GGACR/Sol Badguy: Difference between revisions

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;Movement Options
;Movement Options
:Double Jump, 1 Airdash, Dash Type: Run
:Double Jump, 1 Airdash, Dash Type: Run
<center>'''Colors'''</center>
{{GGACRColors|Character=Sol|Size=55px}}
|}
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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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.
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''.
Sol thrives in the opponent's face with fast pokes, moves that go under others, and the best Dragon Punch period. His high/low mixup is very poor, but his tick throws, frame traps, and abundance of meter give him plenty of other tricky tools and means of opening up the opponent. Outside of his optimal range, he has some other decent midscreen tools, too, such as his f.S which is very fast for its range, and 5H which covers a good amount of space with an excellent hit/hurtbox ratio. Sol also has some very notably unique tools: several low profile options (including dashing), a normal which has ''zero'' recovery frames, unexpected burst of (partial) invincibility on many moves (including backdash), and several normals which can be cancelled during their ''recovery frames''.


Though his main BnB, Sidewinder Loop, requires character specific precision, his combos generally deal high amounts of damage and are very freestyle. This makes Sol terrifying to defend against once he gets in and opens up the opponent for a beefy combination. But in order to get to those combos, Sol players will need to extend beyond the basic DP/Command Grab mixup into more layered mental territory, and/or learn to become so wild as to be impossible to predict.  
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.  
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
 
=== Strengths and Weaknesses ===
{{StrengthsAndWeaknesses|strengths=
----
*  Extremely strong close range tools, both offensively and defensively: 5K, Volcanic Viper, and Wild Throw.
{|  
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
*  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.
*  High damage, meterless combos that knock down.
*  Strong frame traps with full screen conversions.
*  Strong frame traps with full screen conversions.
*  Rather simple to pick up early on, with a fairly balanced toolkit within midrange.
*  Several normals have cancel windows during their recovery frames.
*  Several normals have cancel windows during their recovery frames.
| style="width: 50%;"|
*  Unique hurtbox while airborne, making Sol particularly difficult to combo for some characters.
|weaknesses=
*  Poor conversion outside of close range without meter.
*  Poor conversion outside of close range without meter.
*  Struggles against zoning, must be patient or risky to get in.
*  Struggles against zoning, must play patient or risky to get in.
*  Subpar mixup tools outside of command throw.
*  Subpar meterless mixup options outside of command throw.
*  Limited blockstring pressure options.
*  Limited blockstring pressure options.
*  Requires solid execution, height management, and matchup familiarity for Clean Hit Combos.
*  Requires solid execution, height management, and matchup familiarity for Clean Hit Combos.
|-
}}
|}
</div>


=== Character Specific Mechanics ===
=== Character Specific Mechanics ===
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|image=GGAC_Sol_5P.png
|image=GGAC_Sol_5P.png
|caption=Ora
|caption=Ora
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_5P-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_5P-Hitbox.png|center|175px]]
</div>
</div>
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*Strong burst bait tool due to its overall low recovery time.
*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.  
Establishes offense. Gatling into it from 2P 2K, if the opponent has been conditioned to block high in reaction to standing animations. Will also whiff over crouching Millia, Faust, and May, and can be used for some different throw setups.  


''80% proration (no proration in DI).''
''80% proration (no proration in DI).''
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|image=GGAC_Sol_5K.png
|image=GGAC_Sol_5K.png
|caption=Only '''I''' get to push buttons.
|caption=Only '''I''' get to push buttons.
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_5K-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_5K-1-Hitbox.png|center|175px]]
1st hit (frames 3-4)
1st hit (frames 3-4)
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2nd hit (frames 5-6)
2nd hit (frames 5-6)
[[File:GGXXACPR_Sol_5K-3-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_5K-3-Hitbox.png|center|175px]]
2nd hit (frames 7-9)
2nd hit (frames 7-10)
[[File:GGXXACPR_Sol_5K-1-Hitbox.png|center|175px]]
2nd hit (frames 9-10)
</div>
</div>
|data=
|data=
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*Preferred normal to OS with Sol's throw.
*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.
Does it all: Anti-airs, pokes, catches backdashes and jump-outs, gets out of jail. On air hit, 5K is confirmed from with 2H or a j.P/j.K into a standard air combo > VV for knockdown. On air CH, 5K has enough hitstun to combo to Sidewinder from an IAD j.S or j.D with 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.
''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 6P, cS, fS, 2S, 5H, 2H, 5D, 2D''
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 6P, cS, fS, 2S, 5H, 2H, 5D, 2D''
  }}
  }}
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|image=GGAC_Sol_cS.png
|image=GGAC_Sol_cS.png
|caption=Punish and Frame Trap Starter
|caption=Punish and Frame Trap Starter
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_cS-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_cS-Hitbox.png|center|175px]]
</div>
</div>
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*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)


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.  
Leads to confirms like Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled 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.
A notable gatling is into and out of 6P, as they can loop into one another. 5/2/6P or 5/2K to delayed c.S can also work as a frame trap.
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 6P, fS, 2S, 5H, 2H, 5D, 2D''
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 6P, fS, 2S, 5H, 2H, 5D, 2D''
  }}
  }}
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|image=GGAC_Sol_fS.png
|image=GGAC_Sol_fS.png
|caption=Your go-to spacing tool
|caption=Your go-to spacing tool
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_fS-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_fS-Hitbox.png|center|175px]]
</div>
</div>
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Extremely fast for its range, making f.S good for establishing offense in neutral.
Extremely fast for its range, f.S is good for establishing offense in neutral.


*Frame 7 startup which hits slightly farther out than round start distance.
*Frame 7 startup which hits slightly farther out than round start distance.
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*Gatling into 2S makes f.S 2S pressure very safe and lets Sol make his way in.
*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.
Landing f.S at a decent range leads to 5H > Fafnir, and you can opt to go into Tyrant Rave for some extra damage. Also a useful corner pressure tool for hitting people out of poking attempts. Be careful, Sol extends his hurtbox on the first frame. Due to only being active for one frame, it's easily backdashed, but can be preemptively canceled to 2S to make it safer.
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 2S, 5H, 2H, 6H, 5D, 2D''
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 2S, 5H, 2H, 6H, 5D, 2D''
  }}
  }}
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|image=GGAC_Sol_5H.png
|image=GGAC_Sol_5H.png
|caption=Counter Hit > Pain
|caption=Counter Hit > Pain
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_5H-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_5H-Hitbox.png|center|175px]]
</div>
</div>
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*Big range and completely disjointed. Powerful button.
*Big range and completely disjointed. Powerful button.
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.
*Confirms into (FB) Fafnir to let Sol get in from midscreen
*Confirms into (FB) Fafnir to let Sol get in from midscreen.
*Can frame trap out of 6P's extended cancel window
*Can frame trap out of 6P's extended cancel window.


The disjoint makes 5H very difficult to challenge despite its speed.  
The disjoint makes 5H very difficult to challenge despite its speed.  
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|image=GGAC_Sol_6P.png
|image=GGAC_Sol_6P.png
|caption=Bullying 101
|caption=Bullying 101
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_6P-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_6P-Hitbox.png|center|175px]]
</div>
</div>
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*Mid level hitting gut punch which beats many standing buttons. Blows back on hit.
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit.
*Prime frame trap button. Gatlings into and out of many normals.
*Top-shelf frame trap button. Gatlings into and out of many normals.
*Main launching tool in the corner.
*Main launching tool in the corner.
*Can be cancelled at '''any''' point during its recovery.
*Can be cancelled at '''any''' point during its recovery.
*Clutch Anti Air.
*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.
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).''
''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).''
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|image=GGAC_Sol_6H.png
|image=GGAC_Sol_6H.png
|caption=Exercise judgment unless you want to get dizzied.
|caption=Exercise judgment unless you want to get dizzied.
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_6H-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_6H-Hitbox.png|center|175px]]
First hit (Frame 13)
First hit (Frame 13)
[[File:GGXXACPR_Sol_6H2-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_6H-2-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_6H3-Hitbox.png|center|175px]]
First hit (Frame 14)
[[File:GGXXACPR_Sol_6H4-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_6H-3-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_6H5-Hitbox.png|center|175px]]
First hit (Frame 15)
[[File:GGXXACPR_Sol_6H-4-Hitbox.png|center|175px]]
First hit (Frame 16)
[[File:GGXXACPR_Sol_6H-5-Hitbox.png|center|175px]]
First hit (Frame 17)
[[File:GGXXACPR_Sol_6H-6-Hitbox.png|center|175px]]
Second hit (Frame 18)
</div>
</div>
|data=
|data=
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*Cancel window lasts until the end of recovery for late frame traps.
*Cancel window lasts until the end of recovery for late frame traps.
*Can be used in Dragon Install for higher Dizzy damage combos.
*Can be used in Dragon Install for higher Dizzy damage combos.
*Extends Sol's hurtbox very badly and in CH state for the whole move.
*Pushes Sol's hurtbox pretty far forward, CH state for the whole move.
*Has a difficult confirm into Grand Viper if it counters on the first hit.
*Has a difficult confirm into Grand Viper if it counters on the first hit.


