Daisuke's Vision. The Original Install. Sol is the most well-rounded of the non-god-tier characters. He has a variety of solid options, but nothing that really makes him stand out as exceptional. The biggest strength he has going for him is his incredibly easy execution on his Infinites, both CC and fake.
| |
Pros | Cons |
|
|
Normals
- Damage
- A quantification of how a character's health bar is reduced when they are hit.
- Guard
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Low
- Guarded against while crouching
- Mid
- Guarded against in either the crouching or standing state, but not while airborne
- High
- Guarded against in the standing state
- All
- Guarded against while crouching, standing, or while airborne
- Throw
- Cannot be guarded against, but only applies to grounded opponents
- Unblockable
- Cannot be guarded against
- Startup
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- Active
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- Recovery
- The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
- On-Block
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- On-Hit
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Invuln
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Mid | 6 | 8 | 10 | -1 | -2 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13,10 | Mid | 4,8 | 19 | 9 | -8 | -9 | none |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
19 | Mid | 6 | 3 | 21 | -3 | -2 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
21 | Mid | 6 | 3 | 24 | -7 | -6 | none |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
23,18 | Mid | 4,11 | 4,3 | 22 | -3 | +2 | none |
Fierce Strike
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | High/Air | 26 | 18 | 0 | -11 | -4 | none |
The index for this move wasn't uploaded onto Dustloop for several months, which should clue you in to how relevant it is.
Slow, easily reactable overhead that probably won't open many people up. Luckily, it moves Sol forward a great deal and gatlings into cS, letting you continue pressure on block and route into a CC infinite on hit. Unfortunately, the opponent will probably have moved out of the way by the time it's active.2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Low | 7 | 4 | 11 | 0 | -1 | none |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | Low | 8 | 4 | 29 | -14 | -22 | none |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22 | Mid | 8 | 4 | 13 | -2 | +3 | none |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
28 | Mid | 8 | 8 | 21 | -8 | -3 | none |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | High/Air | 4 | 8 | 9 | none |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | High/Air | 9 | 12 | 11 | none |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | High/Air | 9 | 11 | 5 | none |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | High/Air | 5 | until landing | N/A | none |
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | All | N/A | none |
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Throw | 1 | N/A | N/A | N/A | none |
Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | All | 22 | N/A | 8 | +18 | +6 |
Instant Kill
All Guns Blazing
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | All | 12 | 18 | 14 | N/A | N/A | Above Knees |
Specials
Gun Flame
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Gun Flame S | 9 | Mid | 9 | until contact | 31 | -17 | +1 | none |
Gun Flame H | 9 | Mid | 12 | until contact | 31 | -17 | +1 | none |
Volcanic Viper
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Volcanic Viper | 14,18 | Mid | 4 | 1-5 strike;6-8 above feet;strike until Sol turns on his side | ||||
Volcanic Viper Level 2 | 14,18 | Mid | 4 | 1-5 strike;6-8 above feet;strike until Sol turns on his side | ||||
Volcanic Viper Level 3 | 14,18 | Mid | 4 | 1-5 strike;6-8 above feet;strike until Sol turns on his side |
Sol's iconic DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.. Using either S or H will determine if the move travels a short distance or far. Minus on hit, but launches you very high, making punishes difficult. Also a real reversal, giving it practicality in that sense.
All versions of the move, regardless of level or button, will spawn a lingering projectile above Sol right as he becomes vulnerable again. It is difficult to hit with this projectile, since it doesn't connect from the rest of Volcanic Viper and is in an awkward location.
At Level 2, Volcanic Viper becomes air unblockable and gains an extra hit, dealing more damage. It also goes higher and farther.
At Level 3, it gains yet another hitbox for a total of 4 hits. Both the S and the H version appear to be identical, and both of them travel at the same angle as Level 1 H Volcanic Viper.Aerial Volcanic Viper
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Aerial Volcanic Viper | 14,18 | Mid | 4 | 1-5 full;6-8 above feet;full until Sol turns on his side | ||||
Aerial Volcanic Viper Level 2 | 14,18 | Mid | 4 | 1-5 full;6-8 above feet;full until Sol turns on his side | ||||
Aerial Volcanic Viper Level 3 | 14,18 | Mid | 4 | 1-5 full;6-8 above feet;full until Sol turns on his side |
Riot Stamp
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Mid | minimum 16 | until contact | 34 | -12 | -8 | after hitting wall, 1-8f full |
Bandit Revolver
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x3 | Mid | 7 | 24 | 17 | -9 | -3 | none |
Dash Kick
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | Mid | 1 | 20 | 2 | -10 | -6 | 1-2f full |
Infamous for being the easiest move to make a fake OTG infinite with. As a result, it's commonly used to cheese the AI and unlock characters, or to make a funny YouTube video about how broken the game is.
Outside of that, this is a solid move. It has instant startup and a lot of active frames, it can be made safe on block when spaced, and its virtually nonexistent recovery makes it safe to whiff. It can even net a tech chase afterwards. Solid option to throw out.Supers
Dragon Install
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
N/A | N/A | 55 | N/A | 290 | N/A | N/A | none |
Effect lasts for 498 frames, or a little over 8 seconds. Increases your damage by about 35% and notably increases your movement speed. Renders you unable to gain meter for its entire duration.
Relatively risky to throw out due to its startup, but useful in Desperation State, since its effects are multiplicative, allowing you to stack the buff repeatedly. It is worth noting that using Dragon Install again while the effect is already active does not refill the timer.
Don't run out of time, or you'll be a sitting duck for a long while and probably die.Tyrant Rave
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
68 | Mid | 20 | 57 | 54 | -2 | +6 |