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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: 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''. | 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 {{clr|3|f.S}} which is very fast for its range, and {{clr|4|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. | ||
{{StrengthsAndWeaknesses|strengths= | {{StrengthsAndWeaknesses|strengths= | ||
* | * Extremely strong close range tools, both offensively and defensively: {{clr|2|5K}}, Volcanic Viper, and Wild Throw. | ||
* | * High damage, meterless combos that knock down. | ||
* | * 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. | ||
* | * Unique hurtbox while airborne, making Sol particularly difficult to combo for some characters. | ||
|weaknesses= | |weaknesses= | ||
* | * Poor conversion outside of close range without meter. | ||
* | * Struggles against zoning, must play patient or risky to get in. | ||
* | * Subpar meterless mixup options outside of command throw. | ||
* | * Limited blockstring pressure options. | ||
* | * Requires solid execution, height management, and matchup familiarity for Clean Hit Combos. | ||
}} | }} | ||
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==Normal Moves== | ==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. | Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install. | ||
===Ground Normals=== | |||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=5P | |name={{clr|1|5P}} | ||
|image=GGAC_Sol_5P.png | |image=GGAC_Sol_5P.png | ||
|caption=Ora | |caption=Ora | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Sol Badguy/Data|5P}} | {{#lsth:GGACR/Sol Badguy/Data|{{clr|1|5P}}}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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*Occasional poking tool and pressure starter. Even on block. Very safe. | *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. | *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. | *Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}. | ||
*Gatlings to 5K, 2P, and 6P on whiff, for frame traps, tick throws, etc. | *Gatlings to {{clr|2|5K}}, {{clr|1|2P}}, and {{clr|1|6P}} on whiff, for frame traps, tick throws, etc. | ||
*Strong burst bait tool due to its overall low recovery time. | *Strong burst bait tool due to its overall low recovery time. | ||
Establishes offense. Gatling into it from 2P > | Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations. 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).'' | ||
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, | <br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=5K | |name={{clr|2|5K}} | ||
|image=GGAC_Sol_5K.png | |image=GGAC_Sol_5K.png | ||
|caption=Only '''I''' get to push buttons. | |caption=Only '''I''' get to push buttons. | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Sol Badguy/Data|5K}} | {{#lsth:GGACR/Sol Badguy/Data|{{clr|2|5K}}}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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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 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. | Does it all: Anti-airs, pokes, catches backdashes and jump-outs, gets out of jail. On air hit, {{clr|2|5K}} is confirmed from with {{clr|4|2H}} or a {{clr|1|j.P}}/{{clr|2|j.K}} into a standard air combo > VV for knockdown. On air CH, {{clr|2|5K}} has enough hitstun to combo to Sidewinder from an IAD {{clr|3|j.S}} or {{clr|5|j.D}} with stricter timing. | ||
''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out. | ''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out. | ||
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 6P, | <br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
}} | }} | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=c.S | |name={{clr|3|c.S}} | ||
|image=GGAC_Sol_cS.png | |image=GGAC_Sol_cS.png | ||
|caption=Punish and Frame Trap Starter | |caption=Punish and Frame Trap Starter | ||
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*Can be gatling'd into from all of Sol's lower level buttons, so also useful mid combo as a confirm/filler. | *Can be gatling'd into from all of Sol's lower level buttons, so also useful mid combo as a confirm/filler. | ||
*0 on block, for pressure resets, tick throws, etc. | *0 on block, for pressure resets, tick throws, etc. | ||
*Recovers quickly enough that 5K(1) > c.S lets you confirm a hit or a burst. | *Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst. | ||
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles) | *Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles) | ||
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. | Leads to confirms like Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}. | ||
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. | A notable gatling is into and out of {{clr|1|6P}}, as they can loop into one another. 5/2/{{clr|1|6P}} or 5/{{clr|2|2K}} to delayed {{clr|3|c.S}} can also work as a frame trap. | ||
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 6P, | <br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
}} | }} | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=f.S | |name={{clr|3|f.S}} | ||
|image=GGAC_Sol_fS.png | |image=GGAC_Sol_fS.png | ||
