User:JustNo./Sandbox

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< User:JustNo.
Revision as of 11:12, 28 June 2022 by JustNo. (talk | contribs) (→‎GGACR/Sol Badguy/Starter: Begun change to Order-Sol/Starter, changed Core)

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

Core
Key Moves
  • f.S
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    and 2S
    Table 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.
  • 2D
    Table 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.H
    Table 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 Prototype
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    (j.236K) end many combos in a knockdown.
  • Rock It
    Table 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.
  • Charge
    Table 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 Charge
    Table 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..
  • 5H
    Table 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.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. 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 Blaze
    Table 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 Viper
    Table 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 version
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    is considerably safer than the Level 1 or Level 2 version
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
    s, but it can still be punished on block or whiff.
Offense
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, 5D
Table and field name must both be specified in 'MoveData_JustNo.._ID'.
, Bandit Bringer
Table and field name must both be specified in 'MoveData_JustNo.._ID'.
(236[K]) and Riot Stamp
Table 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.
  • 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'.
    > dl 5P/2P - Can be repeated until Sol is pushed out.
  • 5P/2P > dl 5K/2K
    Table and field name must both be specified in 'MoveData_JustNo.._ID'.
  • 5P/2P/2K > 6P/2S
  • 5P/2P > 5H
  • 6P/5K/c.S
    Table 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 Throw
Table and field name must both be specified in 'MoveData_JustNo.._ID'.
(623K), which has much greater reward on hit than Ground Throw
Table 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.
Combos
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 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 > 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
    • 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
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 Revolver
      Table 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 Sidewinder
      Table 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 Sidewinder
      Table 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.
  • 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.