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|guts=1 | |guts=1 | ||
|stun=60 | |stun=60 | ||
|weight=Medium | |||
|jumpStartup=3F | |jumpStartup=3F | ||
|backdashTime=16F | |backdashTime=16F | ||
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|cancel=SJ | |cancel=SJ | ||
|roman=YRP | |roman=YRP | ||
|startup= | |startup=5 | ||
|active=2,6[1,4] | |active=2,6[1,4] | ||
|recovery=13[7] | |recovery=13[7] | ||
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*Upper body invulnerability from frames 1-7 [1-4] and frames 12-19 [8-11], above knee invulnerability from frames 8-11 [5-7]. | *Upper body invulnerability from frames 1-7 [1-4] and frames 12-19 [8-11], above knee invulnerability from frames 8-11 [5-7]. | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D | ||
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. The main drawback of 6P is its lengthy recovery. | 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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">6HS</font>====== | ======<font style="visibility:hidden" size="0">6HS</font>====== | ||
{{MoveData | {{MoveData | ||
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|description= | |description= | ||
*Used for leading combos into knockdown, low profiling oncoming attacks, frame traps, and as a low hit in pressure and okizeme. | *Used for leading combos into knockdown, low profiling oncoming attacks, frame traps, and as a low hit in pressure and okizeme. | ||
*Hits low, knockdown on hit, | *Hits low, knockdown on hit, combos into Gun Flame on Counter Hit. | ||
*Low profile from frames 4-20 [3-12]. | *Low profile from frames 4-20 [3-12]. | ||
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 Counter Hit, it will combo into Gun Flame for high damage, Tension-free combos. On normal 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. | 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 Counter Hit, it will combo into Gun Flame for high damage, Tension-free combos. On normal 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. | ||
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|name=j.HS | |name=j.HS | ||
|image=GGXRD_Sol_jH.png | |image=GGXRD_Sol_jH.png | ||
|caption= | |caption=That recovery is not a typo | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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*Proration: Forced 65% | *Proration: Forced 65% | ||
*Stun damage: 90 | *Stun damage: 90 | ||
Sol’s air throw is useful in multiple situations, since air throws are strong in general. Sol makes use of it particularly during offense to grab opponents who attempt to escape by jumping. It knocks down upon connecting and usually has to be Roman Cancelled to enable any follow-up | Sol’s air throw is useful in multiple situations, since air throws are strong in general. Sol makes use of it particularly during offense to grab opponents who attempt to escape by jumping. It knocks down upon connecting and usually has to be Roman Cancelled to enable any follow-up. Sol's air throw does significant stun damage, so succeeding with a tech trap can often result in a stunned opponent. | ||
}} | }} | ||
}} | }} | ||
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|cancel= | |cancel= | ||
|roman=R | |roman=R | ||
|startup= | |startup=(15-48)+13 | ||
|active=3 | |active=3 | ||
|recovery=Hit: 11<br/>Whiff: 20 | |recovery=Hit: 11<br/>Whiff: 20 | ||
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|cancel= | |cancel= | ||
|roman=R | |roman=R | ||
|startup= | |startup=50+13 | ||
|active=3 | |active=3 | ||
|recovery=Hit: 11<br/>Whiff: 20 | |recovery=Hit: 11<br/>Whiff: 20 | ||
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|description= | |description= | ||
*Partial charge version causes horizontal blowback on hit, wall sticks in corner. | *Partial charge version causes horizontal blowback on hit, wall sticks in corner. | ||
*Max charge version (and partial charge on Counter Hit) crumples on ground hit, | *Max charge version (and partial charge on Counter Hit) crumples on ground hit, floats and wall sticks in corner on air hit. | ||
*Steals a small amount of Burst Gauge on hit. | *Steals a small amount of Burst Gauge on hit. | ||
*Proration: 55% (partial charge only) | *Proration: 55% (partial charge only) | ||
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|tension=200/120 | |tension=200/120 | ||
|risc=-7/+2 | |risc=-7/+2 | ||
|prorate= | |prorate=Initial: 85% | ||
|level=2→2→1→1 | |level=2→2→1→1 | ||
|guard=All | |guard=All | ||
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|description= | |description= | ||
*Used for controlling space, pressuring, okizeme, and combos. | *Used for controlling space, pressuring, okizeme, and combos. | ||
* | *Launches on hit, Counter Hit is untechable. | ||
*Sol is in Counter Hit state for entire duration. | *Sol is in Counter Hit state for entire duration. | ||
*Attack power and level change with each set of 9 active frames. | *Attack power and level change with each set of 9 active frames. | ||
*Proration: 85% | |||
Gun Flame (GF) is a vital neutral and offensive tool, and is especially powerful when Yellow Roman Cancelled (YRC). 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 YRC 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 YRC. For okizeme, meaty GF can be significantly advantageous on block with proper timing after certain knockdowns, such as 6HS. GF (YRC) okizeme can lead to high/low mix-ups, and is particularly strong in corner. | Gun Flame (GF) is a vital neutral and offensive tool, and is especially powerful when Yellow Roman Cancelled (YRC). 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 YRC 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 YRC. For okizeme, meaty GF can be significantly advantageous on block with proper timing after certain knockdowns, such as 6HS. GF (YRC) okizeme can lead to high/low mix-ups, and is particularly strong in corner. | ||
