GGACR/Sol Badguy

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Overview
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.

"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.

Pros
Cons
  • 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.
  • 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:
Note: Sol's Sidewinder Loop requires character specific precision. While characters can be grouped into clean hit categories, it is still difficult to perform and every additional Sidewinder attempt is an added risk. Sidewinder Loops are a significant part of what makes Sol strong and failing to capitalize on them is a significant issue.

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.
  • Bandit Bringer: Floats slightly higher, increased untechable time.
  • 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


GGACR Sol Badguy Nameplate.png
GGACR Sol Badguy Portrait.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
GGAC Sol 5P.png
Ora
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.

  • Better than average startup. Can tag a lot of beefier moves during their startup or cooldown.
  • Clutch Anti-air, but lacks the vertical coverage of 5K/2H.
  • Strong burst bait tool due to its overall low recovery time.
  • Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.

Establishes offense. Gatling into it from 2P > 2K, if the opponent has been conditioned to block high in reaction to standing animations.


Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D


  • 80% proration (no proration in DI).
5K
GGAC Sol 5K.png
Only I get to push buttons.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Privileged 3f normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.

  • Works as a frame trap tool after Sol does a safe poke.
  • Preferred normal to OS with Sol's throw.
  • Note: a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.

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.
Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D

c.S
GGAC Sol cS.png
Punish and Frame Trap Starter
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Sol's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of Sol's lower level buttons, useful mid combo as a confirm/filler/stopping point.

  • Recovers quickly enough that 5K(1) > c.S lets you confirm a hit or a burst.
  • Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles)

Can lead to 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.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D

f.S
GGAC Sol fS.png
Your go-to spacing tool
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Extremely fast for its range, f.S is good for gaining initiative round start or establishing offense in neutral.

  • Confirms into 5H or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.
  • Gatling into 2S makes f.S 2S pressure very safe and lets Sol make his way in.
  • For meter, converts at a decent range leads to 5H > Fafnir, can go into Tyrant Rave for some extra damage.

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.
Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D

5H
GGAC Sol 5H.png
Counter Hit > Pain
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.

  • Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.
  • Confirms into (FB) Fafnir to let Sol get in from midscreen.
  • Can frame trap out of 6P's extended cancel window.

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.
Gatling Options: 2H, 5D, 2D

5D
GGAC Sol 5D.png
The Great American Unblockable
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest 5Ds in the game. Sol's only grounded overhead.

  • Leads to significant damage and a knockdown, especially with an Impossible Dust.
  • Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.
  • Substantially better in DI due to being safe, and on the cusp of unreactable.

Don't get predictable. 5D's range is only slightly farther than Wild throw and it is highly telegraphed.


  • Knocks down face up on CH.
  • In CH state from Frames 1-30.
2P
GGAC Sol 2P.png
Poke
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool.

  • Safe to 95% of reversals when properly meatied.
  • Can be OS'd with [2P]~5K/c.S/2H for confirms and baits.

2P mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with 2H or c.S to bait bursts.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D


  • 80% proration (no proration in DI).
2K
GGAC Sol 2K.png
Use in Wild Throw
and empty jump setups
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.

  • Tags people standing or attempting to fuzzy jump.
  • Gatlings into 2H for a Grand Viper conversion.
  • Frame traps into 6P or a late c.S/f.S. Strong natural frame trap in 2K > 2S.

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.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D


  • 70% proration (no proration in DI).
2S
GGAC Sol 2S.png
Save your strings
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent blockstring ender, neutral button, and baiting tool.

  • Strong low reaching poke due to hitbox/hurtbox ratio.
  • Links into P and K normals and c.S on late hits.
  • OS: 5P/2P/2K > 2S is a natural frame trap on block, will combo on hit. Also works if delayed from 5K.

Discourages button pushing when properly spaced. Timing 2S ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.
Gatling Options: 5H, 2H, 5D, 2D

2H
GGAC Sol 2H.png
(Re)launch all day
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.

  • Beats many moves and scores CH due to the strong hitbox. Trades in Sol's favor most of the time. Burst safe if followed with BB or jump cancelled on CH.
  • Fast enough to combo off of level 1 buttons.
  • Special cancel window extends into its recovery frames.
  • Can be OS'd with 5P/2P to bait bursts mid combo.

Works as a slower but stronger Anti Air than 5K, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.

On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. 2H is strong, but don't whiff it.


Gatling Options: 5D, 2D


  • Knocks down face down on CH.
  • Floats on CH (untechable for 60F) (DI version doesn't float).
  • 90% proration.
2D
GGAC Sol 2D.png
Get down, make love
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Amazing: mid-ranged, low profile sweep which goes under goes under 80% of moves in the game, even in pressure. Your best friend.

    • Can go under bursts, Stun Edges, Johnny ranged pokes, other sweeps, etc. Will even score counter hits against some jump-ins.
  • Special cancel window extends into its recovery frames.
  • Free combo on counter hit.
  • Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.
  • Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff.
    • Further applies to May and Baiken near the corner, or if 3 or more hits precedes the 2D.

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.
6P
GGAC Sol 6P.png
Bullying 101
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Prime corner combo launcher and counter hit fishing button, 6P beats out many poke attempts and confirms from nearly anywhere on counterhit.

  • Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.
  • Can be cancelled at any point during its recovery.
  • Clutch Anti Air.

Vital in frame traps but 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).


Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

6H
GGAC Sol 6H.png
Exercise judgment unless you want to get dizzied.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.

  • Decent stun and damage, but ends your combo without meter.
  • Cancel window lasts until the end of recovery for late frame traps.
  • Can be used in Dragon Install for higher Dizzy damage combos.
  • Pushes Sol's hurtbox pretty far forward, CH state for the whole move.
  • Has a difficult confirm into Grand Viper if it counters on the first hit.

6H will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move.


  • Dizzy modifier x1.5.
  • In CH state for entire duration.

Air Normals

j.P
GGAC Sol jP.png
Mash
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox, letting it beat a lot of moves. One of Sol's best.

  • Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.
  • Can let Sol sneak past some Anti Airs due to the hurtbox change.
  • Easy, if scaled, confirms off of things like Gunflame.
  • Leads to Burst safe, character specific Sidewinder Setups.

The Hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult HJIAD combos. Deceptively excellent.

Gatling Options: j.P, j.K, j.S, j.H

j.K
GGAC Sol jK.png
Break a Leg
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.

  • Mostly for filler in SW loops, especially when scaling is too high for j.S/H/D to connect.
  • Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.

Useful 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
GGAC Sol jS.png
Your premium safe jump tool.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Main safe jump tool. Passable jump-in

  • Primary combo tool for Sidewinder Loops
  • Occasionally works as a crossup out of a backwards airdash.
  • Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.

Don't get 6P'd. 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
GGAC Sol jH.png
Stone Cold Crazy
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.

  • The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.
  • Links into any jumping normal on hit.
  • Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.

Very difficult to contest in any regular fashion. Useful in 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
GGAC Sol jD.png
Trust in the Dust
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Large, damaging move with abnormally high untechable time that loops into itself, for the titular DUSTLOOP.

  • Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage.
  • Fullscreen conversions on counter hit due to wallbounce.
  • Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.

Partially responsible for Sol's obscene damage output. Works with 5 in a row in one combo with a 3-hit prior starter. Teyah them to death.


  • Blowback on normal hit (untechable for 27F).
  • Wall bounces on CH (untechable for 54F).
  • Additional 5F landing recovery.
  • 90% proration.

Universal Mechanics

Ground Throw
GGAC Sol throw.png
Rushing Headlong
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Average throw. Unspectacular unless done in the corner. Should be OS'd with 5K, or sometimes c.S.

  • Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with 5K.
    • Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.
    • Sidewinder Loop does similar damage with [5K > j.P > j.K/S] or [5K > 6P > 2H > j.S/D] > SW.

Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.


  • Knocks down face down (character specific).
  • Floats on hit.
  • 50% forced proration.
Air Throw
GGAC Sol airThrow.png
So I got my handgun,

And I blew 'em away

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

A decent air throw that knocks down. Can convert in the corner, or with meter.

  • Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.
  • Converts in the corner to 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
GGAC Sol 6P.png
Piss off!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.

  • Uses 6P animation, so it can still be low profiled.
  • Can convert in the corner on counter hit or if hit on the last active frame.
  • Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.

  • 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
GGAC Sol 236P.png
They call him Mister Fahrenheit
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal

Ground hugging, very active flame projectile integral to Sol's pressure and oki game. Active for long enough that when dropped on them on oki, they must either block or attempt a reversal.

