m (Fixed a typo in the j.H description (formerly "psuedo")) |
(Culled down, reduced additional frame data sections to collapsible sections.) |
||
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| pros = | | pros = | ||
* '''Powerful in Close Range''': 3 frame {{clr|2|5K}}, Volcanic Viper, and Wild Throw. Benefits heavily off of fishing for counter hits and Frame Traps with full screen conversions. | * '''Powerful in Close Range''': 3 frame {{clr|2|5K}}, Volcanic Viper, and Wild Throw. Benefits heavily off of fishing for counter hits and Frame Traps with full screen conversions. | ||
* '''Strong Combos''': highly damaging, meterless combos that knock down from anywhere. | * '''Strong Combos''': highly damaging, meterless combos that knock down from anywhere. | ||
* '''Expanded Cancel Windows''': {{clr|1|6P}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, and {{clr|5|j.D}} can be gatling'd or special cancelled during their recovery frames. | * '''Expanded Cancel Windows''': {{clr|1|6P}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, and {{clr|5|j.D}} can be gatling'd or special cancelled during their recovery frames. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Standard jab, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc | Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc. | ||
*Better than average startup. Can tag a lot of beefier moves during their startup or cooldown. | *Better than average startup. Can tag a lot of beefier moves during their startup or cooldown. | ||
*Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}. | *Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}. | ||
Line 97: | Line 95: | ||
Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations. | Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations. | ||
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | <br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*80% proration (no proration in DI). | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_5P-Hitbox.png | GGXXACPR_Sol_5P-Hitbox.png | ||
Line 116: | Line 117: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Privileged 3f normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS. | |||
*Works as a frame trap tool after Sol does a safe poke. | *Works as a frame trap tool after Sol does a safe poke. | ||
*Preferred normal to OS with Sol's throw. | *Preferred normal to OS with Sol's throw. | ||
*''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out. | *''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out. | ||
On air hit, {{clr|2|5K}} is confirmed from with {{clr|4|2H}} or a {{clr|1|j.P}}/{{clr|2|j.K}} into a standard air combo > VV for knockdown. On air CH, {{clr|2|5K}} has enough hitstun to combo to Sidewinder from an IAD {{clr|3|j.S}} or {{clr|5|j.D}} with stricter timing. | |||
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | <br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Sol's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of Sol's lower level buttons, useful mid combo as a confirm/filler/stopping point. | |||
*Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst. | *Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst. | ||
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles) | *Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles) | ||
Can lead to Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}. | |||
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | <br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Extremely fast for its range, {{clr|3|f.S}} is good for establishing offense in neutral. | Extremely fast for its range, {{clr|3|f.S}} is good for gaining initiative round start or establishing offense in neutral. | ||
* | *Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage. | ||
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} {{clr|3|2S}} pressure very safe and lets Sol make his way in. | *Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} {{clr|3|2S}} pressure very safe and lets Sol make his way in. | ||
*For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage. | *For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage. | ||
Be careful, Sol extends his hurtbox on the first frame. Due to only being active for one frame, it's easily backdashed, but can be preemptively canceled to {{clr|3|2S}} to make it safer. | Be careful, Sol extends his hurtbox on the first frame. Due to only being active for one frame, it's easily backdashed, but can be preemptively canceled to {{clr|3|2S}} to make it safer. | ||
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | <br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Slower, long ranged poke and combo tool that leads to big damage on counter hit | Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest. | ||
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops. | *Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops. | ||
*Confirms into (FB) Fafnir to let Sol get in from midscreen. | *Confirms into (FB) Fafnir to let Sol get in from midscreen. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest {{clr|5|5D}}s in the game. | Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest {{clr|5|5D}}s in the game. Sol's only grounded overhead. | ||
*Leads to significant damage and a knockdown, especially with an Impossible Dust. | *Leads to significant damage and a knockdown, especially with an Impossible Dust. | ||
*Horrid range | *Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it. | ||
*Substantially better in DI due to being safe, and on the cusp of unreactable. | *Substantially better in DI due to being safe, and on the cusp of unreactable. | ||
Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is highly telegraphed. | Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is highly telegraphed. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Knocks down face up on CH. | |||
*In CH state from Frames 1-30. | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_5D-Hitbox.png | GGXXACPR_Sol_5D-Hitbox.png | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool. | |||
*Safe to 95% of reversals when properly meatied. | |||
*Safe to 95% of reversals when | |||
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits. | *Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits. | ||
{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts. | {{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts. | ||
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | <br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*80% proration (no proration in DI). | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_2P-Hitbox.png | GGXXACPR_Sol_2P-Hitbox.png | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Sol's fastest | Sol's fastest and main low poke. Also useful for faster tick throws or frame traps. | ||
*Tags people standing or attempting to fuzzy jump. | *Tags people standing or attempting to fuzzy jump. | ||
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion. | *Gatlings into {{clr|4|2H}} for a Grand Viper conversion. | ||
*Frame traps into {{clr|1|6P}} or a late {{clr|3|c.S}}/{{clr|3|f.S}}. Strong natural frame trap in {{clr|2|2K}} > {{clr|3|2S}}. | |||
*Frame traps into {{clr|1|6P}} or a late {{clr|3|c.S}}/{{clr|3|f.S}}. | |||
Fairly standard low poke tool, but active enough to serve as a safe meaty. Can still net 200 damage off of this by converting to {{clr|5|2D}} > FB Fafnir. | Fairly standard low poke tool, but active enough to serve as a safe meaty. Can still net 200 damage off of this by converting to {{clr|5|2D}} > FB Fafnir. | ||
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | <br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*70% proration (no proration in DI). | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_2K-Hitbox.png | GGXXACPR_Sol_2K-Hitbox.png | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent blockstring ender, neutral button, and baiting tool. | |||
