Sol Badguy |
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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: Moves that low profile or go airborne as early as frame 1, a normal which has zero recovery frames, and several normals which can be gatling'd or special cancelled during their recovery frames.
Though his main BnB, Sidewinder Loop, requires character specific precision, his combos generally deal high amounts of damage and are very freestyle. This makes Sol terrifying to defend against once he gets in and opens up the opponent for a beefy combination. But in order to get to those combos, Sol players will need to extend beyond the basic DP/Command Grab mixup into more layered mental territory, and/or learn to become so wild as to be impossible to predict.
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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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.
Some other uses involve gatling into it from 2P, and then into 2K, if the opponent has been conditioned to block high in reaction to standing animations. It will also whiff over some crouchers, notably Millia, Faust, and May, and can be used for some different throw setups instead. 80% proration (no proration in DI).
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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, gets out of jail. On air hit, 5K is usually confirmed from pretty easily with 2H or a j.P/j.K into a standard air combo > VV for knockdown. On air counter hit, 5K has enough hitstun to combo to Sidewinder from an IAD j.S or j.D with a bit stricter timing. Do note that a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.
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c.S |
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Your main punish starter with some stealth quirks that make it good in pressure.
Decent normal mainly for use against grounded opponents. Sometimes Anti-airs or leads to confirms like Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, you can jump cancel into a j.D for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with c.S > 6P. A notable gatling is into and out of 6P, so they can frame trap into each other. 5/2/6P or 5/2K to delayed c.S can also work in that regard.
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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. It is also a useful corner pressure tool for hitting people out of poking attempts. Be careful though, as Sol extends his hurtbox on the first frame. Due to only being active for one frame, it's easily backdashed, but you can preemptively go into 2S to make it safer.
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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.
Great move, one of Sol's main tools for conversions, and vital in frame traps due to moderate startup and many gatling options. However, it loses to many lows and low profile moves, pay attention to your spacing and timing. Despite this, with the rewards, you should expect to be using this move a lot. Knocks down face up, face down after wallbounce. Frames 1-8 [1-4], Frames 14-21 [8-11] upper body invincibility. Frames 9-13 [5-7] above the knees invincibility. Wall bounces on hit (untechable for 30 frames). 90% proration (no proration in DI).
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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 signficantly 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 still pretty good. 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 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. 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.
Another strong contender for one of Sol's overall best normals. It works in a lot of situations, from air-to-air, air-to-ground, and anti-air. 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 purey 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.
also be followed up in the corner with 5K (6P) > FB Fafnir in the corner against lightweights, or f.S > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage. 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. 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! 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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Grand Viper is the ultimate callout, and is the likliest move in the game to blow out your speakers. It will low profile more than 75% of anything your opponent might go for, and leads into ridiculous amounts of damage on Clean Hit. You will normally be able to score clean hits easily against grounded opponents, but can also land them against somebody in aerial hitstun or ground slide with some specific mashing techniques, due to the nature of Grand Viper's execution. You can even use it to go under bursts on prediction for a maximum punish. Grand Viper is great in combos and for going under moves you can see coming, but it's very unsafe on block or whiff, and it's possible to hit or throw Sol before he goes for the last hit. Smart players will recognize when you have meter to cancel it on block, and will often throw or hit you if you RC and dash forward to continue pressure. It's also a bad idea to use midscreen when the opponent has a burst, as they can burst right over it and punish you as you keep sliding. Don't throw it out just because you feel like it; be smart, and Grand Viper will aid you as one of Sol's more important combo tools. Frames 1-4 above the knees invincibility. While advancing, Frames 5-16 invincible above the feet. Advancing part: 1st-6th hits are untechable on air hit for 26F. Causes 24F of hit stun on a standing opponent. Hit stop 6F. Dizzy modifier x0.25. 80% proration. 7th hit of the advancing part floats on hit (untechable for 28F). Hit stop 6F. Finishing hit (the uppercut) floats on hit (untechable for 42F, 64F for Clean Hit). Listed frame data is for a Grand Viper that does the maximum number of hits. For a detailed look at this move, see this tutorial video: http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1 |
Bandit Revolver 236K or j.236K |
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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.
Clean Hit Bandit Bringer punches a heavy amount of damage and a clean hit in combos. Tends to work best in the corner out of an FRC'd Gunflame, or on CH, crouching hit 5H against some characters. Can also be RC'd on contact if Jump Installed for an airdash mixup. BB can be backdashed, IB'd and thrown or combo'd against, and some characters can just 6P it. It's a bit risky: use BB sparingly, not frequently. Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it. Frames 1-3 strike invincible. Airborne from frame 9 on. Causes ground bounce on hit (untechable for 50F, on Clean Hit for 80F, on CH for 152F). FRC timing: Frames 18-20. 66% proration. Startup of 32F to hit crouching opponent (tested on Sol). Sol is crouching during landing recovery. |
Riot Stamp 214K |
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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. 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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Sol's main mixup tool. Wild Throw is a command grab, and it is the bane of people's existence. Can be followed up meterlessly on the entire cast for anywhere between 25%-55% damage, character dependent. You'll usually go for dash (2H) > j.D > SW loop. On certain characters, Sol has some burst safe followups such as [IAD j.S > Sidewinder > empty jump SW loop], [2H > late j.H/BurstThrow OS], or [late j.H/block OS > SW loop] and these are optimal, but harder. 1-14 Sol is in CH state. Whiff animation: 35F. 55% forced proration. |
Sidewinder j.236H |
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Why you play Sol. Big flaming punch, staple combo move.
Sidewinder requires precision, but is Sol's Bread and Butter. Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen. Can usually be looped anywhere from 2-6 times and still retain knockdown. Standard SW loops repeat [j.S/j.H(1) > SW] x N. The jump direction is character and screen-specific, and will usually require some improvisation on top of practice. Empty jump Sidewinders also work, and do more damage as well as being burst safe. Bring the pain. Wall bounces on hit (Clean hit untechable for 56F). Sol is in CH state while falling and in landing recovery. Dizzy modifier x0.5. 70% forced proration. Sol is crouching during landing recovery. Clean Hit Diagrams can be found here: Clean Hit Diagrams |
Fafnir 41236H |
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Slow, lunging punch. Gets Sol in more safely when cancelled 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. Staggers opponent on ground hit (Max 42F). Knocks down opponent on air hit (untechable for 24F). Slides opponent on CH (untechable for 56F, slides for 40F). Can cancel into Tyrant Rave from 20~25F. Forced prorate 70%. |
Slam During Dragon Install, j.214K |
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One of Sol's new toys in +R, this move is now a standalone overhead, resulting in a powerful mixup tool that's safe on block and insane on hit, dealing heavy damage and causing a high floor bounce that leads into a combo of your choosing. Feel like doing four of these in a row? Go for it. Ground bounces opponent on hit (untechable for 55F). Prorates 80%. Frame Adv is based on performing Knockdown as fast as possible from standing (startup 20F). |
How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit on hit, even on grounded opponents. Hitstop from a Clean Hit is 27F.
- 1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits). Force Break Sidewinder automatically adds in 1 Clean Hit.
- 2: Damage of Tyrant Rave is [25 + 30 * (# of Clean Hits)] * 3 + 84.
- 3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.
Force Breaks
FB Fafnir 41236D |
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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 -> 46D |
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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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A cool idea to use in the corner due to its wallstick properties, allowing you to dash in and relaunch with 5K(close) or Grand Viper (must be done a bit away from the corner). It does less damage than regular Tyrant Rave, but deals knockdown. Its main purpose is to do xx > 2D > Tyrant Rave ver.Beta for a powerful, unburstable kill combo. You can even blow through bursts on reaction, dealing a powerful damage reset with easier, stronger followups than usual. TR pushes the opponent out fairly far, but can be punished between hits. Having invulnerability frames and being unburstable are definite plusses, but is generally second class as a reversal compared to VV RC. A blocked and RCd first hit can lead to some silly mixups, like the unreadable Wild Throw. 1-8 strike invincible, 1st hit knocks down opponent, 2nd hit wall sticks opponent (untechable for 80F, sticks for 32F), Dizzy modifier: 1st hit: x0.25, 2nd hit: x0 Chip damage: 1st hit: x1.5, 2nd hit: x2.0. 2nd hit is RCable provided the first attack hits or is blocked, 2nd hit can pass through projectiles. 2nd hit has 70% forced proration. |
Dragon Install 214214S |
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Dragon Install is generally not a good idea, but it has some unusual gimmicks. Not only does DI give Sol two very fast overheads, a massive movement and attack speed increase, and make all of his moves much safer, but DI's startup serves as a potential (if risky) reversal option. Sol also gains some very notable buffs:
Furthermore, 6P can go into DI and give you enough time to continue into a combo. If you think you can kill or dizzy with a resulting combo and know something slow and punishable is coming, feel free to DI through it and make your opponent whimper in frustration. If you run out of time though, you'll have to pick a god and pray. When Dragon Install ends, Sol loses all his tension. Furthermore, if DI reaches the end of its duration without Sol being knocked down, you go into an extremely vulnerable recovery animation, and end up extremely close to both negative penalty and being dizzied. DI will also end if Sol is knocked down, but without the penalties to dizzy and tension pulse. Don't use this move unless you're guaranteed to kill with it, or feeling yourself. Frames 1-19 invincible. Frames 19-21 invincible to strikes. During DI, tension increases at a rate of 0.1% per frame. DI cannot be used during DI. DI duration: base time of 360F + 1F for every health point below 210. Dragon Install duration drains during hit stop and super freeze. Recovery animation: 36F total, CH state throughout. Tension reduced to 0, negative penalty effect, tension gain lowered, Sol takes extra dizzy damage, and has a lower dizzy rating. |
Dragon Install 2nd 214214214214P+H |
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Could probably win an award for the worst super ever designed. Significantly worse than even regular Dragon Install since it:
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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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
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