GGReload/Sol Badguy

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Sol Badguy
GGReload Sol Portrait.jpg

Defense Modifier: x1.00

Guts Rating: 1

Weight: Medium (x1.00)

Stun Resistance: 60

Jump Startup: 3F

Backdash Time: 16F / Invul: 1~8F

Wake-Up (Face Up/Down): 36F / 32F

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Colors
P K S H D Start
Normal
GGReload Sol P.png
GGReload Sol K.png
GGReload Sol S.png
GGReload Sol H.png
GGReload Sol D.png
GGReload Sol Start.png
SP
GGReload Sol P(Sp).png
GGReload Sol K(Sp).png
GGReload Sol S(Sp).png
GGReload Sol H(Sp).png
GGReload Sol D(Sp).png
GGReload Sol Start(Sp).png

Overview

Guilty Gear's original poster character and creator Ishiwatari's nod to the lead singer of his favorite band: Freddie Mercury of Queen. Sol "Frederick" 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: moves that low profile or go airborne as early as frame 1, a normal which has zero recovery frames, and several normals which can be gatling'd or special cancelled during their recovery frames.

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.

Strengths and Weaknesses


Strengths Weaknesses
  • Extremely strong close range tools: 5K, Volcanic Viper, and Wild Throw.
  • Rather simple to pick up early on, with decent midscreen neutral tools.
  • High damage, meterless combos that knock down.
  • Strong frame traps with full screen conversions.
  • Several normals have cancel windows during their recovery frames.
  • Poor conversion outside of close range without meter.
  • Struggles against zoning, must be patient or risky to get in.
  • Subpar mixup tools outside of command throw.
  • Limited blockstring pressure options.
  • Requires solid execution, height management, and matchup familiarity for Dustloops.



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.

5P
5P
GGAC Sol 5P.png
4F jab, how you start your game

GGXXACPR Sol 5P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 [12] Mid CSJR 4 [3] 4 [1] 6 [5] ±0 [+4]

5P is useful as a low-risk counter poke against attacks with extended hurtboxes. It reaches quite far horizontally for its speed. It is a strong pressure tool, leading into easy hit confirms, frame traps, and throw set-ups. On characters with smaller crouching hurtboxes, it will whiff over. Note that 5P is the only standing normal that gatlings into 2K. Due to its quick recovery, it can create Burst-safe points in combos.

  • Initial Prorate 80%
  • No Prorate during Dragon Install
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D


5K
5K
GGAC Sol 5K.png
Only I get to push buttons

GGXXACPR Sol 5K-1-Hitbox.png

1st hit (frames 3-4)

GGXXACPR Sol 5K-2-Hitbox.png

2nd hit (frames 5-6)

GGXXACPR Sol 5K-3-Hitbox.png

2nd hit (frames 7-10)

Damage Guard Cancel Startup Active Recovery Frame Adv.
14*2 Mid SJR 3 [2] 6 [1,4] 13 [3] -7 [+3]

5K is one of the main reasons Sol is powerful in close quarters. As Sol’s fastest attack, it is ideal for quick punishes, closing gaps in pressure, and counter poking out of gaps in the opponent’s pressure. It leads to common combo routes on hit and multiple pressure options on block. The second hit has far vertical and horizontal reach and relatively fast recovery on whiff, which makes it extremely useful for anti-airing and catching jumps. As an anti-air, 5K will usually win unless the opponent attacks early in their descent. 5K is commonly used when option selecting forward throw as 6K+HS to perform 5K if the opponent is not throwable, and throw if they are throwable.


c.S
c.S
GGAC Sol cS.png
Starts some combos and shit

GGXXACPR Sol cS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 [28] Mid SJR 5 [3] 2 [1] 16 [6] -4 [+3]

c.S is a strong pressure and hit confirming tool. It is one of Sol’s most damaging starters, making it a strong frame trap option and punisher on highly unsafe attacks. c.S will combo into j.D on air hit, so it can be used to set up Dustloops.


f.S
f.S
GGAC Sol fS.png
Your regular mid range tool

GGXXACPR Sol fS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 [28] Mid SR 7 [4] 1 24 [8] -4 [+7]

f.S is Sol’s main long-range poke, it boasts an excellent combination of speed and horizontal reach. It is useful for countering attacks at long range, catching the opponent's attempts to move, and punishing unsafe attacks at a distance. On block, f.S can be cancelled to specials to apply pressure, or gatling into 2S to reset the situation. The only drawbacks to f.S are its significant recovery and extended hurtbox.


