Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums |
Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Sol has tricky special moves which help him get in, and a suite of normals which excel at setting up traps, and throw mixups. Proper conditioning is a huge part of Sol’s offensive gameplan. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks can open up opportunities to punish these responses. Sol rewards players with a good grasp of yomi From Japanese "読み". Knowing the mind of the opponentTo understand in some way what is going on in the mind of the other player and play around it. Usually involved in reads and conditioning.. Sol also boasts a set of moves which can be used to augment the universal defensive mechanics the game provides. These include Volcanic Viper, a fast DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. which can be used with IB Instant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both. to challenge gaps in the opponent's pressure, and Grand Viper, a move with extreme low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. properties that can slip past the hitboxes of some attacks, and several normals which can be cancelled during their recovery frames. Sol also boasts a rich combo game thanks to his Sidwinder loops, Revolver loops and Dust loops. His combo routes are frequently any combination of character, weight, and spacing dependent, but also have a lot of room for optimization and expression. Players looking to further express themselves will also be granted the option to use Sol's unorthodox moves to supplement his core gameplan. Dragon Install, Riot Stamp, and Gun Flame Feint give Sol players additional, if somewhat niche, options to keep gameplay fresh.
"Give me a break." | |
Lore: | Sol hates working any harder than he has to, which means he rarely puts much effort into anything. A man of few words, he says only as much as he absolutely has to in order to get his point across. Consequently he’s not very good at expressing himself, and tends to compensate by bullying people into line or simply steamrolling them. Most people see him as crude and self-centered...even people who might call him a friend. |
Voice: | Jōji Nakata/Daisuke Ishiwatari |
Sol Badguy Sol Badguy is a hard hitting, close to mid range character with a variety of moves that make him deceptively tricky.
- Powerful in Close Range: 3 frame 5K, Volcanic Viper, and Wild Throw. Benefits heavily off of fishing for counter hits and Frame Traps with full screen conversions.
- Good Midrange Buttons: f.S, 2S, 5H, and 2H can be very difficult or risky for opponents to contest.
- Strong Combos: highly damaging, meterless combos that knock down from anywhere.
- Expanded Cancel Windows: 6P, 2H, 6H, 2D, and j.D can be gatling'd or special cancelled during their recovery frames.
- Tricky Movement: 2D, Grand Viper, Riot Stomp, and Bandit Revolver/Bringer can be used to simply go around an opponent's offense.
- Annoying Airborne Hurtboxes: Sol is notoriously difficult to combo and some of his air moves have retracted hurtboxes.
- Limited ranged conversion: Sol has trouble turning his longer ranged tools into bigger damage without meter or a counter hit.
- Struggles against zoning: Despite his myriad of tricky movement options, Sol must play patient or risky to get in.
- Subpar meterless high/low mixup: With very slow and obvious grounded overheads, Sol has few mixup options outside of strike/throw.
- Limited blockstring pressure: Sol will generally need to spend meter to keep the heat on, and will tend to prefer going for the mixup fairly quickly.
- Extensive reliance on character specifics for Sidewinder Loop: Requires solid execution, height management, and matchup familiarity for Clean Hit Combos. See note:
The properties of some of Sol's moves change when he hits the opponent in a specific place. These places are known as the Cleanbox(es), and are unique to each character.
4 moves are capable of performing Clean Hits. These moves are Sidewinder, Grand Viper, Bandit Bringer, and FB Fafnir. Landing a Clean Hit with one of these moves will result in a corresponding change in properties for the move which performed the Clean Hit. The property changes are as follows:
- Sidewinder: Untechable time is doubled. Damage increases with the number of clean hits present in the combo. Does not have forced prorate A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount..
- Grand Viper: Untechable time is increased. Launch height is increased.
- Bandit Bringer: Float height is increased slightly. Untechable time is increased. Does not have forced prorate.
- Force Break Fafnir: Causes the Floor SlideA state similar to a knockdown in which the afflicted character cannot act and is forced to move by sliding along the ground. state as opposed to normal knockdown state.
FB Tyrant Rave is a special. It is not capable of performing a Clean Hit, but gains bonus damage related to the number of clean hits in the combo before the move hits.
- GGACR A.B.A Cleanbox.png
- GGACR Anji Mito Cleanbox.png
- GGACR Axl Low Cleanbox.png
- GGACR Baiken Cleanbox.png
- GGACR Bridget Cleanbox.png
- GGACR Chipp Zanuff Cleanbox.png
- GGACR Dizzy Cleanbox.png
- GGACR Eddie Cleanbox.png
- GGACR Faust Cleanbox.png
- GGACR I-No Cleanbox.png
- GGACR Jam Kuradoberi Cleanbox.png
- GGACR Johnny Cleanbox.png
- GGACR Ky Kiske Cleanbox.png
- GGACR May Cleanbox.png
- GGACR Millia Rage Cleanbox.png
- GGACR Potemkin Cleanbox.png
- GGACR Robo-Ky Cleanbox.png
- GGACR Slayer Cleanbox.png
- GGACR Sol Badguy Cleanbox.png
- GGACR Order-Sol Cleanbox.png
- GGACR Venom Cleanbox.png
- GGACR Zappa Cleanbox.png
Normal Moves
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.
Ground Normals
5P |
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5K |
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c.S |
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f.S |
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5H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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6P |
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6H |
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Air Normals
j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Special Moves
Gun-Flame 236P |
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Gun-Flame (Feint) 214P |
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Volcanic Viper 623S/H (Air OK) |
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Knockdown Volcanic Viper -> 214K |
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Grand Viper 214S |
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Bandit Revolver 236K (air OK) |
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Bandit Bringer 236[K] |
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Riot Stamp 214K |
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Wild Throw 623K |
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Sidewinder j.236H |
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Fafnir 41236H |
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Slam (Kudakero) During Dragon Install, j.214K |
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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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Tyrant Rave Fafnir -> 64D |
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FB Sidewinder j.236D |
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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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Dragon Install 214214S |
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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 | Japan | A-Cho | - | Retired | Balanced player with strong, high-end conversions | Link | |
Hossa (Sub) | 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 | Japan | - | - | Retired | Patient, Strong combo game player | Link | |
Roi | Japan | Mikado, 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 |
Eiji | US West | - | - | Retired to Xrd | US Setplay monster and with strong conversions | [] | |
RS | enter | US West | Super Arcade (Defunct), Switch Netplay | - | Active | Kusoru Junior | Link |
DQRF | US West | Game Realms, Super Arcade (Defunct) | - | Semi-Retired | Shitlord | Link |
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
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Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •