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/Order-Sol/Starter
Key Moves
- f.STable and field name must both be specified in 'MoveData_JustNo.._ID'.and 2STable and field name must both be specified in 'MoveData_JustNo.._ID'.are Order Sol's primary pokes.
- f.S has the longest horizontal range of Order Sol's normals.
- 2S is very fast and quite hard to punish due to its short recovery.
- 2DTable and field name must both be specified in 'MoveData_JustNo.._ID'.is a counterpoke with a hurtbox 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.s many moves.
- j.HTable and field name must both be specified in 'MoveData_JustNo.._ID'.is Order Sol's primary jump-in. It hits deep and can lead to large damage on Counter Hit.
- 2D and Aerial Level 2 Bandit Revolver PrototypeTable and field name must both be specified in 'MoveData_JustNo.._ID'.(j.236K) end many combos in a knockdown.
- Rock ItTable and field name must both be specified in 'MoveData_JustNo.._ID'.(236S) is a rush punch that can start Order Sol's suffocating pressure if used sparingly in neutral.
- ChargeTable and field name must both be specified in 'MoveData_JustNo.._ID'.(214D) is the first way for Order Sol to charge his unique Charge gauge. It can be held in neutral depending on the matchup to safely gain small amounts of Charge, or cancelled into from his normals to increase their frame advantage (known as Charge Cancelling).
- Action ChargeTable and field name must both be specified in 'MoveData_JustNo.._ID'.(D after most specials) is the second way to charge the Charge gauge. It can be used after a knockdown to safely gain under a full level of Charge at the cost of 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..
- 5HTable and field name must both be specified in 'MoveData_JustNo.._ID'.is a slow but disjointed anti-air that must be used on prediction.
- 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. It can be option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.ed with an air normal (usually j.6P+H) to perform the air normal (in this case, j.P) if Air Throw cannot come out.
- Gun BlazeTable and field name must both be specified in 'MoveData_JustNo.._ID'.(214S) is an unusual but useful choice for an anti-air. It low profiles many jump-ins and the explosion hits high.
- 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.
- Storm ViperTable and field name must both be specified in 'MoveData_JustNo.._ID'.(623H) is a dragon punch A move that has invulnerability during its startup, long recovery, and a rising motion.. The Level 3 versionTable and field name must both be specified in 'MoveData_JustNo.._ID'.is considerably safer than the Level 1 or Level 2 versionTable and field name must both be specified in 'MoveData_JustNo.._ID'.s, but it can still be punished on block or whiff.
Blockstrings
Sol mainly opens blocking opponents up with frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s and tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s. His three grounded overheads, 5DTable and field name must both be specified in 'MoveData_JustNo.._ID'.
, Bandit BringerTable and field name must both be specified in 'MoveData_JustNo.._ID'.
(236[K]) and Riot StampTable and field name must both be specified in 'MoveData_JustNo.._ID'.
(214K), are too slow and reactable to be used as reliable mix-ups. Due to Sol's faster moves lacking range, his blockstrings are usually short.
It is important that the below techniques be used in combination to condition opponents. Failure to do so can result in predictable patterns that opponents can easily counter and punish.
- 5PTable and field name must both be specified in 'MoveData_JustNo.._ID'./2PTable and field name must both be specified in 'MoveData_JustNo.._ID'.> dl 5P/2P - Can be repeated until Sol is pushed out.
- 5P/2P > dl 5K/2KTable and field name must both be specified in 'MoveData_JustNo.._ID'.
- 5P/2P/2K > 6P/2S
- 5P/2P > 5H
- 6P/5K/c.STable and field name must both be specified in 'MoveData_JustNo.._ID'.> dl 5H
- 5P/2P/6P/5K/2K/c.S > dl 2H
- 5P/2P/6P/5K/c.S/2S/2H > dl 2D
- 2S > 5P/2P/5K/c.S - Is a link instead of a gatling.
Once opponents are conditioned to block patiently, Sol can instead run forward and start a new blockstring. This leaves a gap that opponents can mash out of if they predict it. Pressure resets are usually done from 5P, 2P, 2K, c.S and 2S due to their speed and/or frame advantage.
If opponents continue to block patiently, Sol can instead run forward and throw them. This is usually performed with Wild ThrowTable and field name must both be specified in 'MoveData_JustNo.._ID'.