5H
5H
GGAC Sol 5H.png
BIG damage on Counter Hit

GGXXACPR Sol 5H-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 [44] Mid SJR 11 [6] 2 [1] 26 [8] -9 [+10]

Sol’s other long-range poke, 5HS is primarily useful in attempts to counter the opponent's attacks since it leads to Tension-free combos on Counter Hit. Its hurtbox does not extend far relative to its max range, making it strong when used in conjunction with Sol's other pokes that do greatly extend his hurtbox (such as f.S and 2D). In pressure, it can gatling from 6P as a far range frame trap. If blocked, it can be jump or special cancelled for a return to neutral or attempt to press the offensive. From farther air hits, it combos into Instant Air Dash j.P/j.K, or can be cancelled into Gunflame FRC to allow follow-up combos. 5HS will combo into j.D on air hit, so it is used frequently to set up Dustloops in corner.


6P
6P
GGAC Sol 6P.png
That punch to the gut

GGXXACPR Sol 6P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 Mid SR 9 [5] 3 [2] 20 [8] -9 [+4]

6P is strong and has a wide variety of applications. It has upper body invulnerability so it can counter higher-hitting pokes at range. For anti-airing, it is most effective against shallow angle jump angles or low air dashes, but it can also counter air attacks used early in descent (in attempts to stuff 5K anti-air). 6P is a strong pressure tool, leading to a multitude of easily hit confirmable and delayable options upon connecting. It can covert to combos even on trades, as long as it hit near corner or Counter Hit. The wall bounce on 6P also makes it a staple in corner pressure and combos. Sol can even 6P>short delay 6H for sneaky crossup setups. The main drawback of 6P is its lengthy recovery.

  • 1~7F [1~3F] Upper body invul
  • 8~11F [4~6F] Above knees invul
  • 12~19F [7~8F] Upper body invul
  • Wall bounces opponent on hit
  • Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D


6H
6H
GGAC Sol 6H.png
Smash 'Em

GGXXACPR Sol 6H-Hitbox.png

First hit (Frame 13)

GGXXACPR Sol 6H-2-Hitbox.png

First hit (Frame 14)

GGXXACPR Sol 6H-3-Hitbox.png

First hit (Frame 15)

GGXXACPR Sol 6H-4-Hitbox.png

First hit (Frame 16)

GGXXACPR Sol 6H-5-Hitbox.png

First hit (Frame 17)

GGXXACPR Sol 6H-6-Hitbox.png

Second hit (Frame 18)

Damage Guard Cancel Startup Active Recovery Frame Adv.
40*2 Mid SR 13 [8] 5,1 30 [9] -12 [+9]

6HS is Sol’s longest range normal, but is rarely used on its own due to slow start-up, lengthy recovery, and extended hurtbox. It is useful as a frame trap gatling from 2S or 6P. 6HS causes stagger on hit, resulting in a free combo into Grand Viper from most ranges. On block, 6HS raises the guard gauge significantly but is limited to specials cancels only.

  • Staggers opponent on hit (max 35F)
  • Does not stagger during Dragon Install
  • Dizzy modifier x1.5.


5D
5D
GGAC Sol 5D.png
Fly away

GGXXACPR Sol 5D-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
17 Mid R 22 3 24 -13

Tied for fastest 5D in the game, but with awful range. Sol's only grounded overhead, 5D should be used sparingly, as it can be reacted to easily and is unsafe on block. Leads to significant damage and a knockdown, especially with an Impossible Dust combo.


2P
2P
GGAC Sol 2P.png
To poke out pressure

GGXXACPR Sol 2P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Mid CSR 5 [2] 4 [1] 4 [5] +2 [+4]

2P is a staple in Sol’s pressure game, it has similar utility to 5P but is plus on block as well. It can set up tick throws or frame traps, and can be hit confirmed easily. Due to its quick recovery, it can create Burst-safe points in combos.

  • Initial Prorate 80%
  • No prorate during Dragon Install.
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D


2K
2K
GGAC Sol 2K.png
Get low

GGXXACPR Sol 2K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 [14] Low SR 6 [4] 3 [1] 8 [7] -1 [+2]

2K is Sol’s fastest low attack and important in pressure and okizeme. Using it will discourage opponents from trying to jump, backdash, or mash throw to escape pressure. Its quick recovery makes it a decent tick throw option. It also has decent reach for its speed, so it is useful as a standalone poke. It is useful as an empty jump low option for okizeme, and with proper spacing it can outrange throws.

  • Initial Prorate 70%
  • No prorate during Dragon Install
  • Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D


2S
2S
GGAC Sol 2S.png
Fast neutral and pressure button

GGXXACPR SOL 2S-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 [24] Mid SR 10 [4] 3 [1] 8 [5] +3 [+8]

2S is a strong neutral and pressure tool. It has a relatively slow start-up, but recovers incredibly fast while keeping Sol’s hurtbox far back, making it great for stopping ground approaches and countering shorter pokes. Gatling a f.S into 2S whiff is a common technique which brings Sol's hurtbox back to a safer distance, essentially resetting the situation. 2S is advantageous on block, making it a great way to safely end blockstrings or lead into extended pressure.


