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 | defense | guts | prejump | weight | backdash | forwarddash | guardBalance | wakeupFaceUp | wakeupFaceDown | umo |
---|---|---|---|---|---|---|---|---|---|---|
Sol Badguy | 1.0 | 1 | 3F | Middleweight (x1.0) | 16F (1~>8F invuln) | 1 | 53F | 49F |
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 | 4 | 6 | 0 | 9 | 10 | 10 | 11 | ||
5P DI | 12 | 3 | 8 | Mid | 1 | CSR | 1.44 | 3 | 2 | 4 | +4 | 9 | 10 | 10 | 11 | |||
5K | 14×2 | 6×2 | 7 | Mid | 2 | SJR | 2.64 | 3 | 2,6 | 13 | -7 | 11 | 12 | 12 | 12 | |||
5K DI | 14×2 | 6×2 | 8×2 | Mid | 1 | SR | 1.44 | 2 | 1,4 | 7 | -1 | 9 | 10 | 10 | 11 | |||
c.S | 30 | 10 | 7 | Mid | 3 | SJR | 2.64 | 5 | 2 | 12 | 0 | 13 | 14 | 14 | 13 | |||
c.S DI | 28 | 10 | 7 | Mid | 3 | SJR | 2.64 | 3 | 1 | 10 | +3 | 13 | 14 | 14 | 13 | |||
f.S | 30 | 10 | 7 | Mid | 3 | SR | 2.64 | 7 | 1 | 24 | -11 | 13 | 14 | 14 | 13 | |||
f.S DI | 28 | 10 | 7 | Mid | 3 | SR | 2.64 | 5 | 1 | 14 | 0 | 13 | 14 | 14 | 13 | |||
5H | 40 | 20 | 6 | Mid | 5 | SJR | 3.84 | 11 | 2 | 26 | -9 | 18 | 19 | 18 | 15 | |||
5H DI | 44 | 20 | 6 | Mid | 5 | SJR | 3.84 | 6 | 1 | 13 | +5 | 18 | 19 | 18 | 15 | |||
6P | 32 | 10 | 7 | 90% | Mid | 3 | SR | 2.64 | 11 | 3 | 20 | -9 | 1~8F, 14~21F Upper Body 9~13F Above Knees | 13 | Launch | 30 + WBounce | 13 | |
6P DI | 32 | 10 | 7 | Mid | 3 | SR | 2.64 | 6 | 2 | 10 | +2 | 1~4F, 8~11F Upper Body 5~7F Above Knees | 13 | Launch | 30 + WBounce | 13 | ||
6H | 32×2 | 10×2 | 6×2 | Mid | 4 | SR | 5.76×2 | 13 | 5,1 | 30 | -14 | 16 | 17 | 16 | 14 | |||
6H DI | 40×2 | 20×2 | 6×2 | Mid | 5 | SR | 3.84×2 | 8 | 5,1 | 16 | +2 | 18 | 19 | 18 | 15 | |||
5D | 17 | 8 | 20 | High | 3 | R | 2.64 | 24 | 3 | 24 | -13 | 13 | Launch | 14 | 13 | |||
5D DI | 20 | 8 | 20 | High | 3 | R | 2.64 | 18 | 2 | 12 | 0 | 13 | Launch | 14 | 13 | |||
2P | 8 | 3 | 8 | 80% | Mid | 1 | CSR | 1.44 | 5 | 4 | 4 | +2 | 9 | 10 | 10 | 11 | ||
2P DI | 8 | 3 | 8 | Mid | 1 | CSR | 1.44 | 3 | 2 | 4 | +4 | 9 | 10 | 10 | 11 | |||
2K | 12 | 3 | 8 | 70% | Low | 1 | SR | 1.44 | 6 | 3 | 8 | -1 | 9 | 10 | 10 | 11 | ||
2K DI | 14 | 3 | 8 | Low | 1 | SR | 1.44 | 4 | 2 | 6 | +2 | 9 | 10 | 10 | 11 | |||
2S | 25 | 10 | 7 | Mid | 3 | SR | 2.64 | 10 | 3 | 8 | +3 | 13 | 14 | 14 | 13 | |||
2S DI | 24 | 10 | 7 | Mid | 3 | SR | 2.64 | 7 | 2 | 5 | +7 | 13 | 14 | 14 | 13 | |||
2H | 36 | 20 | 6 | 90% | Mid | 5 | SJR | 3.84 | 8 | 6 | 26 | -13 | 18 | 19 | 18 | 15 | ||
2H DI | 40 | 20 | 6 | Mid | 5 | SJR | 3.84 | 5 | 3 | 13 | +3 | 18 | 19 | 18 | 15 | |||
2D | 28 | 11 | 6 | 90% | Low | 4 | SR | 3.84 | 7 | 3 | 20 | -6 | 4~23F Low Profile | 16 | Down | 16 | 14 | |
2D DI | 30 | 15 | 6 | Low | 5 | SR | 3.84 | 5 | 2 | 13 | +4 | 3~15F Low Profile | 18 | Down | 18 | 15 | ||
j.P | 13 | 3 | 8 | High/Air | 1 | CSR | 1.44 | 5 | 7 | 4 | 9 | 10 | 10 | 11 | ||||
j.P DI | 12 | 3 | 8 | High/Air | 1 | CSR | 1.44 | 3 | 4 | 3 | 9 | 10 | 10 | 11 | ||||