|caption=Your go-to spacing tool | |caption=Your go-to spacing tool | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Extremely fast for its range, f.S is good for establishing offense in neutral. | Extremely fast for its range, {{clr|3|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. | ||
*Confirms into 5H or FB Fafnir from max range, giving you positional advantage or some moderate poke damage. | *Confirms into {{clr|4|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. | *Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} {{clr|3|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. | Landing {{clr|3|f.S}} at a decent range leads to {{clr|4|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 {{clr|3|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]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
}} | }} | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name={{clr|4|5H}} | ||
|image=GGAC_Sol_5H.png | |image=GGAC_Sol_5H.png | ||
|caption=Counter Hit > Pain | |caption=Counter Hit > Pain | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Sol Badguy/Data|5H}} | {{#lsth:GGACR/Sol Badguy/Data|{{clr|4|5H}}}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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*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 {{clr|1|6P}}'s extended cancel window. | ||
The disjoint makes 5H very difficult to challenge despite its speed. | The disjoint makes {{clr|4|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. | On CH against standing opponents, you can Instant Air Dash > {{clr|3|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. {{clr|4|5H}} goes into IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure. | ||
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 2H, 5D, 2D'' | <br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
}} | }} | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|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 | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Sol Badguy/Data|5D}} | {{#lsth:GGACR/Sol Badguy/Data|{{clr|5|5D}}}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Tied for fastest 5D in the game, but with awful range. | Tied for fastest {{clr|5|5D}} in the game, but with awful range. | ||
*Sol's only grounded overhead. | *Sol's only grounded overhead. | ||
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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 significantly faster, and even on block. | Don't get predictable. {{clr|5|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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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2P | |name={{clr|1|2P}} | ||
|image=GGAC_Sol_2P.png | |image=GGAC_Sol_2P.png | ||
|caption=Poke | |caption=Poke | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Sol Badguy/Data|2P}} | {{#lsth:GGACR/Sol Badguy/Data|{{clr|1|2P}}}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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*+2 on block for easier confirms. | *+2 on block for easier confirms. | ||
*Safe to 95% of reversals when done meaty. | *Safe to 95% of reversals when done meaty. | ||
*Can be OS'd with [2P]~5K/c.S/2H for confirms and baits. | *Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/c.S/{{clr|4|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. | {{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts. | ||
''80% proration (no proration in DI).'' | ''80% proration (no proration in DI).'' | ||
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, | <br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
}} | }} | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2K | |name={{clr|2|2K}} | ||
|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 | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Sol Badguy/Data|2K}} | {{#lsth:GGACR/Sol Badguy/Data|{{clr|2|2K}}}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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*Tags people standing or attempting to fuzzy jump. | *Tags people standing or attempting to fuzzy jump. | ||
*Gatlings into 2H for a Grand Viper conversion. | *Gatlings into {{clr|4|2H}} for a Grand Viper conversion. | ||
*Good for quick tick throws at -2. | *Good for quick tick throws at -2. | ||
*Frame traps into 6P or a late c.S/f.S. | *Frame traps into {{clr|1|6P}} or a late c.S/f.S. | ||
*Strong natural frame trap in 2K > 2S. | *Strong natural frame trap in {{clr|2|2K}} > {{clr|3|2S}}. | ||
Fairly standard low poke tool, but active enough to serve as a meaty. You can definitely still net a big 200 damage off of this by converting to 2D > FB Fafnir. | Fairly standard low poke tool, but active enough to serve as a meaty. You can definitely still net a big 200 damage off of this by converting to {{clr|5|2D}} > FB Fafnir. | ||
''70% proration (no proration in DI).'' | ''70% proration (no proration in DI).'' | ||
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 6P, | <br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
}} | }} | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |name={{clr|3|2S}} | ||
|image=GGAC_Sol_2S.png | |image=GGAC_Sol_2S.png | ||
|caption=Save your strings | |caption=Save your strings | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File: | [[File:GGXXACPR_Sol_2S-Hitbox.png|center|175px]] | ||