*Strong low reaching poke due to hitbox/hurtbox ratio. | *Strong low reaching poke due to hitbox/hurtbox ratio. | ||
*Links into P and K normals and {{clr|3|c.S}} on late hits. | *Links into P and K normals and {{clr|3|c.S}} on late hits. | ||
*'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|3|2S}} is a natural frame trap on block, will combo on hit. Also works if delayed from {{clr|2|5K}}. | *'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|3|2S}} is a natural frame trap on block, will combo on hit. Also works if delayed from {{clr|2|5K}}. | ||
Discourages button pushing when properly spaced | Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset. | ||
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | <br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool. | |||
*Beats many moves and scores CH due to the strong hitbox. Trades in Sol's favor most of the time | *Beats many moves and scores CH due to the strong hitbox. Trades in Sol's favor most of the time. Burst safe if followed with BB or jump cancelled on CH. | ||
*Fast enough to combo off of level 1 buttons. | *Fast enough to combo off of level 1 buttons. | ||
*Special cancel window extends into its ''recovery frames''. | *Special cancel window extends into its ''recovery frames''. | ||
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:On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. {{clr|4|2H}} is strong, but don't whiff it. | :On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. {{clr|4|2H}} is strong, but don't whiff it. | ||
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}'' | <br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}'' | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Knocks down face down on CH. | |||
*Floats on CH (untechable for 60F) (DI version doesn't float). | |||
*90% proration. | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_2H1-Hitbox.png|(frames 8-9) | GGXXACPR_Sol_2H1-Hitbox.png|(frames 8-9) | ||
Line 359: | Line 352: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Amazing | Amazing: mid-ranged, low profile sweep which goes under goes under 80% of moves in the game, even in pressure. Your best friend. | ||
**Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins. | **Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins. | ||
*Special cancel window extends into its ''recovery frames''. | *Special cancel window extends into its ''recovery frames''. | ||
Line 369: | Line 361: | ||
Leads into Bandit Revolver RC for a conversion. CH leads to Gun-Flame > FRC, mashless Grand Viper, or Gun-Flame > FB Fafnir to Sidewinder Loop. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta. | Leads into Bandit Revolver RC for a conversion. CH leads to Gun-Flame > FRC, mashless Grand Viper, or Gun-Flame > FB Fafnir to Sidewinder Loop. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Knocks down face down. | |||
*Frames 4-23 [3-15] low stance. | |||
*90% Proration. | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_2D-Hitbox.png | GGXXACPR_Sol_2D-Hitbox.png | ||
Line 387: | Line 384: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Prime launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit. | Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit. | ||
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit. | *Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options. | ||
*Can be cancelled at '''any''' point during its recovery. | *Can be cancelled at '''any''' point during its recovery. | ||
*Clutch Anti Air. | *Clutch Anti Air. | ||
Vital in frame traps but loses to many lows and low profile moves, pay attention to your spacing and timing. Despite this, with the rewards, you should expect to be using this move a lot. | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Knocks down face up, face down after wallbounce. | |||
*Frames 1-8 [1-4], Frames 14-21 [8-11] upper body invincibility. | |||
*Frames 9-13 [5-7] above the knees invincibility. | |||
*Wall bounces on hit (untechable for 30 frames). | |||
*90% proration (no proration in DI). | |||
</div> | |||
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | <br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
Line 414: | Line 417: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Occasional ranged button, High risk high reward Anti Air. Not particularly strong by itself. | Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself. | ||
*Decent stun and damage, but ends your combo without meter. | *Decent stun and damage, but ends your combo without meter. | ||
*Cancel window lasts until the end of recovery for late frame traps. | *Cancel window lasts until the end of recovery for late frame traps. | ||
*Can be used in Dragon Install for higher Dizzy damage combos. | *Can be used in Dragon Install for higher Dizzy damage combos. | ||
Line 423: | Line 425: | ||
{{clr|4|6H}} will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move. | {{clr|4|6H}} will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Dizzy modifier x1.5. | |||
*In CH state for entire duration. | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 13) | GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 13) | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox. One of Sol's best | Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox, letting it beat a lot of moves. One of Sol's best. | ||
*Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts. | |||
*Good for airdash pressure due to its gatling options. | |||
*Can let Sol sneak past some Anti Airs due to the hurtbox change. | *Can let Sol sneak past some Anti Airs due to the hurtbox change. | ||
*Easy, if scaled, confirms off of things like Gunflame. | *Easy, if scaled, confirms off of things like Gunflame. | ||
*Leads to Burst safe, character specific Sidewinder Setups. | *Leads to Burst safe, character specific Sidewinder Setups. | ||
The Hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult HJIAD combos. Deceptively excellent. | |||
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}'' | ''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}'' | ||
Line 475: | Line 479: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively. | |||
*Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/H/D to connect. | *Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/H/D to connect. | ||
*Occasionally useful in airdash pressure. | *Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers. | ||
Useful {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it. | |||
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}'' | ''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}'' | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Main safe jump tool. Passable jump-in | |||
*Primary combo tool for Sidewinder Loops | *Primary combo tool for Sidewinder Loops | ||
*Occasionally works as a crossup out of a backwards airdash. | *Occasionally works as a crossup out of a backwards airdash. | ||
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC. | *Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC. | ||
Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > c/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}. | |||
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}'' | ''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}'' | ||
Line 526: | Line 527: | ||
{{Description|7|text= | {{Description|7|text= | ||
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal. | 0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal. | ||
*The shrunken hurtbox can make this outright impossible to Anti-Air with some moves. | *The shrunken hurtbox can make this outright impossible to Anti-Air with some moves. | ||