}} | }} | ||
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*Hits overhead. Floor bounce on hit, higher bounce on Counter Hit. | *Hits overhead. Floor bounce on hit, higher bounce on Counter Hit. | ||
*Proration: 65% | *Proration: 65% | ||
*Strike invulnerable from frames 1-3, airborne and | *Strike invulnerable from frames 1-3, airborne and lower body invulnerable from frame 9. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
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. | 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. | ||
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*Used as an evasive attack to punish high recovery moves on whiff or catch movement. Also used in certain combos. | *Used as an evasive attack to punish high recovery moves on whiff or catch movement. Also used in certain combos. | ||
*Hits overhead. Tumbles on hit during first tumble in a combo, ground bounces after a tumble. | *Hits overhead. Tumbles on hit during first tumble in a combo, ground bounces after a tumble. | ||
*Strike invulnerable from frames 1-3, airborne and | *Strike invulnerable from frames 1-3, airborne and lower body invulnerable from frame 7. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
In neutral, the Dragon Install (DI) version of Bandit Bringer (BB) carries the usual risks, despite the miniscule improvement to start-up and the seemingly larger hitbox. Of course, being in DI, the reward for landing it is potentially greater, as it lacks the initial proration attached to the regular version. Because (DI) BB tumbles on hit, it is often used in combos after a mid-screen (DI) Kudakero for the additional corner carry required to take the opponent all the way to the corner. Interestingly, if you land (DI) BB without any preceeding tumbles, it will tumble, but landing it after a tumble in the same combo will cause a ground bounce instead, as combos have a one tumble limit. | In neutral, the Dragon Install (DI) version of Bandit Bringer (BB) carries the usual risks, despite the miniscule improvement to start-up and the seemingly larger hitbox. Of course, being in DI, the reward for landing it is potentially greater, as it lacks the initial proration attached to the regular version. Because (DI) BB tumbles on hit, it is often used in combos after a mid-screen (DI) Kudakero for the additional corner carry required to take the opponent all the way to the corner. Interestingly, if you land (DI) BB without any preceeding tumbles, it will tumble, but landing it after a tumble in the same combo will cause a ground bounce instead, as combos have a one tumble limit. | ||
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{{MoveData | {{MoveData | ||
|name=Grand Viper | |name=Grand Viper | ||
|input=( | |input=(romanised as "Ground Viper")<br/>214S | ||
''Normal'' | ''Normal'' | ||
|image=GGXRD_Sol_GrandViper1.png | |image=GGXRD_Sol_GrandViper1.png | ||
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==[[GGXRD/Offense#Instant Kill|Instant Kill]]== | ==[[GGXRD/Offense#Instant Kill|Instant Kill]]== | ||
{{MoveData | {{MoveData | ||
|name=Branding Breach | |name=Branding Breach | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|damage=DESTROY | |damage=DESTROY | ||
|tension= | |tension= | ||
Line 1,676: | Line 1,677: | ||
|cancel= | |cancel= | ||
|roman= | |roman= | ||
|startup=9+16 | |startup=9+16[5+15] | ||
|active=6 | |active=6 | ||
|recovery=32 | |recovery=32 | ||
|frameAdv=-21 | |frameAdv=-21 | ||
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | |||
|description= | *Uses the animation of his Fafnir. | ||
*Used for killing stunned opponents, and comboing into a guaranteed finish during match point when opponent is in Hell Fire state. | *Used for killing stunned opponents, and comboing into a guaranteed finish during match point when opponent is in Hell Fire state. | ||
*Cannot be cancelled into from normals. | *Cannot be cancelled into from normals. | ||
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}} | }} | ||
{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Sol Badguy]] | ||
Latest revision as of 04:50, 25 December 2023
Sol Badguy |
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Defense Modifier: x1.00 Guts Rating: 1 Weight: Medium Stun Resistance: 60 Jump Startup: 3F Backdash Time 16F / Invul: 1-8F
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Overview
The titular "Guilty Gear" and protagonist of the Guilty Gear series, Sol Badguy is a battle-hardened bounty hunter with a sordid past. He travels with his protege Sin Kiske, claiming bounties to make a living. Sol’s real objective, however, remains unchanged: To destroy all vagrant Gears and enact his revenge on "That Man", a mysterious individual from Sol’s past. Presently, the world faces another Merciless Apocalypse. Entities carrying the name "Valentine" have emerged once again, and Sol must confront the remnants of his past once more. With his services now under the temporary hire of his long-time rival and Sin’s father, Ky Kiske, Sol takes Sin, and with his modified weapon "Junkyard Dog Mk3", answers the call to battle.
Sol is a well-rounded, yet very rushdown-focused character. He has a tool for every situation, some tools better than others, but his primary goal is to get up close and personal, as his close-range options are where Sol is at his scariest. Fortunately, Sol can do this with the help of Gun Flame, a projectile that can be used to cover Sol’s approach when Roman Cancelled. When up close, Sol has some powerful buttons. 5K and 2D are among the best normals in the game, a 3 frame poke that can be used as a 5 frame anti-air and a fast, low profile sweep, respectively. While lacking a strong, standing overhead, much of Sol’s close-range mix-up comes from his command throw, Bukkirabou ni Nageru, and the fear of getting caught in his command throw opening the opponent up to frame traps. Speaking of fear, Sol possesses the best invincible reversal in the game, Volcanic Viper, a powerful tool which forces the opponent to consider the safety of their offense. Of course, this isn’t to say that his mid-range game is absent. Other moves such as f.S and 5HS possess a great deal of range, and Fafnir is probably the scariest of them all, a massively vicious, flaming strike that sends the opponent tumbling away on hit and is even plus on block. When the opponent is forced into the corner, that’s when the real fun starts. Sol can deal large amounts of damage near the corner by utilizing his infamous D-Loop (more popularly known as the Dustloop) in combination with Fafnir, and thanks to Kudakero - an air-to-ground dive kick, Sol can take his air combos back to the ground and then end them with an extra advantageous knockdown. With that knockdown, he can set up powerful okizeme using a combination of safe jumps and Yellow Roman Cancelled Gun Flames, and bully his way to victory.
Strengths
- Has many strong normals and specials for nearly any situation.
- Excels at close range with strong normals coupled with his command grab, Bukkirabou ni Nageru (aka Wild Throw).
- Excellent ability to convert nearly any hit into knockdown. Good starters lead to high damage combos at no Tension cost.
- Has undoubtedly the strongest invulnerable reversal in the game, Volcanic Viper, for use in multiple situations.
- Makes very good use of both Yellow and Red Roman Cancels.
- High stun damage. Can easily guarantee dizzy out of simple Counter Hit combos with a proceeding mixup.
Weaknesses
- Has difficulty dealing with strong zoning. Must sometimes take risks to break into his ideal, up-close attack range.
- Mix-up abilities are very basic. Landing good hits on offense requires strong reading and conditioning of opponents.
Normal Moves
- Data in [ ] refers to Sol in Dragon Install. DI is short for 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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5HS
5HS |
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6P
6P |
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6HS
6HS |
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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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2HS
2HS |
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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.HS
j.HS |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Attack
Blitz Attack |
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Special Moves
Gun Flame
Gun Flame 236P Normal |
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Gun Flame (Feint)
Gun Flame (Feint) 214P |
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Volcanic Viper
Volcanic Viper 623S/HS (air OK) Normal |
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Tataki Otoshi
Tataki Otoshi (translated as "Knockdown") During Volcanic Viper: 214K Normal |
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Bandit Revolver
Bandit Revolver 236K (air OK) Normal |
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Bandit Bringer
Bandit Bringer 236[K] Normal |
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Kudakero
Kudakero (translated as "Break") j.214K Normal |
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Bukkirabou ni Nageru
Bukkirabou ni Nageru (translated as "Wild Throw") 623K Normal |
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Riot Stamp
Riot Stamp 214K Normal |
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Grand Viper
Grand Viper (romanised as "Ground Viper") 214S Normal |
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Fafnir
Fafnir 41236HS Normal |
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P.B.B.
P.B.B. During Dragon Install: j.623K |
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Overdrives
Tyrant Rave ver.β
Tyrant Rave ver.β 632146HS [632146D] Normal |
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Dragon Install
Dragon Install 214214HS (air OK) |
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Instant Kill
Branding Breach During IK Mode: 236236HS |
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