2H
2H
GGAC Sol 2H.png
Mind the air?!

GGXXACPR Sol 2H1-Hitbox.png

(frames 8-9)

GGXXACPR Sol 2H2-Hitbox.png

(frames 10-11)

GGXXACPR Sol 2H3-Hitbox.png

(frames 12-13)

Damage Guard Cancel Startup Active Recovery Frame Adv.
36 [40] Mid SJR 8 [4] 6 [3] 26 [8] -13 [+8]

2H is primarily used in combos on airborne opponents, such as from anti-air 5K and corner 6P. It is rarely useful on its own due to its slow start-up, long recovery, and large hurtbox. On rare occasions it can be used in anticipation to anti-air for a rewarding counter-hit launch. 2H can gatling from 6P as a frame trap, but is limited to jump or special cancels on block once pushed outside 2D range. From farther air hits, it combos into Instant Air Dash j.P/j.K to allow follow-up combos that result in a knockdown that would otherwise not reach. 2H will combo into j.D on air hit, so it is used frequently to set up Dustloops in corner.

  • Initial Prorate 90%
  • Sol is in CH state during recovery.
  • Gatling Options: 5D, 2D


2D
2D
GGAC Sol 2D.png
Go under it

GGXXACPR SOL 2D-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 [30] Low SR 7 [3] 7 [3] 20 [10] -6 [+8]

2D is a powerful normal, boasting an exceptional combination of speed, reach, evasive properties, and rewards on hit. Its low profile ability makes it useful for countering pokes that don't reach the floor. On hit it leads to multiple combo options depending on range and resources. Ground hits will frequently lead into 2D for a knockdown combo. It is a strong frame trap option as well since it can low profile many fast pokes. 2D is commonly the last normal used in a blockstring, and must be cancelled to specials in order to apply any further pressure. It is useful as an empty jump low option for okizeme since it can easily outrange throws.

  • 2~9F Low Profile


j.P
j.P
GGAC Sol jP.png
Catch 'em from above

GGXXACPR Sol jP1-Hitbox.png

(Frames 5-7)

GGXXACPR Sol jP2-Hitbox.png

(Frames 8-12)

Damage Guard Cancel Startup Active Recovery Frame Adv.
13 [12] High, Air CSR 5 [3] 7 [6] 4 [3] -

j.P is Sol’s fastest air normal, making it ideal for close-quarters air-to-air encounters. It cancels to itself even on whiff which is useful for covering space with a long series of active hitboxes. This, along with its quick recovery, make rising j.P a low-risk space control option. j.P shifts Sol's hurtbox forward and upwards, so it can be difficult to anti-air from an air dash, and can potentially evade aerial attacks from below. Following knockdowns, j.P can be used as a safe jump and puts the opponent in short blockstun, making it a common tick throw option. In combos, j.P can be used to create Burst-safe points.


j.K
j.K
GGAC Sol jK.png
Look how far I can kick

GGXXACPR Sol jK-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
22 High, Air SR [CSR] 6 6 17 [7] -

j.K is fast for its range. It can be used in long distance air-to-air situations to counter the opponent, or apply pressure on opponents attempting to jump away. In combos, j.K is frequently used from long range hits and can be used to increase corner carry in many confirms. The hitbox of j.K does not reach low, so certain characters can crouch to make it whiff.


j.S
j.S
GGAC Sol jS.png
Watch your head

GGXXACPR Sol jS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 [25] High, Air SJR [CSJR] 10 [4] 3 [1] 23 [10] -

j.S is Sol’s best air starter for combos, so it is commonly used in okizeme as a high hit. It is also used to extend combos on airborne opponents due to being jump cancellable. j.S reaches far downward with relatively quick start-up, so it can be used after jumping or instant air dashing in to whiff punish or catch grounded opponents off guard at neutral. It is easy to anti-air, so it must be used with caution.

  • Initial prorate 90%
  • No prorate during Dragon Install
  • Gatling Options: j.K, j.H, j.D


j.H
j.H
GGAC Sol jH.png
Safe and versatile air option

GGXXACPR Sol jH-1-Hitbox.png

Frames 9-14

GGXXACPR Sol jH-2-Hitbox.png

Frames 15-18

GGXXACPR Sol jH-3-Hitbox.png

Frames 19-22

Damage Guard Cancel Startup Active Recovery Frame Adv.
24*2 [20*2] High, Air SR 9 3,11 [2,4] 0 -

j.HS has utility in a wide variety of areas; in general it is Sol’s most commonly used air normal. For okizeme, j.HS is useful as a safe jump that can hit high twice. While it doesn’t gatling to any other air normals, it recovers instantly, so it is possible to link j.P or j.K afterwards. j.HS is useful as both an air-to-air and air-to-ground attack due to its large hitbox, long active frames, and evasive hurtbox. Sol's hurtbox shifts up far above the lower limit of j.HS's hitbox, making it a great way to counter anti-airs and help approach from the air. As a jump in, the only drawback it has is that it doesn't reach quite as deep as j.S, so it can be low profiled. At neutral, rising j.HS has similar utility to rising j.P as a method of covering space. j.HS can be used to create Burst-safe points in combos due to its instant recovery.