  • Will cover Sol's approach with an FRC. This FRC also resets pressure and Sol's position when done close enough.
  • Does high damage in combos, especially in the corner.
  • Can be jumped over, but the FRC lets you react and catch them.
  • Counter hit state for the entire duration, making the FRC vital. Note: When GF is cancelled into, the FRC window will be delayed mid-string due to hit/blockstop.
  • Advanced tech: Gunflame can be combo'd into against a grounded, crouching opponent, by cancelling into GF from a level 5 move, FRC'ing it, and linking an, at slowest 5F normal before the Gunflame goes active. E.g: xx > 2H > GF FRC > 5P > (GF hits) > xx

Very useful tool when used properly. Must be spaced closely to prevent jump outs and allow Sol back in safely mid pressure, but sharper opponents will recognize and reversal through this.


  • Gun-Flame: floats on hit (untechable for 28F).
  • CH state till end of recovery.
  • Chip damage x2.
  • FRC timing 14-15.
  • Flame appears on frame 19.
  • Damage, Active, and Level vary depending on which of the 4 flames hits.
  • Flames appear on frames 21,31,39 and 42.
  • Gun-Flame can only hit once.
Dragon Install

Regular Gunflame on roids. Faster, has a massive hitbox, plus, and will combo into itself.

  • Covers an anti-air angle and makes pressure coverage faster and safer.
  • Easier to use for chipping out.
  • The FRC is moved to right as it goes active, changing its use.
  • Just fast enough to combo out of grounded, crouching, Lvl.5 hits.

Great for scaring opponents in the corner, or catching bad jump out attempts. Mixed in with DI's other tools, it becomes stronger when spaced out.


  • Gun-Flame (DI): Floats on hit (untechable for 40F).
  • CH state till end of recovery.
  • Hit stop 6.
  • Chip damage x2.
  • FRC timing: 21-22.
  • Flame goes through other projectiles.
Gun-Flame (Feint)
214P
GGAC Sol 214P.png
Nah
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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 be whiffed to build meter from afar.
  • Used sparingly, can frighten opponents at the end of blockstrings into another setup.

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 (Air OK)
GGAC Sol 623S.png
Watch what happens
when you stick your hand
in an open fire (especially if it's a DP)
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Normal S

The greatest. Ever.

  • God DP with a massive hitbox. 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.
  • 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. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state. Commands respect in order to be completely baited.


  • Fully invincible 1~9F
  • Strike invincible 10~13F
  • Sol is airborne from 10F onwards
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F)
  • Can cancel into Knockdown from 24~40F
  • Sol is in crouching state during landing recovery
Aerial Normal S

Easy air combo ender. Has the most leniency into combo'ing into the followup kick of any air VV.

  • Also works as an air reversal, but is air blockable without FD, and is only strike invuln.
  • Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.
    • This 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...
  • Can convert to longer combos if the first hit is RC'd.

  • Strike invincible 1~9F
  • Floats opponent on hit (1st hit untechable for 36F, 2nd hit for 27F)
  • Can cancel into Knockdown from 19~35F
  • Sol is in crouching state during landing recovery
Normal H

Massive DP version. Big Anti-Air callout, unrivaled in combined speed and vertical reach. Eats up the sky.

  • Slightly faster and more damage than the S version.
  • Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.
  • Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.
  • Leniency to the followup is slightly more difficult, and must be delayed a bit.

  • Fully invincible 1~9F
  • 1st hit floats opponent and fully untechable
  • All other hits float opponent (untechable for 60F) and have hitstop 0
  • Sol is airborne from 7F onwards
  • 1st hit dizzy modifier x2.0
  • Can cancel into Knockdown from 63F onwards
  • Sol is in crouching state during landing recovery
Aerial Normal H

Situational air knockdown tool with slight more damage. Higher reaching aerial VV, but not as high as the grounded version.

  • Also air blockable without FD.
  • Lacks the same leniency to the followup as the ground H version.
  • Similarly to j.SVV, cuts air momentum when RC'd on the first hit.

  • Strike invincible 1~9F
  • Floats opponent on hit (1st hit untechable for 38F, 2nd hit for 36F)
  • Can cancel into Knockdown from 32~44F
  • Sol is in crouching state during landing recovery
Dragon Install S

Weaker version of VV, but has some altered utility.

  • Similarly strong hitbox, but cannot cancel into knockdown.
  • Same speed as regular SVV, but slightly less damage overall.
  • All three hits must be FD'd if airborne.
  • Overall not the strongest version, but usable.

  • Fully invincible 1~9F
  • Strike invincible on 10F
  • Sol is airborne from 10F onwards
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 30F)
  • Sol is in crouching state during landing recovery
Dragon Install H

The hype machine. One of the meanest moves in the game.

  • 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.
  • The 1st hit does 60 damage and GB -1: one of the single strongest combo starters in the game on RC.

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.


  • Fully invincible 1~9F
  • 1st hit floats opponent and fully untechable
  • All other hits float opponent (untechable for 60F) and have hitstop 0
  • Sol is airborne from 7F onwards
  • 1st hit dizzy modifier x2.0
  • Can cancel into Knockdown from 63F onwards
  • Sol is in crouching state during landing recovery
Aerial Dragon Install

Similarly weaker version as DI-SVV, but the first hit is air unblockable.

  • Doesn't cancel to knockdown.
  • First hit being air unblockable can win you air-to-air wars.
  • Fully invincible compared to normal air VVs being only strike invincible.

Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.


  • Fully invincible 1~9F
  • Strike invincible 10~11F
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 45F)
  • Sol is in crouching state during landing recovery
Knockdown
Volcanic Viper -> 214K
GGAC Sol 623S214K.png
Now shown: Deceptive hitbox
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Used after VV to score a knockdown, or delay Sol's descent, throwing off an opponent's punish timing..

  • Deceptively large hitbox. Can tag players pressing the wrong button.
  • Use wisely on VV getting blocked/whiffing, as Sol is put in CH state.
  • Hits overhead, but won't tag anybody this way.
  • Will occasionally hit players pressing a button after VV.

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
GGAC Sol 214S.png
The loudest move,
for the loudest game
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.
  • Leads into ridiculous damage on Clean Hit from anywhere on stage.
  • Number of hits changes depending on how many directions/buttons are pressed during the move.
  • Horribly unsafe on block/whiff. Cannot be RC'd if the current hit did not make contact.
  • Can go under bursts, which can score a powerful reset in the corner, but can be suicide midscreen.

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.


  • Above knees invincible 1~4F
  • Above feet invincible while advancing 5~16F
  • 1st-6th hits of the advancing part are untechable for 26F
  • Hitstun on standing opponent 24F
  • Hitstop 6F
  • Dizzy modifier x0.25
  • Initial prorate 80%
  • 7th hit of the advancing part floats opponent on hit (untechable for 28F)
  • Histop 6F
  • Final hit (the uppercut) floats opponent on hit (untechable for 42F, on Clean Hit for 64F)
  • Listed frame data is for a Ground Viper that does the maximum number of hits

Frame Data for Maximum # of Hits

Bandit Revolver
236K (air OK)
GGAC Sol 236K.png
Boy you'd better begin...
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal, Ground

Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.

  • Leads to a safejump setup on knockdown.
  • Minute startup invul can make it a psuedo-reversal.

Keeps opponents grounded, though throw punishable 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.


  • Strike invincible 1~3F
  • Sol is airborne from 9F onwards
  • 1st hit floats opponent on hit (untechable for 26F)
  • 2nd hit slams down opponent and fully untechable on air hit
  • Auto Jump Install
  • Sol is in crouching state during landing recovery
Normal, Air

Combo filler for high meter gain, and tool for shooting across the stage.

  • Converts stray air hits into longer combos.
  • Loops from 5K and c.S, mainly for corner carry and meter gain.
  • Can be FRC'd before going active to propel Sol forward.
  • FRC also used to extend aerial pressure strings or set up mixups.

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.


  • 1st hit floats opponent on ground hit (untechable for 24F)
  • Untechable on air hit for - 2nd hit: 32F, 3rd hit: 28F
  • FRC timing 6~8F
  • Attack level is 1 on block
  • Sol is in crouching state during landing recovery
Dragon Install, Ground

Stronger hitting version of BR with flame effects, and loops into itself easily. Last hit strikes overhead.

  • Larger active window for catching jumpers.
  • Knocks down with a bit of pushback for ending combos when DI is about to run out.

  • Strike invincible 1~3F
  • Sol is airborne from 9F onwards
  • 1st-3rd hits float opponent on hit (untechable for 26F)
  • 4th hit slams down opponent on air hit (untechable for 26F)
  • Auto Jump Install
  • Sol is in crouching state during landing recovery
Bandit Bringer
236[K]
GGAC Sol 236Khold.png
... to get those crazy notions
right out of your head
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Level 6 move. Button check and big, slow overhead. Slightly plus, big damage combo tool.

  • Goes over a lot of things very, very slowly.
  • Large ground bounce makes conversions extremely easy.
    • Works best off of Gunflame FRC in the corner, works off of max-range, crouching CH 5H against most of the cast.
  • Plus 1 on block. Must be backdashed, IB'd > throw, or 6P'd to be punished.
  • Has a Clean Hit, with no forced prorate.

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.


  • Strike invincible 1~3F
  • Sol is airborne from 9F onwards
  • Ground bounces opponent on hit (untechable for 50F, on Clean Hit for 80F, on CH for 152F)
  • FRC timing 18~20F
  • Initial prorate 66%
  • Startup of 32F to hit crouching opponent (tested on Sol)
  • Sol is in crouching state during landing recovery
  • Attack does 19F blockstun
Riot Stamp
214K
GGAC Sol 214K.png
You shouldn't use this move,
but you will
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Silly overhead transport attack. Awful move, except when it's amazing.

  • Hits on 14f when cornered, but will push out a lot of the cast and go right over some of them crouching. Starts higher off the ground the further you do it from the corner.
  • Airborne on frame 1, gets you out of dodge when used properly.
  • Doesn't lead to anything on hit, but full conversion on midscreen counter hit.
  • Can be FRC'd right before it goes active to fake into a low.
  • 6P bait. Don't do it fullscreen or you're going to die.

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.


  • Sol is airborne from 1F onwards
  • Wall bounces opponent on hit (untechable for 28F)
  • Sol is in CH state from first active frame onwards
  • FRC timing 9~12F after reaching the wall
  • Auto Jump Install
  • Fastest startup of Riot Stamp (done when Sol is right next to the wall) is 14F
Wild Throw
623K
GGAC Sol 623K.png
The bane of blocking
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Great command grab with average command throw range but great startup. Sol's main mixup tool.

  • Full, damaging conversions from anywhere on stage.
  • Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.
  • Also has character specific, meterless burst safe setups.
  • Only in CH state for a short segment of its recovery.

Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash (2H) > j.D > SW loop.

  • Some meterless burst safe followups include:
    • IAD j.S > Sidewinder > (empty jump) SW loop
    • 2H > late j.H/Burst Throw OS
    • late j.H/block OS > SW loop

  • 1-14 Sol is in CH state.
  • Whiff animation: 35F.
  • 55% forced proration.
Sidewinder
j.236H
GGAC Sol j236H.png
JAMA DA or KURAI NA
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

The reason you play Sol. Big flaming punch, wallbouncing staple combo move. with ludicrous damage output.

  • Requires precision: must Clean Hit in combos. Consecutive Clean Hits raise the base damage of following Sidewinders in a single combo.
  • Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen.
  • Fully wallbounces on Counter Hit: occasionally useful in neutral or as a punish.
  • 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.

  • Clean Hit Diagrams can be found here:

Clean Hit Diagrams


  • Wall bounces opponent on hit (Clean Hit untechable for 56F)
  • Sol is in CH state during recovery
  • Dizzy modifier x0.5
  • Forced prorate 70%
  • Sol is in crouching state during landing recovery
  • See notes *3
Fafnir
41236H
GGAC Sol 41236D.png
Your long-range,
melee combo tool
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Slow, lunging punch, max range conversion tool and situation reset (mainly off of 5H). Gets Sol in more safely when combo'd into.

  • Staggers on hit while moving Sol forward, putting him closer to his optimal range.
  • Cancels into FB Tyrant Rave for bigger damage with only 25 meter.
  • Leads to bigger confirms with an RC.
  • Can frame trap (with a wide window) due to its startup.

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 (Kudakero)
During Dragon Install, j.214K
GGACR Sol j214K.png
Vertical Riot Stomp
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Quick, plus, low crush, floor bouncing 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. Plus 3 on block for continued pressure.
  • Bounces higher based on the opponent's height when hit.
  • Loops into itself or out of j.D.
  • 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).


