GGACR/Sol Badguy: Difference between revisions

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(→‎Normal Moves: Added hitboxes for every normal except the remaining hits of 6H, j.H, and j.D. Changed summary of 2H)
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2nd hit (frames 7-9)
2nd hit (frames 7-9)
[[File:GGXXACPR_Sol_5K-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_5K-1-Hitbox.png|center|175px]]
2nd hit,(frame 10)
2nd hit (frames 9-10)
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*Can be gatling'd into from all of Sol's lower level buttons, so also useful mid combo as a confirm/filler.
*Can be gatling'd into from all of Sol's lower level buttons, so also useful mid combo as a confirm/filler.
*0 on block, for pressure resets, tick throws, etc.
*0 on block, for pressure resets, tick throws, etc.
*Recovers quickly enough that 5K(1) > 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)


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[[File:GGXXACPR_Sol_6H-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_6H-Hitbox.png|center|175px]]
1st hit (Frame 13)
First hit (Frame 13)
[[File:GGXXACPR_Sol_6H2-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_6H3-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_6H4-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_6H5-Hitbox.png|center|175px]]
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|image=GGAC_Sol_5D.png
|image=GGAC_Sol_5D.png
|caption=The Great American Unblockable
|caption=The Great American Unblockable
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[[File:GGXXACPR_Sol_5D-Hitbox.png|center|175px]]
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|image=GGAC_Sol_2P.png
|image=GGAC_Sol_2P.png
|caption=Poke
|caption=Poke
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[[File:GGXXACPR_Sol_2P-Hitbox.png|center|175px]]
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|image=GGAC_Sol_2K.png
|image=GGAC_Sol_2K.png
|caption=Use in Wild Throw<br/> and empty jump setups
|caption=Use in Wild Throw<br/> and empty jump setups
<div class="mw-collapsible mw-collapsed"><br>
[[File:GGXXACPR_Sol_2K-Hitbox.png|center|175px]]
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|image=GGAC_Sol_2H.png
|image=GGAC_Sol_2H.png
|caption=(Re)launch all day
|caption=(Re)launch all day
<div class="mw-collapsible mw-collapsed"><br>
[[File:GGXXACPR_Sol_2H1-Hitbox.png|center|175px]]
(frames 8-9)
[[File:GGXXACPR_Sol_2H2-Hitbox.png|center|175px]]
(frames 10-11)
[[File:GGXXACPR_Sol_2H3-Hitbox.png|center|175px]]
(frames 12-13)
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
2H's hitbox is completely disjointed, reaching a little in front and above of Sol. It can beat some big hitbox jump-ins, or trade with them, usually in your favor, better than 5K. Used as an Anti-Air, it lacks 5K's speed but has a significantly large hitbox, reaches a bit higher and farther out, and covers some of 5K's deadzone closer to Sol's head. 2H sees use mostly in relaunches in Sidewinder Loops (like 2H > 369 SW), and combo'ing into Grand Viper, being fast enough even to work in CH 2D > Gun-Flame > 2H if you're close enough.
Large, disjointed, high reaching hitbox which gives you a day and a half to confirm on counter hit.


This move has some other strong aspects to it: 2H nets huge damage on Counter Hit, even if you whiff a Bandit Bringer on reaction, and knocks down if you can't convert. You can delay airdash j.H/S/D SW, empty jump relaunch, or even simply wait and dash in on Counter for a beefy combo. Another quirk is that like 6P, it can be cancelled during its recovery, leading to late string frame traps and making it much, much safer on contact than most H normals. 2H has a very good reward for the risk of using it; feel free to throw it in sparingly and scare your opponents, but don't whiff it.
*Trades in Sol's favor most of the time. Beats many moves and scores CH due to the strong hitbox
*Main relaunch tool in Sol's BnB.
*Free combo on counter hit. Burst safe if you jump forward out of this.
*Fast enough to combo off of level 1 buttons.
*Special cancel window is during its recovery frames.
*Can be OS'd with 5/2P to bait bursts mid combo.
 
Works as a slower but stronger Anti Air than 5K, and late frame trap tool. Can be nightmarish meaty if they feel like rolling the dice.
 
On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. 2H is strong, but don't whiff it.


''Knocks down face down on CH. Floats on CH (untechable for 60F) (DI version doesn't float). 90% proration.''
''Knocks down face down on CH. Floats on CH (untechable for 60F) (DI version doesn't float). 90% proration.''
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 5D, 2D''
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  }}
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|image=GGAC_Sol_jP.png
|image=GGAC_Sol_jP.png
|caption=Mash
|caption=Mash
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[[File:GGXXACPR_Sol_jP-Hitbox.png|center|175px]]
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In combos, j.P serves to get quick confirms and bait bursts. It works after you tag somebody with gunflame unexpectedly, and can also be used in lieu of j.K in Sol's difficult high jump IAD combos. You can also combo into it in the corner after a throw against most characters, and can mash it in air combos with a stagger between hits to block bursts on reaction. A deceptively excellent move.
In combos, j.P serves to get quick confirms and bait bursts. It works after you tag somebody with gunflame unexpectedly, and can also be used in lieu of j.K in Sol's difficult high jump IAD combos. You can also combo into it in the corner after a throw against most characters, and can mash it in air combos with a stagger between hits to block bursts on reaction. A deceptively excellent move.
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: jP, jK, jS, jH''
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|image=GGAC_Sol_jK.png
|image=GGAC_Sol_jK.png
|caption=Break a Leg
|caption=Break a Leg
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[[File:GGXXACPR_Sol_jK-Hitbox.png|center|175px]]
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J.K works well in airdash pressure, since it gatlings both to and from j.P and j.S. It can work sparingly if you go for it early and land to throw, or late after a j.P to catch them trying to hit buttons. Try not to whiff it, though.  
J.K works well in airdash pressure, since it gatlings both to and from j.P and j.S. It can work sparingly if you go for it early and land to throw, or late after a j.P to catch them trying to hit buttons. Try not to whiff it, though.  
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: jP, jS, jD''
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|image=GGAC_Sol_jS.png
|image=GGAC_Sol_jS.png
|caption=Your premium safe jump tool.
|caption=Your premium safe jump tool.
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[[File:GGXXACPR_Sol_jS-Hitbox.png|center|175px]]
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Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash j.S.
Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash j.S.
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: jK, jH, jD''
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|image=GGAC_Sol_jH.png
|image=GGAC_Sol_jH.png
|caption=Stone Cold Crazy
|caption=Stone Cold Crazy
<div class="mw-collapsible mw-collapsed"><br>
[[File:GGXXACPR_Sol_jH-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_jH-2-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_jH-3-Hitbox.png|center|175px]]
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|image=GGAC_Sol_jD.png
|image=GGAC_Sol_jD.png
|caption='''TEYAH'''
|caption='''TEYAH'''
<div class="mw-collapsible mw-collapsed"><br>
[[File:GGXXACPR_Sol_jD-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_jD-2-Hitbox.png|center|175px]]
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Revision as of 06:53, 29 May 2019

Sol Badguy
GGAC Sol Portrait.png
Movement Options
Double Jump, 1 Airdash, Dash Type: Run

Overview

Guilty Gear's original poster character and creator Ishiwatari's nod to the lead singer of his favorite band: Freddie Mercury of Queen. Sol "Frederick" 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: Moves that low profile or go airborne as early as frame 1, a normal which has zero recovery frames, and several normals which can be gatling'd or special 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.

Strengths and Weaknesses


Strengths Weaknesses
  • Extremely strong close range tools: 5K, Volcanic Viper, and Wild Throw.
  • Rather simple to pick up early on, with decent midscreen neutral tools.
  • High damage, meterless combos that knock down.
  • Strong frame traps with full screen conversions.
  • Several normals have cancel windows during their recovery frames.
  • Poor conversion outside of close range without meter.
  • Struggles against zoning, must be patient or risky to get in.
  • Subpar mixup tools outside of command throw.
  • Limited blockstring pressure options.
  • Requires solid execution, height management, and matchup familiarity for Clean Hit Combos.