</div> | </div> | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Sol Badguy/Data|2S}} | {{#lsth:GGACR/Sol Badguy/Data|{{clr|3|2S}}}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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*Decent range, fairly active, very disjointed, low recovery time, +3 on block. | *Decent range, fairly active, very disjointed, low recovery time, +3 on block. | ||
*Ends poke attempts and short blockstrings safely. | *Ends poke attempts and short blockstrings safely. | ||
*Naturally frame traps from 5P, 2P, and 2K. Combos on hit, frame traps on block. | *Naturally frame traps from {{clr|1|5P}}, {{clr|1|2P}}, and {{clr|2|2K}}. Combos on hit, frame traps on block. | ||
*Works as a meaty or a fake out oki normal. | *Works as a meaty or a fake out oki normal. | ||
*Strong low reaching poke due to hitbox/hurtbox ratio. | *Strong low reaching poke due to hitbox/hurtbox ratio. | ||
*Links into P and K normals and c.S on late hits. | *Links into P and K normals and {{clr|3|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. | Discourages button pushing when properly spaced. Opens up avenues for tick throws, frame traps, burn frames on oki, etc. Timing {{clr|3|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. | OS: Gatling 5/{{clr|1|2P}}, {{clr|2|2K}}, or late out of a {{clr|2|5K}} acts as a frame trap which will catch them if they are mashing but convert the hit if the first normal landed. | ||
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 5H, 2H, 5D, 2D'' | <br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | ||
}} | }} | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name={{clr|4|2H}} | ||
|image=GGAC_Sol_2H.png | |image=GGAC_Sol_2H.png | ||
|caption=(Re)launch all day | |caption=(Re)launch all day | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Sol Badguy/Data|2H}} | {{#lsth:GGACR/Sol Badguy/Data|{{clr|4|2H}}}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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*Fast enough to combo off of level 1 buttons. | *Fast enough to combo off of level 1 buttons. | ||
*Special cancel window is during its recovery frames. | *Special cancel window is during its recovery frames. | ||
*Can be OS'd with 5/2P to bait bursts mid combo. | *Can be OS'd with 5/{{clr|1|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. | Works as a slower but stronger Anti Air than {{clr|2|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. {{clr|4|2H}} is strong, but don't whiff it. | ||
''Knocks down face down on CH. Floats on CH (untechable for 60F) (DI version doesn't float). 90% proration.'' | ''Knocks down face down on CH. Floats on CH (untechable for 60F) (DI version doesn't float). 90% proration.'' | ||
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: 5D, 2D'' | <br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}'' | ||
}} | }} | ||
}} | }} | ||
Line 438: | Line 370: | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2D | |name={{clr|5|2D}} | ||
|image=GGAC_Sol_2D.png | |image=GGAC_Sol_2D.png | ||
|caption=Get down, make love | |caption=Get down, make love | ||
Line 447: | Line 379: | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Sol Badguy/Data|2D}} | {{#lsth:GGACR/Sol Badguy/Data|{{clr|5|2D}}}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 459: | Line 391: | ||
*Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work. | *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. | *Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff. | ||
**Further applies to May and Baiken near the corner, or if 3 or more hits precedes the 2D. | **Further applies to May and Baiken near the corner, or if 3 or more hits precedes the {{clr|5|2D}}. | ||
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. | 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. | ||
Line 471: | Line 403: | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.P | |name={{clr|1|6P}} | ||
|image=GGAC_Sol_6P.png | |||
|caption=Bullying 101 | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
[[File:GGXXACPR_Sol_6P-Hitbox.png|center|175px]] | |||
</div> | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Sol Badguy/Data|{{clr|1|6P}}}} | |||
{{!}}- | |||
{{Description|7|text= | |||
Prime launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit. | |||
*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).'' | |||
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}'' | |||
}} | |||
}} | |||
====== ====== | |||
{{MoveData | |||
|name={{clr|4|6H}} | |||
|image=GGAC_Sol_6H.png | |||
|caption=Exercise judgment unless you want to get dizzied. | |||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
[[File:GGXXACPR_Sol_6H-Hitbox.png|center|175px]] | |||
First hit (Frame 13) | |||
[[File:GGXXACPR_Sol_6H-2-Hitbox.png|center|175px]] | |||
First hit (Frame 14) | |||
[[File:GGXXACPR_Sol_6H-3-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> | |||
|data= | |||
{{AttackDataHeader-GGACR}} | |||
{{!}}- | |||
{{#lsth:GGACR/Sol Badguy/Data|{{clr|4|6H}}}} | |||
{{!}}- | |||
{{Description|7|text= | |||
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. | |||
{{clr|4|6H}} will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move. | |||
''Dizzy modifier x1.5. In CH state for entire duration.'' | |||
}} | |||
}} | |||
===Air Normals=== | |||
====== ====== | |||
{{MoveData | |||
|name={{clr|1|j.P}} | |||
|image=GGAC_Sol_jP.png | |image=GGAC_Sol_jP.png | ||
|caption=Mash | |caption=Mash | ||
Line 483: | Line 485: | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Sol Badguy/Data|j.P}} | {{#lsth:GGACR/Sol Badguy/Data|{{clr|1|j.P}}}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 496: | Line 498: | ||
