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{| | {{infoGear | ||
| fullname = [[File:GGACR_Sol_Badguy_Nameplate.png|link=]] | |||
| image = GGAC Sol Portrait.png | |||
| | | defense = {{#lst:GGACR/Sol_Badguy/Data|defense}} | ||
|| | | guts = {{#lst:GGACR/Sol_Badguy/Data|guts}} | ||
| weight = {{#lst:GGACR/Sol_Badguy/Data|weight}} | |||
| | | stunres = {{#lst:GGACR/Sol_Badguy/Data|stunres}} | ||
|| | | prejump = {{#lst:GGACR/Sol_Badguy/Data|prejump}} | ||
{{# | | backdash = {{#lst:GGACR/Sol_Badguy/Data|backdash}} | ||
| wakeup = {{#lst:GGACR/Sol_Badguy/Data|wakeup}} | |||
: | | movement = {{#lst:GGACR/Sol_Badguy/Data|movement}} | ||
| colors = {{GGACRColors|Character=Sol|Size=55px}} | |||
{{GGACRColors|Character=Sol|Size=55px}} | }} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
Line 26: | Line 25: | ||
| name = Sol Badguy | | name = Sol Badguy | ||
| game = GGACR | | game = GGACR | ||
| voice = Daisuke Ishiwatari, Jouji Nakata | | voice = Daisuke Ishiwatari, Jouji Nakata | ||
| lore = Guilty Gear's original poster character and creator Ishiwatari's nod to the lead singer of his favorite band: Freddie Mercury of Queen. | | lore = Guilty Gear's original poster character and creator Ishiwatari's nod to the lead singer of his favorite band: Freddie Mercury of Queen. | ||
}} | }} | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|GGACR|Sol Badguy|24px}} is a hard hitting, close to mid range character with a variety of moves that make him deceptively tricky. | | intro = {{Character Label|GGACR|Sol Badguy|24px}} is a hard hitting, close to mid range character with a variety of moves that make him deceptively tricky. | ||
| pros = | | pros = | ||
* | * Top shelf close range tools, defensive and offensive: {{clr|2|5K}}, Volcanic Viper, and Wild Throw. | ||
* High damage, meterless combos that knock down. | * High damage, meterless combos that knock down. | ||
* Strong | * Strong Counter Hit tools and Frame Traps with full screen conversions. | ||
* Rather simple to pick up early on, with a | * Rather simple to pick up early on, with a workable midrange toolkit. | ||
* Several normals have cancel windows | * Several normals have cancel windows extended into their recovery frames. | ||
* Unique hurtbox | * Unique airborne hurtbox, making Sol particularly difficult to combo for some characters. | ||
| cons = | | cons = | ||
* Poor conversion outside of close range without meter. | * Poor conversion outside of close range without meter. | ||
* Struggles against zoning | * Struggles against zoning; must play patient or risky to get in. | ||
* Subpar meterless mixup options 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. | ||
}} | }} | ||
=== | |||
=== Unique Mechanics === | |||
---- | ---- | ||
====Clean Hit==== | ====Clean Hit==== | ||
:Some of Sol's moves change properties depending on how they hit the opponent. | :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 | Sol's damage output comes from Clean Hits, which involve hitting the opponent at a position specific to the move in question, the opponent, and the opponent's position. | ||
Four moves deal clean hits: Sidewinder, Grand Viper, Bandit Bringer, and Force Break Fafnir. Landing a clean hit with any one of these changes the | Four moves deal clean hits: ''Sidewinder'', ''Grand Viper'', ''Bandit Bringer'', and ''Force Break Fafnir''. Landing a clean hit with any one of these changes the effects of the move: | ||
*Sidewinder: | *'''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. | *'''Grand Viper''': Increased untechable time, leads to a full combo. Launches higher. Has no forced prorate. | ||
*Bandit Bringer: Floats slightly higher, | *'''Bandit Bringer''': Floats slightly higher, increased untechable time. Comes with no forced prorate. | ||
*Force Break Fafnir: Floor slides as opposed to regular knockdown. Full conversions near the corner. | *'''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. | **''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 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 | Clean Hit Diagrams can be found here: http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html | ||
Line 313: | Line 313: | ||
*Strong low reaching poke due to hitbox/hurtbox ratio. | *Strong low reaching poke due to hitbox/hurtbox ratio. | ||
*Links into P and K normals and {{clr|3|c.S}} on late hits. | *Links into P and K normals and {{clr|3|c.S}} on late hits. | ||