Character Specific Mechanics


Clean Hit

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 in a manner 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 effect 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. No forced prorate.
  • Bandit Bringer: Floats slightly higher, fully untechable. No forced prorate.
  • 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.html

Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/yXxyzS1o_XQ

}}


Normal 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.

5P
GGAC Sol 5P.png
Ora

GGXXACPR Sol 5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 Mid 4 4 6 0 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSJR 9 10 10 11
GGAC Sol 5P.png
GGXXACPR Sol 5P-Hitbox.png


A standard jab, overall a pretty niche tool in Sol's kit.

  • Occasional poking tool and pressure starter. Even on block. Very safe.
  • 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 5K/2H.
  • Gatlings to 5K, 2P, and 6P on whiff, for frame traps, tick throws, etc.
  • Strong burst bait tool due to its overall low recovery time.

Some other uses involve gatling into it from 2P, and then into 2K, if the opponent has been conditioned to block high in reaction to standing animations. It will also whiff over some crouchers, notably Millia, Faust, and May, and can be used for some different throw setups instead.

80% proration (no proration in DI).
Gatling Options: 5P, 2P, 6P, 5K, 2K, cS, fS, 2S, 5H, 2H, 6H, 5D, 2D

5K
GGAC Sol 5K.png
Only I get to push buttons.

GGXXACPR Sol 5K-1-Hitbox.png

1st hit (frames 3-4)

GGXXACPR Sol 5K-2-Hitbox.png

2nd hit (frames 5-6)

GGXXACPR Sol 5K-3-Hitbox.png

2nd hit (frames 7-9)

GGXXACPR Sol 5K-1-Hitbox.png

2nd hit (frames 9-10)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14×2 Mid 3 2,6 13 -7 2 6×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Sol 5K.png
Only I get to push buttons
GGXXACPR Sol 5K-1-Hitbox.pngGGXXACPR Sol 5K-2-Hitbox.pngGGXXACPR Sol 5K-3-Hitbox.png
1st hit (Frames 3-4) • 2nd hit (Frames 5-6) • 2nd hit (Frames 7-10)


Poster child for one of the most effective normals in the game and one of Sol's scariest options.

  • Excellent hitbox, large active window, and one of the few normals in the game that comes out on frame 3.
  • Very strong Anti Air: reaches well above Sol's head and is somewhat disjointed.
  • Lets Sol grab punishes and poke out of pressure where most characters can't.
  • Works as a frame trap tool after Sol does a safe poke.
  • Preferred normal to OS with Sol's throw.

Does it all: Anti-airs, pokes, catches backdashes, gets out of jail. On air hit, 5K is usually confirmed from pretty easily with 2H or a j.P/j.K into a standard air combo > VV for knockdown. On air counter hit, 5K has enough hitstun to combo to Sidewinder from an IAD j.S or j.D with a bit stricter timing.

Do note that a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.
Gatling Options: 6P, cS, fS, 2S, 5H, 2H, 5D, 2D

c.S
GGAC Sol cS.png
Punish and Frame Trap Starter

GGXXACPR Sol cS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 5 2 12 0 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Sol cS.png
Punish and Frame Trap Starter
GGXXACPR Sol cS-Hitbox.png


Your main punish starter with some stealth quirks that make it good in pressure.

  • The most common starter for Sol's meterless and non-counter hit combos.
  • Can be gatling'd into from all of Sol's lower level buttons, so also useful mid combo as a confirm/filler.
  • 0 on block, for pressure resets, tick throws, etc.
  • Recovers quickly enough that 5K(1) > 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)

Decent normal mainly for use against grounded opponents. Sometimes Anti-airs or leads to confirms like Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, you can jump cancel into a j.D for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with c.S > 6P.

A notable gatling is into and out of 6P, so they can frame trap into each other. 5/2/6P or 5/2K to delayed c.S can also work in that regard.
Gatling Options: 6P, fS, 2S, 5H, 2H, 5D, 2D

f.S
GGAC Sol fS.png
Your go-to spacing tool

GGXXACPR Sol fS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 7 1 24 -11 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Sol fS.png
Go-to spacing tool
GGXXACPR Sol fS-Hitbox.png


Extremely fast for its range, making f.S good for establishing offense in neutral.

  • Frame 7 startup which hits slightly farther out than round start distance.
  • Confirms into 5H or FB Fafnir from max range, giving you positional advantage or some moderate poke damage.
  • Gatling into 2S makes f.S 2S pressure very safe and lets Sol make his way in.

Landing f.S at a decent range leads to 5H > Fafnir, and you can opt to go into Tyrant Rave for some extra damage. It is also a useful corner pressure tool for hitting people out of poking attempts. Be careful though, as Sol extends his hurtbox on the first frame. Due to only being active for one frame, it's easily backdashed, but you can preemptively go into 2S to make it safer.
Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D

5H
GGAC Sol 5H.png
Counter Hit > Pain

GGXXACPR Sol 5H-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 11 2 26 -9 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 18 19 18 15
GGAC Sol 5H.png
Counter Hit > Pain
GGXXACPR Sol 5H-Hitbox.png


Slower, long ranged poke and combo tool that leads to big damage on counter hit.

  • Big range and completely disjointed. Powerful button.
  • 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
  • Can frame trap out of 6P's extended cancel window

The disjoint makes 5H very difficult to challenge despite its speed. On CH against standing opponents, you can Instant Air Dash > j.S > stuff > Sidewinder Loop, and you can confirm into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. 5H goes into IAD j.P or j.K against airborne opponents, or after a confirm of xx > 6P > 5H when the 6P is landed somewhat close. Just don't get predictable with airdash pressure.
Gatling Options: 2H, 5D, 2D

6P
GGAC Sol 6P.png
Bullying 101

GGXXACPR Sol 6P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 11 3 20 -9 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 1~8F, 14~21F Upper Body
9~13F Above Knees
SR 13 Launch 30 + WBounce 13
GGAC Sol 6P.png
Bullying 101
GGXXACPR Sol 6P-Hitbox.png


Prime launcher and counter hit fishing button, 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.
  • Prime frame trap button. Gatlings into and out of many normals.
  • Main launching tool in the corner.
  • Can be cancelled at any point during its recovery.
  • Clutch Anti Air.

Great move, one of Sol's main tools for conversions, and vital in frame traps due to moderate startup and many gatling options. However, it 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.

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).
Gatling Options: cS, fS, 2S, 5H, 2H, 6H, 5D, 2D

6H
GGAC Sol 6H.png
Exercise judgment unless you want to get dizzied.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32×2 Mid 13 5,1 30 -14 4 10×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.76×2 SR 16 17 16 14
GGAC Sol 6H.png
Exercise judgement unless you want to get dizzied
GGXXACPR Sol 6H-Hitbox.pngGGXXACPR Sol 6H-2-Hitbox.pngGGXXACPR Sol 6H-3-Hitbox.pngGGXXACPR Sol 6H-4-Hitbox.pngGGXXACPR Sol 6H-5-Hitbox.pngGGXXACPR Sol 6H-6-Hitbox.png
First hit (Frame 13) • First hit (Frame 14) • First hit (Frame 15) • First hit (Frame 16) • First hit (Frame 17) • Second hit (Frame 18)
•Dizzy modifier x1.5
•Sol is in CH state during move


Occasional ranged button, High risk high reward Anti Air. Not particularly strong by itself.

  • Decent stun and damage, but ends your combo without meter.
  • Leads to murderous damage on air counter hit.
  • Extends Sol's hurtbox very badly.
  • Has a difficult confirm into Grand Viper if it counters on the first hit.
  • Can be used in Dragon Install for higher Dizzy damage.

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.

Dizzy modifier x1.5. In CH state for entire duration.

5D
GGAC Sol 5D.png
The Great American Unblockable

GGXXACPR Sol 5D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
17 High 24 3 24 -13 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 13 Launch 48 14 13
GGAC Sol 5D.png
GGXXACPR Sol 5D-Hitbox.png
•Sol is in CH state 1~30F


Tied for fastest 5D in the game, but with awful range.

  • Sol's only grounded overhead.
  • Leads to significant damage and a knockdown, especially with an Impossible Dust.
  • Horrid range and very unsafe. Keep meter on hand to cancel it.
  • Counter hit state for over half the duration.

Don't get predictable. 5D's range is only slightly farther than Wild throw and it is highly telegraphed. The DI version, however, is signficantly faster and even on block.

Knocks down face up on CH. In CH state from Frames 1-30.

2P
GGAC Sol 2P.png
Poke

GGXXACPR Sol 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 5 4 4 +2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSR 9 10 10 11
GGAC Sol 2P.png
GGXXACPR Sol 2P-Hitbox.png


Strong all around short range tool. Plus on block.

  • Starts pressure, tick throws, and can be used to mash out.
  • +2 on block for easier confirms.
  • Safe to 95% of reversals when done meaty.
  • Can be OS'd with [2P]~c.S/2H for confirms and baits.

2P mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with 2H or c.S to bait bursts.

80% proration (no proration in DI).
Gatling Options: 5P, 2P, 6P, 5K, 2K, cS, fS, 2S, 5H, 2H, 5D, 2D

2K
GGAC Sol 2K.png
Use in Wild Throw
and empty jump setups

GGXXACPR Sol 2K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Low 6 3 8 -1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 70% SR 9 10 10 11
GGAC Sol 2K.png
Use in Wild Throw and empty jump setups
GGXXACPR Sol 2K-Hitbox.png


Sol's fastest low and main low poke.

  • Tags people standing or attempting to fuzzy jump.
  • Gatlings into 2H for a Grand Viper conversion.
  • Good for quick tick throws at -2.
  • Frame traps into 6P or a late c.S/f.S.

Fairly standard low poke tool, but still pretty good.

70% proration (no proration in DI).
Gatling Options: 6P, cS, fS, 2S, 2H, 5D, 2D

2S
GGAC Sol 2S.png
Save your strings

GGXXACPR SOL 2S-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 Mid 10 3 8 +3 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Sol 2S.png
Save your strings
GGXXACPR Sol 2S-Hitbox.png


Very good ranged normal for ending strings and baiting buttons.

  • Decent range, fairly active, very disjointed, low recovery time, +3 on block.
  • Ends poke attempts and short blockstrings safely.
  • Works as a meaty or a fake out oki normal.
  • Strong low reaching poke due to hitbox/hurtbox ratio.
  • Links into P and K normals and c.S on late hits.

Discourages button pushing when properly spaced. Opens up avenues for tick throws, frame traps, burn frames on oki, etc. Timing 2S ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.

OS: Gatling 5/2P, 2K, or late out of a 5K acts as a frame trap which will catch them if they are mashing but convert the hit if the first normal landed.
Gatling Options: 5H, 2H, 5D, 2D

2H
GGAC Sol 2H.png
(Re)launch all day

GGXXACPR Sol 2H1-Hitbox.png

(frames 8-9)

GGXXACPR Sol 2H2-Hitbox.png

(frames 10-11)

GGXXACPR Sol 2H3-Hitbox.png

(frames 12-13)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 Mid 8 6 26 -13 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% SJR 18 19 18 15
GGAC Sol 2H.png
GGXXACPR Sol 2H1-Hitbox.pngGGXXACPR Sol 2H2-Hitbox.pngGGXXACPR Sol 2H3-Hitbox.png
Frames 8-9 • Frames 10-11 • Frames 12-13
•Floats on CH (untechable for 60F)


Large, disjointed, high reaching hitbox which gives you a day and a half to confirm on counter hit.

  • Trades in Sol's favor most of the time. Beats many moves and scores CH due to the strong hitbox
  • Main relaunch tool in Sol's BnB.
  • Free combo on counter hit. Burst safe if you jump forward out of this.
  • Fast enough to combo off of level 1 buttons.
  • Special cancel window is during its recovery frames.
  • Can be OS'd with 5/2P to bait bursts mid combo.

Works as a slower but stronger Anti Air than 5K, and late frame trap tool. Can be nightmarish meaty if they feel like rolling the dice.

On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. 2H is strong, but don't whiff it.

Knocks down face down on CH. Floats on CH (untechable for 60F) (DI version doesn't float). 90% proration.
Gatling Options: 5D, 2D

2D
GGAC Sol 2D.png
Get down, make love

GGXXACPR SOL 2D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Low 7 3 20 -6 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% 4~23F Low Profile SR 16 Down 16 14
GGAC Sol 2D.png
GGXXACPR Sol 2D-Hitbox.png


Amazing; arguably Sol's best normal. Goes under 80% of moves in the game, knocks down, sets up combos, big damage on Counter Hit. Does it all.

  • Mid ranged, low profile sweep which goes under many things, even in pressure.
  • Can go under bursts, Stun Edges, Johnny ranged pokes, etc.
  • Special cancel window is during its recovery frames.
  • Free combo on counter hit.
  • Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.
  • Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff.

Use this move often and to great effect. Go under everything from fireballs to big normals to other sweeps. Your best friend.

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.

Knocks down face down. Frames 4-23 [3-15] low stance. 90% Proration.

j.P
GGAC Sol jP.png
Mash
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
13 High/Air 5 7 4 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSR 9 10 10 11
GGAC Sol jP.png
Mash
GGXXACPR Sol jP1-Hitbox.pngGGXXACPR Sol jP2-Hitbox.png
Frames 5-7 • Frames 8-12


Another strong contender for one of Sol's overall best normals. It works in a lot of situations, from air-to-air, air-to-ground, and anti-air. Its speed will beat out a lot of bigger jump ins like Slayer and Johnny's j.H, other air jabs, and is excellent in air dash pressure due to its wide gatling options. It may surprise you sometimes by going through 6Ps, since it shrinks Sol's hurtbox and can even let him sneak past some moves and let you cross up the opponent.

In combos, j.P serves to get quick confirms and bait bursts. It works after you tag somebody with gunflame unexpectedly, and can also be used in lieu of j.K in Sol's difficult high jump IAD combos. You can also combo into it in the corner after a throw against most characters, and can mash it in air combos with a stagger between hits to block bursts on reaction. A deceptively excellent move.
Gatling Options: jP, jK, jS, jH

j.K
GGAC Sol jK.png
Break a Leg

GGXXACPR Sol jK-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 High/Air 6 6 17 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 11 12 12 12
GGAC Sol jK.png
GGXXACPR Sol jK-Hitbox.png


Used aggressively, this is Sol's weakest air normal. Defensively, it can be pretty good. In backward jumps or air backdashes, it can catch a lot of other air normals with its decent horizontal range. You won't get much off of it unless you spend meter for an FB Sidewinder, but it's decent as a tool to cover a retreat.

Despite this, j.K is more filler than a move to use in neutral, due to having a high amount of recovery relative to what you can do with it. Many characters can crouch under it unless Sol is right on top of them, so it's mainly relegated to tagging into a FBSW when the opponent is too far out to land another normal. It can also help in SW Loops if you land a j.S and the opponent is still too far below you to land a Clean Hit, by doing j.S > j.K > SW.

J.K works well in airdash pressure, since it gatlings both to and from j.P and j.S. It can work sparingly if you go for it early and land to throw, or late after a j.P to catch them trying to hit buttons. Try not to whiff it, though.
Gatling Options: jP, jS, jD

j.S
GGAC Sol jS.png
Your premium safe jump tool.