*Links into ''any'' jumping normal on hit. | *Links into ''any'' jumping normal on hit. | ||
*Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup. | *Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup. | ||
Very difficult to contest in any regular fashion. Useful in Sidewinder conversions. The recovery makes opponents tear out their hair. One of Sol's most used air options. | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Untechable on air hit for 17F (doesn't apply to DI version). | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_jH-1-Hitbox.png|Frames 9-14 | GGXXACPR_Sol_jH-1-Hitbox.png|Frames 9-14 | ||
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|name={{clr|5|j.D}} | |name={{clr|5|j.D}} | ||
|image=GGAC_Sol_jD.png | |image=GGAC_Sol_jD.png | ||
|caption=''' | |caption='''Trust in the Dust''' | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
Line 553: | Line 555: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Large, damaging move with abnormally high untechable time that loops into itself, for the titular '''DUSTLOOP'''. | |||
*Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage. | |||
*Fullscreen conversions on counter hit due to wallbounce. | *Fullscreen conversions on counter hit due to wallbounce. | ||
*Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice. | |||
*Can lead to a fuzzy guard setup, can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice. | |||
Partially responsible for Sol's obscene damage output. | Partially responsible for Sol's obscene damage output. Works with 5 in a row in one combo with a 3-hit prior starter. Teyah them to death. | ||
: | <div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | ||
{{clear}} | |||
---- | |||
*Blowback on normal hit (untechable for 27F). | |||
*Wall bounces on CH (untechable for 54F). | |||
*Additional 5F landing recovery. | |||
*90% proration. | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_jD-1-Hitbox.png|Frames 9-11 | GGXXACPR_Sol_jD-1-Hitbox.png|Frames 9-11 | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Average throw. Unspectacular unless done in the corner. | Average throw. Unspectacular unless done in the corner. Should be OS'd with {{clr|2|5K}}, or sometimes {{clr|3|c.S}}. | ||
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}. | |||
*Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}. | |||
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown. | **Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown. | ||
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/S] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/D] > SW.</br> | **Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/S] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/D] > SW.</br> | ||
Line 593: | Line 595: | ||
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown. | Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Knocks down face down (character specific). | |||
*Floats on hit. | |||
*50% forced proration. | |||
</div> | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
A decent air throw that knocks down. | A decent air throw that knocks down. Can convert in the corner, or with meter. | ||
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground. | *Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground. | ||
*Converts | *Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Knocks down face up. | |||
*Floats on hit (untechable for 60F). | |||
*Dizzy modifier x1.5. | |||
*50% forced proration. | |||
</div> | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Average, unsafe guard reversal. | Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options. | ||
*Uses {{clr|1|6P}} animation, so it can still be low profiled. | *Uses {{clr|1|6P}} animation, so it can still be low profiled. | ||
*Can convert in the corner on counter hit or if hit on the last active frame. | *Can convert in the corner on counter hit or if hit on the last active frame. | ||
*Loses to very low profile moves | *Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Knocks down face up. | |||
*Frames 1-13 invincible. | |||
*Frames 14-33 invincible to throws. | |||
*Frames 14-23 upper body invincibility. | |||
*Wall bounces on hit (untechable on ground hit for 28F). | |||
*50% proration. | |||
</div> | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Ground hugging flame projectile integral to Sol's pressure and oki game. | Ground hugging, very active flame projectile integral to Sol's pressure and oki game. Active for long enough that when dropped on them on oki, they must either block or attempt a reversal. | ||
*Will cover Sol's approach with an FRC. This FRC also resets pressure and Sol's position when done close enough. | |||
*Will cover Sol's approach | |||
*Does high damage in combos, especially in the corner. | *Does high damage in combos, especially in the corner. | ||
*Can be jumped over, but the FRC lets you react and catch them. | *Can be jumped over, but the FRC lets you react and catch them. | ||
*Counter hit state for the entire duration, making the FRC vital. Note: When GF is cancelled into, the FRC window will be delayed mid-string due to hit/blockstop. | *Counter hit state for the entire duration, making the FRC vital. Note: When GF is cancelled into, the FRC window will be delayed mid-string due to hit/blockstop. | ||
*'''Advanced tech''': Gunflame can be combo'd into against a grounded, crouching opponent, by cancelling into GF from a level 5 move, FRC'ing it, and linking an, at slowest 5F normal before the Gunflame goes active. | *'''Advanced tech''': Gunflame can be combo'd into against a grounded, crouching opponent, by cancelling into GF from a level 5 move, FRC'ing it, and linking an, at slowest 5F normal before the Gunflame goes active. E.g: xx > 2H > GF FRC > 5P > (GF hits) > xx | ||
Very useful tool when used properly. Must be spaced closely to prevent jump outs and allow Sol back in safely mid pressure, but sharper opponents will recognize and reversal through this. | Very useful tool when used properly. Must be spaced closely to prevent jump outs and allow Sol back in safely mid pressure, but sharper opponents will recognize and reversal through this. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Gun-Flame: floats on hit (untechable for 28F). | |||
*CH state till end of recovery. | |||
*Chip damage x2. | |||
*FRC timing 14-15. | |||
*Flame appears on frame 19. | |||
*Damage, Active, and Level vary depending on which of the 4 flames hits. | |||
*Flames appear on frames 21,31,39 and 42. | |||
*Gun-Flame can only hit once. | |||
</div> | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 671: | Line 700: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Regular Gunflame on roids. | Regular Gunflame on roids. Faster, has a massive hitbox, plus, and will combo into itself. | ||
*Covers an anti-air angle and makes pressure coverage faster and safer. | *Covers an anti-air angle and makes pressure coverage faster and safer. | ||
*Easier to use for chipping out. | *Easier to use for chipping out. | ||
*The FRC is moved to right as it goes active, changing its use. | *The FRC is moved to right as it goes active, changing its use. | ||
Line 680: | Line 707: | ||
Great for scaring opponents in the corner, or catching bad jump out attempts. Mixed in with DI's other tools, it becomes stronger when spaced out. | Great for scaring opponents in the corner, or catching bad jump out attempts. Mixed in with DI's other tools, it becomes stronger when spaced out. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Gun-Flame (DI): Floats on hit (untechable for 40F). | |||
*CH state till end of recovery. | |||
*Hit stop 6. | |||
*Chip damage x2. | |||
*FRC timing: 21-22. | |||
*Flame goes through other projectiles. | |||
