Volcanic Viper 623S/H or j.623S/H
Normal Versions:
S: 1st hit (Frames 7-9)
H: 1st hit (Frames 5-6)
j.S/H: 1st hit (Frames 5-6)
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:
DI All: 1st hit (Frames 7-9)
DI S: 2nd/3rd hit (Frames 11-16)
DI j.S/H: 2nd/3rd hit (Frames 12-19)
DI H: 2nd hit (Frames 10-63)
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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Ground Normal S
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40,25
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Mid
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R
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7
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3(3)11
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21+8L
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-26
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The greatest. Ever.
- God DP. Blows through just about everything.
- Massive hitbox that cannot be low profiled, like many other DPs
- Can be canceled into the followup kick on whiff to mix up Sol's recovery timing.
- Converts to knockdown about 95% of the time.
- Fully converts if the first hit is RC'd, or if the 2nd part counter hits.
- Tied for the slowest version of the move at 7F, but with some of the most invulnerability.
Breaks through even the smallest gaps. Safe when RC'd on the first hit. Must be given enough space, or be blocked when can't RC in order to be completely baited. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state.
Note: All versions of grounded VV must be jump installed in order to airdash or double jump on RC.
Supplemental Frame Data:
- VV S: Frames 1-9 invincible. Frames 10-13 invincible to strikes. Airborne from frame 10 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F). Can follow-up to Knockdown from frames 24-40. Sol is crouching during landing recovery.
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Aerial Normal S
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32,20
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All
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R
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5
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2(3)9
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Until L+8
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-
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Easy air combo ender.
- Straightforward air knockdown tool.
- Also works as a DP in the air, but is air blockable without FD, and is only strike invuln.
- Has the most leniency into combo'ing into the followup kick.
- Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.
- Can convert to longer combos if the first hit is RC'd.
Note: the momentum cut on RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...
Supplemental Frame Data:
- Air VV S: Frames 1-9 invincible to strikes. Floats on hit (1st hit untechable for 36F, 2nd hit for 27F). Can follow-up to Knockdown from 19-35. Sol is crouching during landing recovery.
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Normal H
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40,25
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Mid
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R
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5
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2(3)18
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30+8L
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-41
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Massive DP version. Eats up the sky.
- Big Anti-Air callout, unrivaled in combined speed and vertical reach.
- Slightly faster and more damage than the S version.
- Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.
- Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.
- Leniency to the followup is slightly more difficult, and must be delayed a bit.
Supplemental Frame Data:
- VV H: 1-6 invincible. 7-11 invincible to strikes. Airborne from frame 7 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 36F). Can follow-up to Knockdown from 28-44. Sol is crouching during landing recovery.
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Aerial Normal H
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40,20
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All
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R
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5
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2(3)18
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Until L+8
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-
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Situational air knockdown tool with slight more damage.
- Higher reaching aerial VV, not as high as the grounded version.
- Also air blockable without FD.
- Lacks the same leniency to the followup as the ground H version.
- Similarly to j.SVV, cuts air momentum when RC'd on the first hit.
Supplemental Frame Data:
- Air VV H: Frames 1-9 invincible to strikes. Floats on hit (1st hit untechable for 38F, 2nd hit for 36F). Can follow-up to Knockdown from 32-44. Sol is crouching during landing recovery.
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Dragon Install S
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40,20*2
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Mid
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R
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7
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3(1)4,2
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21+8L
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-17
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Weaker version of VV, but has some altered utility.
- Similarly strong hitbox, but cannot cancel into knockdown.
- Same speed as regular SVV, but slightly less damage overall.
- All three hits must be FD'd if airborne.
- Overall not the strongest version, but usable.
Supplemental Frame Data:
- VV S (DI): Frames 1-9 invincible. Frame 10 invincible to strikes. Airborne from frame 10 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 30F). Sol is crouching during landing recovery.
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Dragon Install H
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40,18*9
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Mid
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R
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7
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3,54
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36+8L
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-76
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The hype machine. One of the meanest moves in the game.
- Absolutely massive wall of hitbox. Reaches to the top of the screen.
- Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown.
- The 1st hit does 60 damage and GB -1: one of the single strongest combo starters in the game on RC.
Use by itself with meter for a skyrocket. Despite the excessive hitstun, knockdown can become impossible to connect on too many hits due to gravity scaling, so avoid ending longer combos with it.
Supplemental Frame Data:
- VV H (DI): Frames 1-9 invincible. 1st hit floats and causes knockdown. All other hits cause float (untechable for 60F) and have hit stop 0. 1st hit dizzy modifier x2.0. Can follow-up to Knockdown from frame 63. Sol is crouching during landing recovery.
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Aerial Dragon Install
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Similarly weaker version as DI-SVV, but the first hit is air unblockable.
- Also doesn't cancel to knockdown.
- First hit being air unblockable can win you air-to-air wars.
- Fully invincible compared to normal air VVs being only strike invincible.
Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.
Supplemental Frame Data:
- Air VV (DI): Frames 1-9 invincible. Frames 10-11 invincible to strikes. Floats on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 45F). Sol is crouching during landing recovery.
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