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====== ======
====== ======
{{MoveData
{{MoveData
|name=5D
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 5D]
|image=GGAC_Sol_5D.png
|image=GGAC_Sol_5D.png
|caption=The Great American Unblockable
|caption=The Great American Unblockable
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_5D-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_5D-Hitbox.png|center|175px]]
</div>
</div>
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*Counter hit state for over half the duration.
*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.
Don't get predictable. 5D's range is only slightly farther than Wild throw and it is highly telegraphed. The DI version, however, is significantly faster, and even on block.


''Knocks down face up on CH. In CH state from Frames 1-30.''
''Knocks down face up on CH. In CH state from Frames 1-30.''
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|image=GGAC_Sol_2P.png
|image=GGAC_Sol_2P.png
|caption=Poke
|caption=Poke
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_2P-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_2P-Hitbox.png|center|175px]]
</div>
</div>
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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>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_2K-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_2K-Hitbox.png|center|175px]]
</div>
</div>
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*Frame traps into 6P or a late c.S/f.S.
*Frame traps into 6P or a late c.S/f.S.


Fairly standard low poke tool, but still pretty good.
Fairly standard low poke tool, but active enough to serve as a meaty.


''70% proration (no proration in DI).''
''70% proration (no proration in DI).''
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|image=GGAC_Sol_2S.png
|image=GGAC_Sol_2S.png
|caption=Save your strings
|caption=Save your strings
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_SOL_2S-Hitbox.png|center|175px]]
[[File:GGXXACPR_SOL_2S-Hitbox.png|center|175px]]
</div>
</div>
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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>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_2H1-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_2H1-Hitbox.png|center|175px]]
(frames 8-9)
(frames 8-9)
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*Can be OS'd with 5/2P to bait bursts mid combo.  
*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.
Works as a slower but stronger Anti Air than 5K, and late frame trap tool. Can be a 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.
On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. 2H is strong, but don't whiff it.
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|image=GGAC_Sol_2D.png
|image=GGAC_Sol_2D.png
|caption=Get down, make love
|caption=Get down, make love
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_SOL_2D-Hitbox.png|center|175px]]
[[File:GGXXACPR_SOL_2D-Hitbox.png|center|175px]]
</div>
</div>
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*Mid ranged, low profile sweep which goes under many things, even in pressure.  
*Mid ranged, low profile sweep which goes under many things, even in pressure.  
*Can go under bursts, Stun Edges, Johnny ranged pokes, etc.
*Can go under bursts, Stun Edges, Johnny ranged pokes, etc.
*Will score counter hits against some jump-ins.
*Special cancel window is during its recovery frames.
*Special cancel window is during its recovery frames.
*Free combo on counter hit.
*Free combo on counter hit.
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*Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff.
*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.
Use this move often and to great effect. Go under everything from fireballs to big normals to ''other sweeps''. Can even Anti-air. 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.
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.
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|image=GGAC_Sol_jP.png
|image=GGAC_Sol_jP.png
|caption=Mash
|caption=Mash
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_jP1-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_jP1-Hitbox.png|center|175px]]
(Frames 5-7)
(Frames 5-7)
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox. One of Sol's best.


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.
*Beats out a lot of larger jump-ins due to speed and hitbox/hurtbox ratio.
*Good for airdash pressure due to its gatling options.
*Can let Sol sneak past some Anti Airs due to the hurtbox change.
*Staggered self cancels can be used to bait bursts.
*Easy, if scaled, confirms off of things like Gunflame.
*Leads to Burst safe, character specific Sidewinder Setups.
 
Works as air-to-air, air-to-ground, and anti-air. The Hurtbox shrinkage can let you do lower crossup setups. Vital in Sol's difficult HJIAD combos. Deceptively excellent.
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: jP, jK, jS, jH''  
<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
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_jK-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_jK-Hitbox.png|center|175px]]
</div>
</div>
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
Almost purely horizontal. Better defensively than offensively.


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.  
*Useful for covering air backdashes or air-to-air out of a backwards jump.
*Mostly for filler in SW loops, especially when scaling is too high for j.S/H/D to connect.
*Occasionally useful in airdash pressure.
*Will whiff on some crouchers.


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 most useful in airdash pressure when making the opponent guess between a gatling to j.P or j.S. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a j.P to catch them trying to hit buttons. Try not to whiff it.
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: jP, jS, jD''  
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: jP, jS, jH''  
  }}
  }}
}}
}}
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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.
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_jS-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_jS-Hitbox.png|center|175px]]
</div>
</div>
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
Jump-in of choice.  


Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash j.S.
*Hitbox mainly below and in front of Sol. Mostly for safe jumps.
*Primary combo tool for Sidewinder Loops
*Occasionally works as a crossup out of a backwards airdash.
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.
 
Passable hitbox. Primary jump-in if they're not prepared to 6P. Landed as a crossup, converts into land > 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.
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: jK, jH, jD''  
<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>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_jH-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_jH-1-Hitbox.png|center|175px]]
Frames 9-14
[[File:GGXXACPR_Sol_jH-2-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_jH-2-Hitbox.png|center|175px]]
Frames 15-18
[[File:GGXXACPR_Sol_jH-3-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_jH-3-Hitbox.png|center|175px]]
Frames 19-22
</div>
</div>
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{{!}}-
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{{Description|7|text=
{{Description|7|text=
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.
0 Recovery frames. Weird hurtbox. Lingers for forever. Psuedo-God Normal


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.
*Active for fourteen frames. Sol is free to act the moment it ends.
*First hit is above Sol's head, making it better for rising air-to-air when necessary.
*The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.
*Links into ''any'' jumping normal on hit.
*Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.
 
The hurtbox makes this move very difficult to contest in any regular fashion. The lingering hitbox is very useful for Sidewinder conversions. The recovery makes opponents tear out their hair. One of Sol's most used air options.


''Untechable on air hit for 17F (doesn't apply to DI version).''
''Untechable on air hit for 17F (doesn't apply to DI version).''
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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>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_jD-1-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_jD-1-Hitbox.png|center|175px]]
Frames 9-11
[[File:GGXXACPR_Sol_jD-2-Hitbox.png|center|175px]]
[[File:GGXXACPR_Sol_jD-2-Hitbox.png|center|175px]]
Frames 12-15
</div>
</div>
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{{Description|7|text=
{{Description|7|text=
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.
Trust in the Dust.


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.
*Large, damaging move with abnormally high untechable time.
*Fullscreen conversions on counter hit due to wallbounce.
*Loops into itself, for the titular '''DUSTLOOP'''.
*Particularly strong in the corner, can convert into late Sidewinders for optimal damage.
*Launches on hit, useful in airdash combos.
*Can lead to a fuzzy guard setup, can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.
 
Partially responsible for Sol's obscene damage output. Sometimes works with 5 in a row in one combo. <br/>
Launches on hit, making it useful in airdash combos. Optimal in all of Sol's combos when used properly.  


''Blowback on normal hit (untechable for 27F). Wall bounces on CH (untechable for 54F). Additional 5F landing recovery. 90% proration.''
''Blowback on normal hit (untechable for 27F). Wall bounces on CH (untechable for 54F). Additional 5F landing recovery. 90% proration.''
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{{!}}-
{{Description|7|text=   
{{Description|7|text=   
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.
Average throw. Unspectacular unless done in the corner.
 
*Standard range, and only knocks down 25% of the cast by itself.
*Leads to free conversions in the corner against the other 75%.
*Stronger when OS'd with 5K, and sometimes c.S.
 
Can convert in the corner with 5K against most of the cast. Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown. </br>
Sidewinder Loop does similar damage with [5K > j.P > j.K/S] or [5K > 6P > 2H > j.S/D] > SW.</br>
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.


''Knocks down face down (character specific). Floats on hit. 50% forced proration.''
''Knocks down face down (character specific). Floats on hit. 50% forced proration.''
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|name=Air Throw
|name=Air Throw
|image=GGAC_Sol_airThrow.png
|image=GGAC_Sol_airThrow.png
|caption=So I got my handgun
|caption=So I got my handgun,</br>
And I blew 'em away
And I blew 'em away
|data=
|data=
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{{!}}-
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{{Description|7|text=   
{{Description|7|text=   
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.
A decent air throw that knocks down.  
 
