GGST/Sol Badguy

From Dustloop Wiki
< GGST
Revision as of 03:42, 27 March 2021 by Shtkn (talk | contribs)



Overview

Template:CharaOverview

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Sol does a standard jab. Despite what the animation implies, it can hit crouching opponents. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. Its high vertical hitbox can make it effective as a ground-to-air move, although you would usually use 5K or 2H instead. Using 5P as an anti-air over 5K and 2H means you can link a 2H afterwards, thanks to the juggle it gives you. Not Sol's best anti-air but a good one nonetheless.

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Hits two times.
  • Both hits are dash cancelable.
  • Second hit is jump cancelable.

At close range, 5K is an extremely fast knee with 3 frames of startup, making it Sol's fastest button. The fully extended kick is also a quite fast at 5 frames, which combined with its tall hitbox and multiple cancel options results in a strong anti-air. Combos directly into either 6S for damage or 2D for a knockdown. Floats the opponent on air hit, juggling into Bandit Revolver mid-screen or Gun Flame in the corner. Canceling the dash cancel into Night Raid Vortex gives Sol a significant boost in damage, regardless of whether the opponent was airborne or not.

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Jump cancelable.
  • Dash cancelable.
  • Forces stand on hit.

Sol does an uppercut. Can cancel the move into another action at any point during its recovery, making it very flexible within both blockstrings and combos. If it hits a grounded opponent, they will be put into a unique stun animation that causes immediate follow-ups to behave as though the opponent was airborne, but delaying them will result in a forced stand. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. Links into 5K and even itself (if done with dashing momentum at point-blank range) on counter-hit. Can also cancel into Night Raid Vortex via a dash cancel like 5K can, though it won't combo against airborne opponents if they are too close to the ground.

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Knocks opponent away on air hit.

A lunging gut punch. Has much better range than the animation implies, enough to hit from round start range. Brings Sol close while being advantageous on block, making it a powerful pressure tool. Links into 5K on hit which still combos if the first hit whiffs. Leads into high damage anywhere with 5K's dash cancel into Night Raid Vortex. Combos into clean hit Volcanic Viper at close range against airborne opponents in the corner. On counter hit it can link into either c.5S or itself, depending on proximity.

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Ground slides opponent on air hit.
  • Wall bounces airborne opponents in the corner.

Sol swings a left hook with his sword. It has only moderate horizontal range but it vertical hitbox is surprisingly tall, though don't try to use this move as an anti-air. High push back on block makes this move safe if properly spaced, useful for frame traps. Extremely powerful combo part in the corner thanks to its high damage, good scaling, and wall bounce. Links into f.5S on counter hit.

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Hold D to charge.
  • Deals more damage and launches opponent on hit when fully charged.
  • Jump cancelable on hit against grounded opponents when fully charged.
  • Jump cancel forces an Area Shift.

Upward swipe that hits overhead. Can be charged for more damage and a full combo on hit. As this is Sol's only grounded overhead, 5D is an integral part of his mix-up game. RC's allow this attack to continue into further pressure or convert into a combo without charging it. The charged version is Sol's most damaging and best scaling non-super attack which makes it a powerful option after an RRC, however the long start-up can make this somewhat difficult outside of the corner.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Upper body invincibility on start-up.
  • Knocks opponent away on hit.
  • Wall bounces opponents in the corner.

Sol's primary anti-air that can also be used to stuff pokes with extended hurtboxes. With proper timing this move can beat just about any jump-in or most pokes that don't hit the ground but in exchange the reward for doing so is greatly diminished. Doesn't combo into anything mid-screen except into Bandit Revolver against airborne opponents on counter hit. The corner wall bounce gives more combo options but the wall bounce doesn't launch opponents any higher so Sol must be very close to follow it up if the opponent wasn't already airborne. Will greatly decrease wall durability if used multiple times in the same combo so don't spam it.

6S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Launches opponent on counter hit.

Sol steps forward and swings his sword. Has high damage and incredible range, albeit with somewhat slow start-up. Used in nearly every combo Sol has. Leads into Bandit Revolver on hit from just about any range, which can be RC'd for more damage. On air hit it can combo into specials that lead into additional follow-ups such as single hit Bandit Revolver, Bandit Bringer, and even Gun Flame in the corner. Depending on how far and high the opponent was, it can even go into Heavy Mob Cemetery for massive damage. The launch on counter hit grants even more combos, notably into Night Raid Vortex.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Cannot be special cancelled.
  • Hard knockdown on hit.
  • Ground bounces on counter hit.

Sol leans forward and slams his sword into the ground. Has the longest horizontal range amongst all his normals, very fast startup, and high damage but it has poor vertical range, long recovery on whiff, very unsafe on block, and it cannot be special cancelled. Thus, it is a very committal attack that should be used sparingly. This is his highest damage OTG though doing so will sacrifice oki so only do so if it will close out a round or if it will wall splat the opponent in the corner. Use this to break the wall if Fafnir won't combo in time. On counter hit, the ensuing ground bounce allows Sol to link into 6S for massive damage, though whether or not it leads into a full combo depends on how close he was to the opponent, screen positioning, and if meter is available for an RC or super.

