Line 756: | Line 756: | ||
{{Description|7|text= | {{Description|7|text= | ||
Fake Gunflame. Has a hitbox for some reason. | Fake Gunflame. Has a hitbox for some reason. | ||
*Can make some bigger moves safer on block, or trick the opponent into thinking that you'll Gunflame. | *Can make some bigger moves safer on block, or trick the opponent into thinking that you'll Gunflame. | ||
*Can be whiffed to build meter from afar. | *Can be whiffed to build meter from afar. | ||
Line 763: | Line 762: | ||
Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect. | Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect. | ||
''CH state till end of recovery.'' | '''Additional Frame Data:''' ''CH state till end of recovery.'' | ||
}} | }} | ||
}} | }} | ||
Line 802: | Line 801: | ||
{{Description|8|text= | {{Description|8|text= | ||
The greatest. Ever. | The greatest. Ever. | ||
*God DP with a massive hitbox. Blows through just about everything. | |||
*God DP. Blows through just about everything. | *Can be canceled into the followup kick on whiff to mix up Sol's recovery timing. Converts to knockdown about 95% of the time. | ||
*Leads to a full conversion if the first hit is RC'd, or if the 2nd part counter hits. | |||
*Can be canceled into the followup kick on whiff to mix up Sol's recovery timing. | |||
* | |||
*Tied for the ''slowest'' version of the move at 7F, but with some of the most invulnerability. | *Tied for the ''slowest'' version of the move at 7F, but with some of the most invulnerability. | ||
*''Note - all grounded versions:'' must be ''jump installed'' in order to airdash or double jump on RC. | |||
Breaks through even the smallest gaps. Safe when RC'd on the first hit. Must be given enough space, or be blocked when can't RC in order to be completely baited. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state | Breaks through even the smallest gaps. Safe when RC'd on the first hit. Must be given enough space, or be blocked when you can't RC in order to be completely baited. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state. | ||
''' | '''Additional Frame Data:''' ''VV S: Frames 1-9 invincible. Frames 10-13 invincible to strikes. Airborne from frame 10 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F). Can follow-up to Knockdown from frames 24-40. Sol is crouching during landing recovery.'' | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 823: | Line 817: | ||
{{Description|8|text= | {{Description|8|text= | ||
Easy air combo ender. | Easy air combo ender. | ||
*Straightforward air knockdown tool. | *Straightforward air knockdown tool. | ||
*Also works as a DP in the air, but is air blockable without FD, and is only strike invuln. | *Also works as a DP in the air, but is air blockable without FD, and is only strike invuln. | ||
Line 832: | Line 825: | ||
Note: the momentum cut on RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground... | Note: the momentum cut on RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground... | ||
''' | '''Additional Frame Data:''' ''Air VV S: Frames 1-9 invincible to strikes. Floats on hit (1st hit untechable for 36F, 2nd hit for 27F). Can follow-up to Knockdown from 19-35. Sol is crouching during landing recovery.'' | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 841: | Line 833: | ||
{{Description|8|text= | {{Description|8|text= | ||
Massive DP version. Eats up the sky. | Massive DP version. Eats up the sky. | ||
*Big Anti-Air callout, unrivaled in combined speed and vertical reach. | *Big Anti-Air callout, unrivaled in combined speed and vertical reach. | ||
*Slightly faster and more damage than the S version. | *Slightly faster and more damage than the S version. | ||
Line 848: | Line 839: | ||
*Leniency to the followup is slightly more difficult, and must be delayed a bit. | *Leniency to the followup is slightly more difficult, and must be delayed a bit. | ||
''' | '''Additional Frame Data:''' ''VV H: 1-6 invincible. 7-11 invincible to strikes. Airborne from frame 7 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 36F). Can follow-up to Knockdown from 28-44. Sol is crouching during landing recovery.'' | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 857: | Line 847: | ||
{{Description|8|text= | {{Description|8|text= | ||
Situational air knockdown tool with slight more damage. | Situational air knockdown tool with slight more damage. | ||
*Higher reaching aerial VV, not as high as the grounded version. | *Higher reaching aerial VV, not as high as the grounded version. | ||
*Also air blockable without FD. | *Also air blockable without FD. | ||
Line 863: | Line 852: | ||
*Similarly to j.SVV, cuts air momentum when RC'd on the first hit. | *Similarly to j.SVV, 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.'' | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 872: | Line 860: | ||
{{Description|8|text= | {{Description|8|text= | ||
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 SVV, but slightly less damage overall. | *Same speed as regular SVV, but slightly less damage overall. | ||
Line 878: | Line 865: | ||
*Overall not the strongest version, but usable. | *Overall not the strongest version, but usable. | ||
''' | '''Additional Frame Data:''' ''VV S (DI): Frames 1-9 invincible. Frame 10 invincible to strikes. Airborne from frame 10 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 30F). Sol is crouching during landing recovery.'' | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 887: | Line 873: | ||
{{Description|8|text= | {{Description|8|text= | ||
The hype machine. One of the meanest moves in the game. | The hype machine. One of the meanest moves in the game. | ||
*Absolutely massive wall of hitbox. Reaches to the top of the screen. | *Absolutely massive wall of hitbox. Reaches to the top of the screen. | ||
*Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown. | *Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown. | ||
Line 894: | Line 879: | ||
Use by itself with meter for a skyrocket. Despite the excessive hitstun, knockdown can become impossible to connect on too many hits due to gravity scaling, so avoid ending longer combos with it. | Use by itself with meter for a skyrocket. Despite the excessive hitstun, knockdown can become impossible to connect on too many hits due to gravity scaling, so avoid ending longer combos with it. | ||
''' | '''Additional Frame Data:''' ''VV H (DI): Frames 1-9 invincible. 1st hit floats and causes knockdown. All other hits cause float (untechable for 60F) and have hit stop 0. 1st hit dizzy modifier x2.0. Can follow-up to Knockdown from frame 63. Sol is crouching during landing recovery.'' | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 903: | Line 887: | ||
{{Description|8|text= | {{Description|8|text= | ||
Similarly weaker version as DI-SVV, but the first hit is air unblockable. | Similarly weaker version as DI-SVV, 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 910: | Line 893: | ||
Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert. | Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert. | ||
''' | '''Additional Frame Data:''' ''Air VV (DI): Frames 1-9 invincible. Frames 10-11 invincible to strikes. Floats on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 45F). Sol is crouching during landing recovery.'' | ||
}} | }} | ||
}} | }} | ||
Line 931: | Line 913: | ||
{{Description|7|text= | {{Description|7|text= | ||
Used after VV to score a knockdown, or delay your descent. | Used after VV to score a knockdown, or delay your descent. | ||
*Deceptively large hitbox. Can tag players pressing the wrong button. | *Deceptively large hitbox. Can tag players pressing the wrong button. | ||
*Delays Sol's fall, throwing off an opponent's punish timing. | *Delays Sol's fall, throwing off an opponent's punish timing. | ||
Line 940: | Line 921: | ||
Note that against heavyweight characters, Knockdown will whiff after some grounded versions of VV, depending on whether it was normal or counter hit. Know your matchups! | Note that against heavyweight characters, Knockdown will whiff after some grounded versions of VV, depending on whether it was normal or counter hit. Know your matchups! | ||
''Plummets on hit (untechable for 30F). Sol is in CH state while falling. Sol is crouching during landing recovery.'' | '''Additional Frame Data:''' ''Plummets on hit (untechable for 30F). Sol is in CH state while falling. Sol is crouching during landing recovery.'' | ||
}} | }} | ||
}} | }} | ||
Line 964: | Line 945: | ||
{{Description|7|text= | {{Description|7|text= | ||
The ultimate callout, likeliest move in the game to blow out your speakers. | The ultimate callout, likeliest move in the game to blow out your speakers. | ||
*Extremely low profile on frame 1: goes more than 75% of moves in the game. | *Extremely low profile on frame 1: goes more than 75% of moves in the game. | ||
*Leads into ridiculous amounts of damage on Clean Hit from anywhere on stage. | *Leads into ridiculous amounts of damage on Clean Hit from anywhere on stage. | ||
Line 973: | Line 953: | ||
Strong tool which requires finesse and recognition to use properly. Can go under things mid-pressure and lead to very damaging conversions. Has some of its best conversions near the corner, and can work midscreen with little/no mashing based on the opponent's character. Don't miss. | Strong tool which requires finesse and recognition to use properly. Can go under things mid-pressure and lead to very damaging conversions. Has some of its best conversions near the corner, and can work midscreen with little/no mashing based on the opponent's character. Don't miss. | ||
''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.'' | '''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.''<br> | ||
*''For a detailed look at this move, see this tutorial video: http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1'' | |||
''For a detailed look at this move, see this tutorial video: http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1'' | |||
}} | }} | ||
}} | }} | ||
Line 1,005: | Line 984: | ||
{{Description|8|text= | {{Description|8|text= | ||
Knockdown tool, and catches players upbacking/fuzzy jumping without FD. | Knockdown tool, and catches players upbacking/fuzzy jumping without FD. | ||
*Primary knockdown tool out of BnBs. | *Primary knockdown tool out of BnBs. | ||
*Leads to a safejump setup. | *Leads to a safejump setup. | ||
Line 1,013: | Line 991: | ||
Keeps opponents grounded, though will get thrown if blocked standing. Can go through some moves, to the surprise of many. Use caution: the second hit is unsafe on hit if the opponent is grounded. | Keeps opponents grounded, though will get thrown if blocked standing. Can go through some moves, to the surprise of many. Use caution: the second hit is unsafe on hit if the opponent is grounded. | ||
'' | '''Additional Frame Data:''' ''Frames 1-3 invincible to strikes. Airborne from frame 9 on. 1st hit floats on hit (untechable for 26F). 2nd hit plummets and causes knockdown on air hit. Auto jump installed. Sol is crouching during landing recovery.'' | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 1,021: | Line 999: | ||
{{Description|8|text= | {{Description|8|text= | ||
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 5K and c.S, mainly for corner carry. | ||
Line 1,030: | Line 1,007: | ||
Main conversion tool out of farther hitting j.Ds where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself. | Main conversion tool out of farther hitting j.Ds where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself. | ||
