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|name=f.S | |name=f.S | ||
|image=GGAC_Sol_fS.png | |image=GGAC_Sol_fS.png | ||
|caption=Your regular | |caption=Your regular mid range tool | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br> | <div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br> | ||
[[File:GGXXACPR_Sol_fS-Hitbox.png|center|175px]] | [[File:GGXXACPR_Sol_fS-Hitbox.png|center|175px]] |
Revision as of 04:56, 23 August 2019
Sol Badguy | |||||||||||||||||||||
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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
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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 |
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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 |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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6P
6P |
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6H
6H |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Special Moves
Gunflame
Gunflame 236P |
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Gunflame (Feint)
Gunflame (Feint) 214P |
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Volcanic Viper
Volcanic Viper 623S/H or j.623S/H |
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Knockdown
Knockdown Volcanic Viper -> 214K |
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Grand Viper
Grand Viper 214S |
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Bandit Revolver
Bandit Revolver 236K or j.236K |
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Bandit Bringer
Bandit Bringer 236[K] |
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Riot Stamp
Riot Stamp 214K |
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Wild Throw
Wild Throw 623K |
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Fafnir
Fafnir 41236H |
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Overdrives
Tyrant Rave ver.β
Tyrant Rave ver.Beta 632146H |
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Dragon Install
Dragon Install 214214S |
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Instant Kill
Napalm Death in IK Mode: 236236H |
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