2P

2K

2S

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Sol does an uppercut with his sword's hilt. Somewhat slow start-up for an anti-air but has high vertical range (about as high as 5K). High reward on air hit or counter hit, leading into Gun Flame followed by Night Raid Vortex for good damage and corner carry. Unsafe on block or whiff while being barely plus on air block, so consider using less committal anti-airs like 5P or 5K instead.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Hard knockdown on hit.
  • Launches opponent on counter hit.

Sol drops to the ground and sweeps the opponent with a kick. Legendary low-profile sweep that beats or evades just about any move that doesn't hit the ground, must be blocked low, can hard knockdown for strong oki, and leads into a full combo on counter hit. Can set-up a meaty with Gun Flame by slightly delaying the special cancel on hit. 5P and 5K are better buttons against fast or low-reaching moves so don't default to 2D when on the defensive.

j.P

j.K

j.S

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Double jump and air dash cancelable on hit or block.
  • Launches opponent on hit.
  • Wall bounces opponent in the corner.

Sol strikes with the hilt of his sword. High damage and wall bounce property leads into massive damage when used as a combo part in the corner. With proper timing it can loop into itself (i.e. a dustloop), but note that using it multiple times will decrease wall durability rapidly leading to shorter and less damaging combos. Important tool for landing clean hit Volcanic Viper in the corner.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Can throw the opponent either forward or backwards.
  • Knockdown on hit.

Sol grabs the opponent and headbutts them. Very fast start-up, can potentially throw the opponent out of sloppy pressure or oki. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. PRC'ing the throw allows Sol to punish jumps or back dashes. Can lead into a full combo with an RRC, though it must hit before the opponent touches the ground.

Air Throw

Special Moves

Gun Flame

236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Launches opponent on hit.

Sol releases a pillar of flame that slowly crawls along the ground. This is his only projectile, making it a vital part of Sol's neutral game. Is plus on block if it hits meaty or at a range, making it a strong pressure and oki tool. Can be PRC'd for tricky mix-ups, such as using Wild Throw before the attack is blocked or jumping over the opponent right before it hits for a cross-up. Very strong combo tool against airborne opponents, giving Sol time to hit with Night Raid Vortex mid-screen or dash in with 5K in the corner.

Gun Flame (Feint)

214P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Builds a small amount of meter.

Sol assumes the same stance he uses for Gun Flame but doesn't fire a projectile. Has faster recovery than the real version, making it useful for resetting pressure or baiting jump-ins from an opponent who was expecting Gun Flame. Use it when fighting extremely distant and defensive opponents to build meter, forcing them to either get close or risk Sol building meter for free. Cancel into this after wall splatting with a normal as it recovers fast enough that Fafnir can still end the combo.

Volcanic Viper

623S/H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground S
Ground H
Air S
Air H

623S
  • Strike invulnerable.
  • Launches opponent on hit.

Invincible from frame 1 and has low endlag. Use it to steal momentum against poor oki and predictable pressure. Loses to throws so try to only use it if the opponent isn't at point-blank range. Is safe on block if the opponent air blocked, making it a good anti-air. RC's retain Sol's upward momentum unless the RC is shifted in any direction. Can be PRC'd on hit for decent damage and better oki.


623H
  • Full invincibility.
  • Hits 2 times, both launch the opponent away on hit.
  • Second hit can clean hit at close range.
  • Clean hit greatly improves damage and grants a hard knockdown.

Frame 1, fully invincible reversal. Sol launches significantly higher than the Slash version, making him very punishable on whiff or ground block. Is generally a better reversal than the S version if an RC is available. Can be used to anti-air opponents due to its high reach and its safety on air block. If the opponent is cornered and was high enough when they blocked it, it can true blockstring into normals. The clean hit deals absolutely massive damage, so it should be used to end combos whenever possible. The hard knockdown leads into strong oki, though it can be sacrificed in exchange for even more damage with an OTG 6H (useful for closing out rounds). Doesn't knockdown and only deals moderate damage without the clean hit.


j.623S
  • Identical to the ground version.

Only use this if strike invincibility is desperately needed while in mid-air.


j.623H
  • Identical to the ground version.

Ideal combo ender. Can clean hit after most air normals so long as Sol is very close to the opponent and has forward momentum from a forward jump or air dash (j.D only works in the corner, j.H never works).

Bandit Revolver

236K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground
Air

  • Hits 2 times. First hit launches the opponent, the second knocks them away.
  • Second hit only occurs if the first hit the opponent.

Flying knee with an automatic followup kick on hit. Sol's main combo ender mid-screen when Volcanic Viper won't clean hit. The high knock back of the second hit provides good corner carry and it leads into good damage if RC'd. If the knee attack connects at its maximum vertical range, the follow-up will whiff. However, Sol is plus enough that he can land and link into 5K which can be done intentionally to extend combos. Avoid using this to end corner combos as the second hit cannot wall splat opponents. If the first does, the second will cause an Area Shift without giving Sol a chance to use a stronger ender like Fafnir or Tyrant Rave.

Bandit Bringer

214K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground
Air

  • Air version can be delayed by holding K.
  • Hard knock down on hit.

Sol floats through the air before doing a diving punch. The air version can be delayed to halt Sol's aerial momentum, useful for baiting out an opponent's anti-air attempts, although it will lose to attacks with high vertical reach like Potemkin's Heat Knuckle, Faust's 6P, or most DP's. The hard knockdown can either grant good oki or lead into an OTG (c.5S can be dash-canceled to maintain pressure while 6H maximizes damage). Slow start-up makes it difficult to use in longer combos and the forced knockdown allows opponents to tech roll out of RC combos if they touch the ground before the RRC connects. Use this move to end corner combos if the move itself or a follow-up OTG 6H will trigger a wall splat. Break the wall with Fafnir in the former case or with 6H again in the latter scenario.

Wild Throw

623K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Switches sides on hit.
  • Hard knockdown on hit.

Sol's command grab. Has more range and damage than his normal throw and is untechable but it always side switches and is more unsafe on whiff. Vital part of Sol's mix-up game as the fear of being hit by this move will incentivize the opponent to either jump or mash out of pressure, allowing Sol to fish for counter hits and anti-airs. PRC can be used to make it safe on whiff. Can only be followed-up on hit with a PRC into an OTG 6H as RRC's make the opponent tech roll away.

Night Raid Vortex

214S (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Launches opponent on hit.
  • Can extend range by holding S.
  • Low profiles until the attack comes out.

Sol rushes forward low to the ground and delivers an uppercut. Its startup and travel distance increases the longer S is held. Moves forward about a third of the screen at no charge to beyond full screen at max charge. This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if RC's are available. The attack launches higher and deals more damage at full charge, allowing Sol to combo into c.5S. Follow it up with 5K instead if not fully charged or if the opponent wasn't already airborne. While it cannot be directly canceled into from normals, the dash cancels out of 5K and c.5S can be canceled into this move. Doing so massively increases Sol's meterless combo damage, especially mid-screen. Can theoretically infinitely loop into itself from an air hit 5K dash cancel, but doing so requires high execution skills and will scale your combo damage into oblivion.

Fafnir

41236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Ground bounces on hit.

Sol lunges forward with a flaming straight punch. Guard breaks on block, leaving Sol at a frame advantage. On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into Night Raid Vortex. Bounces higher on counter hit, allowing the follow-up NRV to combo into c.5S rather than 5K. This is also Sol's optimal corner combo ender after wall splatting an opponent thanks to its high damage and single-hit nature.

Overdrives

Tyrant Rave

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Full invincibility.
  • Hits 2 times. First hit launches the opponent, the second knocks them away.
  • Second hit can clean hit at close range, though only if the first hit as well.
  • Will force an Area Shift if the opponent touches the corner.
  • Gives a hard knockdown after an Area Shift.

Sol does an uppercut followed by a fiery straight punch. Fast reversal, but the first hit has poor range and the entire attack is unsafe on block or whiff. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. Thus, if an RC is available to make it safe, avoid only using it after the second hit. An RC'd Volcanic Viper can lead into similar damage and oki while being safer and leading into a potential mix-up, so consider doing that instead.

This super is primarily meant to be a high damage combo ender, especially in the corner where Sol receives increased damage, strong oki, and regenerating tension after the forced Area Shift. Just remember that if the opponent is wall splatted by an OTG, then this super cannot be used properly as the opponent will tech out after the first hit and be able to block or reversal through the second. RRC's can be used to combo after it connects for even more damage. However, the short range of the first hit, the high knock back of the second, and the forced Area Shift in the corner makes this difficult mid-screen and impossible in the corner.

Heavy Mob Cemetery

214214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Full invincibility.
  • Switches sides on hit.
  • Launches opponents on hit, hard knockdown upon landing.
  • Cannot cause an Area Shift, even if the opponent has wall splatted.

Sol activates his Dragon Install before lunging about 3/4ths of the screen. If the opponent is hit, Sol drags them into the air and dives into the ground, creating a huge explosion. Sol is invincible until he reverts to his base form, meaning it can be used as a slow but long range reversal. Very unsafe on block but has somewhat quick recovery, making it difficult to punish on whiff. Can be canceled at any time with a PRC to make it safe or even create mix-ups, such as PRC'ing before touching a guarding opponent and using Wild Throw. Deals more damage than Tyrant Rave, both raw and scaled, but since it cannot Wall Break it will deal less damage and give weaker oki in corner. Leads into absurd damage with RRC's by shifting it downwards after the final hit so that the RRC whiffs, giving Sol time to run underneath the opponent and fully charge 5D, even after switching sides!

External References

Navigation

To edit frame data, edit values in GGST/Sol Badguy/Data.

Template:Navbar-GGST