*'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > 2S is a natural frame trap on block, will combo on hit. Also works if delayed from 5K. | *'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|3|2S}} is a natural frame trap on block, will combo on hit. Also works if delayed from {{clr|2|5K}}. | ||
Discourages button pushing when properly spaced. 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. | 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. | ||
Line 326: | Line 326: | ||
|caption=(Re)launch all day | |caption=(Re)launch all day | ||
<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_{{clr|4|2H}}1-Hitbox.png|center|175px]] | ||
(frames 8-9) | (frames 8-9) | ||
[[File: | [[File:GGXXACPR_Sol_{{clr|4|2H}}2-Hitbox.png|center|175px]] | ||
(frames 10-11) | (frames 10-11) | ||
[[File: | [[File:GGXXACPR_Sol_{{clr|4|2H}}3-Hitbox.png|center|175px]] | ||
(frames 12-13) | (frames 12-13) | ||
</div> | </div> | ||
Line 605: | Line 605: | ||
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. | ||
*Stronger when OS'd with {{clr|2|5K}}, and sometimes c.S. | *Stronger when OS'd with {{clr|2|5K}}, and sometimes {{clr|3|c.S}}. | ||
*Leads to free conversions in the corner against the other 75% with 5K. | *Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}. | ||
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown. | **Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown. | ||
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/S] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/D] > SW.</br> | **Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/S] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/D] > SW.</br> | ||
Line 632: | Line 632: | ||
*Can convert from anywhere with meter. | *Can convert from anywhere with meter. | ||
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground. | *Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground. | ||
*Converts 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. | *Converts similarly to regular throw in the corner with {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage. | ||
'''Additional Frame Data:''' ''Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. 50% forced proration.'' | '''Additional Frame Data:''' ''Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. 50% forced proration.'' | ||
Line 747: | Line 747: | ||
S: 2nd hit (Frames 13-23)</br> | S: 2nd hit (Frames 13-23)</br> | ||
{{clr|3|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/{{clr|4|j.H}}: 2nd hit (Frames 10-27) | ||
</div> | </div> | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes (Dragon Install)" data-collapsetext="hide hitboxes (Dragon Install)"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes (Dragon Install)" data-collapsetext="hide hitboxes (Dragon Install)"> | ||
Line 966: | Line 966: | ||
Combo filler for high meter gain, and tool for shooting across the stage. | Combo filler for high meter gain, and tool for shooting across the stage. | ||
*Converts stray air hits into longer combos. | *Converts stray air hits into longer combos. | ||
*Loops from {{clr|2|5K}} and c.S, mainly for corner carry. | *Loops from {{clr|2|5K}} and {{clr|3|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. | ||
Line 977: | Line 977: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Dragon Install, Ground}} | {{AttackVersion|name=Dragon Install, Ground}} | ||
{{#lsth:{{PAGENAME}}/Data|236K DI}} | {{#lsth:{{PAGENAME}}/Data|{{clr|2|236K}} DI}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 1,073: | Line 1,073: | ||
*Some meterless burst safe followups include: | *Some meterless burst safe followups include: | ||
**IAD {{clr|3|j.S}} > Sidewinder > (empty jump) SW loop | **IAD {{clr|3|j.S}} > Sidewinder > (empty jump) SW loop | ||
**{{clr|4|2H}} > late j.H/Burst Throw OS | **{{clr|4|2H}} > late {{clr|4|j.H}}/Burst Throw OS | ||
**late j.H/block OS > SW loop | **late {{clr|4|j.H}}/block OS > SW loop | ||
'''Additional Frame Data:''' ''1-14 Sol is in CH state. Whiff animation: 35F. 55% forced proration.'' | '''Additional Frame Data:''' ''1-14 Sol is in CH state. Whiff animation: 35F. 55% forced proration.'' | ||
Line 1,106: | Line 1,106: | ||
*Can usually be looped 2-3 times midscreen, or 2-5 times near the corner, and still retain knockdown. | *Can usually be looped 2-3 times midscreen, or 2-5 times near the corner, and still retain knockdown. | ||
