Jump to content

Archived

This topic is now archived and is closed to further replies.

Spirit Juice

Sol Badguy 101 [ver. Accent Core]

Recommended Posts

EDIT by VR-Raiden 9/18/13:

I'm locking/unsticking this but leaving it for viewing since there's still good relevant info in it from Spirit Juice.

This topic is pretty much the [+R] Sol Badguy Wiki now.

I'll be looking at the wiki along with others to further complete it, but it's got a ton of good info already thanks to Kaizen, Final Ultima, and anyone else who's worked on it. If you have anything you think should be added to the wiki, post in the [+R] Sol Badguy Wiki Discussion Thread.


This is a Sol guide made for beginner, intermediate, or advanced players to use as an informational reference. Topics covered are listed below. As of 9/24/07, this guide is not complete, but I figured I'd post up the first three topics for new players until I finish the rest within the next few days. This topic will be locked; all questions will be in different, specific threads.

IMPORTANT LINKS

AC Sol Frame Data

Grand Viper in AC FAQ

Posted Image

Table:

1) Intro

2) Normals

3) Special Moves/Force Breaks/Overdrives

4) Combos

5) Gameplay (pressure strings, baits, tips against character match ups)

1) Intro

Legend:

- GF: Gunflame

- BR: Bandit Revolver

- BB: Bandit Bringer

- GV: Grand Viper

- VV: Volcanic Viper

- RS: Riot Stomp

- WT: Wild Throw

- SW: Sidewinder

- CLSW: Clean Hit Sidewinder

Pros:

- Clean Hit Sidewinder Combos/loops do good damage

- 5K is tied with Jam's 5P as fastest normal in the game; great anti-air

- Best uppercut in the game which leads to knockdown in most cases

- Good mix up and rushdown with a lot of throw bait and counter-hit bait strings/set ups

- Counter-hits on some normals and many special moves can net big damage combos

Cons:

- Can be a very high risk/low reward character; his specials (sans Fafnir) are easily telegraphed and can be easily punished if used recklessly or not used correctly

- Aside from Wild Throw, Sol will likely be spending 25%-50% meter to do SW loop and big damage combos, making his abare lacking

- Keeping up pressure may be difficult without Gunflame FRC

- Must get in close to be effective

- Many characters can easily out zone Sol

Changes made from Slash to Accent Core:

- Fafnir is now a Force Break. It comes out much faster, is completely safe on block, and has a Clean Hit property. Can follow up with Tyrant Rave for another 25% tension on block, hit, or whiff. Invincible to throws from frames 1-8.

- 2K-6P gattlings, but will no longer combo.

- Air throw is now untechable.

- Volcanic Viper (both air and ground versions) damage has been reduced. Tatakiotoshi (followup knockdown kick) untechable time has been increased.

- Grand Viper starts up faster, is now only eight hits, and the last hit Sol does an uppercut that leaves him airborne. Last hit has a Clean Hit property. Still unsafe on block, but you won't get Instant Killed anymore.

- Gunflame Feint now has a hitbox; hits at Sol's leg.

- Gunflame no longer combos on crouching opponents (eg. 5K-2H -> GF). GF has 1 more start up frame and has less active frames.

- Air Bandit Revolver has longer untechable time on hit.

- Sidewinder now does more damage on Clean Hit. Damage done depends on how many Clean Hits are in the combo (includes Clean Hits from Grand Viper, Fafnir, and other Sidewinders).

FAQ:

- Q: How do I do 8 hit Grand Viper/get a clean hit on Grand Viper?

A: Please read my FAQ about how to get a 8 hit Grand Viper and clean hits.

- Q: Random story question.

A: This isn't story time. This is a guide to help you understand how to play Sol. Go consult GameFAQs if you want to ask story related questions. I will delete ALL story related questions/posts WITHOUT HESITATION.

Share this post


Link to post
Share on other sites

2)Normals

5P - Not much to say about this move. It leaves you even on block. It can whiff on certain small characters blocking low, leading to a weird tick throw set up. Prorates 80% on hit.