*Knocks down by itself, giving plenty of time for oki.
*Can convert from anywhere with meter.
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.
 
Converts similarly to regular throw in the corner with 5K > BR/SW Loop/whatever, or (f.S) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.


''Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. 50% forced proration.''
''Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. 50% forced proration.''
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
Average, unsafe guard reversal.
 
*Easier to use than poking or DP'ing through a gap, but still easily punished.
*Uses 6P animation, so it can still be low profiled.
*Can convert in the corner on counter hit or if hit on the last active frame.
 
Will lose to moves that very low profile, like Grand Viper and Stroke the Big Tree. Not terrible, but not great. Sol already 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.''
''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.''
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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.  
Ground hugging flame projectile integral to Sol's pressure and oki game.
 
*Very active move which covers space in front of Sol to about midscreen away
*Strong oki tool which forces to the opponent to either respect or reversal.
*Resets pressure and Sol's position when done close enough and FRC'd.
*Covers Sol's approach when FRC'd.
*Does high damage in combos, especially in the corner.
*Can be jumped over, but the FRC lets you react and catch them.
 
Very useful tool when used properly. Must be spaced closely to prevent jump outs and allow Sol back in safely mid pressure, but sharper opponents will recognize and reversal through this. Gunflame is counter hit state for the entire duration, so learning the FRC is vital. Note that when GF is cancelled into, the FRC window will be delayed mid-string due to hit/blockstop.


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.
'''Advanced tech''': Gunflame can be combo'd into against a grounded, crouching opponent, by cancelling into GF from a level 5 move, FRC'ing it, and linking an, at slowest 5F normal before the Gunflame goes active.


''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.''
''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.''
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{{Description|8|text=
{{Description|8|text=
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.
Regular Gunflame on roids. Has a massive hitbox, and will combo into itself.  
 
*Significantly larger and slightly faster than regular Gunflame.
*Covers an anti-air angle and is all of only one hit, making pressure coverage must faster and safer.
*Plus on block for better pressure resets.
*Easier to use for chipping out.
*The FRC is moved to right as it goes active, changing its use.
*Just fast enough to combo out of grounded, crouching, Lvl.5 hits.
 
Great for scaring opponents in the corner, or catching bad jump out attempts. Mixed in with DI's other tools, it becomes stronger when spaced out.


''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 (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.''
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|input=214P
|input=214P
|image=GGAC_Sol_214P.png
|image=GGAC_Sol_214P.png
|caption=Psych
|caption=Nah
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_214P-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
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{{!}}-
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{{Description|7|text=
{{Description|7|text=
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.
Fake Gunflame. Has a hitbox for some reason.
 
*Can make some bigger moves safer on block, or trick the opponent into thinking that you'll Gunflame.
*Can be whiffed to build meter from afar.
*Used sparingly, can frighten opponents at the end of blockstrings into another setup.
 
Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect.


''CH state till end of recovery.''
''CH state till end of recovery.''
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|input=623S/H or j.623S/H
|input=623S/H or j.623S/H
|image=GGAC_Sol_623S.png
|image=GGAC_Sol_623S.png
|caption=Go The Fuck To Sleep
|caption=Watch what happens</br>when you stick your hand</br>in an open fire
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes (Normal)" data-collapsetext="hide hitboxes (Normal)">
[[File:GGXXACPR_Sol_623S-1-Hitbox.png|center|175px]]
S: 1st hit (Frames 7-9)</br>
H: 1st hit (Frames 5-6)
[[File:GGXXACPR_Sol_j623S-1-Hitbox.png|center|175px]]
j.S/H: 1st hit (Frames 5-6)
[[File:GGXXACPR_Sol_623S-2-Hitbox.png|center|175px]]
S: 2nd hit (Frames 13-23)</br>
j.S: 2nd hit (Frames 10-18)</br>
H/j.H: 2nd hit (Frames 10-27)
</div>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes (Dragon Install)" data-collapsetext="hide hitboxes (Dragon Install)">
[[File:GGXXACPR_Sol_DI-623S-1-Hitbox.png|center|175px]]
DI All: 1st hit (Frames 7-9)
[[File:GGXXACPR_Sol_DI-623S-2-Hitbox.png|center|175px]]
DI S: Hits 2/3 (Frames 11-16)</br>
DI j.S/H: Hits 2/3 (Frames 12-19)
[[File:GGXXACPR_Sol_DI-j623S-2-Hitbox.png|center|175px]]
DI H: 2nd hit (Frames 10-63)
</div>
 
|data=
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{AttackDataHeader-GGACR|version=yes}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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.
The greatest. Ever.


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.
*God DP. Blows through just about everything.
*Massive hitbox that cannot be low profiled, like many other DPs
*Can be canceled into the followup kick on whiff to mix up Sol's recovery timing.
*Converts to knockdown about 95% of the time.
*Fully converts if the first hit is RC'd, or if the 2nd part counter hits.
*Tied for the ''slowest'' version of the move at 7F, but with some of the most invulnerability.


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.
Breaks through even the smallest gaps. Safe when RC'd on the first hit. Must be given enough space, or be blocked when can't RC in order to be completely baited. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state.


''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.''
'''Note''': All versions of grounded VV must be ''jump installed'' in order to airdash or double jump on RC.
 
'''Supplemental Frame Data''':<br>
: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.
  }}
  }}
{{!}}-
{{!}}-
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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.
Easy air combo ender.


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...
*Straightforward air knockdown tool.
*Also works as a DP in the air, but is air blockable without FD, and is only strike invuln.
*Has the most leniency into combo'ing into the followup kick.
*Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.
*Can convert to longer combos if the first hit is RC'd.


''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.''
Note: the momentum cut on RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...
 
'''Supplemental Frame Data''':<br>
: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.
  }}
  }}
{{!}}-
{{!}}-
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{{!}}-
{{!}}-
{{Description|8|text=  
{{Description|8|text=  
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.
Massive DP version. Eats up the sky.


''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.''
*Big Anti-Air callout, unrivaled in combined speed and vertical reach.
*Slightly faster and more damage than the S version.
*Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.
*Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.
*Leniency to the followup is slightly more difficult, and must be delayed a bit.
 
'''Supplemental Frame Data''':<br>
: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.
  }}
  }}
{{!}}-
{{!}}-
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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.
Situational air knockdown tool with slight more damage.


''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.''
*Higher reaching aerial VV, not as high as the grounded version.
*Also air blockable without FD.
*Lacks the same leniency to the followup as the ground H version.
*Similarly to j.SVV, cuts air momentum when RC'd on the first hit.
 
'''Supplemental Frame Data''':<br>
: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.
  }}
  }}
{{!}}-
{{!}}-
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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.  
Weaker version of VV, but has some altered utility.


''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.''
*Similarly strong hitbox, but cannot cancel into knockdown.
*Same speed as regular SVV, but slightly less damage overall.
*All three hits ''must'' be FD'd if airborne.
*Overall not the strongest version, but usable.
 
'''Supplemental Frame Data''':<br>
: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.
  }}
  }}
{{!}}-
{{!}}-
Line 750: Line 886:
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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.
The hype machine. One of the meanest moves in the game.


''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.''
*Absolutely massive wall of hitbox. Reaches to the top of the screen.
*Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown.
*The 1st hit does '''60 damage and GB -1''': one of the single strongest combo starters in the game on RC.
 
Use by itself with meter for a skyrocket. Despite the excessive hitstun, knockdown can become impossible to connect on too many hits due to gravity scaling, so avoid ending longer combos with it.
 
'''Supplemental Frame Data''':<br>
: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.
  }}
  }}
{{!}}-
{{!}}-
Line 759: Line 902:
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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.
Similarly weaker version as DI-SVV, but the first hit is air unblockable.


''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.''
*Also doesn't cancel to knockdown.
*First hit being air unblockable can win you air-to-air wars.
*Fully invincible compared to normal air VVs being only strike invincible.
 
Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.
 
'''Supplemental Frame Data''':<br>
: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.
  }}
  }}
}}
}}
Line 770: Line 920:
|input=Volcanic Viper -> 214K
|input=Volcanic Viper -> 214K
|image=GGAC_Sol_623S214K.png
|image=GGAC_Sol_623S214K.png
|caption=Not shown: Deceptive hitbox
|caption=Now shown: Deceptive hitbox
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_j214K-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
Used after VV to score a knockdown, or delay your descent.