Standard SW loops repeat [{{clr|3|j.S}}/j.H(1) > SW] x N. The jump direction is character and screen-specific, and will usually require some improvisation on top of practice. Empty jump Sidewinders also work, and do more damage as well as being burst safe. Bring the pain. | Standard SW loops repeat [{{clr|3|j.S}}/{{clr|4|j.H}}(1) > SW] x N. The jump direction is character and screen-specific, and will usually require some improvisation on top of practice. Empty jump Sidewinders also work, and do more damage as well as being burst safe. Bring the pain. | ||
'''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 1,191: | Line 1,191: | ||
{{Description|7|text= | {{Description|7|text= | ||
Throw Invincible sucker punch. Much stronger version of regular Fafnir. | Throw Invincible sucker punch. Much stronger version of regular Fafnir. | ||
*Fast, lunging strike which knocks down. | *Fast, lunging strike which knocks down. | ||
*Has some invincibility on Sol's front leg, can low crush. | *Has some invincibility on Sol's front leg, can low crush. | ||
Line 1,198: | Line 1,197: | ||
*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. | ||
**Leads to {{clr|3|f.S}} {{clr|4|5H}} IAD combos, slight mash Grand Viper, or dash up relaunches, spacing dependent. Very useful as a delayed Frame Trap tool. | |||
*'''Note''': will whiff against crouchers off of max range {{clr|4|5H}}, due to opponent hurtboxes. | |||
'''Additional Frame Data:''' ''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 1,220: | Line 1,217: | ||
{{Description|7|text= | {{Description|7|text= | ||
Big damage combo ender and chip kill move. | Big damage combo ender and chip kill move. | ||
*Large hitbox, multi hit move which is extremely difficult to contest. Sacrifices knockdown. | *Large hitbox, multi hit move which is extremely difficult to contest. Sacrifices knockdown. | ||
*Big combo ender off of Fafnir for only 25 meter. | *Big combo ender off of Fafnir for only 25 meter. | ||
Line 1,226: | Line 1,222: | ||
*Converts to {{clr|2|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 due to damage output. | |||
Even simple combos in the corner such as ''xx > [{{clr|1|6P}} > Fafnir] * 3'' or looped ''GF FRC BB'' into Fafnir > TR can do over 270 damage. | |||
;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. | |||
'''Additional Frame Data:''' ''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.'' | |||
}} | }} | ||
}} | }} | ||
Line 1,254: | Line 1,250: | ||
{{Description|7|text= | {{Description|7|text= | ||
Guaranteed Clean Hit Sidewinder. A godsend. | Guaranteed Clean Hit Sidewinder. A godsend. | ||
*Identical to regular Sidewinder, but will Clean Hit regardless of how it hits the opponent. | *Identical to regular Sidewinder, but will Clean Hit regardless of how it hits the opponent. | ||
*Gives Sol easier, and otherwise impossible combo conversions. | *Gives Sol easier, and otherwise impossible combo conversions. | ||
Line 1,263: | Line 1,258: | ||
Starts or maintains Sidewinder Loops that might have otherwise been impossible, netting clean hits from afar while being burst safe at farther ranges. Works for all sorts of burst safe setups. The damage difference is fairly negligible later in combos. Never drop a Sidewinder Loop again. | Starts or maintains Sidewinder Loops that might have otherwise been impossible, netting clean hits from afar while being burst safe at farther ranges. Works for all sorts of burst safe setups. The damage difference is fairly negligible later in combos. Never drop a Sidewinder Loop again. | ||
''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'' | '''Additional Frame Data:''' ''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'' | ||
}} | }} | ||
}} | }} | ||
Line 1,354: | Line 1,349: | ||
{{MoveData | {{MoveData | ||
|name=Dragon Install 2nd | |name=Dragon Install 2nd | ||
|input=214214214214P+H | |input={{clr|1|214214214214P}}+H | ||
|image=GGAC_Sol_214214S.png | |image=GGAC_Sol_214214S.png | ||
|caption=The same as unplugging</br>your controller. | |caption=The same as unplugging</br>your controller. | ||
Line 1,360: | Line 1,355: | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:{{PAGENAME}}/Data| | {{#lsth:{{PAGENAME}}/Data|{{clr|1|214214214214P}}H }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 1,395: | Line 1,390: | ||
== Notable Players == | == Notable Players == | ||
{| class="wikitable" | {| class="wikitable" | ||
!width="95"|Name (English) | !width="95"|Name (English/Japanese) !! width="75"|Color | ||
! | !width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play | ||
!width="75"|Color | |||
!width="125"|Location | |||
!Common | |||
!Contact | |||
!Status | |||
!Example Play | |||
|- | |- | ||
|Uki | | Uki || style="text-align:center;"| [[File:Sol_slash_k.png|enter|70px]] | ||
| | | Japan || A-Cho ||-|| Retired to Xrd || Strong, aggressive player with some wacky setups || - | ||
|style="text-align:center;"| [[File:Sol_slash_k.png|enter|70px]] | |- | ||
|Japan | | Kishitaka || style="text-align:center;| [[File:Sol_ex_p.png|enter|70px]] | ||
|A-Cho | | Japan || A-Cho || - || Retired || Balanced player with strong, high-end conversions || [https://youtu.be/T4f_Ssr4xN0 Link] | ||
| | |||
|Retired | |||
| | |||
|Strong, aggressive player with some wacky setups | |||
|- | |- | ||
| | | Hossa (Sub) || style="text-align:center;"| [[File:Sol_reload_p.png|enter|70px]] | ||
| | | Japan || A-Cho || - || Active || Nutty Justice player using Sol on the side || - | ||
|style="text-align:center;"| [[File: | |||
|Japan | |||
|A-Cho | |||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| | | NOB || style="text-align:center;"| [[File:Sol_ex_k.png|enter|70px]] | ||
| | | Japan || Mikado || - || Retired to Xrd || Straightforward player focused on neutral || - | ||
|style="text-align:center;"| [[File: | |||
|Japan | |||
| | |||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| | | 012 || style="text-align:center;| [[File:Sol_ex_h.png|enter|70px]] | ||
| | | Japan || - || - || Retired || Patient, Strong combo game player || [https://www.youtube.com/watch?v=ItiKE4b{{clr|1|j_P}}0 Link] | ||
|style="text-align:center; | |||
|Japan | |||
| | |||
| | |||
|Retired | |||
| | |||
| | |||
|- | |- | ||
|Roi | | Roi || style="text-align:center;"| [[File:AC_Sol_normal_h.png|enter|70px]] | ||
| | | Japan || A-Cho || - || Retired to Xrd || Overextending player with good conversions || [https://youtu.be/r3gORbqUqh0 Link] | ||
|style="text-align:center;"| [[File: | |||
|Japan | |||
|A-Cho | |||
| | |||
|Retired | |||
| | |||
|Overextending player with good conversions | |||
|- | |- | ||
|Kusoru | | Kusoru || style="text-align:center;"| [[File:Sol_normal_k.png|enter|70px]] | ||
| | | Japan || - || - || Retired || The one and only Troll Badguy. Crazy to the extreme. || [https://youtu.be/skrcaaBev5A AC Footage] | ||
|style="text-align:center;"| [[File:Sol_normal_k.png|enter|70px]] | |||
|Japan | |||
| | |||
| | |||
|Retired | |||
| | |||
|The one and only. Crazy to the extreme. | |||
|} | |} | ||
Revision as of 16:51, 22 January 2020
Overview
Sol Badguy is a hard hitting, close to mid range character with a variety of odd moves that make him deceptively tricky.
Sol thrives in the opponent's face with fast pokes, moves that go under others, and the best Dragon Punch period. His high/low mixup is very poor, but his tick throws, frame traps, and abundance of meter give him plenty of other tricky tools and means of opening up the opponent. Outside of his optimal range, he has some other decent midscreen tools, too, such as his f.S which is very fast for its range, and 5H which covers a good amount of space with an excellent hit/hurtbox ratio. Sol also has some very notably unique tools: several low profile options (including dashing), a normal which has zero recovery frames, unexpected burst of (partial) invincibility on many moves (including backdash), and several normals which can be cancelled during their recovery frames.
Though his main BnB, Sidewinder Loop, requires character specific precision, his combos generally deal high amounts of damage and are very freestyle. This makes Sol terrifying to defend against once he gets in and opens up the opponent for a beefy combination. But in order to get to those combos, Sol players will need to extend beyond the basic DP/Command Grab mixup into more layered mental territory, and/or learn to become so wild as to be impossible to predict.
Lore: | Guilty Gear's original poster character and creator Ishiwatari's nod to the lead singer of his favorite band: Freddie Mercury of Queen. |
Voice: | Daisuke Ishiwatari, Jouji Nakata |
Sol Badguy Sol Badguy is a hard hitting, close to mid range character with a variety of moves that make him deceptively tricky.
- Top shelf close range tools, defensive and offensive: 5K, Volcanic Viper, and Wild Throw.
- High damage, meterless combos that knock down.
- Strong Counter Hit tools and Frame Traps with full screen conversions.
- Rather simple to pick up early on, with a workable midrange toolkit.
- Several normals have cancel windows extended into their recovery frames.
- Unique airborne hurtbox, making Sol particularly difficult to combo for some characters.
- 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.
Unique 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 at a position specific to the move in question, the opponent, and the opponent's position.
Four moves deal clean hits: Sidewinder, Grand Viper, Bandit Bringer, and Force Break Fafnir. Landing a clean hit with any one of these changes the effects of the move:
- Sidewinder: Doubled untechable time. Damage increases with the number of clean hits per combo. The cornerstone of Sol's most damaging BnB.
- Grand Viper: Increased untechable time, leads to a full combo. Launches higher. Has no forced prorate.
- Bandit Bringer: Floats slightly higher, increased untechable time. Comes with 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.
Ground Normals
5P |
| |||||
---|---|---|---|---|---|---|
Standard jab, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.
Establishes offense. Gatling into it from 2P > 2K, if the opponent has been conditioned to block high in reaction to standing animations. Additional Frame Data: 80% proration (no proration in DI).
|
5K |
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Poster child for one of the most effective normals in the game and one of Sol's scariest options.
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.
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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.
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f.S |
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Extremely fast for its range, f.S is good for establishing offense in neutral.
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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Slower, long ranged poke and combo tool that leads to big damage on counter hit.
On CH against standing opponents, leads to Instant Air Dash > j.S > stuff > Sidewinder Loop, Confirms 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.
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5D |
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Tied for fastest 5D in the game, but with awful range.
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. Additional Frame Data: Knocks down face up on CH. In CH state from Frames 1-30. |
2P |
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Strong all around short range tool. Plus on block.
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. Additional Frame Data: 80% proration (no proration in DI).
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2K |
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Sol's fastest low and main low poke.
Fairly standard low poke tool, but active enough to serve as a safe meaty. Can still net 200 damage off of this by converting to 2D > FB Fafnir. Additional Frame Data: 70% proration (no proration in DI).
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2S |
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Very good ranged normal for ending strings and baiting buttons.
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.
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2H |
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Large, disjointed, high reaching hitbox which gives you a day and a half to confirm on counter hit.
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.
Additional Frame Data: Knocks down face down on CH. Floats on CH (untechable for 60F) (DI version doesn't float). 90% proration.
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6P |
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Prime launcher and counter hit fishing button, 6P beats out many poke attempts and confirms from nearly anywhere on counterhit.
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. Additional Frame Data: 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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6H |
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Occasional ranged button, High risk high reward Anti Air. Not particularly strong by itself.
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. Additional Frame Data: Dizzy modifier x1.5. In CH state for entire duration. |
Air Normals
j.P |
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Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox. One of Sol's best.
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: j.P, j.K, j.S, j.H |
j.K |
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Almost purely horizontal. Better defensively than offensively.
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: j.P, j.S, j.H |
j.S |
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Jump-in of choice.
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: j.K, j.H, j.D |
j.H |
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0 Recovery frames. Weird hurtbox. Lingers for forever. Psuedo-God Normal.
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. Additional Frame Data: Untechable on air hit for 17F (doesn't apply to DI version). |
j.D |
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Trust in the Dust.
Partially responsible for Sol's obscene damage output. Sometimes works with 5 in a row in one combo.
Additional Frame Data: Blowback on normal hit (untechable for 27F). Wall bounces on CH (untechable for 54F). Additional 5F landing recovery. 90% proration. |
Universal Mechanics
Ground Throw |
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Average throw. Unspectacular unless done in the corner.
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown. Additional Frame Data: 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.
Additional Frame Data: 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.
Additional Frame Data: 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
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 (Air OK) |
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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 (air OK) |
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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.
Additional Frame Data: 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. Additional Frame Data: 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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Instant Kill
Napalm Death in IK Mode: 236236H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Uki | enter | Japan | A-Cho | - | Retired to Xrd | Strong, aggressive player with some wacky setups | - |
Kishitaka | enter | Japan | A-Cho | - | Retired | Balanced player with strong, high-end conversions | Link |
Hossa (Sub) | enter | Japan | A-Cho | - | Active | Nutty Justice player using Sol on the side | - |
NOB | enter | Japan | Mikado | - | Retired to Xrd | Straightforward player focused on neutral | - |
012 | enter | Japan | - | - | Retired | Patient, Strong combo game player | j_P0 Link |
Roi | Japan | A-Cho | - | Retired to Xrd | Overextending player with good conversions | Link | |
Kusoru | enter | Japan | - | - | Retired | The one and only Troll Badguy. Crazy to the extreme. | AC Footage |
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 •