5K - Great move. Comes out in 3 frames, is great anti-air and is great for stuffing moves when up close. You'll be using this move a lot as anti-air, in combos, or in pressure. Although it's great anti-air and comes out fast, high-priority jump-ins will stuff it cleanly if done correctly (Johnny j.H, Venom j.H, Slayer j.H, Order Sol j.H are some examples).

S© - Not really much to say about this move either. You use it in pressure strings and combos. On rare occasions you can use it as a tick throw if your opponent is really scared and trying to FD you away or can bait a CH uppercut with it. Overall this move isn't terribly useful.

S(f) - Fast poke that comes out in 7 frames. Useful for stuffing moves at max range if you think they're going to hit a button, or it can be used to prevent jump aways after a whiffed 2S. When playing ranged ground games with characters, use this to punish whiffed pokes. However, the hit box really sucks for this move. The hit box is the tip of his sword, the rest is Sol's hit box. Want to see something funny? Use this move against Johnny's 6P its max range and watch Sol get CH into the air (easily at more than mid-screen length).

5H - Hit box wise, this is your best poke, but it's a little slow on start up (11 frames). The hit box is about 1/4 the length of Sol's sword on the last animation frame. On CH it can lead to nasty, big damage combos... but fishing for a CH 5H isn't exactly easy. Not terribly useful in combos or pressure, but it has its moments.

6P - Decent anti-air if they're air dashing at you, useful in many corner combos, great on a grounded CH (hitting them in the air allows them to tech faster compared to when they're hit on the ground). On a ground CH you can do some beefy combos in certain situations, and this move will stuff a lot of mid-ranged pokes if used correctly. In a corner combo, you'll usually use this into GF FRC for a big damage combo. Prorates 90%.

6H - Scrubs love this normal. I don't; it's terrible. In fact, I don't ever recall using it in an actual match except as a punish. Only gattlings from 6P. If you do actually land this move, cancel the first hit into Grand Viper or Gunflame FRC for a combo, though Grand Viper is your best bet. It can be used as a meaty attack, but offers little in return. Staggers for 35 frames. CH state until end of recovery.

D - Standard dust launcher. Comes out in 22 frames like several other characters' dusts. In comparison to a lot of the cast, this is a fast dust. Unfortunately, the range on his dust is terrible and is highly telegraphed. It leaves you at -13 on block, and unfortunately, due to its terrible range, you will likely get punished for it on block. For example, if Johnny has a Lvl 2 Mist Finer and he blocks your dust, you're going to eat a 50% combo. On the bright side you can do some decently damaging combos to 50% combos off of his dust.

2P - Great move. You'll be using this move a lot for pressure and okizeme. It lives you +2 on block and is great for tick throws, throw baits with 2K right after, or baiting CHs with something like 6P right after. Delaying a 2K right after 2P is a great way to bait a throw when they think you're going for a tick throw, and doing 6P after 2P at 2P's max range will beat a lot of poke out attempts. Prorates 80%.

2K - This move is similar to 2P, but has slightly less uses and more range. Use this move after 2P for a good throw bait. It's a decent poke when up close, but you're not likely going to be running in with this move without getting poked by your opponent. You'll be using this move a lot if you're trying to combo into GV, as 2K-2H -> GV works really well. Prorates 70%.

2S - Great move and great poke. For some reason this move beats a lot of Jam's normals and I see it spammed at times when Sol players play against Jam. Leaves you +3 on block, so it also makes good as a tick throw move or a CH bait. However, since you'll be using this move in a pressure string, you'll often be pushed away too far to make use of it as a tick throw. Still, this move is great. At S(f)'s max range, you can whiff cancel into 2S and throw out S(f) again as a jump bait.

2H - This move has its uses outside of pressure and combos, but it's often too slow or difficult to gain anything from it by itself (like pressure) to be of any use. 2H is a better AA than 5K (priority wise), but the speed makes it less reliable. Oddly enough, the move's hit box is right in front of Sol as well as slightly above him, so it can possibly beat out pokes if it's close enough... even moves that it doesn't look like it should beat (2H beats Chipp's 2D at starting position which is pretty funny). On CH, it floats them in the air for 52 frames and nets you a free combo. In pressure this move can be great is best utilized with GF FRC right after it. The hit stun will usually keep them grounded long enough so that they'll have to block the GF FRC. If you're close enough, this move will combo into Grand Viper. Prorates 90%.