</div> | |||
|} | |} | ||
}} | }} | ||
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Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect. | Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*CH state till end of recovery. | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Sol_214P-Hitbox.png | GGXXACPR_Sol_214P-Hitbox.png | ||
</gallery> | </gallery> | ||
Line 729: | Line 768: | ||
*''Note - all grounded versions:'' must be ''jump installed'' in order to airdash or double jump on RC. | *''Note - all grounded versions:'' must be ''jump installed'' in order to airdash or double jump on RC. | ||
Breaks through even the smallest gaps | Breaks through even the smallest gaps. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state. Commands respect in order to be completely baited. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Fully invincible 1~9F | |||
*Strike invincible 10~13F | |||
*Sol is airborne from 10F onwards | |||
*Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F) | |||
*Can cancel into Knockdown from 24~40F | |||
*Sol is in crouching state during landing recovery | |||
</div> | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Easy air combo ender. | Easy air combo ender. Has the most leniency into combo'ing into the followup kick of any air VV. | ||
*Also works as an air reversal, but is air blockable without FD, and is only strike invuln. | |||
*Also works as | |||
*Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block. | *Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block. | ||
**This RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground... | |||
*Can convert to longer combos if the first hit is RC'd. | *Can convert to longer combos if the first hit is RC'd. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Strike invincible 1~9F | |||
*Floats opponent on hit (1st hit untechable for 36F, 2nd hit for 27F) | |||
*Can cancel into Knockdown from 19~35F | |||
*Sol is in crouching state during landing recovery | |||
</div> | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Massive DP version. | Massive DP version. Big Anti-Air callout, unrivaled in combined speed and vertical reach. Eats up the sky. | ||
*Slightly faster and more damage than the S version. | *Slightly faster and more damage than the S version. | ||
*Similarly converts if the 1st hit is RC'd or the 2nd part counter hits. | *Similarly converts if the 1st hit is RC'd or the 2nd part counter hits. | ||
Line 761: | Line 810: | ||
*Leniency to the followup is slightly more difficult, and must be delayed a bit. | *Leniency to the followup is slightly more difficult, and must be delayed a bit. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Fully invincible 1~9F | |||
*1st hit floats opponent and fully untechable | |||
*All other hits float opponent (untechable for 60F) and have hitstop 0 | |||
*Sol is airborne from 7F onwards | |||
*1st hit dizzy modifier x2.0 | |||
*Can cancel into Knockdown from 63F onwards | |||
*Sol is in crouching state during landing recovery | |||
</div> | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 768: | Line 827: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Situational air knockdown tool with slight more damage. | Situational air knockdown tool with slight more damage. Higher reaching aerial VV, but not as high as the grounded version. | ||
*Also air blockable without FD. | *Also air blockable without FD. | ||
*Lacks the same leniency to the followup as the ground H version. | *Lacks the same leniency to the followup as the ground H version. | ||
*Similarly to {{clr|3|j.S}}VV, cuts air momentum when RC'd on the first hit. | *Similarly to {{clr|3|j.S}}VV, cuts air momentum when RC'd on the first hit. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Strike invincible 1~9F | |||
*Floats opponent on hit (1st hit untechable for 38F, 2nd hit for 36F) | |||
*Can cancel into Knockdown from 32~44F | |||
*Sol is in crouching state during landing recovery | |||
</div> | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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*Overall not the strongest version, but usable. | *Overall not the strongest version, but usable. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Fully invincible 1~9F | |||
*Strike invincible on 10F | |||
*Sol is airborne from 10F onwards | |||
*Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 30F) | |||
*Sol is in crouching state during landing recovery | |||
</div> | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 800: | Line 873: | ||
Use by itself with meter for a skyrocket. Despite the excessive hitstun, knockdown can become impossible to connect on too many hits due to gravity scaling, so avoid ending longer combos with it. | Use by itself with meter for a skyrocket. Despite the excessive hitstun, knockdown can become impossible to connect on too many hits due to gravity scaling, so avoid ending longer combos with it. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Fully invincible 1~9F | |||
*1st hit floats opponent and fully untechable | |||
*All other hits float opponent (untechable for 60F) and have hitstop 0 | |||
*Sol is airborne from 7F onwards | |||
*1st hit dizzy modifier x2.0 | |||
*Can cancel into Knockdown from 63F onwards | |||
*Sol is in crouching state during landing recovery | |||
</div> | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{Description|8|text= | {{Description|8|text= | ||
Similarly weaker version as DI-{{clr|3|S}}VV, but the first hit is air unblockable. | Similarly weaker version as DI-{{clr|3|S}}VV, but the first hit is air unblockable. | ||
* | *Doesn't cancel to knockdown. | ||
*First hit being air unblockable can win you air-to-air wars. | *First hit being air unblockable can win you air-to-air wars. | ||
*Fully invincible compared to normal air VVs being only strike invincible. | *Fully invincible compared to normal air VVs being only strike invincible. | ||
Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert. | Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Fully invincible 1~9F | |||
*Strike invincible 10~11F | |||
*Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 45F) | |||
*Sol is in crouching state during landing recovery | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes (Normal)" data-collapsetext="hide hitboxes (Normal)"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes (Normal)" data-collapsetext="hide hitboxes (Normal)"> | ||
GGXXACPR_Sol_623S-1-Hitbox.png|S: 1st hit (Frames 7-9)</br>H: 1st hit (Frames 5-6) | GGXXACPR_Sol_623S-1-Hitbox.png|S: 1st hit (Frames 7-9)</br>H: 1st hit (Frames 5-6) | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Used after VV to score a knockdown, or delay | Used after VV to score a knockdown, or delay Sol's descent, throwing off an opponent's punish timing.. | ||
*Deceptively large hitbox. Can tag players pressing the wrong button. | *Deceptively large hitbox. Can tag players pressing the wrong button. | ||
*Use wisely on VV getting blocked/whiffing, as Sol is put in CH state. | *Use wisely on VV getting blocked/whiffing, as Sol is put in CH state. | ||
*Hits overhead, but won't tag anybody this way. | *Hits overhead, but won't tag anybody this way. | ||
Line 849: | Line 937: | ||
Note that against heavyweight characters, Knockdown will whiff after some grounded versions of VV, depending on whether it was normal or counter hit. Know your matchups! | Note that against heavyweight characters, Knockdown will whiff after some grounded versions of VV, depending on whether it was normal or counter hit. Know your matchups! | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Plummets on hit (untechable for 30F). | |||
*Sol is in CH state while falling. | |||
*Sol is crouching during landing recovery. | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_j214K-Hitbox.png | GGXXACPR_Sol_j214K-Hitbox.png | ||
Line 870: | Line 964: | ||
The ultimate callout, likeliest move in the game to blow out your speakers. | The ultimate callout, likeliest move in the game to blow out your speakers. | ||
*Extremely low profile on frame 1: goes more than 75% of moves in the game. | *Extremely low profile on frame 1: goes more than 75% of moves in the game. | ||
*Leads into ridiculous | *Leads into ridiculous damage on Clean Hit from anywhere on stage. | ||
*Number of hits changes depending on how many directions/buttons are pressed during the move. | *Number of hits changes depending on how many directions/buttons are pressed during the move. | ||
*Horribly unsafe on block/whiff. Cannot be RC'd if the current hit did not make contact. | *Horribly unsafe on block/whiff. Cannot be RC'd if the current hit did not make contact. | ||
Line 877: | Line 971: | ||
Strong tool which requires finesse and recognition to use properly. Can go under things mid-pressure and lead to very damaging conversions. Has some of its best conversions near the corner, and can work midscreen with little/no mashing based on the opponent's character. Don't miss. | Strong tool which requires finesse and recognition to use properly. Can go under things mid-pressure and lead to very damaging conversions. Has some of its best conversions near the corner, and can work midscreen with little/no mashing based on the opponent's character. Don't miss. | ||
*''For a detailed look at this move, see this tutorial video: http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1'' | *''For a detailed look at this move, see this tutorial video: http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1'' | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Above knees invincible 1~4F | |||
*Above feet invincible while advancing 5~16F | |||
*1st-6th hits of the advancing part are untechable for 26F | |||
*Hitstun on standing opponent 24F | |||
*Hitstop 6F | |||
*Dizzy modifier x0.25 | |||
*Initial prorate 80% | |||
*7th hit of the advancing part floats opponent on hit (untechable for 28F) | |||
*Histop 6F | |||
*Final hit (the uppercut) floats opponent on hit (untechable for 42F, on Clean Hit for 64F) | |||
*Listed frame data is for a Ground Viper that does the maximum number of hits | |||
</div> | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
Frame Data for Maximum # of Hits | Frame Data for Maximum # of Hits | ||
Line 901: | Line 1,010: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD. | |||
*Leads to a safejump setup on knockdown. | |||
*Leads to a safejump setup | |||
*Minute startup invul can make it a psuedo-reversal. | *Minute startup invul can make it a psuedo-reversal. | ||
Keeps opponents grounded, though | Keeps opponents grounded, though throw punishable if blocked standing. Can go through some moves, to the surprise of many. Use caution: the second hit is unsafe on hit if the opponent is grounded. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Strike invincible 1~3F | |||
*Sol is airborne from 9F onwards | |||
*1st hit floats opponent on hit (untechable for 26F) | |||
*2nd hit slams down opponent and fully untechable on air hit | |||
*Auto Jump Install | |||
*Sol is in crouching state during landing recovery | |||
</div> | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 918: | Line 1,034: | ||
Combo filler for high meter gain, and tool for shooting across the stage. | Combo filler for high meter gain, and tool for shooting across the stage. | ||
*Converts stray air hits into longer combos. | *Converts stray air hits into longer combos. | ||
*Loops from {{clr|2|5K}} and {{clr|3|c.S}}, mainly for corner carry | *Loops from {{clr|2|5K}} and {{clr|3|c.S}}, mainly for corner carry and meter gain. | ||
*Can be FRC'd before going active to propel Sol forward. | *Can be FRC'd before going active to propel Sol forward. | ||
*FRC also used to extend aerial pressure strings or set up mixups. | *FRC also used to extend aerial pressure strings or set up mixups. | ||
Line 925: | Line 1,040: | ||
Main conversion tool out of farther hitting {{clr|5|j.D}}s where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself. | Main conversion tool out of farther hitting {{clr|5|j.D}}s where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*1st hit floats opponent on ground hit (untechable for 24F) | |||
*Untechable on air hit for - 2nd hit: 32F, 3rd hit: 28F | |||
*FRC timing 6~8F | |||
*Attack level is 1 on block | |||
*Sol is in crouching state during landing recovery | |||
</div> | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 932: | Line 1,055: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Stronger hitting version of BR with flame effects. Last hit strikes overhead | Stronger hitting version of BR with flame effects, and loops into itself easily. Last hit strikes overhead. | ||
*Larger active window for catching jumpers. | |||
*Larger active window | |||
*Knocks down with a bit of pushback for ending combos when DI is about to run out. | *Knocks down with a bit of pushback for ending combos when DI is about to run out. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Strike invincible 1~3F | |||
*Sol is airborne from 9F onwards | |||
*1st-3rd hits float opponent on hit (untechable for 26F) | |||
*4th hit slams down opponent on air hit (untechable for 26F) | |||
*Auto Jump Install | |||
*Sol is in crouching state during landing recovery | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
Line 965: | Line 1,094: | ||
*Goes over a lot of things very, very slowly. | *Goes over a lot of things very, very slowly. | ||
*Large ground bounce makes conversions extremely easy. | *Large ground bounce makes conversions extremely easy. | ||
* | **Works best off of Gunflame FRC in the corner, works off of max-range, crouching CH {{clr|4|5H}} against most of the cast. | ||
*Plus 1 on block, | *Plus 1 on block. Must be backdashed, IB'd > throw, or {{clr|1|6P}}'d to be punished. | ||
*Has a Clean Hit, with no forced prorate. | *Has a Clean Hit, with no forced prorate. | ||
Occasional FRC use leads to unusual mixups. Can also be RC'd on contact if Jump Installed for an airdash mixup. Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it. | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Strike invincible 1~3F | |||
*Sol is airborne from 9F onwards | |||
*Ground bounces opponent on hit (untechable for 50F, on Clean Hit for 80F, on CH for 152F) | |||
*FRC timing 18~20F | |||
*Initial prorate 66% | |||
*Startup of 32F to hit crouching opponent (tested on Sol) | |||
*Sol is in crouching state during landing recovery | |||
*Attack does 19F blockstun | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_236K-Hold_Hitbox.png | GGXXACPR_Sol_236K-Hold_Hitbox.png | ||
Line 993: | Line 1,131: | ||
{{Description|7|text= | {{Description|7|text= | ||
Silly overhead transport attack. Awful move, except when it's amazing. | Silly overhead transport attack. Awful move, except when it's amazing. | ||
*Hits on | *Hits on 14f when cornered, but will push out a lot of the cast and go right over some of them crouching. Starts higher off the ground the further you do it from the corner. | ||
*Airborne on frame 1, gets you out of dodge when used properly. | *Airborne on frame 1, gets you out of dodge when used properly. | ||
*Doesn't lead to anything on hit, but full conversion on midscreen counter hit. | *Doesn't lead to anything on hit, but full conversion on midscreen counter hit. | ||
*Can be FRC'd right before it goes active to fake into a low. | *Can be FRC'd right before it goes active to fake into a low. | ||
** | |||
*{{clr|1|6P}} bait. Don't do it fullscreen or you're going to die. | *{{clr|1|6P}} bait. Don't do it fullscreen or you're going to die. | ||
Done with discretion, it'll get you out of jail and might lead to a combo. Hilarious when it works. Otherwise horrendous. Be careful or you're going to get counter hit and you're probably going to lose. | Done with discretion, it'll get you out of jail and might lead to a combo. Hilarious when it works. Otherwise horrendous. Be careful or you're going to get counter hit and you're probably going to lose. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Sol is airborne from 1F onwards | |||
*Wall bounces opponent on hit (untechable for 28F) | |||
*Sol is in CH state from first active frame onwards | |||
*FRC timing 9~12F after reaching the wall | |||
*Auto Jump Install | |||
*Fastest startup of Riot Stamp (done when Sol is right next to the wall) is 14F | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_RS-Hitbox.png | GGXXACPR_Sol_RS-Hitbox.png | ||
Line 1,020: | Line 1,168: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Great command grab. Sol's main mixup tool | Great command grab with average command throw range but great startup. Sol's main mixup tool. | ||
*Full, damaging conversions from anywhere on stage. | *Full, damaging conversions from anywhere on stage. | ||
*Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait. | *Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait. | ||
Line 1,033: | Line 1,180: | ||
**late {{clr|4|j.H}}/block OS > SW loop | **late {{clr|4|j.H}}/block OS > SW loop | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*1-14 Sol is in CH state. | |||
*Whiff animation: 35F. | |||
*55% forced proration. | |||
</div> | |||
}} | }} | ||
}} | }} | ||
Line 1,048: | Line 1,201: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
The reason you play Sol. Big flaming punch, staple combo move. | The reason you play Sol. Big flaming punch, wallbouncing staple combo move. with ludicrous damage output. | ||
*Requires precision: must Clean Hit in combos. Consecutive Clean Hits raise the base damage of following Sidewinders in a single combo. | |||
*Requires precision: must Clean Hit in | |||
*Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen. | *Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen. | ||
*Fully wallbounces on Counter Hit: occasionally useful in neutral or as a punish. | |||
*Can usually be looped 2-3 times midscreen, or 2-5 times near the corner, and still retain knockdown. | *Can usually be looped 2-3 times midscreen, or 2-5 times near the corner, and still retain knockdown. | ||
Standard SW loops repeat [{{clr|3|j.S}}/{{clr|4|j.H}}(1) > SW] x N. The jump direction is character and screen-specific, and will usually require some improvisation on top of practice. Empty jump Sidewinders also work, and do more damage as well as being burst safe. Bring the pain. | Standard SW loops repeat [{{clr|3|j.S}}/{{clr|4|j.H}}(1) > SW] x N. The jump direction is character and screen-specific, and will usually require some improvisation on top of practice. Empty jump Sidewinders also work, and do more damage as well as being burst safe. Bring the pain. | ||
*''Clean Hit Diagrams can be found here: | *''Clean Hit Diagrams can be found here: | ||
[http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html Clean Hit Diagrams]'' | [http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html Clean Hit Diagrams]'' | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Wall bounces opponent on hit (Clean Hit untechable for 56F) | |||
*Sol is in CH state during recovery | |||
*Dizzy modifier x0.5 | |||
*Forced prorate 70% | |||
*Sol is in crouching state during landing recovery | |||
*See notes *3 | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_j236H-1-Hitbox.png|Frames 9-10 | GGXXACPR_Sol_j236H-1-Hitbox.png|Frames 9-10 | ||
Line 1,080: | Line 1,241: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Slow, lunging punch. Gets Sol in more safely when combo'd into | Slow, lunging punch, max range conversion tool and situation reset (mainly off of 5H). Gets Sol in more safely when combo'd into. | ||
*Staggers on hit while moving Sol forward, putting him closer to his optimal range. | *Staggers on hit while moving Sol forward, putting him closer to his optimal range. | ||
*Cancels into FB Tyrant Rave for bigger damage with only 25 meter. | *Cancels into FB Tyrant Rave for bigger damage with only 25 meter. | ||
*Leads to bigger confirms with an RC. | *Leads to bigger confirms with an RC. | ||
*Can frame trap (with a wide window) due to its startup. | *Can frame trap (with a wide window) due to its startup. | ||
Most useful for getting Sol in from a faraway hit. Can combo afterward if the opponent is asleep and doesn't shake out of stagger. Slides on counter hit, but the recovery is far too high for a conversion. Not great in neutral. '''Exercise caution''': fast mashers can recover from stagger fast enough to recover before Sol. | Most useful for getting Sol in from a faraway hit. Can combo afterward if the opponent is asleep and doesn't shake out of stagger. Slides on counter hit, but the recovery is far too high for a conversion. Not great in neutral. '''Exercise caution''': fast mashers can recover from stagger fast enough to recover before Sol. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Staggers opponent on ground hit (Max 42F). | |||
*Knocks down opponent on air hit (untechable for 24F). | |||
*Slides opponent on CH (untechable for 56F, slides for 40F). | |||
*Can cancel into Tyrant Rave from 20~25F. | |||
*Forced prorate 70%. | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_41236H-Hitbox.png | GGXXACPR_Sol_41236H-Hitbox.png | ||
Line 1,108: | Line 1,275: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Quick, plus overhead that is +R and Dragon Install exclusive. Opponents not familiar with the matchup often forget that this move exists. | Quick, plus, low crush, floor bouncing overhead that is +R and Dragon Install exclusive. Opponents not familiar with the matchup often forget that this move exists. | ||
*Relatively quick, hits 20F when tk'd. | *Relatively quick, hits 20F when tk'd. Plus 3 on block for continued pressure. | ||
*Bounces higher based on the opponent's height when hit. | *Bounces higher based on the opponent's height when hit. | ||
*Loops into itself or out of {{clr|5|j.D}}. | *Loops into itself or out of {{clr|5|j.D}}. | ||
*Bounces them backwards slightly, can be useful for pushing them away as Dragon Install is about to end. | *Bounces them backwards slightly, can be useful for pushing them away as Dragon Install is about to end. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Ground bounces opponent on hit (untechable for 55F). | |||
*Prorates 80%. | |||
*Frame Adv is based on performing Knockdown as fast as possible from standing (startup 20F). | |||
</div> | |||
}} | }} | ||
}} | }} | ||
Line 1,140: | Line 1,311: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Fast, ''throw invincible'' sucker punch which knocks down. Much stronger version of regular Fafnir. | |||
*Has some invincibility on Sol's front leg, can low crush. Beats throws until startup | |||
*Has some invincibility on Sol's front leg, can low crush. | *Scores knockdown at ranges too far for any other conversions. | ||
*Slides on Counter Hit or Clean Hit (works from {{clr|1|6P}} or {{clr|5|2D}}, or against jump out attempts), and converts to full combos a little over half the screen away. | |||
*Slides on Counter Hit or Clean Hit (works from {{clr|1|6P}} or {{clr|5|2D}}, or against jump out attempts) | |||