j.D
j.D
GGAC Sol jD.png
TEYAH

GGXXACPR Sol jD-1-Hitbox.png

Frames 9-11

GGXXACPR Sol jD-2-Hitbox.png

Frames 12-15

Damage Guard Cancel Startup Active Recovery Frame Adv.
44 High, Air SJR 9 7 10+5L -

j.D is primarily used in combos on airborne opponents to maximize corner carry and damage, such as Dustloops near corner. It is also commonly used as a gatling from j.S to launch the opponent. On its own, j.D has limited use as an air-to-ground attack, the hitbox has more range horizontally and upward vertically than downward. In addition, it has extra landing recovery which makes follow-up pressure after it is blocked not as strong. It can occasionally be useful as an air-to-air with decent active frames and horizontal reach. On counter-hit, j.D has a massive amount of untechable time, allowing follow-up combos from nearly anywhere on the screen.

  • Knocks down opponent on ground hit
  • Wall bounces opponent on CH
  • Initial Prorate 90%


Universal Mechanics

Ground Throw
GGAC Sol throw.png
Converts to Dustloop in the corner
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Throw: 43 Pixles - - - - -

Average throw. Unspectacular unless done in the corner. Sol’s ground throw is used much more frequently on defense than offense. Typically, using Wild Throw is a stronger and more rewarding option on offense. Throw is faster though, so it can be used in situations which the opponent makes themselves throwable for a brief period of time.
In the corner though, it can be followed up with 5K against most of the cast.

  • Inital Prorate 50%
  • Knocks down most opponents on hit


Air Throw
GGAC Sol airThrow.png
Fireworks show
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Throw: 110 Pixels - - - - -

A decent air throw that knocks down on counter-hit, otherwise it has an extremely short untech time.

  • Inital Prorate 50%
  • Knocks down opponent on CH
  • Dizzy modifier x1.5.


Dead Angle Attack
GGAC Sol 6P.png
Outta my face!
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 All R 11 3 25 -14

Dead Angle Attack is an anti-pressure option that costs 50% Tension. It knocks the opponent away on hit and causes knockdown which can be followed up with a combo in the corner. While occasionally useful, Sol has particularly good defensive options otherwise, so he does not need to rely on Dead Angle Attack as much as others. Especially due to the fact that it is highly unsafe on block or whiff, and can be low profiled just as well as 6P can, from which it borrows the animation.

  • 1~13 Full invul
  • 14~33F Throw invul
  • Wall bounces opponent on hit
  • Initial prorate 50%.



Special Moves

Gunflame
Gunflame
236P
GGAC Sol 236P.png
FEEL THE HEAT
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 50,42,30,30 All 20 9(1)9(1)9(1)9 Total 50 -4

Gunflame (GF) is a vital neutral and offensive tool, and is especially powerful when Force Roman Cancelled (FRC). GF can be followed up with various combos depending on spacing and whether or not it counter-hit. On block, frame advantage of GF depends on how late the opponent blocked it. The later flames are more advantage, the earlier flames are less. At neutral, it covers a huge area for a long time making it ideal for ground space control. GF has significant recovery, so if it is jumped over it can result in counter-hit punishes. Using FRC however, Sol can meet the opponent in the air with pressure if they jumped over it. On offense, GF can be used to frame trap or as a pressure reset using FRC. For okizeme, meaty GF can be significantly advantageous on block with proper timing after certain knockdowns, such as 6HS. GF (FRC) okizeme can lead to high/low mix-ups, and is particularly strong in corner.

  • Damage and attack level changes as each flame pillar appears
  • Sol is in CH state during entire move
  • Floats opponent on hit (untechable for 28F)
  • Attack guaranteed to come out after 18F
  • FRC timing 14~15F
  • Can only hit once.
Dragon Install 60 All - 20 6 7 +7

While the Dragon Install (DI) version of Gun Flame (GF) does not travel like its regular equivalent, the static projectile covers a large amount of vertical and horizontal space very quickly. Because of this, the move is very useful at occupying space at mid-range, effectively preventing the opponent from approaching. It even grants advantage on block, allowing Sol to dictate the pace even at distances where he is normally at a disadvantage, especially when combined with Yellow Roman Cancel. Additionally, (DI) GF is useful in corner combos, as it has a large amount of untechable time on hit and deals good damage. The FRC point is moved to right as it goes active, changing its use. 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.

  • Floats opponent on hit (untechable for 40F)
  • Hitstop 6F
  • Sol is in CH state during entire move
  • FRC timing 21~22F


Gunflame (Feint)
Gunflame (Feint)
214P
GGAC Sol 214P.png
Sucker

GGXXACPR Sol 214P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Total 31 -

Gunflame (Feint) (GF(F)) is often used as a cancel option from 5H or 6H on block. This doesn’t improve his frame advantage, but it brings Sol's hurtbox back to a safer distance. It builds a small amount of Tension, so it can be used at a safe distance during down time to build some. In pressure, GF(F) is a risky but occasionally useful method of getting the opponent to flinch. It can cause a reaction from the opponent who expected GF, which can potentially be punished.

It actually has a hitbox.


Volcanic Viper
Volcanic Viper
623S/H or j.623S/H
GGAC Sol 623S.png
The best DP from the best fighting game

Normal Versions:

GGXXACPR Sol 623S-1-Hitbox.png

S: 1st hit (Frames 7-9)
H: 1st hit (Frames 5-6)

GGXXACPR Sol j623S-1-Hitbox.png

j.S/H: 1st hit (Frames 5-6)

GGXXACPR Sol 623S-2-Hitbox.png

S: 2nd hit (Frames 13-23)
j.S: 2nd hit (Frames 10-18)
H/j.H: 2nd hit (Frames 10-27)


Dragon Install Version

Dragon Install Versions:

GGXXACPR Sol DI-623S-1-Hitbox.png

DI All: 1st hit (Frames 7-9)

GGXXACPR Sol DI-623S-2-Hitbox.png

DI S: 2nd/3rd hit (Frames 11-16)
DI j.S/H: 2nd/3rd hit (Frames 12-19)

GGXXACPR Sol DI-j623S-2-Hitbox.png

DI H: 2nd hit (Frames 10-63)

Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground Normal S 40,25 Mid R 7 3(3)11 21+8L -26

At neutral, Ground S Volcanic Viper (SVV) can be used at range to counter an opponent’s poke into a knockdown, but it is risky and will only be effective on attacks that extend their hurtbox. It can be used as an invulnerable reversal, but is slower than Ground H Volcanic Viper (HVV) and has a much thinner hitbox. It is not as unsafe as HVV, but still easily punishable.

  • 1~9 Full invul
  • 10~11F Strike invul
  • 10F onwards airborne
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F)
  • 29F onwards can cancel into followup
  • Sol is in crouching state during landing recovery
Aerial Normal S 32,20 All R 5 2(3)9 Until L+8 -

Aerial S Volcanic Viper (j.SVV) can be used as an anti-anti-air. Note that its hurtbox reaches much lower than that of Aerial H Volcanic Viper (j.HVV). It can also be used to counter aerial attacks at close range. j.SVV is used frequently to end air combos with knockdown via Knockdown (214K).

1~9 Strike invul

  • Floats opponent on hit (1st hit untechable on ground hit for 36F, 2nd hit untechable for 27F)
  • 24F onwards can cancel into followup
  • Sol is in crouching state during landing recovery
Normal H 40,25 Mid R 5 2(3)18 30+8L -41

Ground H Volcanic Viper (HVV) is Sol’s strongest defensive tool, and has applications for neutral and offense as well. It has fast start-up and is invulnerable instantly, so it can be used on wake-up or at any gap in the opponent’s pressure to counter their attacks. However, it is highly unsafe on block or whiff. Having Roman Cancel (RC) available removes much of the risk associated with it, allowing combos on hit or pressure if it is blocked. Dashing HVV is a strong but risky method of breaking through an opponent’s attempts to keep you out with pokes, and is especially good while the opponent is in mid-air. HVV is a strong anti-air option that can only fail if the opponent uses Faultless Defense or dodges it somehow. It is particularly useful for punishing forward air dashes, since the opponent must wait until the air dash is complete to Faultless Defense. On offense, HVV can be used as a frame trap and anti-throw option.

  • 1~6 Full invul
  • 7~11F Strike invul
  • 7F onwards airborne
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 36F)
  • Knocks down opponent if 2rd hit was CH
  • 33F onwards can cancel into followup
  • Sol is in crouching state during landing recovery
Aerial Normal H 40,20 All R 5 2(3)18 Until L+8 -

Like Aerial S Volcanic Viper (j.SVV), Aerial H Volcanic Viper (j.HVV) can counter aerial attacks, and can be used to end air combos with knockdown via Knockdown. j.HVV reaches much higher than its S counterpart, so it can be used from farther away. While j.HVV has higher base damage than j.SVV, you need to be closer to land both hits, so which version you go for in combos will ultimately depend on positioning.

  • 1~9 Strike invul
  • Floats opponent on hit (1st hit untechable on ground hit for 38F, 2nd hit untechable for 36F)
  • 33F onwards can cancel into followup
  • Sol is in crouching state during landing recovery
Dragon Install S 40,20*2 Mid R 7 3(1)4,2 21+8L -17

The Dragon Install (DI) version of Ground S Volcanic Viper (SVV) is used in much the same way as a regular SVV. The additional hit increases combo damage and decreases disadvantage on block, although not enough to prevent it from being highly punishable. That being said, (DI) SVV doesn't see much use during DI, due to the far higher reward on the H versions.

  • 1~9 Full invul
  • 10F Strike invul
  • 10F onwards airborne
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 30F)
  • Knocks down opponent if 3rd hit was CH. Sol is in crouching state during landing recovery
Dragon Install H 40,18*9 Mid R 7 3,54 36+8L -76

In Dragon Install (DI), Ground H Volcanic Viper (HVV) boasts greatly enhanced firepower. Dealing a total of 10 hits, connecting with either version results in a large amount of damage, especially if it hits raw. With all 9 rising hits building a base 7.2% Tension on hit, (DI) HSVV has the highest Tension Gain of any attack in the game. Of course, the move is not without its weaknesses. It is massively unsafe on block or whiff, putting Sol at a greater disadvantage than any other attack he has. For that reason, you should never go for a (DI) HVV in unconfirmable situations without the necessary 50% Tension required to RC.

  • 1~9 Strike invul
  • Floats opponent on hit (untechable for 60F)
  • 1st hit causes knockdown
  • Second hit onwards have 0F hitstop
  • First hit has dizzy modifier x2
  • Knocks down opponent if 2nd hit was CH
  • Sol is in crouching state during landing recovery
  • 69F onwards can cancel into followup.
Aerial Dragon Install (S/H) 40,20*2 Mid R 7 3(2)2,6 Until L+8 -

Fully invincible compared to normal air VVs being only strike invincible.

  • 1~9 Full invul
  • 10~11F Strike invul
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 45F)
  • Knocks down opponent if 3rd hit was CH. Sol is in crouching state during landing recovery
  • 33F onwards can cancel into followup


Knockdown
Knockdown
Volcanic Viper -> 214K
GGAC Sol 623S214K.png
Where your beefy combinations see an ending

GGXXACPR Sol j214K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 High, Air R 12 4 Until L+8 -

"Tataki Otoshi" (Knockdown) is the add-on to Volcanic Viper (VV) which is used to knock the opponent down after a VV hits. The cancel to Knockdown is delayable, so depending on the height at which VV connects, a difference in timing may be required for it to connect. Whiffing a Knockdown after VV connects will leave Sol at disadvantage, and is sometimes even punishable if the opponent air techs properly. Delay cancel into TO can also be used in an attempt to throw off the opponent’s punish timing when they block or dodge a VV, but doing so puts Sol in Counter Hit state, leaving VV even more punishable if it fails.

  • Knocks down opponent on hit
  • Sol is in CH state while falling


Grand Viper
Grand Viper
214S
GGReload Sol 214S.png
GGAC Sol 623S.png
Running at 100 miles per hour

GGXXACPR Sol 214S-1-Hitbox.png

Hits 1-7 (Frames 17-41)

Damage Guard Cancel Startup Active Recovery Frame Adv.
8*7,18,18*2 Low R 17 6~25(4)12(2)2(2)20 36+10L -56

Grand Viper (GV) is the most risky attack in Sol’s arsenal, it has massive recovery and cannot be cancelled on whiff. The player must rapidly press directions and buttons (not including D) to achieve the maximum travel distance and 10 hits. GV will reach the opponent quickly from nearly full screen, so it is useful for catching opponents out of anything they might be doing from far away. It can low profile any attack that does not reach the floor, which can be useful at neutral, on wake-up, or while being pressured. Mid-screen ground hits confirmed into GV will lead to high damage combos with great corner carry. However, it is important to keep the opponent’s Burst in mind when using GV. With the proper timing, the opponent can Burst at the point where Sol launches into the sky which makes the Burst whiff. Without Roman Cancel available in this scenario, Sol is punishable as he lands.

  • 1~4 Low profile
  • 5~16 Above feet invul
  • Initial prorate 80%
  • Mash for more hits, max 10 hits
  • Dizzy modifer 0.25*7, 1*3
  • Knocks down opponent on hit
  • Hitstop 6F


Bandit Revolver
Bandit Revolver
236K or j.236K
GGAC Sol 236K.png
Back to the ground

GGXXACPR Sol BR-1-Hitbox.png

First hit (Frame 9-13)

GGXXACPR Sol BR-2-Hitbox.png

Second hit (Frame 24-25)

GGXXACPR Sol BR-3-Hitbox.png

Second hit (Frame 26-27)

GGXXACPR Sol BR-4-Hitbox.png

Second hit (Frame 28-30)

GGXXACPR Sol BR-5-Hitbox.png

Second hit (Frame 31-32)

Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal, Ground 24,36 Mid R 9 5(1)9 2 -2

Bandit Revolver (BR) is primarily used to end combos into Sol’s most advantageous knockdown. The second hit of BR has a large hitbox and must be blocked with Faultless Defense in air. It knocks down on air hit, so it is useful at neutral or in ranged pressure to catch opponents trying to jump. Using too much BR is dangerous, since the opponent can 6P, use an invulnerable reversal, or simply Instant Block to punish it. Frame advantage of a blocked BR depends on distance and whether it is crouch or stand blocked. From mid-range on crouching block BR will be slightly advantage, but in other situations it can range from being slightly negative to punishable. On rare occasions, BR can be used at neutral to catch an opponent’s extended hurtbox pokes, making use of its brief strike invulnerability. In anticipation, it can evade and whiff punish lower-hitting pokes from a distance, which will link to 5K on crouch hit.

  • 1~3 Strike invul
  • Sol is in crouching state during landing recovery
  • 1st hit floats opponent (untechable for 26F)
  • 2nd hit knocks down opponent on air hit
Normal, Air 22*4 All R 6 4(6)4,2,2,2 Until L+12 -

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. Builds a decent amount of meter on hit, especially when it hits three times. Can be FRC'd before going active to propel Sol forward, or to extend aerial pressure strings, or set up mixups. Main conversion tool out of farther hitting j.Ds. 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 (untechable on ground hit for 24F, on 1st air hit for ??F, on 2nd air hit for 32F, on 3rd air hit for 28F)
  • FRC timing 6~8F
  • Sol is in crouching state during landing recovery
Dragon Install 20*3,50 Mid R 7 3,3,3(9)9 3 +3

In Dragon Install (DI), Bandit Revolver (BR) goes from an early anti-jump tool and a combo ender to a pressure tool in neutral and an easy looping and conversion tool that doesn't require a TK. Due to its improved start-up, movement speed and active time, opponents are forced to respect the ground version in neutral to a much greater degree than regular BR, and the improved attack level grants Sol advantage on block, allowing you to reset pressure with it. (DI) BR does not work very well as a pressure tool at close range on grounded opponents, however, as Sol moves so far forward that ducking will usually force the last hit to whiff over the opponent, leaving Sol wide open. Because of this, it is best used either at a distance or in expectation of a jump.

  • 1-3 Strike invul
  • 1st~3rd hit floats opponent (untechable for 26F)
  • 4th hit knocks down opponent on air hit
  • Sol is in crouching state during landing recovery


Bandit Bringer
Bandit Bringer
236[K]
GGAC Sol 236Khold.png
HERE COMES THE PAIN

GGXXACPR Sol 236K-Hold Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 High, Air RF 32 6 9+4L ±0

Level 6 move. Bandit Bringer (BB) should be used sparingly outside combos. It has very slow and telegraphed start-up, so it can be punished easily, either by getting countered out of startup or thrown after an Instant Block. It hits overhead, but is too slow for it to realistically hit an opponent for crouch blocking. The main use of BB on its own is as high-risk, high reward evasive attack to dodge and whiff punish an opponent in anticipation at long range. It can also catch backdashes or jump start-up. BB is used frequently in combos for added damage and corner carry. It tends to work best in the corner out of an FRC'd Gunflame, or on CH, crouching hit 5H against some characters. Can also be RC'd on contact if Jump Installed for an airdash mixup.

  • 1~3 Strike invul
  • 9F onward airborne
  • Ground bounces opponent on hit (untechable for 50F, on CH for 152F)
  • FRC timing 18~20
  • Initial Prorate 66%
  • Sol is in crouching state during landing recovery


Riot Stamp
Riot Stamp
214K
GGAC Sol 214K.png
Only use if they're falling for it

GGXXACPR Sol RS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 High, Air RF Until Wall+9 - Until L+3 -4

Riot Stamp (RS) is a risky but useful movement-based special, generally used with Sol's back to corner for quickly dodging and whiff punishing attacks. RS recovers quickly upon connecting and Sol is able to act shortly after reaching the apex of his ascent from the second hit, allowing for follow-up combos on hit and safety on block. At mid-screen, RS is punishable on reaction by 6P, invulnerable attacks, or otherwise, so it is dangerous to use frequently. With Sol’s back to the corner, it becomes much more practical, since Sol has less distance to travel backwards. RS can act as a quick overhead here as well. Can be FRC'd right before it goes active to fake into a low.

  • 1F onward airborne
  • Wallbounces opponent on hit (untechable for 28F)
  • FRC timing 9~12F after reaching the wall
  • Attack startup is 9F after Sol reaches the wall
  • Startup of a Riot Stamp done when Sol is right next to the wall is 14F


Wild Throw
Wild Throw
623K
GGAC Sol 623K.png
You were blocking? That sucks
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 Throw: 70 Pixels - 5 1 Whiff 35 -

Wild Throw (WT) is Sol’s command throw and main mixup tool. WT makes Sol especially dangerous when within its range, and is a fundamental part of Sol’s offense. It boasts a start-up of only 5 frames, and outranges normal throws. It allows strong Tension-free follow-up combos. During pressure, WT is used most effectively in conjunction with frame traps and lows, with the outcome depending on whether opponents opt to try either countering its start-up or jumping and backdashing to avoid it. Opponents using Faultless Defense excessively to keep Sol out are extra susceptible to WT. It is important to space WT well, because it can be thrown out of start-up if done too close. On whiff, there is a recovery animation which can be easily punished.

  • Initial Prorate 60%
  • 1~14F Sol is in CH state
  • Whiff animation 35F


Fafnir
Fafnir
41236H
GGAC Sol 41236D.png
Did I just catch you trying to jump out there?!

GGXXACPR Sol 41236H-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
70 Mid RF 17 3 13 +3

Slow, lunging punch. Gets Sol in more safely and leaves him +3 on block, but cannot be cancelled into. Not great in neutral, but if it somehow hits in the corner it wallbounces leading to a heavily scaled combo.


  • Wall bounces opponent on hit
  • Can not be cancelled into
  • Initial prorate 60%



Overdrives

Tyrant Rave ver.β
Tyrant Rave ver.Beta
632146H
GGAC Sol 632146H.png
SIT DOWN

GGXXACPR Sol 632146H-1-Hitbox.png

1st hit (Frames 6-8)

GGXXACPR Sol 632146H-2-Hitbox.png

1st hit (Frames 9-16)

GGXXACPR Sol 632146H-3-Hitbox.png

2nd hit (Frames 33-34)

GGXXACPR Sol 632146H-4-Hitbox.png

2nd hit (Frames 35-38)

GGXXACPR Sol 632146H-6-Hitbox.png

2nd hit (Frames 39-40)

GGXXACPR Sol 632146H-7-Hitbox.png

2nd hit (Frames 41-47)

Damage Guard Cancel Startup Active Recovery Frame Adv.
80,60 Mid R 5+1 11(7)15 31 -15

Tyrant Rave ver.β (TR) is primarily used to do unburstable damage in combos, usually when it will kill. It can be used as a more costly reversal option on wake-up or in pressure. However, Roman Canceling Volcanic Viper is almost always a better idea since it is much less risky. TR is slightly unsafe on block, whether the opponent interrupts the second hit or not. As a reversal, the only benefits TR has over VV are that it has more horizontal range, it cannot be Bursted, and it's hard to punish on the pushback, but can be tagged between hits. Done from 2D or 5H as a punish, you get a quick, unburstable combo unless they burst immediately, and it can be done to bursts on reaction to blow through them for a big reset. RC'ing the first hit on block can lead to mixups like dash in Wild Throw.

  • 1~8F Strike invul
  • 1st hit knocks down opponent
  • Can RC first hit
  • 2nd hit wall bounces opponent
  • 1st hit dizzy modifier x0.25, 2nd hit dizzy modifer x0


Dragon Install
Dragon Install
214214S
GGAC Sol 214214S.png
Game Over
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - 19+9 -

Dragon Install (DI) is a situational, high-risk, high-reward Overdrive in which Sol’s movement speed is increased, his normals become noticably faster and safer, and some of his specials are buffed significantly. If used in neutral, Sol gains a great amount of initiative: He recovers instantly once the super freeze ends, and the combination of his speed advantage and his reward off any given hit is large enough that it becomes very risky for opponents to attempt to force the pace of the match into their favour. Of course, DI itself carries a large risk. When the mode’s natural duration ends and Sol returns to neutral on the ground, he is forced into a lengthy recovery animation, making him incredibly vulnerable to a counter-offensive. Due to this, DI is only really recommended in situations where the recovery animation will not come into play, either to make a last minute comeback, to quickly finish off an opponent hanging on by a thread, or in a combo that can guarantee a safe exit out of DI. With proper timing, the invulnerability on DI allows it to be used after a knockdown as a big call-out against reversal attempts, especially those intending to Roman Cancel upon connecting. DI can also be used to create Burst-safe points in certain situations.

  • 1~19F Full invul
  • 20~21F Strike invul
  • Sol is in Dragon Install state for 358F after this move completes
  • After Dragon Install state ends, 62F recovery and Sol is in CH state


Instant Kill

Napalm Death
in IK Mode: 236236H
GGAC Sol IK.png
Don't use it
Damage Guard Cancel Startup Active Recovery Frame Adv.
DESTROY All - 7+8 12 26+1L -22
  • Sol is in CH state during recovery


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