GGXXACPR Sol jS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 High/Air 9 3 23 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Sol jS.png
Your premium safejump tool
GGXXACPR Sol jS-Hitbox.png


Jump-in of choice. J.S has a pretty big hitbox and is Sol's go-to for safe jump setups, air combos, and Sidewinder loops. Go a little crazy, and you can use it in crossup setups into landing c/f.S > 5H > Fafnir.

Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash j.S.
Gatling Options: jK, jH, jD

j.H
GGAC Sol jH.png
Stone Cold Crazy

GGXXACPR Sol jH-1-Hitbox.png
GGXXACPR Sol jH-2-Hitbox.png
GGXXACPR Sol jH-3-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24×2 High/Air 9 6,8 0 3 8×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SR 13 14 17 13
GGAC Sol jH.png
GGXXACPR Sol jH-1-Hitbox.pngGGXXACPR Sol jH-2-Hitbox.pngGGXXACPR Sol jH-3-Hitbox.png
Frames 9-11 • Frames 12-14 • Frames 15-22


0 Recovery frames, no joke. J.H is a powerful normal with a wide arcing, lingering hitbox, good damage and conversion options, and during use Sol's hurtbox shrinks, making him hard to be hit or air grabbed. J.H is ridiculous enough that landing 6Ps against it can become a huge pain based on how it is spaced.

Sol can airdash after the last active frames for a fuzzy guard 50/50 on certain characters. And because of its low recovery, you can link any jumping normal, or even a double jump j.P afer the second hit (this is very hard). With how much the hitbox lingers, this move is popular for Sidewinder loops by using 2H > j.H > Sidewinder. One of Sol's most used air options.

Untechable on air hit for 17F (doesn't apply to DI version).

j.D
GGAC Sol jD.png
TEYAH

GGXXACPR Sol jD-1-Hitbox.png
GGXXACPR Sol jD-2-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 9 7 10+5 after landing 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% SJR 16 Launch 27 14
GGAC Sol jD.png
GGXXACPR Sol jD-1-Hitbox.pngGGXXACPR Sol jD-2-Hitbox.png
Frames 9-11 • Frames 12-15
•Blows back opponent on normal hit
•Wall bounces on CH (untechable for 54F)


Our glorious website and combo's namesake, Sol's j.D once again presents The Dustloop. Sol is capable of combo'ing 5 consecutive j.Ds into each other, and even leading Dustloop into Sidewinder Loop, resulting in Sol's damage output rising to truly match his playstyle in a version of the game where most characters have seen a significant damage nerf.

J.D has a good hitbox and wall bounces on counter hit. In addition to D-loop, j.D can be used as an air-to-air, a late air-to-ground, and is also an optimal move in Sidewinder Loops to reach maximum damage. Since it floats on hit, it's possible to do something like Instant Air Dash j.S > j.D > Sidewinder, or land and combo into FB Fafnir, relaunch, and to go into a D-Loop, Sidewinder Loop, or both. Trust in the Dust.

Blowback on normal hit (untechable for 27F). Wall bounces on CH (untechable for 54F). Additional 5F landing recovery. 90% proration.


Universal Mechanics

Ground Throw
GGAC Sol throw.png
Rushing Headlong
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 43 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Launch 28
GGAC Sol throw.png


Can be followed up in the corner on most characters with 5K. Bandit Revolver looping after 5K leads to about 15-20% damage + knockdown, as does [5K > j.P > j.K/S] or [5K > 6P > 2H > j.S/D] > Sidewinder Loop. It's faster than Wild Throw and works as a reversal like all normal throws, but WT is generally better as it actually knocks down the entire cast.

Knocks down face down (character specific). Floats on hit. 50% forced proration.

Air Throw
GGAC Sol airThrow.png
So I got my handgun

And I blew 'em away

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6, 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% 60
GGAC Sol airThrow.png
•Dizzy modifier x1.5


A decent air throw that knocks down. It can also be followed up in the corner with 5K (6P) > FB Fafnir in the corner against lightweights, or f.S > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage. Note that Sol's air throw does NOT lock the opponent's burst, but anybody who does burst out of it is asking to get hurt.

Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. 50% forced proration.

Dead Angle Attack
GGAC Sol 6P.png
Piss off!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 11 3 25 -14 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~13F All
14~33F Throw and Upper Body
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Sol 6P.png
GGXXACPR Sol 6P-Hitbox.png


Gets them off of you when you want a low risk escape. Sol's DAA uses 6P's animation, so if anything it can be low profiled but not crouched under: silly moves like Grand Viper and Sol's 2D will beat this. It's not terrible, but Sol has other ways of getting out of pressure.

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.


Special Moves

Gun-Flame
236P
GGAC Sol 236P.png
They call him Mister Fahrenheit
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


236P
Gun Flame
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50→42→30→30 All 21 9×2,6×2 Total 50 -3 3→3→2→2 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/2.40 F 13→13→11→11 Launch 28 13→13→12→12 14~15F
GGAC Sol 236P.png
GGACR Sol 236P Hitbox.png
Possible hitboxes next to each other
•Sol is in CH state during move
•Chip damage x2
•Guaranteed to appear on 19F, first pillar disappears if Sol gets hit
•Damage, Active, and Level vary depending on which of the 4 flames hits
•Flames appear on 21F, 31F, 39F and 42F
•Max 1 hit

This move is integral to Sol's pressure and oki game, as FRC Gun-Flame allows you run in and continue pressure strings, and will force players to block or reversal on their wakeup. It is also a very damaging combo starter and tool, great for building damage in combos near the corner.

If done too close to the opponent without FRCing, it's punishable. It's not recommended to end blockstrings with Gun-Flame all the time, unless you have enough meter to FRC, and they're not out far enough to be able to jump over it (FRC'ing it though will allow you to react to this). If you're predictable with this move, you're going to eat some damage.

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.

Dragon Install


236P DI
Gun Flame (DI)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 All 20 6 7 +7 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/1.20 F 13 Launch 40 6 21~22F
GGACR Sol 236P DI.png
GGACR Sol 236-DI Hitbox 1.pngGGACR Sol 236-DI Hitbox 2.png
Minimum size • Maximum size
•Sol is in CH state during move
•Chip damage x2
•Flame goes through other projectiles

DI Gun-Flame has a massive hitbox and will combo into itself. It's quite safe and great for scaring opponents in the corner, or catching bad jump out attempts. Its FRC point is a little later than regular Gunflame's and doesn't see much use, nor does the move itself due to the weakness of DI in general.

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.

Gun-Flame (Feint)
214P
GGAC Sol 214P.png
Psych
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214P
Gun Flame Feint
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 13 2 31 -9 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.50/- R 9 10 10 11
GGAC Sol 214P.png
GGXXACPR Sol 214P-Hitbox.png
•Sol is in CH state during move


Gun-Flame (Feint) has a hitbox at Sol's foot which puts him in counter hit state, but you can still whiff the move in order to build meter. Occasionally ending blockstrings with it after mixing with GF can be used against opponents frightened into blocking for a throw, frame trap, or pressure reset.

CH state till end of recovery.

Volcanic Viper
623S/H or j.623S/H
GGAC Sol 623S.png
Go The Fuck To Sleep
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Normal S


623S
S Volcanic Viper
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20, 36 Mid 7 3(3)11 21+10 after landing -28 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80×2 1~9F All
10~13F Strike
R 13 Launch 28, 26 13
GGAC Sol 623S.png
Mom says its my turn to do oki
GGXXACPR Sol 623S-1-Hitbox.pngGGXXACPR Sol 623S-2-Hitbox.png
S: 1st hit (Frames 7-9)
H: 1st hit (Frames 5-6) • S: 2nd hit (Frames 13-23)
H: 2nd hit (Frames 10-27)
•Sol is airborne from 10F onwards
•Can cancel into Knockdown from 28~40F
•Sol is in crouching state during landing recovery

The greatest. Ever. If you know when your opponent will do something unsafe, this move will make them regret ever trying in the first place. Invincible during startup frames up until active frames, Volcanic Viper is the best meterless reversal in the game. It has a huge hitbox, and is all around a great move, however punishable. If you can recognize and place gaps in opponents' blockstrings, VV will allow you to absolutely blow through anything they press with complete disregard.

It is possible to input the command for knockdown on whiff to delay your landing by giving yourself more air time (though this puts you in counter hit state); there will be times when you use this move and get away unpunished. If VV counter hits on the second hit, you can actually land and run up 5k relaunch for a Sidewinder Loop. And to top it all off, VV ends combos for knockdown into oki. One good read with VV may be enough to strike terror into anybody trying to hit you.

S VV has more invincibility than the H version, but starts slower and doesn't go as high. It's got a bit less recovery, so you might end up relying on it more, and the window to combo into Knockdown is much more lenient than HSVV.

VV S: Frames 1-9 invincible. Frames 10-13 invincible to strikes. Airborne from frame 10 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F). Can follow-up to Knockdown from frames 24-40. Sol is crouching during landing recovery.

Aerial Normal S


j.623S
Air S Volcanic Viper
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36, 24 All 5 2(3)9 Until landing+10 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/3.60×2 1~9F Strike R 13 Launch 36, 27 13
GGAC Sol 623S.png
GGXXACPR Sol j623S-1-Hitbox.pngGGXXACPR Sol 623S-2-Hitbox.png
S/H: 1st hit (Frames 5-6) • S: 2nd hit (Frames 10-18)
H: 2nd hit (Frames 10-27)
•Can cancel into Knockdown from 23~35F
•Sol is in crouching state during landing recovery

What you're going to be ending most of your air combos in. It has the same leniency into Knockdown as the grounded SVV, and depending on your height compared to the opponent, is going to end up being more reliable than Air HSVV. Note that aerial VVs are NOT air unblockable.

There are murmurs of a terrifying power within aerial VV. Properly timed on oki, you can airdash over an opponent's head, or properly TK VV and hit them on the opposite side. RC'd, this leads to big damage. Scarier still, however, is if j.VV is RC'd on the first hit, Sol's air momentum is completely halted and he drops straight down. With some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...

Air VV S: Frames 1-9 invincible to strikes. Floats on hit (1st hit untechable for 36F, 2nd hit for 27F). Can follow-up to Knockdown from 19-35. Sol is crouching during landing recovery.

Normal H


623H
H Volcanic Viper
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20, 36 Mid 5 2(3)18 29+10 after landing -43 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/4.80×2 1~6F All
7~11F Strike
R 13 Launch 28, 36 13
GGAC Sol 623S.png
Mom says its my turn to do oki
GGXXACPR Sol 623S-1-Hitbox.pngGGXXACPR Sol 623S-2-Hitbox.png
S: 1st hit (Frames 7-9)
H: 1st hit (Frames 5-6) • S: 2nd hit (Frames 13-23)
H: 2nd hit (Frames 10-27)
•Sol is airborne from 7F onwards
•Can cancel into Knockdown from 32~44F
•Sol is in crouching state during landing recovery

HSVV covers more vertical space than any other move, working as the highest reaching Anti-Air and one of the fastest reversals in the game. It's slightly faster than SVV and goes higher, even though it does the same damage. It's slightly more difficult to cancel into Knockdown, but once you get the hang of it, it becomes second nature.

VV H: 1-6 invincible. 7-11 invincible to strikes. Airborne from frame 7 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 36F). Can follow-up to Knockdown from 28-44. Sol is crouching during landing recovery.

Aerial Normal H


j.623H
Air H Volcanic Viper
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
46, 26 All 5 2(3)18 Until landing+10 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/4.80×2 1~9F Strike R 13 Launch 38, 36 13
GGAC Sol 623S.png
GGXXACPR Sol j623S-1-Hitbox.pngGGXXACPR Sol 623S-2-Hitbox.png
S/H: 1st hit (Frames 5-6) • S: 2nd hit (Frames 10-18)
H: 2nd hit (Frames 10-27)
•Can cancel into Knockdown from 32~44F
•Sol is in crouching state during landing recovery

Even though it's still high reaching, the aerial version of HSVV still doesn't go as high as its grounded counterpart. In exchange, it deals more damage, and the delay on its knockdown can be more useful for reaching high floating opponents at the end of a combo. Like the aerial SVV, it too is NOT air unblockable, so it's easier to bait and punish.

Air VV H: Frames 1-9 invincible to strikes. Floats on hit (1st hit untechable for 38F, 2nd hit for 36F). Can follow-up to Knockdown from 32-44. Sol is crouching during landing recovery.

Dragon Install S


623S DI
S Volcanic Viper (DI)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 Mid 7 3(1)4,2 21+10 after landing -19 3 10×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80,2.40×2 1~9F All
10~10F Strike
R 13 Launch 28, 30×2 13
GGAC Sol 623S.png
GGXXACPR Sol DI-623S-1-Hitbox.pngGGXXACPR Sol DI-623S-2-Hitbox.png
All: 1st hit (Frames 7-9) • Ground S: Hits 2-3 (Frames 11-16)
Air: Hits 2-3 (Frames 12-19) • Ground H: Hits 2-9 (Frames 10-63)
•Sol is airborne from 10F onwards
•Sol is in crouching state during landing recovery

Completely inferior to every other version of VV in Sol's moveset. It's still the same great hitbox, but lacks the cancel into Knockdown like most other versions (thus does not knock down), does poorer damage, and is as slow as his regular SVV. If you really needed another reason not to use Dragon Install, here you go.

VV S (DI): Frames 1-9 invincible. Frame 10 invincible to strikes. Airborne from frame 10 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 30F). Sol is crouching during landing recovery.

Dragon Install H


623H DI
H Volcanic Viper (DI)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60, 18×9 Mid 7 3,54 36+10 after landing -78 5, 3×9 20, 10×9 1, 6×9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/2.40, 0.24×9 1~9F Strike R 18, 13×9 Launch 120, 59×9 15, 0×9
GGAC Sol 623S.png
GGXXACPR Sol DI-j623S-2-Hitbox.png
Ground H: Hits 2-9 (Frames 10-63)
•Sol is airborne from 10F onwards
•1st hit Dizzy modifier x2
•Can cancel into Knockdown from 68~80F
•Sol is in crouching state during landing recovery

One of the meanest moves in the game, quite likely to garner shouts of hysteria from anybody watching. HSVV soars to above the top of the screen, dealing a ridiculous amount of damage along the climb up. A great way to end any silly DI combos. Note that if used later in a combo and started with the opponent too low, however, a following Knockdown will likely whiff.

VV H (DI): Frames 1-9 invincible. 1st hit floats and causes knockdown. All other hits cause float (untechable for 60F) and have hit stop 0. 1st hit dizzy modifier x2.0. Can follow-up to Knockdown from frame 63. Sol is crouching during landing recovery.

Aerial Dragon Install


j.623S/H DI
Air Volcanic Viper (DI)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 Mid, All×2 7 3(2)2,6 Until landing+10 3, 4×2 10, 7×2 7, 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/4.80,3.60×2 1~9F All
10~11F Strike
R 13, 16×2 Launch 28, 45×2 13
GGAC Sol 623S.png
GGXXACPR Sol DI-623S-1-Hitbox.pngGGXXACPR Sol DI-623S-2-Hitbox.png
•Sol is in crouching state during landing recovery

Almost exactly the same as grounded DI SVV, this version also does not cancel into knockdown. Even regarding that it has full invul as opposed to strike invul, it's just as inferior.

Air VV (DI): Frames 1-9 invincible. Frames 10-11 invincible to strikes. Floats on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 45F). Sol is crouching during landing recovery.

Knockdown
Volcanic Viper -> 214K
GGAC Sol 623S214K.png
Not shown: Deceptive hitbox
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623H > 214K
Knockdown
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 High 12 4 Until landing+10 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/2.40 R 13 Launch 30 13
GGAC Sol 623S214K.png
Has a deceptively large hitbox
GGXXACPR Sol j214K-1-Hitbox.pngGGXXACPR Sol j214K-2-Hitbox.png
Frames 12-13 • Frames 14-15
•Slams down opponent on hit
•Sol is in CH state until landing
•Sol is in crouching state during landing recovery


Used after VV to score a knockdown. It also delays your fall, so you can use it on whiff to occasionally mess with opponents who aren't paying close attention, but this carries the risk of leaving you in Counter Hit state on landing.

Even though it's an overhead, the hitbox is too high to hit anybody crouching, but it might happen to hit opponents rushing for the punish. 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!

Plummets on hit (untechable for 30F). Sol is in CH state while falling. Sol is crouching during landing recovery.

Grand Viper
214S
GGAC Sol 214S.png
The loudest move
for the loudest game
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214S
Grand Viper
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8×7, 32 Low×7, Mid 17 4×4,2×2,5(20)3 37 -21 3×7, 5 8×7, 20 1×6, 7, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/1.20×6, 7.20×2 80%×7, 100% 1~4F Above Knees
5~16F Above Feet
R 13×7, 18 24×6, Launch×2 26×6, 28, 42 6×7, 15
GGAC Sol 214S.pngGGAC Sol 214S-2.png
GGXXACPR Sol 214S-1-Hitbox.pngGGXXACPR Sol 214S-2-Hitbox.pngGGXXACPR Sol 214S-3-Hitbox.png
• Changes every 2 frames • Last hit
•Low hits Dizzy modifier x0
•Final hit (the uppercut) untechable on CH or Clean Hit for 64F
•Listed frame data is for a Ground Viper that does the maximum number of hits


Grand Viper is the ultimate callout, and is the likliest move in the game to blow out your speakers. It will low profile more than 75% of anything your opponent might go for, and leads into ridiculous amounts of damage on Clean Hit. You will normally be able to score clean hits easily against grounded opponents, but can also land them against somebody in aerial hitstun or ground slide with some specific mashing techniques, due to the nature of Grand Viper's execution. You can even use it to go under bursts on prediction for a maximum punish.

Grand Viper is great in combos and for going under moves you can see coming, but it's very unsafe on block or whiff, and it's possible to hit or throw Sol before he goes for the last hit. Smart players will recognize when you have meter to cancel it on block, and will often throw or hit you if you RC and dash forward to continue pressure. It's also a bad idea to use midscreen when the opponent has a burst, as they can burst right over it and punish you as you keep sliding. Don't throw it out just because you feel like it; be smart, and Grand Viper will aid you as one of Sol's more important combo tools.

Frames 1-4 above the knees invincibility. While advancing, Frames 5-16 invincible above the feet. Advancing part: 1st-6th hits are untechable on air hit for 26F. Causes 24F of hit stun on a standing opponent. Hit stop 6F. Dizzy modifier x0.25. 80% proration. 7th hit of the advancing part floats on hit (untechable for 28F). Hit stop 6F. Finishing hit (the uppercut) floats on hit (untechable for 42F, 64F for Clean Hit). Listed frame data is for a Grand Viper that does the maximum number of hits.

For a detailed look at this move, see this tutorial video: http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1

Bandit Revolver
236K or j.236K
GGAC Sol 236K.png
Boy you'd better begin...
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal, Ground


236K
Bandit Revolver
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24, 36 Mid 9 5(11)9 2+7 after landing -3 3 10×2 7, 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/4.80×2 1~3F Strike R 13 Launch, 14 26 13
GGAC Sol 236K.png
GGXXACPR Sol BR-1-Hitbox.pngGGXXACPR Sol BR-2-Hitbox.pngGGXXACPR Sol BR-3-Hitbox.pngGGXXACPR Sol BR-4-Hitbox.pngGGXXACPR Sol BR-5-Hitbox.png
Ground: 1st hit (Frames 9-13)
Air: 1st hit (Frames 6-8) • Ground: 2nd hit (Frames 25-27) • Ground: 2nd hit (Frames 28-29)
Air: 2nd hit (Frames 22-23) • Ground: 2nd hit (Frames 30-31)
Air: 2nd hit (Frames 24-25) • Ground: 2nd hit (Frames 32-33)
Air: 3rd hit (Frames 26-27)
•Sol is airborne from 9F onwards
•Auto Jump Install
•Sol is in crouching state during landing recovery

Ground Bandit Revolver is used at the end of ground gatling strings and Sidewinder loops in order to score a knockdown. It deals decent damage and even beats a few low poke attempts, though it's not really worth the risk of randomly throwing it out. If you know the opponent is going to try and jump out of your pressure, landing this will knock them down and keep them honest. Its short startup invul will occasionally suprise you with what it ends up going through.

BR: Frames 1-3 invincible to strikes. Airborne from frame 9 on. 1st hit floats on hit (untechable for 26F). 2nd hit plummets and causes knockdown on air hit. Auto jump installed. Sol is crouching during landing recovery.

Normal, Air


j.236K
Air Bandit Revolver
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22, 20×2 All 6 3(14)4,2 Until landing+12 2 3×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/3.00, 7.20×2 RF 9 Launch, 11×2 24, 32, 28 12 6~8F
GGAC Sol 236K.png
•Level 1 attack on block
•Sol is in crouching state during landing recovery

Air Bandit Revolver can be used to link j.Ds together and to continue an air combo where the opponent is too far away to SW or score a knockdown without meter. When done low enough to the ground, it will loop into itself with a 5K or c.S between them, netting you less damage than SW Loop, but giving you a LOT of tension to play with.

Air BR has an FRC point on it during its first active window. This can be used for a variety of things, such as working as an alternative airdash for 25% meter while keeping air options, and it can be combo'd into from 5K/5S, effectively allowing Sol to do big damage for only 25%. Aerial BR can be used to close distance, as the momentum Sol carries after the FRC is very fast, and it can even lead to fuzzy guards and be used (sparingly) in pressure.

Air BR: 1st hit floats on ground hit (untechable for 24F). Untechable on air hit for - 2nd hit: 32F, 3rd hit: 28F. FRC timing: Frames 6-8. Attack level is 1 on block. Sol is crouching during landing recovery.

Dragon Install, Ground


236K DI
Bandit Revolver (DI)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3, 50 Mid×3, High 7 3,3,3(9)9 3+7 after landing +3 4×3, 5 14×3, 15 6×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.75/4.80×4 1~3F Strike R 16×3, 18 Launch×3, 19 26 14×3, 15
GGAC Sol 236K.png
GGXXACPR Sol BR DI-1-Hitbox.pngGGXXACPR Sol BR DI-2-Hitbox.pngGGXXACPR Sol BR DI-3-Hitbox.pngGGXXACPR Sol BR DI-4-Hitbox.pngGGXXACPR Sol BR DI-5-Hitbox.png
1st-3rd hits (Frames 7-15) • 4th hit (Frames 25-27) • 4th hit (Frames 28-29) • 4th hit (Frames 30-31) • 4th hit (Frames 32-33)
Air hitboxes stay the same
•Sol is airborne from 9F onwards
•Auto Jump Install
•Sol is in crouching state during landing recovery


The last hit of DI Bandit Revolver is an overhead, which will occasionally tag people who aren't paying attention. It loops into itself very easily (5K/c.S > BR > land 5K/c.S > BR xN), and does excellent damage and can lead to combos that end in DI HSVV.

BR (DI): Frames 1-3 invincible to strikes. Airborne from frame 9 on. Hits 1-3 float on hit (untechable for 26F). 4th hit plummets on air hit (untechable for 26F). Auto jump installed. Sol is crouching during landing recovery.

Bandit Bringer
236[K]
GGAC Sol 236Khold.png
... To get those crazy notions right out of your head
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236[K]
Bandit Bringer
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 High/Air 32 6 9+4 after landing +1 5 15 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/5.40 66% 1~3F Strike RF 19 Launch 40 + GBounce 15 18~20F
GGAC Sol 236Khold.png
GGXXACPR Sol 236K-Hold Hitbox.png
•Sol is airborne from 9F onwards
•Untechable on CH or Clean Hit for 90F
•Startup of 32F to hit crouching opponent (tested on Sol)
•Sol is in crouching state during landing recovery
•Custom blockstun


Bandit Bringer is an overhead, and a glorious Level 6 move, but is best suited for one main use: combos. Going into Clean Hit Bandit Bringer is a good way to punch a heavy amount of damage and a clean hit into the early parts of your combo. The bounce on BB generally gives you plenty of time to dash in and follow it up, regardless of where it was used. You can also FRC it and pull a mixup on players not looking for it, and properly spaced, it can cross up the opponent. RC'ing on block after a jump install can also lead to some expensive airdash mixups.

On the flip side, its very long startup makes it easy to deal with. BB can be backdashed, IB'd and thrown or combo'd against, and some characters can just 6P it. BB is a bit of a risk, so use it sparingly, not frequently.

Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it.

Frames 1-3 strike invincible. Airborne from frame 9 on. Causes ground bounce on hit (untechable for 50F, on Clean Hit for 80F, on CH for 152F). FRC timing: Frames 18-20. 66% proration. Startup of 32F to hit crouching opponent (tested on Sol). Sol is crouching during landing recovery.

Riot Stamp
214K
GGAC Sol 214K.png
You shouldn't use this move,
but you will
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214K
Riot Stamp
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 9 after reaching wall 3 after landing -4~ 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/6.00 RF 9 Launch 28 + WBounce 11 9~12F after reaching wall
GGAC Sol 214K.png
GGXXACPR Sol RS-Hitbox.png
•Sol is airborne from 1F onwards
•Sol is in CH state from first active frame onwards
•Auto Jump Install
•Fastest startup of Riot Stamp (done when Sol is right next to the wall) is 14F


Riot Stomp serves as a very silly overhead. When used when the opponent has you in the corner, it is practially unreactable, and is airborne on frame 1, allowing you to avoid certain things and get them off of you. On counter hit, you can dash up and convert into high amounts of damage relatively easly. RS has an FRC point before the active frames begin, which has some hilarious uses and can be used as a baiting tool.

WARNING: WILL LOSE TO EVERY 6P IN THE GAME, DO NOT USE THIS MOVE FULL SCREEN.

Airborne from frame 1 on. Wall bounces on hit (untechable for 28F). Sol is not in a CH state until the active frames start. FRC timing Frames 9-12 frames after reaching the wall. Auto jump installed. Attack startup is 9F after Sol reaches the wall. Startup of a Riot Stamp done when Sol is right next to the wall is 14F.

Wild Throw
623K
GGAC Sol 623K.png
The bane of blocking
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
623K
Wild Throw
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 70 pixels 4 1 31 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/6.00 Forced 55% Down + GBounce
GGAC Sol 623K.png
The bane of blocking
•Sol is in CH state 1~14F
•Dizzy modifier x0
•Cannot be canceled into


Sol's main mixup tool. Wild Throw is a command grab, and it is the bane of people's existence. Can be followed up meterlessly on the entire cast for anywhere between 25%-55% damage, character dependent. You'll usually go for dash (2H) > j.D > SW loop. On certain characters, Sol has some burst safe followups such as [IAD j.S > Sidewinder > empty jump SW loop], [2H > late j.H/BurstThrow OS], or [late j.H/block OS > SW loop] and these are optimal, but harder.

1-14 Sol is in CH state. Whiff animation: 35F. 55% forced proration.

Sidewinder
j.236H
GGAC Sol j236H.png
JAMA DA
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236H
Sidewinder
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 High/Air 9 4 Until landing+13 5 15 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/2.40 Forced 70% R 18 Launch 18 + WBounce 15
GGAC Sol j236H.png
GGXXACPR Sol j236H-1-Hitbox.pngGGXXACPR Sol j236H-2-Hitbox.png
Frames 9-10 • Frames 11-12
•Untechable on CH or Clean Hit for 56F
•Hitstop on Clean Hit 27F
•Sol is in CH state during move
•Dizzy modifier x0.5
•Sol is in crouching state during landing recovery
•Damage increased with Clean Hit: 35 + 25 * (# of Clean Hits)
•See note ※1


Why you play Sol. Big flaming punch, staple combo move which gives Sol his ludicrous meterless damage output. Sidewinder is a move that requires a little precision, as it has a property where it gains more hitstun and damage when you hit the opponent clean (this hurtbox is character specific). This allows you to continue for about 2-3 reps (or up to 5 near the corner) while still granting knockdown opportunities from anywhere on screen, generally with Bandit Revolver, netting anywhere from 30%-80%. All Sidewinder combos are assuming Clean Hit.

Most SW loops are done by simply repeating [j.S/j.H(1) > SW] x N. Whether you jump forward, neutral, or occasionally backwards into the normal is all character and screen specific, so SW loop will take some practice, some finesse, and sometimes improvisation to get it right. If you can ever land an empty jump SW though, it comes with the added bonuses of generally higher damage and being burst safe. Bring the pain.

Wall bounces on hit (Clean hit untechable for 56F). Sol is in CH state while falling and in landing recovery. Dizzy modifier x0.5. 70% forced proration. Sol is crouching during landing recovery.

Clean Hit Diagrams can be found here: Clean Hit Diagrams

Fafnir
41236H
GGAC Sol 41236D.png
Your long range melee combo tool
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
41236H
Fafnir
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 19 3 27 -13 4 14 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/6.00 Forced 70% R 16 Stagger 42 24 14
GGAC Sol 41236D.png
GGXXACPR Sol 41236H-Hitbox.png
•Slides on CH (untechable for 48F, slides for 23F)
•Can cancel into Tyrant Rave from 20~31F
•Staggers for max 42F on normal hit


Fafnir is an occasionally useful tool. It gives Sol a better way to get in after landing faraway hits in neutral. Fafnir causes a small amount of stagger on hit, putting Sol back at neutral while pushing him in towards the opponent. In addition, Sol can RC Fafnir and dash into a longer combo, or he can cancel into Tyrant Rave, throwing in more damage from a midscreen poke for only 25 meter.

Be careful against opponents who mash out of stagger quickly, if they do it fast enough, they recover before you do!

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%.

Slam
During Dragon Install, j.214K
GGACR Sol j214K.png
Watch your head
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.214K DI
Slam
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 High/Air 17 12 Until landing+10 +3 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/2.40 80% R 13 Launch 45 + GBounce 13
GGACR Sol j214K.png
Knockdown kick as standalone move
GGXXACPR Sol j214K-1-Hitbox.pngGGXXACPR Sol j214K-2-Hitbox.png
Frames 17-19 • Frames 20-28
•Frame Adv is based on performing TK Slam (startup 20F)


One of Sol's new toys in +R, this move is now a standalone overhead, resulting in a powerful mixup tool that's safe on block and insane on hit, dealing heavy damage and causing a high floor bounce that leads into a combo of your choosing. Feel like doing four of these in a row? Go for it.

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).


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 on hit, even on grounded opponents. 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
GGAC Sol 41236D.png
Have a seat
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
41236D
FB Fafnir
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 Mid 11 3 17 +7 5 20 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 70% 1~10F Throw R 26 Launch 40 15
GGAC Sol 41236D.png
GGXXACPR Sol 41236D-Hitbox.png
•Slides on CH or Clean Hit (untechable for 80F, slides for 28F)
•Can cancel into Tyrant Rave from 12~17F
•Custom blockstun


Force Break sucker punch, throw invulnerable until startup. Great for throw baiting or to catch people backdashing or jumping out, or in frame traps as a really unexpected poke, leading to 50% on Clean or Counter Hit. Deals knockdown at the end of combos where you're too far out to land a 2D. FB Fafnir is a great combo tool out of a sweep near the corner, as you can f.S 5H IAD, dash in, or in some cases Grand Viper afterwards for a Dustloop and/or Sidewinder Loop. You can convert from farther away if you go into FB Fafnir from 6P as well.

Humorously enough, you can score a clean hit against a blocking opponent, gaining a ton of blockstun and storing a clean hit into a combo if you manage to land a hit before they leave blockstun. Be aware that at max range, however, FB Fafnir will whiff against crouching opponents on a max range 5H hit, since they'll still be leaning back from their reeling animation.

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%.

Tyrant Rave
Fafnir -> 46D
GGAC Sol 46D.png
25% supers, welcome to the USA
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Great for chip damage and unburstable kills off of wild throw, but the ability to cancel into it from Fafnir makes this an excellent tool to throw in damage at the end of an otherwise limited midscreen combo. In addition, it functions similar to Sidewinder, getting more damage based on Clean Hits, so it can serve as a damaging, flashy finish to Sidewinder Loop or a few Clean Hit Bandit Bringers. Best if you don't care about knockdown, or are close enough to the corner to link into 5K afterwards. Near the corner, you can get an airthrow reset pretty easily if they tech.

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.

FB Sidewinder
j.236D
GGAC Sol j236H.png
A deal you can't refuse
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236D
FB Sidewinder
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 High/Air 9 4 Until landing+13 5 15 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.30/0.48 Forced 70% R 56 + WBounce 27
GGAC Sol j236H.png
GGXXACPR Sol j236H-1-Hitbox.pngGGXXACPR Sol j236H-2-Hitbox.png
Frames 9-10 • Frames 11-12
•Guaranteed Clean Hit
•Sol is in CH state during move
•Dizzy modifier x0.5
•Damage increased with Clean Hit: 35 + 25 * (# of Clean Hits)
•See note ※1


A godsend. Guaranteed Clean Hit Sidewinder for only 25 cents, allowing you to start or maintain a Sidewinder Loop that might have otherwise been impossible. Considering that its hitbox is equal to regular SW's, you can throw this out as a punish against moves that Sol normally can't get anything off of when pushed out. FB Fafnir can furthermore confirm off of very far hits or out of empty jumps mid combo for burst safe setups and conversions. The only other difference from regular SW is that it scales harder, but the damage difference is negligible when used later in combos. Never miss the chance to Sidewinder Loop again.

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


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
GGAC Sol 632146H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146H
Tyrant Rave ver. Beta
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
80, 60 Mid, All 5+1 11(17)15 31 -15 5, 4 20, 14 6, 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
100%, Forced 70% 1~8F Strike R 18, 16 Launch 60, 80 + WStick 32
GGAC Sol 632146H1.pngGGAC Sol 632146H2.png
GGXXACPR Sol 632146H-1-Hitbox.pngGGXXACPR Sol 632146H-2-Hitbox.pngGGXXACPR Sol 632146H-3-Hitbox.pngGGXXACPR Sol 632146H-4-Hitbox.pngGGXXACPR Sol 632146H-6-Hitbox.pngGGXXACPR Sol 632146H-7-Hitbox.png
1st hit (Frames 6-8) • 1st hit (Frames 9-16) • 2nd hit (Frames 33-34) • 2nd hit (Frames 35-38) • 2nd hit (Frames 39-40) • 2nd hit (Frames 41-47)
•Dizzy modifier: 1st hit: x0.25, 2nd hit: x0
•Chip damage: 1st hit: x1.5, 2nd hit: x2
•2nd hit is RCable only if the 1st attack hits or is blocked
•2nd hit can pass through projectiles


A cool idea to use in the corner due to its wallstick properties, allowing you to dash in and relaunch with 5K(close) or Grand Viper (must be done a bit away from the corner). It does less damage than regular Tyrant Rave, but deals knockdown. Its main purpose is to do xx > 2D > Tyrant Rave ver.Beta for a powerful, unburstable kill combo. You can even blow through bursts on reaction, dealing a powerful damage reset with easier, stronger followups than usual.

TR pushes the opponent out fairly far, but can be punished between hits. Having invulnerability frames and being unburstable are definite plusses, but is generally second class as a reversal compared to VV RC. A blocked and RCd first hit can lead to some silly mixups, like the unreadable Wild Throw.

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.

Dragon Install
214214S
GGAC Sol 214214S.png
GGPO
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214214S
Dragon Install
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
19+1 Total 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~19F All
GGAC Sol 214214S.png
Win the game...or Dragon Install?
•During DI, tension increases at a rate of 0.1% per frame
•DI cannot be while in DI
•DI duration: 360F + 1F for every health point below 210
•Dragon Install duration drains during hitstop and superflash
•Recovery animation: total 36F, CH state throughout, tension reduced to 0, negative penalty, tension gain lowered, Sol takes extra dizzy damage, and has a lower dizzy rating


Dragon Install is generally not a good idea, but it has some unusual gimmicks. Not only does DI give Sol two very fast overheads, a massive movement and attack speed increase, and make all of his moves much safer, but DI's startup serves as a potential (if risky) reversal option. Sol also gains some very notable buffs:

  • 5K becomes frame 2, the absolute fastest normal in the game (it does, however, lose its jump cancel)
  • Sol gains access to Slam, an extremely fast and safe overhead
  • Nearly every normal becomes plus or even on block and has its startup cut down
  • f.S, 2S, 5H, and 2H have their recovery shortened enough that you can link normals after dashing in on hit
  • Sol gains some high dizzy combos
  • VV becomes somehow more terrifying

Furthermore, 6P can go into DI and give you enough time to continue into a combo. If you think you can kill or dizzy with a resulting combo and know something slow and punishable is coming, feel free to DI through it and make your opponent whimper in frustration.

If you run out of time though, you'll have to pick a god and pray. When Dragon Install ends, Sol loses all his tension. Furthermore, if DI reaches the end of its duration without Sol being knocked down, you go into an extremely vulnerable recovery animation, and end up extremely close to both negative penalty and being dizzied. DI will also end if Sol is knocked down, but without the penalties to dizzy and tension pulse. Don't use this move unless you're guaranteed to kill with it, or feeling yourself.

Frames 1-19 invincible. Frames 19-21 invincible to strikes. During DI, tension increases at a rate of 0.1% per frame. DI cannot be used during DI. DI duration: base time of 360F + 1F for every health point below 210. Dragon Install duration drains during hit stop and super freeze. Recovery animation: 36F total, CH state throughout. Tension reduced to 0, negative penalty effect, tension gain lowered, Sol takes extra dizzy damage, and has a lower dizzy rating.

Dragon Install 2nd
214214214214P+H
GGAC Sol 214214S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214214214214PH
Dragon Install 2nd
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
63+64 Total 127
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Sol 214214214214P+H.pngGGAC Sol 214214S.png
• Dragon Uninstall
•Requires 100% tension
•Sol will Install after the super-freeze, even if hit
•Install mode remains for entire round
•Tension gained is 20% original value
•Health steadily decreases for rest of round


Could probably win an award for the worst super ever designed. Significantly worse than even regular Dragon Install since it:

  • Costs a full bar
  • Lasts the entire round, and drains your life until it hits 1 pixel
  • Over two seconds of startup time
  • Has no invincibility
  • Kills your tension gain and doesn't gradually build it like the normal version
  • Drains your health faster than you can deal damage

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.

Instant Kill

Napalm Death
in IK Mode: 236236H
GGAC Sol IK.png
You suffer, but why?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Goodbye Meter.


Navigation


To edit frame data, edit values in GGACR/Sol Badguy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.