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======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{Overview | {{Overview | ||
|overview= Daisuke's Vision. The Original Install. Sol has a lot, without much weakness. | |overview= Daisuke's Vision. The Original Install. Sol has a lot, without much weakness. Besides Millia and Justice, he can probably abuse the infinite half-health meter the best; Sol can Dragon Install endlessly and add tons of multiplicative damage bonuses on top of himself. | ||
|lore=Sol Badguy is the protagonist of the Guilty Gear series and Ky Kiske's rival. He is an aloof and brash bounty hunter of immense skill on a quest to find and eliminate all Gears and their creator, That Man. | |lore=Sol Badguy is the protagonist of the Guilty Gear series and Ky Kiske's rival. He is an aloof and brash bounty hunter of immense skill on a quest to find and eliminate all Gears and their creator, That Man. | ||
|summary= is an aggressive slant on the {{keyword|shoto}} archetype with accessible execution. | |summary= is an aggressive slant on the {{keyword|shoto}} archetype with accessible execution. |
Revision as of 21:52, 21 February 2022
Daisuke's Vision. The Original Install. Sol has a lot, without much weakness. Besides Millia and Justice, he can probably abuse the infinite half-health meter the best; Sol can Dragon Install endlessly and add tons of multiplicative damage bonuses on top of himself.
Sol Sol is an aggressive slant on the shoto Short 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.
- Easiest Infinite: Sol's c.S > 5H > CC infinite is a very easy infinite with very lax requirements on spacing or hurtbox interactions.
- Volcanic Viper : Volcanic Viper is a great guard cancel, useful air-to-air, and decent damage filler.
- DI Stacking: When given enough space, Sol can stack Dragon Install and charge to delete opponents with a powered-up Volcanic Viper.
- Strong Normals: Sol has a wide variety of normals for almost every situation, with his incredibly fast abare 5K and his long disjointed slashes.
- Is in Missing Link
Sol | |
---|---|
Defense | |
120%Raw Value: 12 | |
Jump Startup | |
6f | |
Backdash | |
22f | |
Meter Gain Mod | |
120%Raw Value: 12 | |
Charge Time | |
54f | |
Forward Walk Speed | |
100%Raw Value: 768 | |
Backward Walk Speed | |
100%Raw Value: 588 | |
Dizzy Resistance | |
80%Raw Value: 24 | |
Fastest Attack | |
Reversals | |
Normals
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Mid | 6 | 8 | 10 | -1 | -2 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13,10 | Mid | 4,8 | 19 | 9 | -8 | -9 | none |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
19 | Mid | 6 | 3 | 21 | -3 | -2 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
21 | Mid | 6 | 3 | 24 | -7 | -6 | none |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
23,18 | Mid | 4,11 | 4,3 | 22 | -3 | +2 | none |
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Low | 7 | 4 | 11 | 0 | -1 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | Low | 8 | 4 | 29 | -14 | -22 | none |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22 | Mid | 8 | 4 | 13 | -2 | +3 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
28 | Mid | 8 | 8 | 21 | -8 | -3 | none |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | High/Air | 4 | 8 | 9 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | High/Air | 9 | 12 | 11 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | High/Air | 9 | 11 | 5 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | High/Air | 5 | until landing | N/A | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | All | N/A | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Throw | 1 | N/A | N/A | N/A | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | All | 22 | N/A | 8 | +18 | +6 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Instant Kill
All Guns Blazing
Specials
Gun Flame
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Gun Flame S | 9 | Mid | 9 | until contact | 31 | -17 | +1 | none |
Gun Flame H | 9 | Mid | 12 | until contact | 31 | -17 | +1 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Volcanic Viper
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Volcanic Viper | 14,18 | Mid | 4 | 1-5 strike;6-8 above feet;strike until Sol turns on his side | ||||
Volcanic Viper Level 2 | 14,18 | Mid | 4 | 1-5 strike;6-8 above feet;strike until Sol turns on his side | ||||
Volcanic Viper Level 3 | 14,18 | Mid | 4 | 1-5 strike;6-8 above feet;strike until Sol turns on his side |
Aerial Volcanic Viper
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
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 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Riot Stamp
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Mid | minimum 16 | until contact | 34 | -12 | -8 | after hitting wall, 1-8f full |
Bandit Revolver
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x3 | Mid | 7 | 24 | 17 | -9 | -3 | none |
Dash Kick
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | Mid | 1 | 20 | 2 | -10 | -6 | 1-2f full |
Supers
Dragon Install
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
N/A | N/A | 17+(10)+28 | N/A | 290 After Expiring | N/A | N/A | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Tyrant Rave
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
68 | Mid | 20 | 57 | 54 | -2 | +6 |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.