User:JustNo./Sandbox: Difference between revisions

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(→‎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=2P|label={{clr|1|2P}}}}, {{clr|2|5K}}(1) or {{MMC|input=2K|label={{clr|2|2K}}}}
*{{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|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 Wild Throw combo into a knockdown.
|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

Core
Key Moves
  • f.S
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    , 2S
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    and 5H
    Table 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.
  • 6P
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    and 2D
    Table 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.S
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    and j.H
    Table 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 Flame
    Table 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 Revolver
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    (236K) end many combos in a knockdown.
  • 5K
    Table 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.
  • 2H
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    is a slower but slightly disjointed anti-air.
  • j.P
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    and j.K
    Table 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 Throw
    Table 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 Viper
    Table 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 Viper
    Table 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.
    • Knockdown
      Table 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.
  • Grand Viper
    Table 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.
Combos
Ground Combos
  • c.S
    Table 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:
    • 5P
      Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    • 2P
      Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    • 5K(1)
    • 5K with dash momentum
    • 2K
      Table and field name must both be specified in 'MoveData_JustNo.._ID'.
  • f.S > 5H > Fafnir
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    (41236H) - Basic mid range combo. Can be comboed into Tyrant Rave
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    (41236H/D
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    > 64D) for additional damage and a knockdown at the cost of 25 Tension.
  • 5D
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    > j.D
    Table 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 Throw
      Table 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.