2D - Easily Sol's best normal. This move comes out fast, and between frames 4-23 (most of his start up, active, and recovery frames) he's in a very low to the ground state, making him difficult to hit by most standing attacks. On CH it will float the opponent, allowing you (if you're fast enough) to combo into GF and FRC it for a big damage combo. You'll also be ending a lot of your pressure strings with this move since you can often cancel it into GF FRC to continue pressure or do Bandit Revolver to catch them jumping away. In combos, you can cancel it into BR, Roman Cancel BR, and do a Sidewinder loop off of it. On lighter characters you can actually combo a Clean Hit Grand Viper.

j.P - Not much to say about this move. It can cancel into itself, and if you're fast enough to react or expecting a jump in, it can beat some slower jump ins (like Slayer j.H). If your positioning and momentum is right, you can force an airborne opponent to block your j.P spam and drag them back down to the ground. Cancelling into itself can lead into decent air combos or Sidewinder loop.

j.K - Air to air move. Use this if you're going air to air with the opponent and need more range than j.P. You can gattling back into j.P from this move. When your opponent is in the corner and taking pressure from you, do running j.K-D after GF FRC if you think they're going to jump out of your GF FRC to catch them off guard and hit them.

j.S - Your jump in in most cases and you'll be using it in a lot of air combos. Jump cancelable and can gattling backward into j.K. It can be used as a meaty on wake up. If done correctly, it will force them to block high OR completely bait their uppercut or wake up super (you'll land before the reversal comes out). On tall characters you can get fuzzy guard set ups with this move, but it's difficult to get anything out of it. Unfortunately this move can be beaten by practically any anti-air in the game and doesn't have a great hit box like Slayer's j.H or other similar, "high priority" jump ins. Prorates 90%.

j.H - Great move. Untechable on air hit for 17F. It has a very awkward hit box that makes Sol difficult to air grab or hit from below if the opponent is airborne. The move has 0 recovery, so you're free to do whatever you want after recovery, even air dash as long as you're not too low to the ground. On tall characters you can do a weird 50/50 set up with this move on wake up (see 5) Gameplay). If you use this move correctly, you can play a very annoying "run away" Sol that can be difficult to get on the ground. This move is also great for Sidewinder combos due to its large amount of active frames.

j.D - A good move that lost it's glory in Slash due to its obscene untechable time in previous versions. Still, this move is still really good. On normal hit it causes blowback and is untechable for 23F, and on CH it causes a wall bounce that is untechable for 54F. This move has a large hit box and can be difficult to hit at certain angles, but is better used as air to air as long as you hit it before they throw out a move. You'll mostly be using this move a lot in certain air combos to maximize damage. Prorates 90%.

Throw - Standard throw with 43 pixel range. Floats on hit. Some characters will be able to tech out of this throw, while others will be knocked down by it. For those that can tech out of it, you can link a 5K into a small air combo for more damage when you throw them into the corner. Prorates 50%.

Air Throw - 88 pixel range. Floats on hit and is untechable for 60F (will knock them down 99% of the time you do one unless you're practically at the top of the screen). If you're low enough and/or close enough, you can combo after an air throw. Forced 50% prorate.

Share this post


Link to post
Share on other sites

3) Special Moves, Force Breaks, and Overdrives

Note: I'm not going over the Dragon Install versions of these moves because Dragon Install is terrible. More on that later.

Special Moves

Gunflame (236P) - Great move if you FRC it, not so much if you don't. As long as you FRC it, GF is very versatile. When trying to get in, FRC it and the GF projectile will help shield Sol as a means to get in. You can use it in pressure strings to continue your strings. On CH 2D, you can combo into GF for a big damage combo. In the corner, you can combo into GF from 6P. You can also use it as a super meaty attack for okizeme as long as you FRC it. Unfortunately this move can be pretty terrible if you don't FRC it. If you're going to use this and not FRC it, DO NOT GET PREDICTABLE WITH IT OR YOU WILL GET PUNISHED FOR IT. And by not predictable I mean maybe once or twice max per match. If you don't FRC it, you're looking at 50 frames of recovery, all of which you will be in CH state (meaning big nasty combos for some characters).