j.K | 22 | 5 | 7 | High/Air | 2 | SR | 2.64 | 6 | 6 | 17 | 11 | 12 | 12 | 12 | ||||
j.K DI | 22 | 8 | 7 | High/Air | 3 | CSJR | 2.64 | 6 | 3 | 12 | 13 | 14 | 14 | 13 | ||||
j.S | 28 | 8 | 7 | High/Air | 3 | SJR | 2.64 | 9 | 3 | 23 | 13 | 14 | 14 | 13 | ||||
j.S DI | 25 | 8 | 7 | High/Air | 3 | CSJR | 2.64 | 6 | 2 | 12 | 13 | 14 | 14 | 13 | ||||
j.H | 24×2 | 8×2 | 7×2 | High/Air | 3 | SR | 2.64×2 | 9 | 6,8 | 0 | 13 | 14 | 17 | 13 | ||||
j.H DI | 20×2 | 8×2 | 7×2 | High/Air | 3 | SJR | 2.64×2 | 8 | 4,4 | 0 | 13 | 14 | 14 | 13 | ||||
j.D | 40 | 11 | 6 | 90% | High/Air | 4 | SJR | 3.84 | 9 | 7 | 10+5 after landing | 16 | 17 | 27 | 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 50% | 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% | All | 3 | R | 0.52 | 11 | 3 | 25 | -14 | 1~13F All 14~33F Throw and Upper Body | 13 | Launch 28 + WBounce | 14 + WBounce | 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 | Gun Flame | 50→42→30→30 | 0 | 7 | All | 3→3→2→2 | F | 2.00/2.40 | 21 | 9×2,6×2 | Total 50 | -3 | 13→13→11→11 | Launch | 28 | 13→13→12→12 | |||
236P DI | Gun Flame (DI) | 60 | 10 | 7 | All | 3 | F | 0.50/1.20 | 20 | 6 | 7 | +7 | 13 | Launch | 40 | 13 | |||
214P | Gun Flame Feint | 8 | 3 | 8 | Mid | 1 | R | 3.50/- | 13 | 2 | 31 | -9 | 9 | 10 | 10 | 11 | |||
623S | S Volcanic Viper | 20,36 | 10×2 | 7×2 | Mid | 3 | R | 2.00/4.80×2 | 7 | 3(3)11 | 21+10 after landing | -28 | 1~9F All 10~13F Strike | 13 | Launch | 28, 26 | 13 | ||
623S DI | S Volcanic Viper (DI) | 20×3 | 10×3 | 7×3 | Mid | 3 | R | 2.00/4.80,2.40×2 | 7 | 3(1)4,2 | 21+10 after landing | -19 | 1~9F All 10~10F Strike | 13 | Launch | 28, 30×2 | 13 | ||
623H | H Volcanic Viper | 20,36 | 10×2 | 7×2 | Mid | 3 | R | 3.00/4.80×2 | 5 | 2(3)18 | 29+8 after landing | -43 | 1~6F All 7~11F Strike | 13 | Launch | 28, 36 | 13 | ||
623H DI | H Volcanic Viper (DI) | 60,18×9 | 20,10×9 | 1,6×9 | Mid | 5,3×9 | R | 0.50/2.40,0.24×9 | 7 | 3,54 | 36+10 after landing | -78 | 1~9F Strike | 13 | Launch | Down, 60×9 | 13, 0×9 | ||
j.623S | Air S Volcanic Viper | 36,24 | 10×2 | 7×2 | All | 3 | R | 2.00/3.60×2 | 5 | 2(3)9 | 10 after landing | 1~9F Strike | 13 | Launch | 36, 27 | 13 | |||
j.623H | Air H Volcanic Viper | 46,26 | 10×2 | 7×2 | All | 3 | R | 2.50/4.80×2 | 5 | 2(3)18 | 10 after landing | 1~9F Strike | 13 | Launch | 38, 36 | 13 | |||
j.623S/H DI | Air Volcanic Viper (DI) | 20×3 | 10,7×2 | 7,6×2 | Mid, Allx2 | 3,4×2 | R | 2.50/4.80,3.60×2 | 7 | 3(2)2,6 | landing 10 | 1~9F All 10~11F Strike | 13, 16×2 | Launch | 28, 45×2 | 13 | |||
623H > 214K | Knockdown | 16 | 10 | 7 | High | 3 | R | 0.50/2.40 | 12 | 4 | 10 after landing | 13 | Launch | 30 | 13 | ||||
214S | Grand Viper | 8×7,32 | 8×7,20 | 1×6,7,6 | 80% | Lowx7, Mid | 3×7,5 | R | 3.00/1.20×6,7.20×2 | 17 | 4×4,2×2,5(20)3 | 37 | -21 | 1~4F Above Knees 5~16F Above Feet | 13×7, 18 | 24×6, Launch×2 | 26×6, 28, 42 | 6×7, 15 | |
236K | Bandit Revolver | 24,36 | 10×2 | 7,9 | Mid | 3 | R | 1.50/4.80×2 | 9 | 5(11)9 | 2+7 after landing | -3 | 1~3F Strike | 13 | Launch, 14 | 26, Down | 13 | ||
236K DI | Bandit Revolver (DI) | 20×3,50 | 14×3,15 | 6×4 | Midx3, High | 4×3,5 | R | 0.75/4.80×4 | 7 | 3,3,3(9)9 | 3+7 after landing | +3 | 1~3F Strike | 16×3, 18 | Launch×3, 19 | 26 | 14×3, 15 | ||
j.236K | Air Bandit Revolver | 22,20×2 | 3×3 | 7×3 | All | 2 | RF | 2.00/3.00,7.20×2 | 6 | 3(14)4,2 | 12 after landing | 9 | Launch, 11×2 | 24, 32, 28 | 12 | ||||
236[K] | Bandit Bringer | 50 | 15 | 10 | 66% | High/Air | 5 | RF | 1.50/5.40 | 32 | 6 | 9+4 after landing | +1 | 1~3F Strike | 18 | Launch | 50 + GBounce | 15 | |
214K | Riot Stamp | 40 | 3 | 8 | High/Air | 1 | RF | 1.00/6.00 | 9 after reaching wall | 3 after landing | -4~ | 9 | Launch | 28 + WBounce | 11 | ||||
623K | Wild Throw | 30 | 6 | Forced 55% | 70 pixels | -/6.00 | 4 | 1 | |||||||||||
j.236H | Sidewinder | 35 | 15 | 12 | Forced 70% | High/Air | 5 | R | 1.50/2.40 | 9 | 4 | 13 after landing | 18 | Launch | 18 + WBounce | 15 | |||
41236H | Fafnir | 40 | 14 | 10 | 70% | Mid | 4 | R | 2.00/6.00 | 19 | 3 | 27 | -13 | 16 | Stagger 42 | 24 | 14 | ||
j.214K DI | Slam | 60 | 8 | 20 | 80% | High/Air | 3 | R | 17 | 12 | 10 after landing | +3 | 13 | Launch | 55 + GBounce | 13 |
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 | FB Fafnir | 60 | 20 | 10 | Forced 70% | Mid | 5 | R | 11 | 3 | 17 | +7 | 1~10 Throw | 26 | Launch | 40 | |||
41236H > 46D | Tyrant Rave | 25×3, 84 | 10×4 | 7×4 | 80%*3, 100% | All | 3 | 3+1 | 33 | 35 | -6 | 13 | 14 | 14 | 13 | ||||
j.236D | FB Sidewinder | 60 | 15 | 20 | Forced 70% | High/Air | 5 | R | 0.30/0.48 | 9 | 4 | 13 after landing | 56 + WBounce | 27 |
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 | Tyrant Rave ver. Beta | 80,60 | 20,14 | 6,8 | 100%, Forced 70% | Mid | 5,4 | R | 5+1 | 11(17)15 | 31 | -15 | 1~8F Strike | 18, 16 | Launch | Down, 80 + WStick 32 | |||
214214S | Dragon Install | 19+1 | Total 20 | 1~19F All | |||||||||||||||
214214214214PH | Dragon Install 2nd | 63+64 | Total 127 |
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 | |
236236H | Napalm Death | Fatal | 20 | All | 7+8 | 12 | 26+1 after landing | -22 |
- How to score Clean Hits: For Ground Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit on hit, even on grounded opponents. Hitstop from a Clean Hit is 27F.
- ※1: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.
Gatling Table
- 5D can be only canceled into Homing Jump on ground hit
- 5P and 5K lose jump cancel in Dragon Install
- X = X is available on hit or block
- X[+] = X is available on hit, block, or whiff
Clean Hit Diagrams

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System Explanations
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •