|Lore:||Transformed into a Gear against his will, he started developing the Gear Cell Suppressor. After successfully maintaining his humanoid form, he blends back into human society as a bounty hunter, calling himself Sol Badguy. As the commander, Kliff scouted Sol into the Holy Order, where he met Ky Kiske for the first time. Not long after, he stole the "Fireseal" and left the order. Operating alone, he sealed Justice and brought the Crusades to an end.|
|Sol is an aggressive slant on the ShotoShort for "Shotokan" A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. archetype with accessible execution.|
How to Read Frame Data
- A quantification of how a character's health bar is reduced when they are hit.
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Guarded against while crouching
- Guarded against in either the crouching or standing state, but not while airborne
- Guarded against in the standing state
- Guarded against while crouching, standing, or while airborne
- Cannot be guarded against, but only applies to grounded opponents
- Cannot be guarded against
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- No results
Pretty generic jab with short range. Not his fastest normal, and slower than his considerably longer-ranged pokes. Not much reason to use this, though it is safer on whiff than most of Sol's kit.
Incredibly active anti-air kick, and tied for Sol's fastest normal, making it his best abare option. Unlike later games, the extended leg kick is fully jointed, making it liable to trade. It's also air blockable. Long animation, so remember to charge cancel and don't miss.
Fast combo starter/filler gatling option that leads to your main CC infinite on hit. Fairly unremarkable outside of that.
A remarkably fast poke which leads into 5H on hit, which can then be charge cancelled into an infinite. An important move to make good use of, as it allows Sol to threaten with a CC infinite from far ranges. Very bad to whiff due to its long recovery.
All-purpose button. Fast, solid hitboxes, and easy to use in infinites when CC'ed. Tied for Sol's fastest normal, but the first hitbox hits above and behind him, so it's better suited for weird anti-airs than as an abare option. Like many of his other normals, it's bad on whiff.
The index for this move wasn't uploaded onto Dustloop for several months, which should clue you in to how relevant it is.
Slow, easily reactable overhead that probably won't open many people up. Luckily, it moves Sol forward a great deal and gatlings into cS, letting you continue pressure on block and route into a CC infinite on hit. Unfortunately, the opponent will probably have moved out of the way by the time it's active.
Fast, safe low that leads into a CC infinite on grounded hit. Useful as a low mixup, but its short range makes it not ideal in neutral.
The move which would become Sol's iconic 2D in future games. This is not a good start to its legacy. You can tech it, as with most sweeps, leaving Sol minus on hit. It launching you up means you can't gatling into a CC infinite after, either. 2P is faster and also a low, making it better for pressure, and 2S has it beat as a low profile poke.
Relatively fast and safe poke. On hit, can lead into a CC infinite from even max range. Very solid button to press in neutral.
Another solid anti-air option, though it's also air blockable. Hitbox reaches far up and not very far forward, making it not the best for hitting grounded opponents.
Fast, mashable, and highly active air jab. Shrinks Sol's hurtbox a fair deal, making it an effective air-to-air.
Highly active air-to-air button. Not as disjointed as jS' air-to-air hitbox, but it stays active for longer.
Big and active air normal. Has a disjointed air-to-air hitbox for its first 3 frames, then a small hitbox directly under Sol for its last 8. Useful air-to-air and acceptable jump-in.
Fast jump in with infinite active frames until landing and no recovery whatsoever. A very good move to just do if you happen to be below the opponent. Can hit multiple times, but getting all the hitboxes to line up in this way is finnicky, so it will generally only hit once.
Unremarkable move. Doesn't have much range and while it's fast your slashes are faster. No real reason to use it.
Pretty good throw. Its low launch angle means you can potentially get a tech chase after they tech it, and its far horizontal launch keeps you safe from being punished on hit. Adds an extra layer to Sol's mixup.
Just as unremarkable as every other dash attack. Plus on block and on hit, which is nice.
All Guns Blazing
Not a very good instant kill. Has a fairly long startup and a long animation, making it bad to throw out. In addition, its low profile is worse than most others and its hitbox is tiny, making it a fair bit worse as an anti-air or counterpoke. Still useful in the usual IK ways, just less so.
|Gun Flame S||9||Mid||9||until contact||31||-17||+1||none|
|Gun Flame H||9||Mid||12||until contact||31||-17||+1||none|
Unlike in later games, this is a bog standard fireball. Travels along the ground, and which button you press determines its speed. Alright in neutral.
|Volcanic Viper||14,18||Mid||4||1-5 full;6-8 above feet;full until Sol turns on his side|
|Volcanic Viper Level 2||14,18||Mid||4||1-5 full;6-8 above feet;full until Sol turns on his side|
|Volcanic Viper Level 3||14,18||Mid||4||1-5 full;6-8 above feet;full until Sol turns on his side|
Sol's iconic DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.. Using either S or H will determine if the move travels a short distance or far. Minus on hit, but launches you very high, making punishes difficult. Also a real reversal, giving it practicality in that sense.
All versions of the move, regardless of level or button, will spawn a lingering projectile above Sol right as he becomes vulnerable again. It is difficult to hit with this projectile, since it doesn't connect from the rest of Volcanic Viper and is in an awkward location.
At Level 2, Volcanic Viper becomes air unblockable and gains an extra hit, dealing more damage. It also goes higher and farther.
At Level 3, it gains yet another hitbox for a total of 4 hits. Both the S and the H version appear to be identical, and both of them travel at the same angle as Level 1 H Volcanic Viper.
Aerial Volcanic Viper
|Aerial Volcanic Viper||14,18||Mid||4||1-5 full;6-8 above feet;full until Sol turns on his side|
|Aerial Volcanic Viper Level 2||14,18||Mid||4||1-5 full;6-8 above feet;full until Sol turns on his side|
|Aerial Volcanic Viper Level 3||14,18||Mid||4||1-5 full;6-8 above feet;full until Sol turns on his side|
Volcanic Viper, but in the air. Each air version appears to be identical in every way to its equivalent ground counterpart. Not great as an air to air due to how unsafe it is and the fact that Sol has better options. All versions are air unblockable.
|14||Mid||minimum 16||until contact||34||-12||-8||after hitting wall, 1-8f full|
Unfortunately, unlike in later games, this isn't an overhead. Not a move that should be used often, since Dash Kick is better in every way.
The sprite is a complete knockoff of Fei Long's Chicken Wing from SF2. Aside from that fun fact, it's unremarkable. Not great on hit or block, no real practicality in neutral, and if you're comboing into this, you probably could've done a CC infinite instead and won the round.
Infamous for being the easiest move to make a fake OTG infinite with. As a result, it's commonly used to cheese the AI and unlock characters, or to make a funny YouTube video about how broken the game is.
Outside of that, this is a solid move. It has instant startup and a lot of active frames, it can be made safe on block when spaced, and its virtually nonexistent recovery makes it safe to whiff. It can even net a tech chase afterwards. Solid option to throw out.
Effect lasts for 498 frames, or a little over 8 seconds. Increases your damage by about 35% and notably increases your movement speed. Renders you unable to gain meter for its entire duration.
Relatively risky to throw out due to its startup, but useful in Desperation State, since its effects are multiplicative, allowing you to stack the buff repeatedly. It is worth noting that using Dragon Install again while the effect is already active does not refill the timer.
Don't run out of time, or you'll be a sitting duck for a long while and probably die.
Big, decently fast, air unblockable wall of fire that does a lot of damage. The hitbox actually lingers after Sol recovers, too, making it potentially useful to cover the air. Would be a good combo ender due to how easy it is to combo into, but this is a game with CC infinites, so you should do that instead.