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!
*Deceptively large hitbox. Can tag players pressing the wrong button.
*Delays Sol's fall, throwing off an opponent's punish timing.
*Use wisely on VV getting blocked/whiffing, as Sol is put in CH state.
*Hits overhead, but won't tag anybody this way.
*Will occasionally hit players pressing a button after VV.
 
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.''
''Plummets on hit (untechable for 30F). Sol is in CH state while falling. Sol is crouching during landing recovery.''
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
Line 789: Line 949:
|input=214S
|input=214S
|image=GGAC_Sol_214S.png
|image=GGAC_Sol_214S.png
|caption=The loudest move<br/> for the loudest game
|caption=The loudest move,<br/> for the loudest game
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Frame Data for Maximum # of Hits
[[File:GGXXACPR_Sol_214S-1-Hitbox.png|center|175px]]
Hits 1-7 (Frames 17-41)
[[File:GGXXACPR_Sol_214S-2-Hitbox.png|center|175px]]
Last hit (Frames 62-64)
</div>
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
Line 796: Line 963:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
The ultimate callout, likeliest move in the game to blow out your speakers.  


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.
*Extremely low profile on frame 1: goes more than 75% of moves in the game.
*Leads into ridiculous amounts of damage on Clean Hit from anywhere on stage.
*Number of hits changes depending on how many directions/buttons are pressed during the move.
*Horribly unsafe on block/whiff. Cannot be RC'd if the current hit did not make contact.
*Can go under bursts, which can score a powerful reset in the corner, but can be suicide midscreen.
 
Strong tool which requires finesse and recognition to use properly. Can go under things mid-pressure and lead to very damaging conversions. Has some of its best conversions near the corner, and can work midscreen with little/no mashing based on the opponent's character. Don't miss.


''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.''
''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.''
Line 812: Line 985:
|image=GGAC_Sol_236K.png
|image=GGAC_Sol_236K.png
|caption=Boy you'd better begin...
|caption=Boy you'd better begin...
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_BR-1-Hitbox.png|center|125px]]
First hit (Frame 9-13)
[[File:GGXXACPR_Sol_BR-2-Hitbox.png|center|175px]]
Second hit (Frame 24-25)
[[File:GGXXACPR_Sol_BR-3-Hitbox.png|center|175px]]
Second hit (Frame 26-27)
[[File:GGXXACPR_Sol_BR-4-Hitbox.png|center|175px]]
Second hit (Frame 28-30)
[[File:GGXXACPR_Sol_BR-5-Hitbox.png|center|175px]]
Second hit (Frame 31-32)
</div>
|data=
|data=
{{AttackDataHeader-GGACR|version=yes}}
{{AttackDataHeader-GGACR|version=yes}}
Line 819: Line 1,004:
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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.
Knockdown tool, and catches players upbacking/fuzzy jumping without FD.
 
*Primary knockdown tool out of BnBs.
*Leads to a safejump setup.
*Hits players in the air who don't FD.
*Minute startup invul can make it a psuedo-reversal.
 
Keeps opponents grounded, though will get thrown if blocked standing. Can go through some moves, to the surprise of many. Use caution: the second hit is unsafe on hit if the opponent is grounded.


''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.''
''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.''
Line 828: Line 1,020:
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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.
Combo filler for high meter gain, and tool for shooting across the stage.


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.
*Converts stray air hits into longer combos.
*Loops from 5K and c.S, mainly for corner carry.
*Builds a decent amount of meter on hit, especially when it hits three times.
*Can be FRC'd before going active to propel Sol forward.
*FRC also used to extend aerial pressure strings or set up mixups.
 
Main conversion tool out of farther hitting j.Ds where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself.


''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.''
''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.''
Line 839: Line 1,037:
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
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.
Stronger hitting version of BR with flame effects. Last hit strikes overhead.
 
*Easier looping tool which doesn't require a tk.
*Larger active window which will catch jumpers.
*Catches players low blocking if they're not paying attention.
*Knocks down with a bit of pushback for ending combos when DI is about to run out.
 
Easy looping and conversion tool in DI.  


''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.''
''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.''
Line 850: Line 1,055:
|input=236[K]
|input=236[K]
|image=GGAC_Sol_236Khold.png
|image=GGAC_Sol_236Khold.png
|caption=... To get those crazy notions right out of your head
|caption=... to get those crazy notions</br>right out of your head
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_236K-Hold_Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
Line 857: Line 1,065:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
Level 6 move. Button check and big, slow overhead. Slightly plus, big damage combo tool.


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.
*Goes over a lot of things very, very slowly.
*Large ground bounce makes conversions extremely easy.
*High damage, especially in combos.
*Plus 1 on block, must be punished alertly.
*Has a Clean Hit, with no forced prorate.
*Occasional FRC use leads to unusual mixups.
 
Clean Hit Bandit Bringer punches a heavy amount of damage and a clean hit in combos. Tends to work best in the corner out of an FRC'd Gunflame, or on CH, crouching hit 5H against some characters. Can also be RC'd on contact if Jump Installed for an airdash mixup.
 
BB can be backdashed, IB'd and thrown or combo'd against, and some characters can just 6P it. It's a bit risky: use BB sparingly, not frequently.


Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it.
Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it.
Line 873: Line 1,090:
|image=GGAC_Sol_214K.png
|image=GGAC_Sol_214K.png
|caption=You shouldn't use this move,<br/> but you will
|caption=You shouldn't use this move,<br/> but you will
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_RS-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
Line 879: Line 1,099:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
Silly overhead transport attack. Awful move, except when it's amazing.


WARNING: WILL LOSE TO EVERY 6P IN THE GAME, DO NOT USE THIS MOVE FULL SCREEN.
*Hits on frame 14 when cornered.
*Airborne on frame 1, gets you out of dodge when used properly.
*Doesn't lead to anything on hit, but full conversion on midscreen counter hit.
*Can be FRC'd right before it goes active to fake into a low.
*6P bait. Don't do it fullscreen or you're going to die.
*Starts higher off the ground the further you do it from the corner. Some characters can crouch under it even if point blank.
 
Done with discretion, it'll get you out of jail and might lead to a combo. Hilarious when it works. Otherwise horrendous. Be careful or you're going to get counter hit and you're probably going to lose.


''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.''
''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.''
Line 899: Line 1,126:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
Great command grab. Sol's main mixup tool.  
 
*Average command throw range, but very fast.
*Full, damaging conversions from anywhere on stage.
*Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.
*Also has character specific, meterless burst safe setups.
*Only in CH state for a short segment of its recovery.
 
Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash (2H) > j.D > SW loop. </br>
Some meterless burst safe followups include:
*IAD j.S > Sidewinder > (empty jump) SW loop
*2H > late j.H/Burst Throw OS
*late j.H/block OS > SW loop


''1-14 Sol is in CH state. Whiff animation: 35F. 55% forced proration.''
''1-14 Sol is in CH state. Whiff animation: 35F. 55% forced proration.''
Line 911: Line 1,150:
|image=GGAC_Sol_j236H.png
|image=GGAC_Sol_j236H.png
|caption=JAMA DA
|caption=JAMA DA
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_j236H-1-Hitbox.png|center|175px]]
Frames 9-10
[[File:GGXXACPR_Sol_j236H-2-Hitbox.png|center|175px]]
Frames 11-12
</div>
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
Line 917: Line 1,162:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
Why you play Sol. Big flaming punch, staple combo move.
 
*Wallbouncing air punch with ludicrous damage output.
*Must Clean Hit in order to continue combos.
*Consecutive Clean Hits raise the base damage of following Sidewinders in a single combo.
*Large hitbox to hurtbox ratio, and fully wallbounces on Counter Hit: occasionally useful in neutral or as a punish.


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.
Sidewinder requires precision, but is Sol's Bread and Butter. Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen. Can usually be looped anywhere from 2-6 times and still retain knockdown.
 
Standard SW loops repeat [j.S/j.H(1) > SW] x N. The jump direction is character and screen-specific, and will usually require some improvisation on top of practice. Empty jump Sidewinders also work, and do more damage as well as being burst safe. Bring the pain.


''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.''
''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.''
Line 933: Line 1,185:
|input=41236H
|input=41236H
|image=GGAC_Sol_41236D.png
|image=GGAC_Sol_41236D.png
|caption=Your long range melee combo tool
|caption=Your long-range,<br> melee combo tool
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_41236H-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
Line 940: Line 1,195:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
Slow, lunging punch. Gets Sol in more safely when combo'd into.