Gunflame Feint (214P) - Not much to say about this move. Although it's a "feint" it's not really any good at tricking anyone into thinking you're going to do a GF. You can possibly bait a CH VV after doing this in a pressure string or whiff it on wake up if you're close enough, but that is pretty risky and not really worth it when you have much better options. Best use for this move is when you end a string with S(f)-H, use GF Feint to cancel out the recovery on H to make the string safer. Other than that, it's not very useful.

Volcanic Viper (623S/H air or ground) - Overall GREAT move and hands down the BEST uppercut in the game. Lots of invincibility, good damage, and a great follow up move. Very versatile in combos, defense, and offense. If you're a yomi master, this move will make your opponents quiver in fear. This will combo off of anything as long as the opponent is close enough. Defensively, this move can scare opponents attacking you on wake up or even during certain pressure strings. Offensively, you can use this as a great means of getting in on an opponent if you think they're going to try to poke you, and you can also RC the first hit (leaving you on the ground) for a tick throw or continue pressure. Like all uppercuts, the drawback is being baited if you do it randomly or guess wrong, leaving you open for a punishing combo. If they block it and you have meter, always RC the first hit if you can (otherwise RC the second hit on the way up). If it whiffs, you're going to eat a combo.

Tataki Otoshi (214K after VV) - Not much to say here. It's the follow up kick to VV that sends the opponent plummeting downward for knockdown (untechable for 30F). At most heights it will knockdown.

Grand Viper (214S) - Pretty good move, but very risky when used by itself. Mash for more hits (read my GV FAQ for more details on 8 hit GV and its uses). Last hit will net a Clean Hit if you do it correctly (untechable for 64F), sending the opponent high into the air for an air combo. As long as you don't combo into it from a combo that started with 2K, you can easily get a 50% combo on a majority of the cast. During this move (except for the uppercut on the last hit), Sol is in a low state like his 2D, meaning he'll go under a lot of moves while traveling. -21 on block, so it's very punishable on block. If you do do it randomly, try to make sure you have meter to RC it on block. 80% prorate.

Bandit Revolver (236K air or ground) - Good in combos, but risky when used by itself or in pressure strings. The ground version is auto jump installed, and the air version has an FRC point that can lead to "interesting" combos. The second hit of the ground version will always knockdown, which can be useful in a lot of combos when VV + kick follow up will not knockdown (which happens to be long air combos and combos with a lot of Clean Hits). In pressure strings this move can be useful for catching opponents trying to jump away, knocking them back down and putting you at an advantage again. BR is -4 on block at max range, but if you're too close you will get thrown after a blocked BR. Opponents expecting a BR in a pressure string can punish it with a quick air throw, so be careful of that as well. As will all of Sol's specials, don't get predictable.

Bandit Bringer (236[K]) - Good for certain combos and catching back dashes during a pressure string, but it's terrible for anything else. This move hits overhead, but it has 32 start up frames and his highly telegraphed, making it, in combination with the 32 start up frames, one of the most obvious overheads in the game. Players that can react fast enough will, at best (for you), jump up, IB it, and throw you when you land. At worst, they'll punish you in the air with a quick air string. The move has an FRC point, but it's pretty worthless and doesn't have many uses. In previous versions, this move used to be great for big damage combos because of the floor bounce. Unfortunately, on normal hit it causes a floor slide, making it difficult to combo after unless the opponent slides into the corner. On CH it causes a floor bounce that's untechable for 152F. Random fact: on Potemkin and Zappa, Sol can combo BB infinitely on them, but it's pretty hard and not worth the time, trouble, or effort. Prorates 66%.

Riot Stomp (214K) - This is a weird move that doesn't have many uses. It has an FRC point after Sol reaches the wall, but it doesn't have many uses outside of combo video fluff or creating a weird mix up at mid range (FRC then 2D when you land). Wall bounces on normal and counter hit. Normal hit is untechable for 28F and CH is untechable for an unknown, but much more than normal hit, amount of frames. If you're going to use this move, only use it when you're really close to the corner. It can be useful for escaping pressure when you're close to the corner, but use it wisely. If you do it randomly, you're going to get punished for it by at least every 6P in the game (except Zappa's to my knowledge).

Wild Throw (623K) - Sol's command throw and a key part of his gameplay. 70 pixel range. Not much to say other than land it, do your most damaging combo you can from it, and knockdown after your combo. Has 35 frames of recovery if whiffed and Sol is in CH state. Forced 55% prorate.

Sidewinder (j.236H) - This is your staple move for all your big damage air combos. On normal hit, this move sucks. On Clean Hit, this move rocks. The damage for this move is 35 +25*N, where N is equal to the number of Clean Hits in the combo. This includes any Clean Hit caused by Grand Viper, Fafnir, or other Sidewinders. The move will wall bounce on normal hit, and will be untechable for 56F on counter and clean hits. Ultimately, your goal is to do Sidewinder combos for big damage. To get a Clean Hit with Sidewinder, Sol needs to be close to an airborne opponent and hit them around their waist or upperbody (varies from character to character due to hit box sizes; only way to find out is to experiment!). At max range, this move will likely and cleanly beat all air normals thrown at it, but it's not worth doing at all outside of combos. There is a minimum height requirement to SW, so you're not going to hit anyone by tiger kneeing it. Forced 70%.

Force Breaks

Fafnir (41236D) - Fafnir was once a special move but is now a Force Break. On hit it causes a wall bounce that is untechable for 32F, and on CH or CL the untechable time is 64F. On block it leaves you at +7 and does a lot of guard guage build up. This move cannot be cancelled into, but it does have uses in pressure strings and combos. A useful string (now not as useful due to Fafnir being a FB and costing 25% meter) is any pressure string into S(f)-2S (whiff cancelling it), Fafnir. This string is used for catching people trying to jump away. If caught by it, it'll likely result in a Clean Hit and a 50% follow up combo. The move can also be comboed into from GF, BB, or a low AD j.S-D, land, Clean Hit Fafnir (although it's hard to land CL Fafnir on lighter characters in this combo). Another use for this move is if after you do a CH 2D into GF and miss the FRC, you can link Fafnir right after for a Clean Hit and combo on most characters (light characters may be excluded from this). During Fafnir (hit, block, or whiff), you can do Tyrant Rave for an extra 25% meter, but it's not really worth it. Forced prorate 70%.

Tyrant Rave (46D during Fafnir's active frames) - Not very useful. Does a lot of chip damage, but isn't worth doing even if Fafnir hits. An extra 25% meter is not worth the damage it produces. The only time you'd use this move is if you're making a combo video or land a random, normal hit Fafnir and need to kill them with Tyrant Rave for the win. Hits 1-3 prorate 80%.

Overdrives

Tyrant Rave ver. Beta (632146H) - Not very useful. It has good amounts of invincibility, but you're better off doing VV and RCing it if you want to blow 50% meter on a wake up move. If you're going to use it on wake up, only do it if you're really unsure if they're going to bait a wake up VV by blocking it since this move is generally safe on block (although it's -15 on block, your opponent usually gets pushed back far enough that they can't punish you). The only other use for this move is to combo it after 2D, BR won't connect normally, and it will kill them. Fun fact: if you're Gold Sol or are in training mode with infinite meter on, RCing the first hit of this super over and over is an infinite.

Dragon Install (214214S) - This move is terrible and arguably THE worst OD in the game. It's not practical in any way, shape, or form. Sol's 6H is probably more useful than this move. While DI does temoparily make Sol go into "berserker" mode and gain meter over time, once this move is over Sol will lose any meter he's gained, and if he enters the recovery animation (kneels down and touches his head very briefly) he'll be close to a negative penalty and dizzy state afterwards. Only use this move if you want to mess around in casuals, want to look cool after winning a round and have 50% meter to burn, or are making a combo video.

Share this post


Link to post
Share on other sites

This thread is pretty useful. Any chances of seeing the combos, presure strings, baits and pokes sections finished?

Share this post


Link to post
Share on other sites

Unfortunately, I have stopped playing GG (for the most part) and the project has been, more or less, abandoned. I suppose I could finish section five (pressure strings, general gameplay tips, etc.), but ammend section four (combos) since there is already a combo thread. It is unlikely I will ever finish section five of the guide, but perhaps if I am feeling inspired one day, I will do it.

Share this post


Link to post
Share on other sites
What combos after Bandit Bringer on Normal Hit?

In AC you can do slightly mashed CL GV, or if you're in corner you can dash 2K/5K/c.S/2H. GF also connects if you're really deep in corner.

In +R it bounces, so you can run 5K 2H jS/jH SW provided you hit close enough. From farther hit you can run f.S FB Fafnir. And in corner you can add some jD to boost damage. Should be able to 5K/c.S to 5H/2H IAD jP from farther hits too.

Share this post


Link to post
Share on other sites
What combos after Bandit Bringer on Normal Hit?

In +R on certain characters(I had them all written down somewhere on my desk), you can actually GF FRC -> CLBB loop them. I only did it from starting position and it took them to the corner. You can even end it with Fafnir into Tyrant Rave. Time it right and you should have 2 Clean Hits before the Tyrant Rave. That's 75% Tension though. Probably not the most practical combo in terms of meter management. >.<

You'd probably be better off just doing one loop and if you're in the corner do a small dustloop with 3 reps I think? Finish with VV into knockdown.

Share this post


Link to post
Share on other sites
In +R on certain characters(I had them all written down somewhere on my desk), you can actually GF FRC -> CLBB loop them. I only did it from starting position and it took them to the corner. You can even end it with Fafnir into Tyrant Rave. Time it right and you should have 2 Clean Hits before the Tyrant Rave. That's 75% Tension though. Probably not the most practical combo in terms of meter management. >.<

You'd probably be better off just doing one loop and if you're in the corner do a small dustloop with 3 reps I think? Finish with VV into knockdown.

Interested in who you got that to work on, I only tried CL BB > GF so far, didn't know normal hit BB would combo to GF on anybody.

Share this post


Link to post
Share on other sites
Interested in who you got that to work on, I only tried CL BB > GF so far, didn't know normal hit BB would combo to GF on anybody.

Sorry for the delayed response. Been busy with many things, but I did manage to confirm my last post and made a quick video out of it. But to some up my answer to your question, the characters I got the combo on from starting position(Most of which I took a slight step back) are: Anji, Bridget, Chipp, Eddie, I-No, Justice, Kliff, May, Order-Sol, and Venom. My video shows everyone except Anji, Bridget, and Order-Sol.

I had everyone's recover/tech set to either forward or backwards, so there's no "Black Beat" combos. I totally forgot to add Dustloops at the end of these combos. I was mainly focused on showing the BB -> GF FRC -> CL BB loops. Did it all in one day. >.<

http://www.youtube.com/watch?v=N6uv8SX9e2E

Edit: Really sorry for the bad text on the slowdown part, I couldn't find a color to contrast with the background. I suggest you pause it, read it, then continue. Sorry lol

Share this post


Link to post
Share on other sites

In #R, GF FRC -> BB loops worked on everyone in the corner. Not sure if that's still true in +R, but I imagine the corner should make it easier.

And lol at BB getting clean hits on crouching Zappa and Kliff.

Share this post


Link to post
Share on other sites

Cool thanks.

In #R, GF FRC -> BB loops worked on everyone in the corner. Not sure if that's still true in +R, but I imagine the corner should make it easier.

In +R they should work similarly but I get the gunflame to miss on certain characters in corner after the BB, like in this combo http://www.youtube.com/watch?v=asgJGpYryQ8&hd=1. If I'm all the way in corner, GF seems extremely iffy on Chipp, Dizzy, Jam, Millia, I imagine that's partly due to GF getting slower since Slash/AC(?) as I recall. I'll try looping it multiple times but I dunno how worth the meter it will be.

Share this post


Link to post
Share on other sites

That's right; I forgot about GF getting 1 frame slower. I believe it lost active frames as well. That should make it a bit harder on some characters.

Share this post


Link to post
Share on other sites

I'm locking/unsticking this but leaving it for viewing since there's still good relevant info in it from Spirit Juice.

This topic is pretty much the [+R] Sol Badguy Wiki now.

I'll be looking at the wiki along with others to further complete it, but it's got a ton of good info already thanks to Kaizen, Final Ultima, and anyone else who's worked on it. If you have anything you think should be added to the wiki, post in the [+R] Sol Badguy Wiki Discussion Thread.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×