**Leads to {{clr|3|f.S}} {{clr|4|5H}} IAD combos, slight mash Grand Viper, or dash up relaunches, spacing dependent. Very useful as a delayed Frame Trap tool. | **Leads to {{clr|3|f.S}} {{clr|4|5H}} IAD combos, slight mash Grand Viper, or dash up relaunches, spacing dependent. Very useful as a delayed Frame Trap tool. | ||
*'''Note''': will whiff against crouchers off of max range {{clr|4|5H}}, due to opponent hurtboxes. | *'''Note''': will whiff against crouchers off of max range {{clr|4|5H}}, due to opponent hurtboxes. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Throw invincible frames 1-11. | |||
*Knocks down opponent on hit (untechable for 40F). | |||
*Slides opponent on Clean Hit (untechable for 80F, slides for 28F). | |||
*Inflicts 26 frames of blockstun. | |||
*Can cancel into Tyrant Rave from 12~18F. | |||
*Forced prorate 70%. | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_41236D-Hitbox.png | GGXXACPR_Sol_41236D-Hitbox.png | ||
Line 1,168: | Line 1,345: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Big damage combo ender and chip kill move. | Big damage combo ender and chip kill move. Only costs a quarter. | ||
*Large hitbox, multi hit move which is | *Large hitbox, multi hit move which is difficult to contest or punish. Generally sacrifices knockdown. | ||
*Damage increases with Clean Hits, makes for a powerful damage ender after even only 2 reps. | *Damage increases with Clean Hits, makes for a powerful damage ender after even only 2 reps. | ||
*Converts to {{clr|2|5K}} in the corner off of short combos. | *Converts to {{clr|2|5K}} in the corner off of short combos. | ||
*Strong for closing out rounds or scaring opponents due to damage output. | *Strong for closing out rounds or scaring opponents due to damage output. | ||
Even simple combos in the corner such as ''xx > [{{clr|1|6P}} > Fafnir] * 3'' or looped ''GF FRC BB'' into Fafnir > TR can do over 270 damage. | Even simple combos in the corner such as ''xx > [{{clr|1|6P}} > Fafnir] * 3'' or looped ''GF FRC BB'' into Fafnir > TR can do over 270 damage. | ||
:A max range FB Fafnir into this midscreen will whiff, but the last hit will land if they burst. Can lead to airthrow tech traps in the corner if they tech afterwards. | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Unburstable (burst is disabled the moment Tyrant Rave starts). | |||
*Dizzy modifier x0. | |||
*Chip damage x2. | |||
*1st-3rd hits have initial prorate 80%. | |||
*2nd-4th hits can pass through projectiles. | |||
</div> | |||
}} | |||
}} | }} | ||
====== ====== | ====== ====== | ||
Line 1,195: | Line 1,378: | ||
{{Description|7|text= | {{Description|7|text= | ||
Guaranteed Clean Hit Sidewinder. A godsend. | Guaranteed Clean Hit Sidewinder. A godsend. | ||
*Gives Sol easier, and otherwise impossible combo conversions. | *Gives Sol easier, and otherwise impossible combo conversions. | ||
*Hit from max range, it becomes burst safe. | *Hit from max range, it becomes burst safe. | ||
Line 1,203: | Line 1,385: | ||
Starts or maintains Sidewinder Loops that might have otherwise been impossible, netting clean hits from afar while being burst safe at farther ranges. Works for all sorts of burst safe setups. The damage difference is fairly negligible later in combos. Never drop a Sidewinder Loop again. | Starts or maintains Sidewinder Loops that might have otherwise been impossible, netting clean hits from afar while being burst safe at farther ranges. Works for all sorts of burst safe setups. The damage difference is fairly negligible later in combos. Never drop a Sidewinder Loop again. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Wall bounces opponent on hit (untechable for 56F). | |||
*Guaranteed Clean Hit. | |||
*Sol is in CH state during landing recovery. | |||
*Hitstop 27F. | |||
*Forced prorate 70%. | |||
*Note: *3'' | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_j236H-1-Hitbox.png|Frames 9-10 | GGXXACPR_Sol_j236H-1-Hitbox.png|Frames 9-10 | ||
Line 1,232: | Line 1,423: | ||
{{Description|7|text= | {{Description|7|text= | ||
High, immediate damage cash out. | High, immediate damage cash out. | ||
*Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned. | *Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned. | ||
*Knocks down full screen, untechable wallstick near the corner. | *Knocks down full screen, untechable wallstick near the corner. | ||
Line 1,238: | Line 1,428: | ||
*Done from {{clr|5|2D}} or {{clr|4|5H}} as a punish, you get a quick, unburstable combo unless they burst immediately. | *Done from {{clr|5|2D}} or {{clr|4|5H}} as a punish, you get a quick, unburstable combo unless they burst immediately. | ||
*Can be done to bursts on reaction to blow through them for a big reset. | *Can be done to bursts on reaction to blow through them for a big reset. | ||
*Pushes the opponent out fairly far, can be difficult to punish. | *Pushes the opponent out fairly far, can be difficult to punish, but can be tagged between hits. | ||
Has its plusses but TR is generally an inferior reversal to VV RC. RC'in the first hit on block can lead to mixups like dash in Wild Throw. | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*1-8 strike invincible. | |||
*1st hit knocks down opponent. | |||
*2nd hit wall sticks opponent (untechable for 80F, sticks for 32F). | |||
*Dizzy modifier: 1st hit: x0.25, 2nd hit: x0. | |||
*Chip damage: 1st hit: x1.5, 2nd hit: x2.0. | |||
*2nd hit is RCable provided the first attack hits or is blocked. | |||
* 2nd hit can pass through projectiles. | |||
*2nd hit has 70% forced proration. | |||
</div> | |||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Sol_632146H-1-Hitbox.png|1st hit (Frames 6-8) | GGXXACPR_Sol_632146H-1-Hitbox.png|1st hit (Frames 6-8) | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Extremely risky install super which is rarely worth the drawbacks. Buffs Sol's moves by making them faster and giving some additional effects. | |||
'''Positives:''' | '''Positives:''' | ||
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*Costs a full bar for over six times the startup with ''no invincibility''. | *Costs a full bar for over six times the startup with ''no invincibility''. | ||
*Lasts the entire round, at the cost of draining your life until it hits 1 pixel. | *Lasts the entire round, at the cost of draining your life until it hits 1 pixel. | ||
*Kills your tension gain | *Kills your tension gain. | ||
*Drains your health faster than you can deal damage. | *Drains your health faster than you can deal damage. | ||
*Actually favorably has an extremely obtuse input to ensure that you don't get it by accident. | *Actually favorably has an extremely obtuse input to ensure that you don't get it by accident. | ||
*Awful. Don't even try. | *Awful. Don't even try. | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | |||
{{clear}} | |||
---- | |||
*Requires 100% tension. | |||
*After the super-freeze, will Install even if hit. | |||
*Install mode is permanent. | |||
*Tension gained is 20% original value. | |||
*Health steadily decreases.'' | |||
</div> | |||
}} | }} | ||
}} | }} | ||
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*Short range and horribly unsafe. Whiffs on the entire cast crouching. | *Short range and horribly unsafe. Whiffs on the entire cast crouching. | ||
*Will whiff against several characters ''in their stun animations'' (Sol, Axl, Jam, Kliff, Baiken, Zappa, Dizzy, HOS). Very rarely worth it. | *Will whiff against several characters ''in their stun animations'' (Sol, Axl, Jam, Kliff, Baiken, Zappa, Dizzy, HOS). Very rarely worth it. | ||
*Useful against ABA and Chipp, otherwise rarely used due to the aforementioned, and Sol's general lack of stun. | *Useful against ABA and Chipp, otherwise rarely used due to the aforementioned, and Sol's general lack of stun setups. | ||
}} | }} | ||
}} | }} |
Revision as of 23:31, 19 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums |
Sol Badguy is a hard hitting, close to mid range character with a variety of odd moves that make him deceptively tricky.
Sol thrives in the opponent's face with fast pokes, moves that go under others, and the best Dragon Punch period. His high/low mixup is very poor, but his tick throws, frame traps, and abundance of meter give him plenty of other tricky tools and means of opening up the opponent. Outside of his optimal range, he has some other decent midscreen tools, too, such as his f.S which is very fast for its range, and 5H which covers a good amount of space with an excellent hit/hurtbox ratio. Sol also has some very notably unique tools: several low profile options (including dashing), a normal which has zero recovery frames, unexpected burst of (partial) invincibility on many moves (including backdash), and several normals which can be cancelled during their recovery frames.
Though his main BnB, Sidewinder Loop, requires character specific precision, his combos generally deal high amounts of damage and are very freestyle. This makes Sol terrifying to defend against once he gets in and opens up the opponent for a beefy combination. But in order to get to those combos, Sol players will need to extend beyond the basic DP/Command Grab mixup into more layered mental territory, and/or learn to become so wild as to be impossible to predict.
"Give me a break." | |
Lore: | Sol hates working any harder than he has to, which means he rarely puts much effort into anything. A man of few words, he says only as much as he absolutely has to in order to get his point across. Consequently he’s not very good at expressing himself, and tends to compensate by bullying people into line or simply steamrolling them. Most people see him as crude and self-centered...even people who might call him a friend. |
Voice: | Jōji Nakata/Daisuke Ishiwatari |
Sol Badguy Sol Badguy is a hard hitting, close to mid range character with a variety of moves that make him deceptively tricky.
- Powerful in Close Range: 3 frame 5K, Volcanic Viper, and Wild Throw. Benefits heavily off of fishing for counter hits and Frame Traps with full screen conversions.
- Strong Combos: highly damaging, meterless combos that knock down from anywhere.
- Expanded Cancel Windows: 6P, 2H, 6H, 2D, and j.D can be gatling'd or special cancelled during their recovery frames.
- Tricky Movement: 2D, Grand Viper, Riot Stomp, and Bandit Revolver/Bringer can be used to simply go around an opponent's offense.
- Annoying Airborne Hurtboxes: Sol is notoriously difficult to combo and some of his air moves have retracted hurtboxes.
- Limited ranged conversion: Sol has trouble turning his longer ranged tools into bigger damage without meter or a counter hit.
- Struggles against zoning: Despite his myriad of tricky movement options, Sol must play patient or risky to get in.
- Subpar meterless high/low mixup: With very slow and obvious grounded overheads, Sol has few mixup options outside of strike/throw.
- Limited blockstring pressure: Sol will generally need to spend meter to keep the heat on, and will tend to prefer going for the mixup fairly quickly.
- Extensive reliance on character specifics for Sidewinder Loop: Requires solid execution, height management, and matchup familiarity for Clean Hit Combos. See note:
Some of Sol's moves change properties depending on how they hit the opponent. Sol's damage output comes from Clean Hits, which involve hitting the opponent at a position specific to the move in question, the opponent, and the opponent's position.
Four moves deal clean hits: Sidewinder, Grand Viper, Bandit Bringer, and Force Break Fafnir. Landing a clean hit with any one of these changes the effects of the move:
- Sidewinder: Doubled untechable time. Damage increases with the number of clean hits per combo. The cornerstone of Sol's most damaging BnB.
- Grand Viper: Increased untechable time, leads to a full combo. Launches higher.
- Bandit Bringer: Floats slightly higher, increased untechable time.
- Force Break Fafnir: Floor slides as opposed to regular knockdown. Full conversions near the corner.
- Force Break Tyrant Rave: Does not have a clean hit, but gains a damage boost based on clean hit count similarly to Sidewinder.
Clean hits are always optimal. They lead to better combo extensions in every instance. The damage bonuses to Sidewinder and Force Break Tyrant Rave allow Sol to deal over 50% damage to the opponent off of one conversion.
Clean Hit Diagrams can be found here: http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.htmlNormal Moves
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.
Ground Normals
5P |
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5K |
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c.S |
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f.S |
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5H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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6P |
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6H |
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Air Normals
j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Special Moves
Gun-Flame 236P |
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Gun-Flame (Feint) 214P |
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Volcanic Viper 623S/H (Air OK) |
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Knockdown Volcanic Viper -> 214K |
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Grand Viper 214S |
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Bandit Revolver 236K (air OK) |
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Bandit Bringer 236[K] |
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Riot Stamp 214K |
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Wild Throw 623K |
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Sidewinder j.236H |
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Fafnir 41236H |
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Slam (Kudakero) During Dragon Install, j.214K |
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How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit with the far end of his arm. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne except with FB Sidewinder and sometimes Bandit Bringer. Hitstop from a Clean Hit is 27F.
- 1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits). Force Break Sidewinder automatically adds in 1 Clean Hit.
- 2: Damage of Tyrant Rave is [25 + 30 * (# of Clean Hits)] * 3 + 84.
- 3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.
Force Breaks
FB Fafnir 41236D |
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Tyrant Rave Fafnir -> 64D |
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FB Sidewinder j.236D |
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How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit, regardless of opponent's position. Hitstop from a Clean Hit is 27F.
- 1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits). Force Break Sidewinder automatically adds in 1 Clean Hit.
- 2: Damage of Tyrant Rave is 25 + 30 * (# of Clean Hits) * 3 + 84.
- 3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.
Overdrives
Tyrant Rave ver.Beta 632146H |
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Dragon Install 214214S |
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Dragon Install 2nd 214214214214P+H |
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Instant Kill
Napalm Death in IK Mode: 236236H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Uki | enter | Japan | A-Cho | - | Retired to Xrd | Strong, aggressive player with some wacky setups | - |
Kishitaka | Japan | A-Cho | - | Retired | Balanced player with strong, high-end conversions | Link | |
Hossa (Sub) | Japan | A-Cho | - | Active | Nutty Justice player using Sol on the side | - | |
NOB | enter | Japan | Mikado | - | Retired to Xrd | Straightforward player focused on neutral | - |
012 | Japan | - | - | Retired | Patient, Strong combo game player | Link | |
Roi | Japan | Mikado, A-Cho | - | Retired to Xrd | Overextending player with good conversions | Link | |
Kusoru | enter | Japan | - | - | Retired | The one and only Troll Badguy. Crazy to the extreme. | AC Footage |
Eiji | US West | - | - | Retired to Xrd | US Setplay monster and with strong conversions | [] | |
RS | enter | US West | Super Arcade (Defunct), Switch Netplay | - | Active | Kusoru Junior | Link |
DQRF | US West | Game Realms, Super Arcade (Defunct) | - | Semi-Retired | Shitlord | Link |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •