GGML/Sol: Difference between revisions

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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.
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.
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===<big>{{clr|1|2P}}</big>===
===<big>{{clr|1|2P}}</big>===

Revision as of 22:20, 13 April 2022

Overview
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.

 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.

Pros
Cons
  • Volcanic Viper : Volcanic Viper is a great guard cancel and useful anti-air with the air unblockable property when charged. On top of that, it has very low recovery for an invincible reversal.
  • 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.
  • No Real X-Factor: Sol is the definition of a solid character in Missing Link and has no major weaknesses, even compared to the characters ranked higher than him. However, he doesn't have an aspect that pushes him to the heights of those top tiers.
Sol
GGML Sol Portrait.png
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

How to Read Frame Data
Damage
A quantification of how a character's health bar is reduced when they are hit.
Guard
The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
Low
Guarded against while crouching
Mid
Guarded against in either the crouching or standing state, but not while airborne
High
Guarded against in the standing state
All
Guarded against while crouching, standing, or while airborne
Throw
Cannot be guarded against, but only applies to grounded opponents
Unblockable
Cannot be guarded against
Startup
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.
Active
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Recovery
The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
On-Block
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.
On-Hit
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.
Invuln
Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Mid 6 8 10 -1 -2 none
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.

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13,10 Mid 4,8 19 9 -8 -9 none
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.

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
19 Mid 6 3 21 -3 -2 none
Fast combo starter/filler gatling option that leads to your main CC infinite on hit. Fairly unremarkable outside of that.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
21 Mid 6 3 24 -7 -6 none
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.

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
23,18 Mid 4,11 4,3 22 -3 +2 none
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.

6P

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 High/Air 26 18 0 -11 -4 none

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.

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Low 7 4 11 0 -1 none
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.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 Low 8 4 29 -14 -22 none
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.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22 Mid 8 4 13 -2 +3 none
Relatively fast and safe poke. On hit, can lead into a CC infinite from even max range. Very solid button to press in neutral.

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
28 Mid 8 8 21 -8 -3 none
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.

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 High/Air 4 8 9 none

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j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 High/Air 9 12 11 none

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j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 High/Air 9 11 5 none

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j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 High/Air 5 until landing N/A none

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Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 All N/A none

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Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 Throw 1 N/A N/A N/A none

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Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 22 N/A 8 +18 +6

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Instant Kill

All Guns Blazing

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 12 18 14 N/A N/A Above Knees
Kills the opponent instantly

Specials

Gun Flame

236S or 236H
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

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Volcanic Viper

623S or 623H
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
Sol's iconic DP Dragon 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.

Aerial Volcanic Viper

j.623S or j.623H
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

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Riot Stamp

214K
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

236K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x3 Mid 7 24 17 -9 -3 none
The sprite is a complete knockoff of Fei Long's Chicken Wing from SF2.

Dash Kick

66K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 Mid 1 20 2 -10 -6 1-2f full
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.

Supers

Dragon Install

214214S
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

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Tyrant Rave

632146H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
68 Mid 20 57 54 -2 +6

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