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
GGAC Sol 41236D.png
HAVE A SEAT
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Fast, throw invincible sucker punch which knocks down. Much stronger version of regular Fafnir.

  • Has some invincibility on Sol's front leg, can low crush. Beats throws until startup
  • Scores knockdown at ranges too far for any other conversions.
  • Slides on Counter Hit or Clean Hit (works from 6P or 2D, or against jump out attempts), and converts to full combos a little over half the screen away.
    • Leads to f.S 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 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
GGAC Sol 46D.png
25% supers, welcome to the USA
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Big damage combo ender and chip kill move. Only costs a quarter.

  • Large hitbox, multi hit move which is difficult to contest or punish. Generally sacrifices knockdown.
  • Damage increases with Clean Hits, makes for a powerful damage ender after even only 2 reps.
  • Converts to 5K in the corner off of short combos.
  • Strong for closing out rounds or scaring opponents due to damage output.

Even simple combos in the corner such as xx > [6P > Fafnir] * 3 or looped GF FRC BB into Fafnir > TR can do over 270 damage.

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.

  • 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.
FB Sidewinder
j.236D
GGAC Sol j236H.png
A deal you can't refuse
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Guaranteed Clean Hit Sidewinder. A godsend.

  • Gives Sol easier, and otherwise impossible combo conversions.
  • Hit from max range, it becomes burst safe.
  • Works as a punish on non-counter-hit as well.
  • Scales harder than regular Sidewinder for lowered damage output.

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
GGAC Sol 632146H.png
This is how we sold the Wii version
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

High, immediate damage cash out.

  • Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned.
  • Knocks down full screen, untechable wallstick near the corner.
  • Combos into 5K when you're in the corner, and Grand Viper from a bit farther out.
  • Done from 2D or 5H as a punish, you get a quick, unburstable combo unless they burst immediately.
  • Can be done to bursts on reaction to blow through them for a big reset.
  • Pushes the opponent out fairly far, can be difficult to punish, 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
Dragon Install
214214S
GGAC Sol 214214S.png
GGPO
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Extremely risky install super which is rarely worth the drawbacks. Buffs Sol's moves by making them faster and giving some additional effects.

Positives:

  • Acts as a reversal and screen freeze.
  • Sol gains access to Slam, an extremely fast and safe overhead.
  • S and H normals have their recovery cut enough that other normals can be linked after dashing.
  • Can be combo'd into and out of if done from 6P.
  • Lasts longer with lower health (~6.5 seconds to ~10.5 seconds).
  • During DI, tension increases at a rate of 0.1% per frame.

Negatives:

  • 5K loses its jump cancel.
  • Drains all of Sol's tension and cuts his tension pulse when it ends.
  • Ends if Sol is knocked down (this is actually preferable to ending by the time out).
  • Makes Sol close to Negative Penalty and being Dizzied (does not apply if DI ends with Sol being knocked down).
  • DI cannot be used during DI.

  • Frames 1-19 fully invulnerable.
  • Frames 19-21 strike invulnerable.
  • 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
GGAC Sol 214214S.png
The same as unplugging
your controller.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Could win an award for the worst super ever designed. Significantly worse than regular Dragon Install since comes with added drawbacks.

  • Costs a full bar for over six times the startup with no invincibility.
  • Lasts the entire round, at the cost of draining your life until it hits 1 pixel.
  • Kills your tension gain.
  • Drains your health faster than you can deal damage.
  • Actually favorably has an extremely obtuse input to ensure that you don't get it by accident.
  • Awful. Don't even try.

  • 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
GGAC Sol IK.png
You suffer, but why?
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Bottom 5 IK. Goodbye, Meter.

  • Short range and horribly unsafe. Whiffs on the entire cast crouching.
  • Will whiff against several characters in their stun animations (Sol, Axl, Jam, Kliff, Baiken, Zappa, Dizzy, HOS). Very rarely worth it.
  • Useful against ABA and Chipp, otherwise rarely used due to the aforementioned, and Sol's general lack of stun setups.

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 Link
Roi enter 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 enter 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 enter US West Game Realms, Super Arcade (Defunct) - Semi-Retired Shitlord Link

Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation

To edit frame data, edit values in GGACR/Sol Badguy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.