'' | '''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 1,038: | Line 1,015: | ||
{{Description|8|text= | {{Description|8|text= | ||
Stronger hitting version of BR with flame effects. Last hit strikes overhead. | Stronger hitting version of BR with flame effects. Last hit strikes overhead. | ||
*Easier looping tool which doesn't require a tk. | *Easier looping tool which doesn't require a tk. | ||
*Larger active window which will catch jumpers. | *Larger active window which will catch jumpers. | ||
*Catches players low blocking if they're not paying attention. | *Catches players low blocking if they're not paying attention. | ||
*Knocks down with a bit of pushback for ending combos when DI is about to run out. | *Knocks down with a bit of pushback for ending combos when DI is about to run out. | ||
*Easy looping and conversion tool in DI. | |||
'''Additional Frame Data:''' ''Frames 1-3 invincible to strikes. Airborne from frame 9 on. Hits 1-3 float on hit (untechable for 26F). 4th hit plummets on air hit (untechable for 26F). Auto jump installed. Sol is crouching during landing recovery.'' | |||
'' | |||
}} | }} | ||
}} | }} | ||
Line 1,066: | Line 1,041: | ||
{{Description|7|text= | {{Description|7|text= | ||
Level 6 move. Button check and big, slow overhead. Slightly plus, big damage combo tool. | Level 6 move. Button check and big, slow overhead. Slightly plus, big damage combo tool. | ||
*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. | *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. | ||
*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. | ||
*Occasional FRC use leads to unusual mixups. | *Occasional FRC use leads to unusual mixups. | ||
*Can also be RC'd on contact if Jump Installed for an airdash mixup. | |||
*Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it. | |||
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 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.'' | |||
''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 1,100: | Line 1,072: | ||
{{Description|7|text= | {{Description|7|text= | ||
Silly overhead transport attack. Awful move, except when it's amazing. | Silly overhead transport attack. Awful move, except when it's amazing. | ||
*Hits on frame 14 when cornered. | *Hits on frame 14 when cornered. | ||
*Airborne on frame 1, gets you out of dodge when used properly. | *Airborne on frame 1, gets you out of dodge when used properly. | ||
Line 1,110: | Line 1,081: | ||
Done with discretion, it'll get you out of jail and might lead to a combo. Hilarious when it works. Otherwise horrendous. Be careful or you're going to get counter hit and you're probably going to lose. | Done with discretion, it'll get you out of jail and might lead to a combo. Hilarious when it works. Otherwise horrendous. Be careful or you're going to get counter hit and you're probably going to lose. | ||
''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.'' | '''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.'' | ||
}} | }} | ||
}} | }} | ||
Line 1,127: | Line 1,098: | ||
{{Description|7|text= | {{Description|7|text= | ||
Great command grab. Sol's main mixup tool. | Great command grab. Sol's main mixup tool. | ||
*Average command throw range, but very fast. | *Average command throw range, but very fast. | ||
*Full, damaging conversions from anywhere on stage. | *Full, damaging conversions from anywhere on stage. | ||
Line 1,135: | Line 1,105: | ||
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 (2H) > 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 j.S > Sidewinder > (empty jump) SW loop | ||
*2H > late j.H/Burst Throw OS | **2H > late j.H/Burst Throw OS | ||
*late j.H/block OS > SW loop | **late j.H/block OS > SW loop | ||
''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 1,163: | Line 1,133: | ||
{{Description|7|text= | {{Description|7|text= | ||
Why you play Sol. Big flaming punch, staple combo move. | Why you play Sol. Big flaming punch, staple combo move. | ||
*Wallbouncing air punch with ludicrous damage output. | *Wallbouncing air punch with ludicrous damage output. | ||
* | *Requires precision: must Clean Hit in order to continue combos. | ||
*Consecutive Clean Hits raise the base damage of following Sidewinders in a single combo. | *Consecutive Clean Hits raise the base damage of following Sidewinders in a single combo. | ||
*Large hitbox to hurtbox ratio, and fully wallbounces on Counter Hit: occasionally useful in neutral or as a punish. | *Large hitbox to hurtbox ratio, and fully wallbounces on Counter Hit: occasionally useful in neutral or as a punish. | ||
*Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen. | |||
*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 [j.S/j.H(1) > SW] x N. The jump direction is character and screen-specific, and will usually require some improvisation on top of practice. Empty jump Sidewinders also work, and do more damage as well as being burst safe. Bring the pain. | ||
''Wall bounces on hit (Clean hit untechable for 56F). Sol is in CH state while falling and in landing recovery. Dizzy modifier x0.5. 70% forced proration. Sol is crouching during landing recovery.'' | '''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> | ||
*''Clean Hit Diagrams can be found here: | |||
''Clean Hit Diagrams can be found here: | |||
[http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html Clean Hit Diagrams]'' | [http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html Clean Hit Diagrams]'' | ||
}} | }} | ||
Line 1,196: | Line 1,164: | ||
{{Description|7|text= | {{Description|7|text= | ||
Slow, lunging punch. Gets Sol in more safely when combo'd into. | Slow, lunging punch. Gets Sol in more safely when combo'd into. | ||
*Max range conversion tool and situation reset. | *Max range conversion tool and situation reset. | ||
*Staggers on hit while moving Sol forward, putting him closer to his optimal range. | *Staggers on hit while moving Sol forward, putting him closer to his optimal range. | ||
Line 1,206: | Line 1,173: | ||
Most useful for getting Sol in from a faraway hit. Can combo afterward if the opponent is asleep and doesn't shake out of stagger. Slides on counter hit, but the recovery is far too high for a conversion. Not great in neutral. '''Exercise caution''': fast mashers can recover from stagger fast enough to recover before Sol. | Most useful for getting Sol in from a faraway hit. Can combo afterward if the opponent is asleep and doesn't shake out of stagger. Slides on counter hit, but the recovery is far too high for a conversion. Not great in neutral. '''Exercise caution''': fast mashers can recover from stagger fast enough to recover before Sol. | ||
''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%.'' | '''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%.'' | ||
}} | }} | ||
}} | }} | ||
Line 1,223: | Line 1,190: | ||
{{Description|7|text= | {{Description|7|text= | ||
Quick, plus overhead that is +R and Dragon Install exclusive. Opponents not familiar with the matchup often forget that this move exists. | Quick, plus overhead that is +R and Dragon Install exclusive. Opponents not familiar with the matchup often forget that this move exists. | ||
*Relatively quick, hits 20F when tk'd. | *Relatively quick, hits 20F when tk'd. | ||
*Low crushes and floor bounces for a full conversion. | *Low crushes and floor bounces for a full conversion. | ||
Line 1,231: | Line 1,197: | ||
*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. | ||
''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).'' | '''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).'' | ||
}} | }} | ||
}} | }} |
Revision as of 05:12, 11 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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id=https://youtu.be/yXxyzS1o_XQ
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Normal Moves
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.
5P |
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A standard jab, overall a pretty niche tool in Sol's kit.
Establishes offense. Gatling into it from 2P > 2K, if the opponent has been conditioned to block high in reaction to standing animations. Will also whiff over crouching Millia, Faust, and May, and can be used for some different throw setups. 80% proration (no proration in DI).
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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. Note: a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.
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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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Slower, long ranged poke and combo tool that leads to big damage on counter hit.
The disjoint makes 5H very difficult to challenge despite its speed.
On CH against standing opponents, you can Instant Air Dash > j.S > stuff > Sidewinder Loop, and you can confirm into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. 5H goes into IAD j.P or j.K against airborne opponents, or after a confirm of xx > 6P > 5H when the 6P is landed somewhat close. Just don't get predictable with airdash pressure.
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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. 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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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. 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. 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 meaty. You can definitely still net a big 200 damage off of this by converting to 2D > FB Fafnir. 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. 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.
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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. On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. 2H is strong, but don't whiff it. Knocks down face down on CH. Floats on CH (untechable for 60F) (DI version doesn't float). 90% proration.
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2D |
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Amazing; arguably Sol's best normal. Goes under 80% of moves in the game, knocks down, sets up combos, big damage on Counter Hit. Does it all.
Use this move often and to great effect. Go under everything from fireballs to big normals to other sweeps. Can even Anti-air. Your best friend. Leads into Bandit Revolver RC for a conversion. CH leads to Gun-Flame > FRC, mashless Grand Viper, or Gun-Flame > FB Fafnir to Sidewinder Loop. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta. Knocks down face down. Frames 4-23 [3-15] low stance. 90% Proration. |
j.P |
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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.
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j.K |
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Almost purely horizontal. Better defensively than offensively.
J.K most useful in airdash pressure when making the opponent guess between a gatling to j.P or j.S. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a j.P to catch them trying to hit buttons. Try not to whiff it.
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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.
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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. 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. 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.
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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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 •