(623K), which has much greater reward on hit than Ground ThrowTable and field name must both be specified in 'MoveData_JustNo.._ID'.
due to it allowing a follow-up combo anywhere. Ground Throw can be option selected with a ground normal (usually 6K+H) to perform the ground normal (in this case, 5K) if Ground Throw cannot come out, making it safer than Wild Throw.
Any gap in a blockstring can be beaten with various options, each of which can usually be punished if predicted:
- Attack - frame trap.
- Jump - frame trap, anti-air, or end blockstrings with Bandit Revolver (236K).
- Backdash - dash forward and punish with an attack.
- Throw - space attacks outside of opponents' throw range.
- Invincible reversal - differs depending on the reversal in question; usually block and punish with an attack.
Ground Combos
- c.S > 2D > Bandit Revolver (236K) - Basic close range combo into a knockdown. Can be comboed into from:
- 5P
- 2P
- 5K(1)
- 5K with dash momentum
- 2K
- f.S > 5H > Fafnir (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.
- 5D > 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
- CH 2H
- Wild Throw (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.
Further Learning
These are intermediate/high level techniques that are best gradually learned and integrated into your play rather than learned up-front.
- Force Roman Cancel points:
- Gun Flame (236P) FRC is Sol's best use of 25 Tension. It turns Gun Flame into a safe projectile that can control the ground in neutral, reset blockstrings from moves with fewer gatling options and give Sol great frame advantage in okizeme.
- Aerial Bandit RevolverTable and field name must both be specified in 'MoveData_JustNo.._ID'.(j.236K) FRC propels Sol forward without using up an air option, effectively giving him a second airdash. It can also extend some air combos.
- Dustloop - The first of Sol's loop combos, and the namesake of this website.
- A rising j.D causes enough untechable time Minimal hitstun before teching is possible. to allow for another j.D to be linked in the corner before landing. This is ended with 66 > j.S > j.D > dj.S > j.D > S Volcanic Viper (623S) > Knockdown (214K).
- This requires specific combo routes that differ between character weights.
- Bandit Revolver loop - The second of Sol's loop combos.
- A tiger knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.d aerial Bandit Revolver (j.236K) causes enough untechable time to allow for a 5K to be linked, then cancelled into another aerial Bandit Revolver. This is ended with 5K > Bandit Revolver (236K).
- This deals less damage than Sol's other loops, but builds more Tension.
- This also requires specific routes that differ between character weights.
- Sidewinder loop - The last of Sol's loop combos, and the most utilised in +R.
- A Clean Hit SidewinderTable and field name must both be specified in 'MoveData_JustNo.._ID'.(j.236H) causes a wall bounce and enough untechable time to allow for an attack string into another Sidewinder. This is ended with Bandit Revolver (236K) or S Volcanic Viper (623S) > Knockdown (214K).
- This becomes Sol's primary combo at an intermediate and advanced level, as it deals high damage, can be comboed into easily (including from Dustloops) and can combo into other attacks easily (including into Bandit Revolver loops).
- Like Sol's other loop combos, the routing differs between character weights as well as hurtboxes - each character has specific hurtboxes that Sidewinder must hit in order to inflict a Clean Hit. Force Break SidewinderTable and field name must both be specified in 'MoveData_JustNo.._ID'.(j.236D) guarantees the Clean Hit at the cost of 25 Tension and more damage scaling.
- A Clean Hit Sidewinder
- Grand Viper combos:
- Grand Viper (214S) can be mashed by rapidly pressing two directions and buttons. If fully mashed, it inflicts a Clean Hit and allows for a follow-up combo. Some routes on some characters can land a Clean Hit Grand Viper with no or little mashing.
- Sidewinder loops can be performed from Clean Hit Grand Viper and even increase in damage the more Clean Hits were landed previously in the combo.
- Safejumps:
- After most knockdowns, Sol can time a j.S or j.H such that, if the opponent blocks, it will hit them, but if they backdash or use an invincible reversal, it will whiff and recover in time for Sol to block and punish them.
- Once the opponent starts respecting these, Sol can instead perform a high/low mixup between empty jump 2K, airdash j.S > j.H or empty jump Wild Throw (623K).
- The timing will change depending on the opponent's wakeup time.