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.
- 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