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. | 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]]: | <br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}'' | ||
}} | }} | ||
}} | }} | ||
Line 502: | Line 504: | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.K | |name={{clr|2|j.K}} | ||
|image=GGAC_Sol_jK.png | |image=GGAC_Sol_jK.png | ||
|caption=Break a Leg | |caption=Break a Leg | ||
Line 511: | Line 513: | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Sol Badguy/Data|j.K}} | {{#lsth:GGACR/Sol Badguy/Data|{{clr|2|j.K}}}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 517: | Line 519: | ||
*Useful for covering air backdashes or air-to-air out of a backwards jump. | *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. | *Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/H/D to connect. | ||
*Occasionally useful in airdash pressure. | *Occasionally useful in airdash pressure. | ||
*Will whiff on some crouchers. | *Will whiff on some crouchers. | ||
{{clr|2|j.K}} most useful in airdash pressure when making the opponent guess between a gatling to {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it. | |||
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: | <br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}'' | ||
}} | }} | ||
}} | }} | ||
Line 528: | Line 530: | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name={{clr|3|j.S}} | ||
|image=GGAC_Sol_jS.png | |image=GGAC_Sol_jS.png | ||
|caption=Your premium safe jump tool. | |caption=Your premium safe jump tool. | ||
Line 537: | Line 539: | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Sol Badguy/Data|j.S}} | {{#lsth:GGACR/Sol Badguy/Data|{{clr|3|j.S}}}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 547: | Line 549: | ||
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC. | *Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC. | ||
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. | Passable hitbox. Primary jump-in if they're not prepared to {{clr|1|6P}}. Landed as a crossup, converts into land > c/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}. | ||
<br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: | <br/>''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}'' | ||
}} | }} | ||
}} | }} | ||
Line 554: | Line 556: | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name={{clr|4|j.H}} | ||
|image=GGAC_Sol_jH.png | |image=GGAC_Sol_jH.png | ||
|caption=Stone Cold Crazy | |caption=Stone Cold Crazy | ||
Line 587: | Line 589: | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.D | |name={{clr|5|j.D}} | ||
|image=GGAC_Sol_jD.png | |image=GGAC_Sol_jD.png | ||
|caption='''TEYAH''' | |caption='''TEYAH''' | ||
Line 599: | Line 601: | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Sol Badguy/Data|j.D}} | {{#lsth:GGACR/Sol Badguy/Data|{{clr|5|j.D}}}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 617: | Line 619: | ||
}} | }} | ||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
Line 630: | Line 631: | ||
{{#lsth:GGACR/Sol Badguy/Data|Ground Throw}} | {{#lsth:GGACR/Sol Badguy/Data|Ground Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Average throw. Unspectacular unless done in the corner. | Average throw. Unspectacular unless done in the corner. | ||
*Standard range, and only knocks down 25% of the cast by itself. | *Standard range, and only knocks down 25% of the cast by itself. | ||
*Leads to free conversions in the corner against the other 75%. | *Leads to free conversions in the corner against the other 75%. | ||
*Stronger when OS'd with 5K, and sometimes c.S. | *Stronger when OS'd with {{clr|2|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> | Can convert in the corner with {{clr|2|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> | Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/S] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/D] > SW.</br> | ||
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown. | Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown. | ||
Line 656: | Line 657: | ||
{{#lsth:GGACR/Sol Badguy/Data|Air Throw}} | {{#lsth:GGACR/Sol Badguy/Data|Air Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
A decent air throw that knocks down. | A decent air throw that knocks down. | ||
Line 663: | Line 664: | ||
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground. | *Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground. | ||
Converts 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. | Converts similarly to regular throw in the corner with {{clr|2|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.'' | ||
Line 682: | Line 683: | ||
*Easier to use than poking or DP'ing through a gap, but still easily punished. | *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. | *Uses {{clr|1|6P}} animation, so it can still be low profiled. | ||
*Can convert in the corner on counter hit or if hit on the last active frame. | *Can convert in the corner on counter hit or if hit on the last active frame. | ||
Line 690: | Line 691: | ||
}} | }} | ||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
Line 697: | Line 696: | ||
{{MoveData | {{MoveData | ||
|name=Gun-Flame | |name=Gun-Flame | ||
|input=236P | |input={{clr|1|236P}} | ||
|image=GGAC_Sol_236P.png | |image=GGAC_Sol_236P.png | ||
|caption=They call him Mister Fahrenheit | |caption=They call him Mister Fahrenheit | ||
Line 704: | Line 703: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{#lsth:GGACR/Sol Badguy/Data|236P }} | {{#lsth:GGACR/Sol Badguy/Data|236P}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 743: | Line 742: | ||
{{MoveData | {{MoveData | ||
|name=Gun-Flame (Feint) | |name=Gun-Flame (Feint) | ||
|input=214P | |input={{clr|1|214P}} | ||
|image=GGAC_Sol_214P.png | |image=GGAC_Sol_214P.png | ||
|caption=Nah | |caption=Nah | ||
Line 777: | Line 776: | ||
H: 1st hit (Frames 5-6) | H: 1st hit (Frames 5-6) | ||
[[File:GGXXACPR_Sol_j623S-1-Hitbox.png|center|175px]] | [[File:GGXXACPR_Sol_j623S-1-Hitbox.png|center|175px]] | ||
j.S/H: 1st hit (Frames 5-6) | {{clr|3|j.S}}/H: 1st hit (Frames 5-6) | ||
[[File:GGXXACPR_Sol_623S-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_Sol_623S-2-Hitbox.png|center|175px]] | ||
S: 2nd hit (Frames 13-23)</br> | S: 2nd hit (Frames 13-23)</br> | ||
j.S: 2nd hit (Frames 10-18)</br> | {{clr|3|j.S}}: 2nd hit (Frames 10-18)</br> | ||
H/j.H: 2nd hit (Frames 10-27) | H/j.H: 2nd hit (Frames 10-27) | ||
</div> | </div> | ||
Line 788: | Line 787: | ||
[[File:GGXXACPR_Sol_DI-623S-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_Sol_DI-623S-2-Hitbox.png|center|175px]] | ||
DI S: Hits 2/3 (Frames 11-16)</br> | DI S: Hits 2/3 (Frames 11-16)</br> | ||
DI j.S/H: Hits 2/3 (Frames 12-19) | DI {{clr|3|j.S}}/H: Hits 2/3 (Frames 12-19) | ||
[[File:GGXXACPR_Sol_DI-j623S-2-Hitbox.png|center|175px]] | [[File:GGXXACPR_Sol_DI-j623S-2-Hitbox.png|center|175px]] | ||
DI H: 2nd hit (Frames 10-63) | DI H: 2nd hit (Frames 10-63) | ||
Line 850: | Line 849: | ||
*Also air blockable without FD. | *Also air blockable without FD. | ||
*Lacks the same leniency to the followup as the ground H version. | *Lacks the same leniency to the followup as the ground H version. | ||
*Similarly to j. | *Similarly to {{clr|3|j.S}}VV, cuts air momentum when RC'd on the first hit. | ||
'''Additional 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.'' | '''Additional 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.'' | ||
Line 861: | Line 860: | ||
Weaker version of VV, but has some altered utility. | Weaker version of VV, but has some altered utility. | ||
*Similarly strong hitbox, but cannot cancel into knockdown. | *Similarly strong hitbox, but cannot cancel into knockdown. | ||
*Same speed as regular | *Same speed as regular {{clr|3|S}}VV, but slightly less damage overall. | ||
*All three hits ''must'' be FD'd if airborne. | *All three hits ''must'' be FD'd if airborne. | ||
*Overall not the strongest version, but usable. | *Overall not the strongest version, but usable. | ||
Line 886: | Line 885: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Similarly weaker version as DI- | Similarly weaker version as DI-{{clr|3|S}}VV, but the first hit is air unblockable. | ||
*Also doesn't cancel to knockdown. | *Also doesn't cancel to knockdown. | ||
*First hit being air unblockable can win you air-to-air wars. | *First hit being air unblockable can win you air-to-air wars. | ||
Line 900: | Line 899: | ||
{{MoveData | {{MoveData | ||
|name=Knockdown | |name=Knockdown | ||
|input=Volcanic Viper -> 214K | |input=Volcanic Viper -> {{clr|2|214K}} | ||
|image=GGAC_Sol_623S214K.png | |image=GGAC_Sol_623S214K.png | ||
|caption=Now shown: Deceptive hitbox | |caption=Now shown: Deceptive hitbox | ||
Line 928: | Line 927: | ||
{{MoveData | {{MoveData | ||
|name=Grand Viper | |name=Grand Viper | ||
|input=214S | |input={{clr|3|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 | ||
Line 961: | Line 960: | ||
{{MoveData | {{MoveData | ||
|name=Bandit Revolver | |name=Bandit Revolver | ||
|input=236K or j.236K | |input={{clr|2|236K}} or {{clr|2|j.236K}} | ||
|image=GGAC_Sol_236K.png | |image=GGAC_Sol_236K.png | ||
|caption=Boy you'd better begin... | |caption=Boy you'd better begin... | ||
Line 1,000: | Line 999: | ||
Combo filler for high meter gain, and tool for shooting across the stage. | Combo filler for high meter gain, and tool for shooting across the stage. | ||
*Converts stray air hits into longer combos. | *Converts stray air hits into longer combos. | ||
*Loops from 5K and c.S, mainly for corner carry. | *Loops from {{clr|2|5K}} and c.S, mainly for corner carry. | ||
*Builds a decent amount of meter on hit, especially when it hits three times. | *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. | *Can be FRC'd before going active to propel Sol forward. | ||
*FRC also used to extend aerial pressure strings or set up mixups. | *FRC also used to extend aerial pressure strings or set up mixups. | ||
Main conversion tool out of farther hitting j. | Main conversion tool out of farther hitting {{clr|5|j.D}}s where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself. | ||
'''Additional Frame Data:''' ''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.'' | '''Additional Frame Data:''' ''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 1,028: | Line 1,027: | ||
{{MoveData | {{MoveData | ||
|name=Bandit Bringer | |name=Bandit Bringer | ||
|input=236[K] | |input={{clr|2|236[K]}} | ||
|image=GGAC_Sol_236Khold.png | |image=GGAC_Sol_236Khold.png | ||
|caption=... to get those crazy notions</br>right out of your head | |caption=... to get those crazy notions</br>right out of your head | ||
Line 1,043: | Line 1,042: | ||
*Goes over a lot of things very, very slowly. | *Goes over a lot of things very, very slowly. | ||
*Large ground bounce makes conversions extremely easy. | *Large ground bounce makes conversions extremely easy. | ||
*High damage, especially in combos. Works best off of Gunflame FRC in the corner, works off of crouching CH 5H against most of the cast. | *High damage, especially in combos. Works best off of Gunflame FRC in the corner, works off of crouching CH {{clr|4|5H}} against most of the cast. | ||
*Plus 1 on block, must be punished alertly. | *Plus 1 on block, must be punished alertly. | ||
*Has a Clean Hit, with no forced prorate. | *Has a Clean Hit, with no forced prorate. | ||
Line 1,050: | Line 1,049: | ||
*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. | ||
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. | BB can be backdashed, IB'd and thrown or combo'd against, and some characters can just {{clr|1|6P}} it. It's a bit risky: use BB sparingly, not frequently. | ||
'''Additional Frame Data:''' ''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.'' | '''Additional Frame Data:''' ''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.'' | ||
Line 1,059: | Line 1,058: | ||
{{MoveData | {{MoveData | ||
|name=Riot Stamp | |name=Riot Stamp | ||
|input=214K | |input={{clr|2|214K}} | ||
|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 | ||
Line 1,076: | Line 1,075: | ||
*Doesn't lead to anything on hit, but full conversion on midscreen counter hit. | *Doesn't lead to anything on hit, but full conversion on midscreen counter hit. | ||
*Can be FRC'd right before it goes active to fake into a low. | *Can be FRC'd right before it goes active to fake into a low. | ||
*6P bait. Don't do it fullscreen or you're going to die. | *{{clr|1|6P}} bait. Don't do it fullscreen or you're going to die. | ||
*Starts higher off the ground the further you do it from the corner. Some characters can crouch under it even if point blank. | *Starts higher off the ground the further you do it from the corner. Some characters can crouch under it even if point blank. | ||
Line 1,088: | Line 1,087: | ||
{{MoveData | {{MoveData | ||
|name=Wild Throw | |name=Wild Throw | ||
|input=623K | |input={{clr|2|623K}} | ||
|image=GGAC_Sol_623K.png | |image=GGAC_Sol_623K.png | ||
|caption=The bane of blocking | |caption=The bane of blocking | ||
Line 1,104: | Line 1,103: | ||
*Only in CH state for a short segment of its recovery. | *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> | Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash ({{clr|4|2H}}) > {{clr|5|j.D}} > SW loop. </br> | ||
*Some meterless burst safe followups include: | *Some meterless burst safe followups include: | ||
**IAD j.S > Sidewinder > (empty jump) SW loop | **IAD {{clr|3|j.S}} > Sidewinder > (empty jump) SW loop | ||
**2H > late j.H/Burst Throw OS | **{{clr|4|2H}} > late j.H/Burst Throw OS | ||
**late j.H/block OS > SW loop | **late j.H/block OS > SW loop | ||
Line 1,117: | Line 1,116: | ||
{{MoveData | {{MoveData | ||
|name=Sidewinder | |name=Sidewinder | ||
|input=j.236H | |input={{clr|4|j.236H}} | ||
|image=GGAC_Sol_j236H.png | |image=GGAC_Sol_j236H.png | ||
|caption=JAMA DA | |caption=JAMA DA | ||
Line 1,140: | Line 1,139: | ||
*Can usually be looped 2-3 times midscreen, or 2-5 times near the corner, and still retain knockdown. | *Can usually be looped 2-3 times midscreen, or 2-5 times near the corner, and still retain knockdown. | ||
Standard SW loops repeat [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. | Standard SW loops repeat [{{clr|3|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. | ||
'''Additional Frame Data:''' ''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.''<br> | '''Additional Frame Data:''' ''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.''<br> | ||
Line 1,151: | Line 1,150: | ||
{{MoveData | {{MoveData | ||
|name=Fafnir | |name=Fafnir | ||
|input=41236H | |input={{clr|4|41236H}} | ||
|image=GGAC_Sol_41236D.png | |image=GGAC_Sol_41236D.png | ||
|caption=Your long-range,<br> melee combo tool | |caption=Your long-range,<br> melee combo tool | ||
Line 1,180: | Line 1,179: | ||
{{MoveData | {{MoveData | ||
|name=Slam (Kudakero) | |name=Slam (Kudakero) | ||
|input=During Dragon Install, j.214K | |input=During Dragon Install, {{clr|2|j.214K}} | ||
|image=GGACR_Sol_j214K.png | |image=GGACR_Sol_j214K.png | ||
|caption=Vertical Riot Stomp | |caption=Vertical Riot Stomp | ||
Line 1,194: | Line 1,193: | ||
*Plus 3 on block for continued pressure. | *Plus 3 on block for continued pressure. | ||
*Bounces higher based on the opponent's height when hit. | *Bounces higher based on the opponent's height when hit. | ||
*Loops into itself or out of j.D. | *Loops into itself or out of {{clr|5|j.D}}. | ||
*Bounces them backwards slightly, can be useful for pushing them away as Dragon Install is about to end. | *Bounces them backwards slightly, can be useful for pushing them away as Dragon Install is about to end. | ||
Line 1,207: | Line 1,206: | ||
*2: Damage of Tyrant Rave is '''[25 + 30 * (# of Clean Hits)] * 3 + 84'''. | *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. | *3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value. | ||
==Force Breaks== | ==Force Breaks== | ||
Line 1,213: | Line 1,211: | ||
{{MoveData | {{MoveData | ||
|name=FB Fafnir | |name=FB Fafnir | ||
|input=41236D | |input={{clr|5|41236D}} | ||
|image=GGAC_Sol_41236D.png | |image=GGAC_Sol_41236D.png | ||
|caption=HAVE A SEAT | |caption=HAVE A SEAT | ||
Line 1,230: | Line 1,228: | ||
*Has some invincibility on Sol's front leg, can low crush. | *Has some invincibility on Sol's front leg, can low crush. | ||
*Beats throws until startup. | *Beats throws until startup. | ||
*Slides on Counter Hit or Clean Hit (works from 6P or 2D, or against jump out attempts). | *Slides on Counter Hit or Clean Hit (works from {{clr|1|6P}} or {{clr|5|2D}}, or against jump out attempts). | ||
*Knocks down at ranges too far for any other conversions. | *Knocks down at ranges too far for any other conversions. | ||
*Slide converts to full combos a little over half the screen away. | *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. | Strong tool. Better hitbox, startup, and recovery than the normal version. Can convert the slide into {{clr|3|f.S}} {{clr|4|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. | Note: will whiff against crouchers off of max range {{clr|4|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%.'' | ||
Line 1,245: | Line 1,243: | ||
{{MoveData | {{MoveData | ||
|name=Tyrant Rave | |name=Tyrant Rave | ||
|input=Fafnir -> 64D | |input=Fafnir -> {{clr|5|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 | ||
Line 1,259: | Line 1,257: | ||
*Big combo ender off of Fafnir for only 25 meter. | *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. | *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. | *Converts to {{clr|2|5K}} in the corner off of short combos. | ||
*Double chip damage for chip kills. | *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. | Strong for closing out rounds or scaring opponents with your damage output. Even simple combos in the corner such as ''xx > [{{clr|1|6P}} > Fafnir] * 3'' or looped ''GF FRC BB'' into Fafnir > TR can do over 270 damage. | ||
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. | 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. | ||
Line 1,273: | Line 1,271: | ||
{{MoveData | {{MoveData | ||
|name=FB Sidewinder | |name=FB Sidewinder | ||
|input=j.236D | |input={{clr|5|j.236D}} | ||
|image=GGAC_Sol_j236H.png | |image=GGAC_Sol_j236H.png | ||
|caption=A deal you can't refuse | |caption=A deal you can't refuse | ||
Line 1,308: | Line 1,306: | ||
*2: Damage of Tyrant Rave is '''25 + 30 * (# of Clean Hits) * 3 + 84'''. | *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. | *3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value. | ||
==Overdrives== | ==Overdrives== | ||
Line 1,314: | Line 1,311: | ||
{{MoveData | {{MoveData | ||
|name=Tyrant Rave ver.Beta | |name=Tyrant Rave ver.Beta | ||
|input=632146H | |input={{clr|4|632146H}} | ||
|image=GGAC_Sol_632146H.png | |image=GGAC_Sol_632146H.png | ||
|caption=What sold the Wii version | |caption=What sold the Wii version | ||
Line 1,341: | Line 1,338: | ||
*Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned. | *Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned. | ||
*Knocks down full screen, untechable wallstick near the corner. | *Knocks down full screen, untechable wallstick near the corner. | ||
*Combos into 5K when you're in the corner, and Grand Viper from a bit farther out. | *Combos into {{clr|2|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. | *Done from {{clr|5|2D}} or {{clr|4|5H}} as a punish, you get a quick, unburstable combo unless they burst immediately. | ||
*Can be done to bursts on reaction to blow through them for a big reset. | *Can be done to bursts on reaction to blow through them for a big reset. | ||
*Pushes the opponent out fairly far, can be difficult to punish. | *Pushes the opponent out fairly far, can be difficult to punish. | ||
Line 1,355: | Line 1,352: | ||
{{MoveData | {{MoveData | ||
|name=Dragon Install | |name=Dragon Install | ||
|input=214214S | |input={{clr|3|214214S}} | ||
|image=GGAC_Sol_214214S.png | |image=GGAC_Sol_214214S.png | ||
|caption=GGPO | |caption=GGPO | ||
Line 1,368: | Line 1,365: | ||
*Acts as a reversal and screen freeze, giving you time to react with its 21F of strike invul (first 19f are full invul). | *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. | *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). | *Almost every move becomes faster. {{clr|2|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). | *Conversely, every move becomes much safer ({{clr|5|5D}} becomes 18F and is 0 on block instead of -13). | ||
*Sol gains access to Slam, an extremely fast and safe overhead. | *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. | *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. | *Can be combo'd into and out of if done from {{clr|1|6P}}. | ||
*Lasts longer with lower health (~6.5 seconds to ~10.5 seconds). | *Lasts longer with lower health (~6.5 seconds to ~10.5 seconds). | ||
*H Volcanic Viper becomes the Hail Mary. | *H Volcanic Viper becomes the Hail Mary. | ||
Line 1,415: | Line 1,412: | ||
{{MoveData | {{MoveData | ||
|name=Napalm Death | |name=Napalm Death | ||
|input=in IK Mode: 236236H | |input=in IK Mode: {{clr|4|236236H}} | ||
|image=GGAC_Sol_IK.png | |image=GGAC_Sol_IK.png | ||
|caption=You suffer, but why? | |caption=You suffer, but why? | ||
Line 1,427: | Line 1,424: | ||
}} | }} | ||
}} | }} | ||
Revision as of 18:22, 30 November 2019
Sol Badguy |
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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.
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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.
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 | |
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{{#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.
Ground Normals
5P |
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5K |
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c.S |
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Your main punish starter with some stealth quirks that make it good in pressure.
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.
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f.S |
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Extremely fast for its range, f.S is good for establishing offense in neutral.
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.
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5H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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6P |
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6H |
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Air Normals
j.P |
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j.K |
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j.S |
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j.D |
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Universal Mechanics
Ground Throw |
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Average throw. Unspectacular unless done in the corner.
Can convert in the corner with 5K against most of the cast. Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown. Knocks down face down (character specific). Floats on hit. 50% forced proration. |
Air Throw |
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A decent air throw that knocks down.
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 |
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Average, unsafe guard reversal.
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 |
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Gun-Flame (Feint) 214P |
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Fake Gunflame. Has a hitbox for some reason.
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. Additional Frame Data: CH state till end of recovery. |
Volcanic Viper 623S/H or j.623S/H |
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Knockdown Volcanic Viper -> 214K |
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Used after VV to score a knockdown, or delay your descent.
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! Additional Frame Data: Plummets on hit (untechable for 30F). Sol is in CH state while falling. Sol is crouching during landing recovery. |
Grand Viper 214S |
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The ultimate callout, likeliest move in the game to blow out your speakers.
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. Additional Frame Data: 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.
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Bandit Revolver 236K or j.236K |
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Bandit Bringer 236[K] |
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Level 6 move. Button check and big, slow overhead. Slightly plus, big damage combo tool.
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. Additional Frame Data: 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 |
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Silly overhead transport attack. Awful move, except when it's amazing.
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. Additional Frame Data: 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 |
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Great command grab. Sol's main mixup tool.
Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash (2H) > j.D > SW loop.
Additional Frame Data: 1-14 Sol is in CH state. Whiff animation: 35F. 55% forced proration. |
Sidewinder j.236H |
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Why you play Sol. Big flaming punch, staple combo move.
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. Additional Frame Data: 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.
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Fafnir 41236H |
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Slow, lunging punch. Gets Sol in more safely when combo'd into.
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. Additional Frame Data: 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 |
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Quick, plus overhead that is +R and Dragon Install exclusive. Opponents not familiar with the matchup often forget that this move exists.
Additional Frame Data: 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 |
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Throw Invincible sucker punch. Much stronger version of regular Fafnir.
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 |
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FB Sidewinder j.236D |
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Guaranteed Clean Hit Sidewinder. A godsend.
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 |
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High, immediate damage cash out.
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 |
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Ride or Die Super. Go all in. If you run out of time, you'll have to pick a god and pray.
The negatives:
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 |
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Could win an award for the worst super ever designed. Significantly worse than regular Dragon Install since comes with added drawbacks.
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 |
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Notable Players
Name (English) | Name (Japanese) | Color | Location | Common arcades | Contact | Status | Example Play | Notes |
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Uki | enter | Japan | A-Cho | Retired | Strong, aggressive player with some wacky setups | |||
Kishitaka | enter | Japan | A-Cho | Retired | Balanced player with strong, high-end conversions | |||
Hossa (Sub) | enter | Japan | A-Cho | Active | Nutty Justice player using Sol on the side | |||
NOB | enter | Japan | Mikado | Retired | Straightforward player focused on neutral | |||
Roi | enter | Japan | A-Cho | Retired | Overextending player with good conversions | |||
Kusoru | enter | Japan | Retired | The one and only. Crazy to the extreme. |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •