(→GGACR/Sol Badguy/Starter: Added j.S and j.H to Key Moves) |
(→GGACR/Sol Badguy/Starter: Added Air Combos and refined Ground Combos) |
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|header=Ground Combos | |header=Ground Combos | ||
|content= | |content= | ||
*{{MMC|input=c.S|label={{clr|3|c.S}}}} > {{clr|5|2D}} > Bandit Revolver ({{clr|2|236K}}) - Basic close range combo into a knockdown. Can be comboed into from {{MMC|input=5P|label={{clr|1|5P}}}} | *{{MMC|input=c.S|label={{clr|3|c.S}}}} > {{clr|5|2D}} > Bandit Revolver ({{clr|2|236K}}) - Basic close range combo into a knockdown. Can be comboed into from: | ||
**{{MMC|input=5P|label={{clr|1|5P}}}} | |||
**{{MMC|input=2P|label={{clr|1|2P}}}} | |||
**{{clr|2|5K}}(1) | |||
**{{clr|2|5K}} with dash momentum | |||
**{{MMC|input=2K|label={{clr|2|2K}}}} | |||
*{{clr|3|f.S}} > {{clr|4|5H}} > {{MMC|input=41236H|label=Fafnir}} ({{clr|4|41236H}}) - Basic mid range combo. Can be comboed into {{MMC|input=41236H > 46D|label=Tyrant Rave}} ({{clr|4|41236H}}/{{MMC|input=41236D|label={{clr|5|D}}}} > {{clr|5|64D}}) for additional damage and a knockdown at the cost of 25 Tension. | *{{clr|3|f.S}} > {{clr|4|5H}} > {{MMC|input=41236H|label=Fafnir}} ({{clr|4|41236H}}) - Basic mid range combo. Can be comboed into {{MMC|input=41236H > 46D|label=Tyrant Rave}} ({{clr|4|41236H}}/{{MMC|input=41236D|label={{clr|5|D}}}} > {{clr|5|64D}}) for additional damage and a knockdown at the cost of 25 Tension. | ||
*{{MMC|input=5D|label={{clr|5|5D}}}} > {{MMC|input=j.D|label={{clr|5|j.D}}}} > {{clr|5|j.D}} > {{clr|3|j.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > d{{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|S}} Volcanic Viper ({{clr|3|623S}}) > Knockdown ({{clr|2|214K}}) - Basic 5D combo into a knockdown. Hold up during the first two {{clr|5|j.D}}s in order to cancel them back into Homing Jump. | *{{MMC|input=5D|label={{clr|5|5D}}}} > {{MMC|input=j.D|label={{clr|5|j.D}}}} > {{clr|5|j.D}} > {{clr|3|j.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > d{{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|S}} Volcanic Viper ({{clr|3|623S}}) > Knockdown ({{clr|2|214K}}) - Basic 5D combo into a knockdown. Hold up during the first two {{clr|5|j.D}}s in order to cancel them back into Homing Jump. | ||
*{{MMC|input=623K|label=Wild Throw}} ({{clr|2|623K}}) > 66 > {{clr|4|2H}} > {{clr| | |subheader1=Air Combos | ||
|content2= | |||
*{{clr|3|j.S}} > d{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|S}} Volcanic Viper ({{clr|3|623S}}) > Knockdown ({{clr|2|214K}}) - Basic air combo ender into a knockdown. Can be comboed into from: | |||
**{{clr|1|j.P}}xN | |||
**{{clr|2|5K}}(2) > {{clr|1|j.P}} except on lightweights | |||
**{{clr|2|5K}} > {{clr|4|2H}} except on lightweights | |||
**{{MMC|input=623K|label=Wild Throw}} ({{clr|2|623K}}) > 66 > {{clr|4|2H}} | |||
*{{clr|2|5K}}(2) > s{{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|S}} Volcanic Viper ({{clr|3|623S}}) > Knockdown ({{clr|2|214K}}) - Shorter anti-air combo into a knockdown that is more consistent on lightweights. | |||
}} | }} |
Revision as of 19:07, 22 June 2022
BBCF/Frame Data
Character Comparisons
Movement type data
Character | Dash type | Air jumps | Air dashes |
---|---|---|---|
Amane | Run | 1 | 1 |
Arakune | Teleport | 1 | 2 |
Azrael | Teleport | 1 | 1 |
Bang | Run | 1 | 2 |
Bullet | Step | 1 | 1 |
Carl | Step | 1 | 1 |
Celica | Run | 1 | 1 |
Es | Run | 1 | 1 |
Hakumen | Step | 1 | 1 |
Hazama | Step | 1 | 1 |
Hibiki | Run | 1 | 1 |
Izanami | Run | 0 | 1 |
Izayoi (normal) | Run | 1 | 1 |
Izayoi (Gain Arts) | Hover | 1 | 2 |
Jin | Run | 1 | 1 |
Jubei | Run | 1 | 1 |
Kagura | Run | 1 | 1 |
Kokonoe | Run | 1 | 1 |
Lambda | Run | 1 | 1 |
Litchi | Run | 1 | 1 |
Mai | Run | 1 | 1 |
Makoto | Run | 1 | 1 |
Mu | Run | 1 | 1 |
Naoto | Run | 1 | 1 |
Nine | Teleport | 1 | 2Nine can use her two ground dashes in the air, even after a double jump. |
Noel | Run | 1 | 1 |
Nu | Run | 1 | 1 |
Platinum | Run | 1 | 1 |
Rachel | Run | 1 | 1 |
Ragna | Run | 1 | 1 |
Relius | Run | 1 | 1 |
Susano'o | Run | 1 | 1 |
Tager | None | 0 | 0 |
Taokaka | Run | 2 | 2 |
Terumi | Run | 1 | 1 |
Tsubaki | Run | 1 | 1 |
Valkenhayn (human) | Step | 1 | 1 |
Valkenhayn (wolf) | None | 1 | 1 |
Walk and run data
Character | Forward walk speed | Backward walk speed | Initial run velocity | Run acceleration | Final run velocity |
---|---|---|---|---|---|
Amane | 5300 | 4100 | 13000 | 440 | 15000 |
Arakune | 8000 | 4800 | - | - | - |
Azrael | 6200 | 4800 | - | - | - |
Bang | 8000 | 5000 | 21000 | 200 | 38000 |
Bullet | 5500 | 4500 | - | - | - |
Carl | 7700 | 5000 | - | - | - |
Celica | 6200 | 4800 | 16000 | 440 | 28000 |
Es | 6200 | 4800 | 14000 | 1000 | 32000 |
Hakumen | 6400 | 4100 | - | - | - |
Hazama | 6200 | 4800 | - | - | - |
Hibiki | 6200 | 4800 | 18000 | 440 | 28000 |
Izanami | 6200 | 4800 | 9800 | 660 | 28000 |
Izayoi (normal) | 5200 | 3200 | 18000 | 200 | 28000 |
Izayoi (Gain Arts) | 6200 | 4800 | - | - | - |
Jin | 5900 | 4800 | 16000 | 440 | 28000 |
Jubei | 4200 | 3300 | 17500 | 2500 | 30000 |
Kagura | 4500 | 3500 | 12000 | 250 | 25000 |
Kokonoe | 4800 | 4800 | 18000 | 400 | 28000 |
Lambda | 5500 | 5000 | 22000 | 320 | 30000 |
Litchi | 5300 | 4100 | 14000 | 440 | 28000 |
Mai | 6200 | 4800 | 16000 | 440 | 28000 |
Makoto | 6200 | 4800 | 18000 | 440 | 38000 |
Mu | 5500 | 5000 | 22000 | 320 | 30000 |
Naoto | 5700 | 4300 | 18000 | 440 | 28000 |
Nine | 6800 | 5300 | - | - | - |
Noel | 6600 | 5000 | 18000 | 440 | 28000 |
Nu | 5500 | 5000 | 22000 | 320 | 30000 |
Platinum | 6200 | 4800 | 17000 | 440 | 28000 |
Rachel | 4000 | 3800 | 14000 | 300 | 28000 |
Ragna | 6200 | 4800 | 16000 | 440 | 28000 |
Relius | 4000 | 3800 | 14000 | 300 | 28000 |
Susano'o | 7000 | 4800 | 11000Susano'o's dash has 15 frames of startup, during which he moves much slower. | 200 | 33000 |
Tager | 6000 | 4500 | - | - | - |
Taokaka | 6000 | 5000 | 20000 | 440 | 28000 |
Terumi | 6200 | 4800 | 19800 | 440 | 28000 |
Tsubaki | 5500 | 3200 | 18500 | 400 | 35000 |
Valkenhayn (human) | 6200 | 4800 | - | - | - |
Valkenhayn (wolf) | 12400 | 11000 | - | - | - |
Dash and backdash data
Character | Dash duration | Backdash duration | Backdash invincibility |
---|---|---|---|
Amane | - | 28F | 1~7F All |
Arakune | 40F | 32F | 1~24F All |
Azrael | 20F | 28F | 1~20F All |
Bang | - | 36F | 1~9F All |
Bullet | 20F | 25F | 1~7F All |
Carl | 23F | 22F | 1~7F All |
Celica | - | 25F | 1~7F All |
Es | - | 26F | 1~5F All |
Hakumen | 18F | 16F | 1~4F T |
Hazama | 19F | 21F | 1~7F All |
Hibiki | - | 22F | 1~4F All |
Izanami | - | 22F | 1~7F All |
Izayoi (normal) | - | 22F | 1~5F All |
Izayoi (Gain Arts) | 14~34FIzayoi's hover dashes can be held to extend their duration. | 22~29FIzayoi's hover dashes can be held to extend their duration. | 1~5F All |
Jin | - | 22F | 1~5F All |
Jubei | - | 28F | 1~7F All |
Kagura | - | 25F | 1~7F All |
Kokonoe | - | 21F | 1~5F All |
Lambda | - | 25F | 1~7F All |
Litchi | - | 30F | 1~5F All |
Mai | - | 25F | 1~7F All |
Makoto | - | 22F | 1~5F All |
Mu | - | 25F | 1~5F All |
Naoto | - | 22F | 1~4F All |
Nine | 40F | 40F | 1~4F P, 5~32F All |
Noel | - | 22F | 1~5F All |
Nu | - | 24F | 1~7F All |
Platinum | - | 22F | 1~7F All |
Rachel | - | 23F | 1~7F All |
Ragna | - | 22F | 1~5F All |
Relius | - | 22F | 1~7F All |
Susano'o | - | 22F | 1~5F All |
Tager | - | 27F | 1~20F All |
Taokaka | - | 22F | 1~7F All |
Terumi | - | 22F | 1~5F All |
Tsubaki | - | 22F | 1~5F All |
Valkenhayn (human) | 23F | 22F | 1~5F All |
Valkenhayn (wolf) | - | 25F | 1~7F All |
Jump data
Character | Jump startup | Jump height | Super jump height | Gravity | Forward jump speed | Forward super jump speed | Backward jump speed | Backward super jump speed |
---|---|---|---|---|---|---|---|---|
Amane | 4 | 31200 | 33000 | 1170 | 7875 | 12600 | 7875 | 12600 |
Arakune | 5 | 30000 | 32000 | 1150 | 9000 | 12600 | 8000 | 12600 |
Azrael | 4 | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 |
Bang | 4 | 37000 | 43000 | 1900 | 10000 | 12500 | 7875 | 12600 |
Bullet | 4 | 31000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 |
Carl | 4 | 32000 | 39000 | 1650 | 7875 | 12600 | 7875 | 12600 |
Celica | 4 | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 |
Es | 4 | 30000 | 37000 | 1500 | 8662 | 13860 | 7875 | 12600 |
Hakumen | 4 | 34000 | 42000 | 1650 | 7875 | 12600 | 7875 | 12600 |
Hazama | 4 | 31000 | 38000 | 1500 | 7875 | 12600 | 7875 | 12600 |
Hibiki | 4 | 36000 | 44000 | 1900 | 9450 | 15120 | 7875 | 12600 |
Izanami | 4 | 30000 | 42000 | 1350 | 7875 | 12600 | 7875 | 12600 |
Izayoi (normal) | 4 | 38000 | 43000 | 1850 | 7875 | 12600 | 7875 | 12600 |
Izayoi (Gain Arts) | 4 | 35000 | 42000 | 1850 | 7875 | 12600 | 7875 | 12600 |
Jin | 4 | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 |
Jubei | 4 | 36000/29000Jubei's jump changes height when he is dashing. The latter value is used when he is dashing and the former is used when he is not. | 44000 | 2000 | 10000/5000Jubei's jump changes speed when he is dashing. The latter value is used when he is dashing and the former is used when he is not. | 15000 | 8000/10000Jubei's jump changes speed when he is dashing. The latter value is used when he is dashing and the former is used when he is not. | 15000 |
Kagura | 4 | 34000 | 45000 | 1800 | 7875 | 12600 | 7875 | 12600 |
Kokonoe | 4 | 32000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 |
Lambda | 4 | 33000 | 40000 | 1700 | 7600 | 11000 | 7000 | 9000 |
Litchi | 4 | 36000 | 47000 | 1700 | 7875 | 7500 | 7875 | 6500 |
Mai | 4 | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 |
Makoto | 4 | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 |
Mu | 4 | 34000 | 42000 | 1700 | 7600 | 11000 | 7000 | 9000 |
Naoto | 4 | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 |
Nine | 4 | 28000 | 30000 | 1200 | 12500 | 20000 | 7500 | 12000 |
Noel | 4 | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 |
Nu | 4 | 33000 | 40000 | 1700 | 7600 | 11000 | 7000 | 9000 |
Platinum | 4 | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 |
Rachel | 4 | 25000 | 32000 | 1000 | 10000 | 13000 | 8000 | 11000 |
Ragna | 4 | 34000 | 42000 | 1800 | 7875 | 12600 | 7875 | 12600 |
Relius | 4 | 34000 | 41000 | 1850 | 7875 | 12600 | 7875 | 12600 |
Susano'o | 4 | 34000 | 42000 | 1650 | 7875 | 12600 | 7875 | 12600 |
Tager | 6 | 26000 | 36000 | 1250 | 6000 | 8500 | 5500 | 7500 |
Taokaka | 4 | 35000 | 44000 | 2200 | 7875 | 12600 | 7875 | 12600 |
Terumi | 4 | 31000 | 44000 | 1800 | 8400 | 15000 | 7875 | 12600 |
Tsubaki | 4 | 32000 | 39000 | 1800 | 7875 | 12600 | 7875 | 12600 |
Valkenhayn (human) | 4 | 34000 | 42000 | 1850 | 7875 | 12600 | 7875 | 12600 |
Valkenhayn (wolf) | 4 | 41000 | 46000 | 1650 | 7875 | 12600 | 7875 | 12600 |
Air dash data
Character | Forward air dash duration | Forward air dash speed | Backward air dash duration | Backward air dash speed |
---|---|---|---|---|
Amane | 20F | 31000 | 16F | 24000 |
Arakune | 45F | 14500 | 45F | 11000 |
Azrael | 14F | 28000 | 14F | 23000 |
Bang | 20F | 30000 | 23F | 24000 |
Bullet | 15F | 27500 | 12F | 22000 |
Carl | 20F | 31000 | 16F | 24000 |
Celica | 20F | 28000 | 20F | 23000 |
Es | 20F | 23000 | 16F | 24000 |
Hakumen | 23F | 31000 | 23F | 24000 |
Hazama | 16F | 24000 | 14F | 18000 |
Hibiki | 20F | 31000 | 16F | 24000 |
Izanami | 23F | 28000 | 16F | 24000 |
Izayoi (normal) | 16F | 26000 | 12F | 24000 |
Izayoi (Gain Arts) | 14~38FIzayoi's hover dashes can be held to extend their duration. | - | 16~27FIzayoi's hover dashes can be held to extend their duration. | - |
Jin | 20F | 31000 | 16F | 24000 |
Jubei | 20F | 31000 | 16F | 24000 |
Kagura | 23F | 25000 | 16F | 20000 |
Kokonoe | 20F | 31000 | 22F | 22000 |
Lambda | 18F | 30000 | 12F | 29000 |
Litchi | 18F | 33000 | 30F | 21000 |
Mai | 20F | 31000 | 16F | 24000 |
Makoto | 20F | 28000 | 12F | 25000 |
Mu | 18F | 30000 | 12F | 29000 |
Naoto | 16F | 27900 | 10F | 24000 |
Nine | 40F | - | 40F | - |
Noel | 20F | 31000 | 16F | 24000 |
Nu | 18F | 30000 | 12F | 29000 |
Platinum | 30F | 26000 | 24F | 22000 |
Rachel | 20F | 23250 | 16F | 21600 |
Ragna | 20F | 31000 | 16F | 24000 |
Relius | 20F | 31000 | 16F | 24000 |
Susano'o | 16F | 31000 | 16F | 24000 |
Tager | - | - | - | - |
Taokaka | 20F | 31000 | 16F | 24000 |
Terumi | 20F | 31000 | 16F | 24000 |
Tsubaki | 18F | 30000 | 16F | 26000 |
Valkenhayn (human) | 20F | 31000 | 16F | 24000 |
Valkenhayn (wolf) | 20F | 31000 | 16F | 24000 |
GGACR/Sol Badguy/Starter
Key Moves
- f.STable and field name must both be specified in 'MoveData_JustNo.._ID'., 2STable and field name must both be specified in 'MoveData_JustNo.._ID'.and 5HTable and field name must both be specified in 'MoveData_JustNo.._ID'.are Sol's primary pokes.
- f.S is the fastest of the three. Gatling into 2S makes f.S safer even if 2S whiffs.
- 2S is hard to punish due to its short recovery and frame advantage on block.
- 5H has the longest range and can lead to large damage on Counter Hit.
- 6PTable and field name must both be specified in 'MoveData_JustNo.._ID'.and 2DTable and field name must both be specified in 'MoveData_JustNo.._ID'.are counterpokes with hurtboxes that low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. many moves.
- j.STable and field name must both be specified in 'MoveData_JustNo.._ID'.and j.HTable and field name must both be specified in 'MoveData_JustNo.._ID'.are Sol's primary jump-ins.
- j.H in particular is active for a long time, shrinks Sol's hurtbox and has no recovery at all.
- Gun FlameTable and field name must both be specified in 'MoveData_JustNo.._ID'.(236P) is a projectile that travels half screen and is versatile in neutral, pressure and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. if its Force Roman Cancel is used.
- 2D and Bandit RevolverTable and field name must both be specified in 'MoveData_JustNo.._ID'.(236K) end many combos in a knockdown.
- 5KTable and field name must both be specified in 'MoveData_JustNo.._ID'.is a quick anti-air with high vertical range. It has somewhat low recovery, but try not to whiff it.
- 2HTable and field name must both be specified in 'MoveData_JustNo.._ID'.is a slower but slightly disjointed anti-air.
- j.PTable and field name must both be specified in 'MoveData_JustNo.._ID'.and j.KTable and field name must both be specified in 'MoveData_JustNo.._ID'.are air-to-airs that can be performed while rising during a jump.
- Air ThrowTable and field name must both be specified in 'MoveData_JustNo.._ID'.is another decent air-to-air, though it leads to much shorter combos midscreen. It can be option selected with an air normal (for example, j.6P+H) to perform the air normal if Air Throw cannot come out.
- H Volcanic ViperTable and field name must both be specified in 'MoveData_JustNo.._ID'.(623H) is an extremely risky anti-air that must be used on prediction, if at all for this purpose.
- 5K is an excellent abare An attack during the opponent's pressure, intended to interrupt it. move that is tied for the fastest normal in the game.
- Volcanic ViperTable and field name must both be specified in 'MoveData_JustNo.._ID'.(623S/H) is a very solid dragon punch A move that has invulnerability during its startup, long recovery, and a rising motion., but is incredibly unsafe on block or whiff.
- KnockdownTable and field name must both be specified in 'MoveData_JustNo.._ID'.(623S/H > 214K) stalls Sol in the air briefly and can be used to vary the opponent's punish timing, but it is still very unsafe. It is much safer to Roman Cancel the first hit of Volcanic Viper if Sol has 50 Tension.
- Knockdown
- Grand ViperTable and field name must both be specified in 'MoveData_JustNo.._ID'.low profiles from frame 1 and can be used to evade some meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.s, but is also incredibly unsafe on block or whiff. It is recommended to Roman Cancel this if Sol has 50 Tension.
Ground Combos
- c.STable and field name must both be specified in 'MoveData_JustNo.._ID'.> 2D > Bandit Revolver (236K) - Basic close range combo into a knockdown. Can be comboed into from:
- 5PTable and field name must both be specified in 'MoveData_JustNo.._ID'.
- 2PTable and field name must both be specified in 'MoveData_JustNo.._ID'.
- 5K(1)
- 5K with dash momentum
- 2KTable and field name must both be specified in 'MoveData_JustNo.._ID'.
- 5P
- f.S > 5H > FafnirTable and field name must both be specified in 'MoveData_JustNo.._ID'.(41236H) - Basic mid range combo. Can be comboed into Tyrant RaveTable and field name must both be specified in 'MoveData_JustNo.._ID'.(41236H/DTable and field name must both be specified in 'MoveData_JustNo.._ID'.> 64D) for additional damage and a knockdown at the cost of 25 Tension.
- 5DTable and field name must both be specified in 'MoveData_JustNo.._ID'.> j.DTable and field name must both be specified in 'MoveData_JustNo.._ID'.> j.D > j.S > j.K > j.S > dj.S > j.D > S Volcanic Viper (623S) > Knockdown (214K) - Basic 5D combo into a knockdown. Hold up during the first two j.Ds in order to cancel them back into Homing Jump.
- j.S > dj.S > j.H > S Volcanic Viper (623S) > Knockdown (214K) - Basic air combo ender into a knockdown. Can be comboed into from:
- j.PxN
- 5K(2) > j.P except on lightweights
- 5K > 2H except on lightweights
- Wild ThrowTable and field name must both be specified in 'MoveData_JustNo.._ID'.(623K) > 66 > 2H
- 5K(2) > sj.P > j.S > j.H > S Volcanic Viper (623S) > Knockdown (214K) - Shorter anti-air combo into a knockdown that is more consistent on lightweights.