Be careful against opponents who mash out of stagger quickly, if they do it fast enough, they recover before you do!
*Max range conversion tool and situation reset.
*Staggers on hit while moving Sol forward, putting him closer to his optimal range.
*Cancels into FB Tyrant Rave for bigger damage with only 25 meter.
*Leads to bigger confirms with an RC.
*Knocks down on air hit.
*Can frame trap (with a wide window) due to its startup.
 
Most useful for getting Sol in from a faraway hit. Can combo afterward if the opponent is asleep and doesn't shake out of stagger. Slides on counter hit, but the recovery is far too high for a conversion. Not great in neutral. '''Exercise caution''': fast mashers can recover from stagger fast enough to recover before Sol.


''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%.''
''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%.''
Line 950: Line 1,212:
====== ======
====== ======
{{MoveData
{{MoveData
|name=Slam
|name=Slam (Kudakero)
|input=During Dragon Install, j.214K
|input=During Dragon Install, j.214K
|image=GGACR_Sol_j214K.png
|image=GGACR_Sol_j214K.png
|caption=Watch your head
|caption=Vertical Riot Stomp
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
Line 960: Line 1,222:
{{!}}-
{{!}}-
{{Description|7|text=  
{{Description|7|text=  
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.
Quick, plus overhead that is +R and Dragon Install exclusive. Opponents not familiar with the matchup often forget that this move exists.
 
*Relatively quick, hits 20F when tk'd.
*Low crushes and floor bounces for a full conversion.
*Plus 3 on block for continued pressure.
*Bounces higher based on the opponent's height when hit.
*Loops into itself or out of j.D.
*Bounces them backwards slightly, can be useful for pushing them away as Dragon Install is about to end.


''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).''
''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).''
Line 967: Line 1,236:




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.
How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit with the far end of his arm. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne except with FB Sidewinder and sometimes Bandit Bringer. Hitstop from a Clean Hit is 27F.


*1: Damage of a Clean Hit Sidewinder is '''35 + 25 * (# of Clean Hits)'''. Force Break Sidewinder automatically adds in 1 Clean Hit.
*1: Damage of a Clean Hit Sidewinder is '''35 + 25 * (# of Clean Hits)'''. Force Break Sidewinder automatically adds in 1 Clean Hit.
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|input=41236D
|input=41236D
|image=GGAC_Sol_41236D.png
|image=GGAC_Sol_41236D.png
|caption=Have a seat
|caption=HAVE A SEAT
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_41236D-Hitbox.png|center|175px]]
</div>
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
Throw Invincible sucker punch. Much stronger version of regular Fafnir.


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.
*Fast, lunging strike which knocks down.
*Has some invincibility on Sol's front leg, can low crush.
*Beats throws until startup.
*Slides on Counter Hit or Clean Hit (works from 6P or 2D, or against jump out attempts).
*Knocks down at ranges too far for any other conversions.
*Slide converts to full combos a little over half the screen away.
 
Strong tool. Better hitbox, startup, and recovery than the normal version. Can convert the slide into f.S 5H IAD combos, slight mash Grand Viper, or dash up relaunches dependant on spacing. Very useful as a delayed Frame Trap tool.
 
Note: will whiff against crouchers off of max range 5H, due to opponent hurtboxes.


''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%.''
''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%.''
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{{MoveData
{{MoveData
|name=Tyrant Rave
|name=Tyrant Rave
|input=Fafnir -> 46D
|input=Fafnir -> 64D
|image=GGAC_Sol_46D.png
|image=GGAC_Sol_46D.png
|caption=25% supers, welcome to the USA
|caption=25% supers, welcome to the USA
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
Big damage combo ender and chip kill move.
 
*Large hitbox, multi hit move which is extremely difficult to contest. Sacrifices knockdown.
*Big combo ender off of Fafnir for only 25 meter.
*Damage increases with Clean Hits, makes for a powerful damage ender after even only 2 reps.
*Converts to 5K in the corner off of short combos.
*Double chip damage for chip kills.
 
Strong for closing out rounds or scaring opponents with your damage output. Even simple combos in the corner such as ''xx > [6P > Fafnir] * 3'' or looped ''GF FRC BB'' into Fafnir > TR can do over 270 damage.
 
A max range FB Fafnir into this midscreen will whiff, but the last hit will land if they burst. Can lead to airthrow tech traps in the corner if they tech afterwards.


''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.''
''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.''
  }}
  }}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
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|image=GGAC_Sol_j236H.png
|image=GGAC_Sol_j236H.png
|caption=A deal you can't refuse
|caption=A deal you can't refuse
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_j236H-1-Hitbox.png|center|175px]]
Frames 9-10
[[File:GGXXACPR_Sol_j236H-2-Hitbox.png|center|175px]]
Frames 11-12
</div>
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
Guaranteed Clean Hit Sidewinder. A godsend.
 
*Identical to regular Sidewinder, but will Clean Hit regardless of how it hits the opponent.
*Gives Sol easier, and otherwise impossible combo conversions.
*Hit from max range, it becomes burst safe.
*Works as a punish on non-counter-hit as well.
*Scales harder than regular Sidewinder for lowered damage output.
 
Starts or maintains Sidewinder Loops that might have otherwise been impossible, netting clean hits from afar while being burst safe at farther ranges. Works for all sorts of burst safe setups. The damage difference is fairly negligible later in combos. Never drop a Sidewinder Loop again.


''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''
''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''
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|input=632146H
|input=632146H
|image=GGAC_Sol_632146H.png
|image=GGAC_Sol_632146H.png
|caption=
|caption=What sold the Wii version
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:GGXXACPR_Sol_632146H-1-Hitbox.png|center|175px]]
1st hit (Frames 6-8)
[[File:GGXXACPR_Sol_632146H-2-Hitbox.png|center|175px]]
1st hit (Frames 9-16)
[[File:GGXXACPR_Sol_632146H-3-Hitbox.png|center|175px]]
2nd hit (Frames 33-34)
[[File:GGXXACPR_Sol_632146H-4-Hitbox.png|center|175px]]
2nd hit (Frames 35-38)
[[File:GGXXACPR_Sol_632146H-6-Hitbox.png|center|175px]]
2nd hit (Frames 39-40)
[[File:GGXXACPR_Sol_632146H-7-Hitbox.png|center|175px]]
2nd hit (Frames 41-47)
</div>
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
High, immediate damage cash out.  


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.
*Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned.
*Knocks down full screen, untechable wallstick near the corner.
*Combos into 5K when you're in the corner, and Grand Viper from a bit farther out.
*Done from 2D or 5H as a punish, you get a quick, unburstable combo unless they burst immediately.
*Can be done to bursts on reaction to blow through them for a big reset.
*Pushes the opponent out fairly far, can be difficult to punish.
 
Hard to punish on the pushback, but can be tagged between hits. Has its plusses but TR is generally an inferior reversal to VV RC. RC'in the first hit on block can lead to mixups like dash in Wild Throw.


''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.''
''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.''
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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:
Ride or Die Super. Go all in. If you run out of time, you'll have to pick a god and pray.
*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
*Acts as a reversal and screen freeze, giving you time to react with its 21F of strike invul (first 19f are full invul).
*Nearly every normal becomes plus or even on block and has its startup cut down
*Sol's mobility spikes to extreme levels.
*f.S, 2S, 5H, and 2H have their recovery shortened enough that you can link normals after dashing in on hit
*Almost every move becomes faster. 5K becomes the fastest normal in the game at 2F (but loses its jump cancel).
*Sol gains some high dizzy combos
*Conversely, every move becomes much safer (5D becomes 18F and is 0 on block instead of -13).
*VV becomes somehow more terrifying
*Sol gains access to Slam, an extremely fast and safe overhead.
*S and H normals have their recovery cut enough that other normals can be linked after dashing.
*Can be combo'd into and out of if done from 6P.
*Lasts longer with lower health (~6.5 seconds to ~10.5 seconds).
*H Volcanic Viper becomes the Hail Mary.


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.
The negatives:


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.
*Goes into a long recovery animation when it ends by time.
*Drains all of Sol's tension and cuts his tension pulse when it ends.
*Ends if Sol is knocked down (this is actually preferable to ending by the time out).
*Additionally puts Sol close to Negative Penalty and being Dizzied (does not apply if DI ends with Sol being knocked down).


''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.''
''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.''
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|input=214214214214P+H
|input=214214214214P+H
|image=GGAC_Sol_214214S.png
|image=GGAC_Sol_214214S.png
|caption=
|caption=The same as unplugging</br>your controller.
|data=
|data=
{{AttackDataHeader-GGACR}}
{{AttackDataHeader-GGACR}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Could probably win an award for the worst super ever designed. Significantly worse than even regular Dragon Install since it:
Could win an award for the worst super ever designed. Significantly worse than regular Dragon Install since comes with added drawbacks.
*Costs a full bar
 
*Lasts the entire round, and drains your life until it hits 1 pixel
*Costs a full bar for over six times the startup with ''no invincibility''.
*Over two seconds of startup time
*Lasts the entire round, at the cost of draining your life until it hits 1 pixel.
*Has '''no''' invincibility
*Kills your tension gain and doesn't gradually build it.
*Kills your tension gain and doesn't gradually build it like the normal version
*Drains your health faster than you can deal damage.
*Drains your health faster than you can deal damage
*Actually favorably has an extremely obtuse input to ensure that you don't get it by accident.
*Awful. Don't even try.


''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.''
''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.''
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}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==[[Dustloop_Wiki:Roadmap/GGACR#Sol|Roadmap]]==
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Sol}}


==Navigation==
==Navigation==

Revision as of 16:43, 24 August 2019

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

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

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: several low profile options (including dashing), a normal which has zero recovery frames, unexpected burst of (partial) invincibility on many moves (including backdash), and several normals which can be cancelled during their recovery frames.

Though his main BnB, Sidewinder Loop, requires character specific precision, his combos generally deal high amounts of damage and are very freestyle. This makes Sol terrifying to defend against once he gets in and opens up the opponent for a beefy combination. But in order to get to those combos, Sol players will need to extend beyond the basic DP/Command Grab mixup into more layered mental territory, and/or learn to become so wild as to be impossible to predict.


 Sol Badguy -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --

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.

Establishes offense. Gatling into it from 2P > 2K, if the opponent has been conditioned to block high in reaction to standing animations. Will also whiff over crouching Millia, Faust, and May, and can be used for some different throw setups.

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 7-10)

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 and jump-outs, gets out of jail. On air hit, 5K is confirmed from with 2H or a j.P/j.K into a standard air combo > VV for knockdown. On air CH, 5K has enough hitstun to combo to Sidewinder from an IAD j.S or j.D with stricter timing.

Note: 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)

Leads to confirms like Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled 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, as they can loop into one another. 5/2/6P or 5/2K to delayed c.S can also work as a frame trap.
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, f.S is 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. Also a useful corner pressure tool for hitting people out of poking attempts. Be careful, Sol extends his hurtbox on the first frame. Due to only being active for one frame, it's easily backdashed, but can be preemptively canceled to 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.
  • Top-shelf 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.

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.
GGXXACPR Sol 6H-Hitbox.png

First hit (Frame 13)

GGXXACPR Sol 6H-2-Hitbox.png

First hit (Frame 14)

GGXXACPR Sol 6H-3-Hitbox.png

First hit (Frame 15)

GGXXACPR Sol 6H-4-Hitbox.png

First hit (Frame 16)

GGXXACPR Sol 6H-5-Hitbox.png

First hit (Frame 17)

GGXXACPR Sol 6H-6-Hitbox.png

Second hit (Frame 18)

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.
  • Cancel window lasts until the end of recovery for late frame traps.
  • Can be used in Dragon Install for higher Dizzy damage combos.
  • Pushes Sol's hurtbox pretty far forward, CH state for the whole move.
  • Has a difficult confirm into Grand Viper if it counters on the first hit.

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 significantly 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 active enough to serve as a meaty.

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 a 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.
  • Will score counter hits against some jump-ins.
  • 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. Can even Anti-air. 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
GGXXACPR Sol jP1-Hitbox.png

(Frames 5-7)

GGXXACPR Sol jP2-Hitbox.png

(Frames 8-12)

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


Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox. One of Sol's best.

  • Beats out a lot of larger jump-ins due to speed and hitbox/hurtbox ratio.
  • Good for airdash pressure due to its gatling options.
  • Can let Sol sneak past some Anti Airs due to the hurtbox change.
  • Staggered self cancels can be used to bait bursts.
  • Easy, if scaled, confirms off of things like Gunflame.
  • Leads to Burst safe, character specific Sidewinder Setups.

Works as air-to-air, air-to-ground, and anti-air. The Hurtbox shrinkage can let you do lower crossup setups. Vital in Sol's difficult HJIAD combos. Deceptively excellent.
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


Almost purely horizontal. Better defensively than offensively.

  • Useful for covering air backdashes or air-to-air out of a backwards jump.
  • Mostly for filler in SW loops, especially when scaling is too high for j.S/H/D to connect.
  • Occasionally useful in airdash pressure.
  • Will whiff on some crouchers.

J.K most useful in airdash pressure when making the opponent guess between a gatling to j.P or j.S. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a j.P to catch them trying to hit buttons. Try not to whiff it.
Gatling Options: jP, jS, jH

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.

  • Hitbox mainly below and in front of Sol. Mostly for safe jumps.
  • Primary combo tool for Sidewinder Loops
  • Occasionally works as a crossup out of a backwards airdash.
  • Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.

Passable hitbox. Primary jump-in if they're not prepared to 6P. Landed as a crossup, converts into land > 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

Frames 9-14

GGXXACPR Sol jH-2-Hitbox.png

Frames 15-18

GGXXACPR Sol jH-3-Hitbox.png

Frames 19-22

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. Weird hurtbox. Lingers for forever. Psuedo-God Normal

  • Active for fourteen frames. Sol is free to act the moment it ends.
  • First hit is above Sol's head, making it better for rising air-to-air when necessary.
  • The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.
  • Links into any jumping normal on hit.
  • Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.

The hurtbox makes this move very difficult to contest in any regular fashion. The lingering hitbox is very useful for Sidewinder conversions. The recovery makes opponents tear out their hair. 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

Frames 9-11

GGXXACPR Sol jD-2-Hitbox.png

Frames 12-15

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)


Trust in the Dust.

  • Large, damaging move with abnormally high untechable time.
  • Fullscreen conversions on counter hit due to wallbounce.
  • Loops into itself, for the titular DUSTLOOP.
  • Particularly strong in the corner, can convert into late Sidewinders for optimal damage.
  • Launches on hit, useful in airdash combos.
  • Can lead to a fuzzy guard setup, can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.

Partially responsible for Sol's obscene damage output. Sometimes works with 5 in a row in one combo.
Launches on hit, making it useful in airdash combos. Optimal in all of Sol's combos when used properly.

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


Average throw. Unspectacular unless done in the corner.

  • Standard range, and only knocks down 25% of the cast by itself.
  • Leads to free conversions in the corner against the other 75%.
  • Stronger when OS'd with 5K, and sometimes c.S.

Can convert in the corner with 5K against most of the cast. Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.
Sidewinder Loop does similar damage with [5K > j.P > j.K/S] or [5K > 6P > 2H > j.S/D] > SW.
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.

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.

  • Knocks down by itself, giving plenty of time for oki.
  • Can convert from anywhere with meter.
  • Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.

Converts similarly to regular throw in the corner with 5K > BR/SW Loop/whatever, or (f.S) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.

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


Average, unsafe guard reversal.

  • Easier to use than poking or DP'ing through a gap, but still easily punished.
  • Uses 6P animation, so it can still be low profiled.
  • Can convert in the corner on counter hit or if hit on the last active frame.

Will lose to moves that very low profile, like Grand Viper and Stroke the Big Tree. Not terrible, but not great. Sol already 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

Ground hugging flame projectile integral to Sol's pressure and oki game.

  • Very active move which covers space in front of Sol to about midscreen away
  • Strong oki tool which forces to the opponent to either respect or reversal.
  • Resets pressure and Sol's position when done close enough and FRC'd.
  • Covers Sol's approach when FRC'd.
  • Does high damage in combos, especially in the corner.
  • Can be jumped over, but the FRC lets you react and catch them.

Very useful tool when used properly. Must be spaced closely to prevent jump outs and allow Sol back in safely mid pressure, but sharper opponents will recognize and reversal through this. Gunflame is counter hit state for the entire duration, so learning the FRC is vital. Note that when GF is cancelled into, the FRC window will be delayed mid-string due to hit/blockstop.

Advanced tech: Gunflame can be combo'd into against a grounded, crouching opponent, by cancelling into GF from a level 5 move, FRC'ing it, and linking an, at slowest 5F normal before the Gunflame goes active.

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

Regular Gunflame on roids. Has a massive hitbox, and will combo into itself.

  • Significantly larger and slightly faster than regular Gunflame.
  • Covers an anti-air angle and is all of only one hit, making pressure coverage must faster and safer.
  • Plus on block for better pressure resets.
  • Easier to use for chipping out.
  • The FRC is moved to right as it goes active, changing its use.
  • Just fast enough to combo out of grounded, crouching, Lvl.5 hits.

Great for scaring opponents in the corner, or catching bad jump out attempts. Mixed in with DI's other tools, it becomes stronger when spaced out.

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
Nah
GGXXACPR Sol 214P-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
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


Fake Gunflame. Has a hitbox for some reason.

  • Can make some bigger moves safer on block, or trick the opponent into thinking that you'll Gunflame.
  • Can be whiffed to build meter from afar.
  • Used sparingly, can frighten opponents at the end of blockstrings into another setup.

Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect.

CH state till end of recovery.

Volcanic Viper
623S/H or j.623S/H
GGAC Sol 623S.png
Watch what happens
when you stick your hand
in an open fire
GGXXACPR Sol 623S-1-Hitbox.png

S: 1st hit (Frames 7-9)
H: 1st hit (Frames 5-6)

GGXXACPR Sol j623S-1-Hitbox.png

j.S/H: 1st hit (Frames 5-6)

GGXXACPR Sol 623S-2-Hitbox.png

S: 2nd hit (Frames 13-23)
j.S: 2nd hit (Frames 10-18)
H/j.H: 2nd hit (Frames 10-27)

GGXXACPR Sol DI-623S-1-Hitbox.png

DI All: 1st hit (Frames 7-9)

GGXXACPR Sol DI-623S-2-Hitbox.png

DI S: Hits 2/3 (Frames 11-16)
DI j.S/H: Hits 2/3 (Frames 12-19)

GGXXACPR Sol DI-j623S-2-Hitbox.png

DI H: 2nd hit (Frames 10-63)

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.

  • God DP. Blows through just about everything.
  • Massive hitbox that cannot be low profiled, like many other DPs
  • Can be canceled into the followup kick on whiff to mix up Sol's recovery timing.
  • Converts to knockdown about 95% of the time.
  • Fully converts if the first hit is RC'd, or if the 2nd part counter hits.
  • Tied for the slowest version of the move at 7F, but with some of the most invulnerability.

Breaks through even the smallest gaps. Safe when RC'd on the first hit. Must be given enough space, or be blocked when can't RC in order to be completely baited. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state.

Note: All versions of grounded VV must be jump installed in order to airdash or double jump on RC.

Supplemental Frame Data:

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

Easy air combo ender.

  • Straightforward air knockdown tool.
  • Also works as a DP in the air, but is air blockable without FD, and is only strike invuln.
  • Has the most leniency into combo'ing into the followup kick.
  • Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.
  • Can convert to longer combos if the first hit is RC'd.

Note: the momentum cut on RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...

Supplemental Frame Data:

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

Massive DP version. Eats up the sky.

  • Big Anti-Air callout, unrivaled in combined speed and vertical reach.
  • Slightly faster and more damage than the S version.
  • Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.
  • Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.
  • Leniency to the followup is slightly more difficult, and must be delayed a bit.

Supplemental Frame Data:

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

Situational air knockdown tool with slight more damage.

  • Higher reaching aerial VV, not as high as the grounded version.
  • Also air blockable without FD.
  • Lacks the same leniency to the followup as the ground H version.
  • Similarly to j.SVV, cuts air momentum when RC'd on the first hit.

Supplemental Frame Data:

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

Weaker version of VV, but has some altered utility.

  • Similarly strong hitbox, but cannot cancel into knockdown.
  • Same speed as regular SVV, but slightly less damage overall.
  • All three hits must be FD'd if airborne.
  • Overall not the strongest version, but usable.

Supplemental Frame Data:

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

The hype machine. One of the meanest moves in the game.

  • Absolutely massive wall of hitbox. Reaches to the top of the screen.
  • Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown.
  • The 1st hit does 60 damage and GB -1: one of the single strongest combo starters in the game on RC.

Use by itself with meter for a skyrocket. Despite the excessive hitstun, knockdown can become impossible to connect on too many hits due to gravity scaling, so avoid ending longer combos with it.

Supplemental Frame Data:

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

Similarly weaker version as DI-SVV, but the first hit is air unblockable.

  • Also doesn't cancel to knockdown.
  • First hit being air unblockable can win you air-to-air wars.
  • Fully invincible compared to normal air VVs being only strike invincible.

Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.

Supplemental Frame Data:

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
Now 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, or delay your descent.

  • Deceptively large hitbox. Can tag players pressing the wrong button.
  • Delays Sol's fall, throwing off an opponent's punish timing.
  • Use wisely on VV getting blocked/whiffing, as Sol is put in CH state.
  • Hits overhead, but won't tag anybody this way.
  • Will occasionally hit players pressing a button after VV.

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

Frame Data for Maximum # of Hits

GGXXACPR Sol 214S-1-Hitbox.png

Hits 1-7 (Frames 17-41)

GGXXACPR Sol 214S-2-Hitbox.png

Last hit (Frames 62-64)

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


The ultimate callout, likeliest move in the game to blow out your speakers.

  • Extremely low profile on frame 1: goes more than 75% of moves in the game.
  • Leads into ridiculous amounts of damage on Clean Hit from anywhere on stage.
  • Number of hits changes depending on how many directions/buttons are pressed during the move.
  • Horribly unsafe on block/whiff. Cannot be RC'd if the current hit did not make contact.
  • Can go under bursts, which can score a powerful reset in the corner, but can be suicide midscreen.

Strong tool which requires finesse and recognition to use properly. Can go under things mid-pressure and lead to very damaging conversions. Has some of its best conversions near the corner, and can work midscreen with little/no mashing based on the opponent's character. Don't miss.

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...
GGXXACPR Sol BR-1-Hitbox.png

First hit (Frame 9-13)

GGXXACPR Sol BR-2-Hitbox.png

Second hit (Frame 24-25)

GGXXACPR Sol BR-3-Hitbox.png

Second hit (Frame 26-27)

GGXXACPR Sol BR-4-Hitbox.png

Second hit (Frame 28-30)

GGXXACPR Sol BR-5-Hitbox.png

Second hit (Frame 31-32)

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

Knockdown tool, and catches players upbacking/fuzzy jumping without FD.

  • Primary knockdown tool out of BnBs.
  • Leads to a safejump setup.
  • Hits players in the air who don't FD.
  • Minute startup invul can make it a psuedo-reversal.

Keeps opponents grounded, though will get thrown if blocked standing. Can go through some moves, to the surprise of many. Use caution: the second hit is unsafe on hit if the opponent is grounded.

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

Combo filler for high meter gain, and tool for shooting across the stage.

  • Converts stray air hits into longer combos.
  • Loops from 5K and c.S, mainly for corner carry.
  • Builds a decent amount of meter on hit, especially when it hits three times.
  • Can be FRC'd before going active to propel Sol forward.
  • FRC also used to extend aerial pressure strings or set up mixups.

Main conversion tool out of farther hitting j.Ds where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself.

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


Stronger hitting version of BR with flame effects. Last hit strikes overhead.

  • Easier looping tool which doesn't require a tk.
  • Larger active window which will catch jumpers.
  • Catches players low blocking if they're not paying attention.
  • Knocks down with a bit of pushback for ending combos when DI is about to run out.

Easy looping and conversion tool in DI.

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
GGXXACPR Sol 236K-Hold 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
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


Level 6 move. Button check and big, slow overhead. Slightly plus, big damage combo tool.

  • Goes over a lot of things very, very slowly.
  • Large ground bounce makes conversions extremely easy.
  • High damage, especially in combos.
  • Plus 1 on block, must be punished alertly.
  • Has a Clean Hit, with no forced prorate.
  • Occasional FRC use leads to unusual mixups.

Clean Hit Bandit Bringer punches a heavy amount of damage and a clean hit in combos. Tends to work best in the corner out of an FRC'd Gunflame, or on CH, crouching hit 5H against some characters. Can also be RC'd on contact if Jump Installed for an airdash mixup.

BB can be backdashed, IB'd and thrown or combo'd against, and some characters can just 6P it. It's a bit risky: use BB 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
GGXXACPR Sol RS-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
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


Silly overhead transport attack. Awful move, except when it's amazing.

  • Hits on frame 14 when cornered.
  • Airborne on frame 1, gets you out of dodge when used properly.
  • Doesn't lead to anything on hit, but full conversion on midscreen counter hit.
  • Can be FRC'd right before it goes active to fake into a low.
  • 6P bait. Don't do it fullscreen or you're going to die.
  • Starts higher off the ground the further you do it from the corner. Some characters can crouch under it even if point blank.

Done with discretion, it'll get you out of jail and might lead to a combo. Hilarious when it works. Otherwise horrendous. Be careful or you're going to get counter hit and you're probably going to lose.

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


Great command grab. Sol's main mixup tool.

  • Average command throw range, but very fast.
  • Full, damaging conversions from anywhere on stage.
  • Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.
  • Also has character specific, meterless burst safe setups.
  • Only in CH state for a short segment of its recovery.

Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash (2H) > j.D > SW loop.
Some meterless burst safe followups include:

  • IAD j.S > Sidewinder > (empty jump) SW loop
  • 2H > late j.H/Burst Throw OS
  • late j.H/block OS > SW loop

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

Sidewinder
j.236H
GGAC Sol j236H.png
JAMA DA
GGXXACPR Sol j236H-1-Hitbox.png

Frames 9-10

GGXXACPR Sol j236H-2-Hitbox.png

Frames 11-12

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.

  • Wallbouncing air punch with ludicrous damage output.
  • Must Clean Hit in order to continue combos.
  • Consecutive Clean Hits raise the base damage of following Sidewinders in a single combo.
  • Large hitbox to hurtbox ratio, and fully wallbounces on Counter Hit: occasionally useful in neutral or as a punish.

Sidewinder requires precision, but is Sol's Bread and Butter. Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen. Can usually be looped anywhere from 2-6 times and still retain knockdown.

Standard SW loops repeat [j.S/j.H(1) > SW] x N. The jump direction is character and screen-specific, and will usually require some improvisation on top of practice. Empty jump Sidewinders also work, and do more damage as well as being burst safe. Bring the pain.

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
GGXXACPR Sol 41236H-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
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


Slow, lunging punch. Gets Sol in more safely when combo'd into.

  • Max range conversion tool and situation reset.
  • Staggers on hit while moving Sol forward, putting him closer to his optimal range.
  • Cancels into FB Tyrant Rave for bigger damage with only 25 meter.
  • Leads to bigger confirms with an RC.
  • Knocks down on air hit.
  • Can frame trap (with a wide window) due to its startup.

Most useful for getting Sol in from a faraway hit. Can combo afterward if the opponent is asleep and doesn't shake out of stagger. Slides on counter hit, but the recovery is far too high for a conversion. Not great in neutral. Exercise caution: fast mashers can recover from stagger fast enough to recover before Sol.

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 (Kudakero)
During Dragon Install, j.214K
GGACR Sol j214K.png
Vertical Riot Stomp
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)


Quick, plus overhead that is +R and Dragon Install exclusive. Opponents not familiar with the matchup often forget that this move exists.

  • Relatively quick, hits 20F when tk'd.
  • Low crushes and floor bounces for a full conversion.
  • Plus 3 on block for continued pressure.
  • Bounces higher based on the opponent's height when hit.
  • Loops into itself or out of j.D.
  • Bounces them backwards slightly, can be useful for pushing them away as Dragon Install is about to end.

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 far end of his arm. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne except with FB Sidewinder and sometimes Bandit Bringer. Hitstop from a Clean Hit is 27F.

  • 1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits). Force Break Sidewinder automatically adds in 1 Clean Hit.
  • 2: Damage of Tyrant Rave is [25 + 30 * (# of Clean Hits)] * 3 + 84.
  • 3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.


Force Breaks

FB Fafnir
41236D
GGAC Sol 41236D.png
HAVE A SEAT
GGXXACPR Sol 41236D-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
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


Throw Invincible sucker punch. Much stronger version of regular Fafnir.

  • Fast, lunging strike which knocks down.
  • Has some invincibility on Sol's front leg, can low crush.
  • Beats throws until startup.
  • Slides on Counter Hit or Clean Hit (works from 6P or 2D, or against jump out attempts).
  • Knocks down at ranges too far for any other conversions.
  • Slide converts to full combos a little over half the screen away.

Strong tool. Better hitbox, startup, and recovery than the normal version. Can convert the slide into f.S 5H IAD combos, slight mash Grand Viper, or dash up relaunches dependant on spacing. Very useful as a delayed Frame Trap tool.

Note: will whiff against crouchers off of max range 5H, due to opponent hurtboxes.

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 -> 64D
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

Big damage combo ender and chip kill move.

  • Large hitbox, multi hit move which is extremely difficult to contest. Sacrifices knockdown.
  • Big combo ender off of Fafnir for only 25 meter.
  • Damage increases with Clean Hits, makes for a powerful damage ender after even only 2 reps.
  • Converts to 5K in the corner off of short combos.
  • Double chip damage for chip kills.

Strong for closing out rounds or scaring opponents with your damage output. Even simple combos in the corner such as xx > [6P > Fafnir] * 3 or looped GF FRC BB into Fafnir > TR can do over 270 damage.

A max range FB Fafnir into this midscreen will whiff, but the last hit will land if they burst. Can lead to airthrow tech traps in the corner if they tech afterwards.

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
GGXXACPR Sol j236H-1-Hitbox.png

Frames 9-10

GGXXACPR Sol j236H-2-Hitbox.png

Frames 11-12

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


Guaranteed Clean Hit Sidewinder. A godsend.

  • Identical to regular Sidewinder, but will Clean Hit regardless of how it hits the opponent.
  • Gives Sol easier, and otherwise impossible combo conversions.
  • Hit from max range, it becomes burst safe.
  • Works as a punish on non-counter-hit as well.
  • Scales harder than regular Sidewinder for lowered damage output.

Starts or maintains Sidewinder Loops that might have otherwise been impossible, netting clean hits from afar while being burst safe at farther ranges. Works for all sorts of burst safe setups. The damage difference is fairly negligible later in combos. Never drop a Sidewinder Loop again.

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
What sold the Wii version
GGXXACPR Sol 632146H-1-Hitbox.png

1st hit (Frames 6-8)

GGXXACPR Sol 632146H-2-Hitbox.png

1st hit (Frames 9-16)

GGXXACPR Sol 632146H-3-Hitbox.png

2nd hit (Frames 33-34)

GGXXACPR Sol 632146H-4-Hitbox.png

2nd hit (Frames 35-38)

GGXXACPR Sol 632146H-6-Hitbox.png

2nd hit (Frames 39-40)

GGXXACPR Sol 632146H-7-Hitbox.png

2nd hit (Frames 41-47)

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


High, immediate damage cash out.

  • Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned.
  • Knocks down full screen, untechable wallstick near the corner.
  • Combos into 5K when you're in the corner, and Grand Viper from a bit farther out.
  • Done from 2D or 5H as a punish, you get a quick, unburstable combo unless they burst immediately.
  • Can be done to bursts on reaction to blow through them for a big reset.
  • Pushes the opponent out fairly far, can be difficult to punish.

Hard to punish on the pushback, but can be tagged between hits. Has its plusses but TR is generally an inferior reversal to VV RC. RC'in the first hit on block can lead to mixups like dash in Wild Throw.

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


Ride or Die Super. Go all in. If you run out of time, you'll have to pick a god and pray.

  • Acts as a reversal and screen freeze, giving you time to react with its 21F of strike invul (first 19f are full invul).
  • Sol's mobility spikes to extreme levels.
  • Almost every move becomes faster. 5K becomes the fastest normal in the game at 2F (but loses its jump cancel).
  • Conversely, every move becomes much safer (5D becomes 18F and is 0 on block instead of -13).
  • Sol gains access to Slam, an extremely fast and safe overhead.
  • S and H normals have their recovery cut enough that other normals can be linked after dashing.
  • Can be combo'd into and out of if done from 6P.
  • Lasts longer with lower health (~6.5 seconds to ~10.5 seconds).
  • H Volcanic Viper becomes the Hail Mary.

The negatives:

  • Goes into a long recovery animation when it ends by time.
  • Drains all of Sol's tension and cuts his tension pulse when it ends.
  • Ends if Sol is knocked down (this is actually preferable to ending by the time out).
  • Additionally puts Sol close to Negative Penalty and being Dizzied (does not apply if DI ends with Sol being knocked down).

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
The same as unplugging
your controller.
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 win an award for the worst super ever designed. Significantly worse than regular Dragon Install since comes with added drawbacks.

  • Costs a full bar for over six times the startup with no invincibility.
  • Lasts the entire round, at the cost of draining your life until it hits 1 pixel.
  • Kills your tension gain and doesn't gradually build it.
  • Drains your health faster than you can deal damage.
  • Actually favorably has an extremely obtuse input to ensure that you don't get it by accident.
  • Awful. Don't even try.

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.


Roadmap

Dustloop Wiki:Roadmap/GGACR

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.