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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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|caption=Jab 'em into next week | |caption=Jab 'em into next week | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=10[12] | |damage=10[12] | ||
|tension=144 | |tension=144 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used for counter poking and | *Used for counter poking, pressure, setting up tick throws or frame traps, and Burst-safe confirms. | ||
*Proration: 90% | *Proration: 90% | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|caption=Anti-Air, Pressure, Punish Starter Extraordinaire | |caption=Anti-Air, Pressure, Punish Starter Extraordinaire | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=14x2 | |damage=14x2 | ||
|tension=264 | |tension=264 | ||
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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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*Proration: 90% | *Proration: 90% | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 6P, c.S, f.S, 2S, 5HS, 2HS, 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 6P, c.S, f.S, 2S, 5HS, 2HS, 5D, 2D | ||
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. 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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|caption=General Purpose Close Slash | |caption=General Purpose Close Slash | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=30[28] | |damage=30[28] | ||
|tension=264 | |tension=264 | ||
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|caption=Spacing tool, leads to damage with 50% Tension | |caption=Spacing tool, leads to damage with 50% Tension | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=30[28] | |damage=30[28] | ||
|tension=264 | |tension=264 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used as a fast, long-range poke. Also | *Used as a fast, long-range poke. Also used for ranged pressure and punishes. | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 2S, 5HS, 2HS, 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 2S, 5HS, 2HS, 5D, 2D | ||
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. On hit, f.S can gatling into 5HS for long-range confirms with Tension. The only drawbacks to f.S are its significant recovery and extended hurtbox. | 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. On hit, f.S can gatling into 5HS for long-range confirms with Tension. The only drawbacks to f.S are its significant recovery and extended hurtbox. | ||
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|caption=The Fishing Rod for Counter Hits | |caption=The Fishing Rod for Counter Hits | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=40[44] | |damage=40[44] | ||
|tension=384 | |tension=384 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used for counter poking | *Used for counter poking and ranged pressure. Also used for confirms from f.S, enabling combos from far air hits, and setting up D-Loops. | ||
*Significant added hitstun on Counter Hit. | *Significant added hitstun on Counter Hit. | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 2HS, 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 2HS, 5D, 2D | ||
Sol’s other long-range poke | 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 Roman Cancelled into Bandit Bringer to allow follow-up combos. 5HS will combo into j.D on air hit, so it is used frequently to set up D-Loops in corner. | ||
}} | }} | ||
}} | }} | ||
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|caption=The gut punch that makes people misuse the word "priority" | |caption=The gut punch that makes people misuse the word "priority" | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=32 | |damage=32 | ||
|tension=264 | |tension=264 | ||
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|inv=1~7F [1~4F] Upper Body<br/>12~19F [8~11F] Upper Body<br/>8~11F [5~7F] Above Knees | |inv=1~7F [1~4F] Upper Body<br/>12~19F [8~11F] Upper Body<br/>8~11F [5~7F] Above Knees | ||
|description= | |description= | ||
*Used for counter poking | *Used for counter poking, anti-airing, pressure, frame traps, and corner combos. | ||
*Knockdown on hit, wall bounce within range. Increased untechable time after wall bounce on Counter Hit. | *Knockdown on hit, wall bounce within range. Increased untechable time after wall bounce on Counter Hit. | ||
*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 | 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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|caption=An outright headsplitter, murders on Counter Hit | |caption=An outright headsplitter, murders on Counter Hit | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=56 | |damage=56 | ||
|tension=384 | |tension=384 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used | *Used to frame trap gatling from 2S or 6P, and end corner combos. | ||
*Knockdown on hit, ground bounce on Counter Hit. | *Knockdown on hit, ground bounce on Counter Hit. | ||
*Stun damage: 75 | *Stun damage: 75 | ||
6HS is Sol’s longest range normal, but is rarely used on its own due to slow start-up, lengthy recovery, and extended hurtbox. | 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. It can also be used as a strong corner combo ender, leading to safe, high advantage Gun Flame oki. On Counter Hit, 6HS causes ground bounce, resulting in devastating combos with significant stun. On block, 6HS raises the R.I.S.C. Level significantly but is limited to specials cancels only. | ||
}} | }} | ||
}} | }} | ||
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|caption=Straight to the Moon | |caption=Straight to the Moon | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=27 | |damage=27 | ||
|tension=264 | |tension=264 | ||
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*Hits overhead, cancels to Homing Jump or Dash on hit only. | *Hits overhead, cancels to Homing Jump or Dash on hit only. | ||
*Proration: 80% | *Proration: 80% | ||
5D should be used sparingly | 5D should be used sparingly. It hits overhead, but can be reacted to easily and is unsafe on block. Rewards on hit are small outside of corner. 5D can be used as a combo part for Dragon Install combo enders, due to the wall stick it causes in the corner. Yellow Roman Cancelling 5D on startup can lead to some particularly tricky setups. | ||
}} | }} | ||
}} | }} | ||
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|caption=Easy Pressure Button | |caption=Easy Pressure Button | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=8 | |damage=8 | ||
|tension=144 | |tension=144 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used for | *Used for pressure, setting up tick throws or frame traps, and Burst-safe confirms. | ||
*Proration: 80% | *Proration: 80% | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5HS, 2HS, 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5HS, 2HS, 5D, 2D | ||
2P is a staple in Sol’s pressure game | 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. | ||
}} | }} | ||
}} | }} | ||
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|caption=Sol's fastest low, tick throw and pressure setups start here | |caption=Sol's fastest low, tick throw and pressure setups start here | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=12[14] | |damage=12[14] | ||
|tension=144 | |tension=144 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used as a quick low hit in pressure and okizeme, | *Used as a quick low hit in pressure and okizeme, mid-range poke, and setup for tick throws. | ||
*Hits low. | *Hits low. | ||
*Proration: 70% | *Proration: 70% | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 6P, c.S, f.S, 2S, 2HS, 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 6P, c.S, f.S, 2S, 2HS, 5D, 2D | ||
2K is Sol’s fastest low attack and important in pressure and okizeme. Using it | 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. | ||
}} | }} | ||
}} | }} | ||
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|caption=Makes pressure safe, gatling to 6HS for an anti-jump and frame trap | |caption=Makes pressure safe, gatling to 6HS for an anti-jump and frame trap | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=25[24] | |damage=25[24] | ||
|tension=264 | |tension=264 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used | *Used for counter poking, stopping ground approaches, gatling into from f.S for safety, and ending blockstrings. | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 5HS, 2HS, 6HS, 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 5HS, 2HS, 6HS, 5D, 2D | ||
2S is a strong neutral and pressure tool. It has a relatively slow start-up, but recovers incredibly | 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. | ||
}} | }} | ||
}} | }} | ||
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|caption=Ready for Relaunch | |caption=Ready for Relaunch | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=36[40] | |damage=36[40] | ||
|tension=384 | |tension=384 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used | *Used for pressure, converting off air hits, and setting up D-Loops. | ||
*Floats on Counter Hit | *Floats on Counter Hit. | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 5D, 2D | ||
2HS is primarily used in combos on airborne opponents, such as from anti-air 5K and corner 6P. It is | 2HS 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. 2HS 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. 2HS will combo into j.D on air hit, so it is used frequently to set up D-Loops in corner. | ||
}} | }} | ||
}} | }} | ||
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|caption=Why try to beat something when you can just go under it? | |caption=Why try to beat something when you can just go under it? | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=28[30] | |damage=28[30] | ||
|tension=384 | |tension=384 | ||
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|inv=4~20F [3~12F] Low Profile | |inv=4~20F [3~12F] Low Profile | ||
|description= | |description= | ||
*Used for | *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 | 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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|caption=Smack 'em outta the air | |caption=Smack 'em outta the air | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=12 | |damage=12 | ||
|tension=144 | |tension=144 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used for | *Used for countering opponents in the air, controlling air space, okizeme, tick throws, and Burst-safe confirms. | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] j.P, j.K, j.S, j.HS | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] j.P, j.K, j.S, j.HS | ||
j.P is Sol’s fastest air normal, making it ideal for close-quarters air-to-air encounters | 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. | ||
}} | }} | ||
}} | }} | ||
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|caption=A hitbox so good that Sol can kill you with his ass | |caption=A hitbox so good that Sol can kill you with his ass | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=22 | |damage=22 | ||
|tension=264 | |tension=264 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used for | *Used for long-range air-to-air encounters, catching opponents jumping away, combos, and cross-ups. | ||
*Large cross-up hitbox. | *Large cross-up hitbox. | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] j.S, j.D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] j.S, j.D | ||
j.K | 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. It has a large hitbox behind Sol allowing it to cross-up, making it useful for okizeme following closer knockdowns. The hitbox of j.K does not reach low, so certain characters can crouch to make it whiff. | ||
}} | }} | ||
}} | }} | ||
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|caption=Heads Up, Safe Jump | |caption=Heads Up, Safe Jump | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=28[25] | |damage=28[25] | ||
|tension=264 | |tension=264 | ||
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*Proration: 90% | *Proration: 90% | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] j.K, j.HS, j.D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] j.K, j.HS, j.D | ||
j.S is Sol’s best air starter for combos, so it is commonly used in | 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. | ||
}} | }} | ||
}} | }} | ||
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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 | {{AttackData-GGXRD-R | ||
|damage=24x2 | |damage=24x2 | ||
|tension=264 | |tension=264 | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Used for okizeme, air combos, | *Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, controlling air space, and Burst-safe confirms. | ||
*Hits twice, both high hits. Instant recovery following second hit. | *Hits twice, both high hits. Instant recovery following second hit. | ||
j.HS has utility in a wide variety of areas; in general it is Sol’s most commonly used air normal. While it doesn’t gatling to any other air normals, it recovers instantly | 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. | ||
}} | }} | ||
}} | }} | ||
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|caption=The Dust that Launched a Thousand Disconnects | |caption=The Dust that Launched a Thousand Disconnects | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=35 | |damage=35 | ||
|tension=384 | |tension=384 | ||
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*Has 5 frames of landing recovery. | *Has 5 frames of landing recovery. | ||
*Proration: 90% | *Proration: 90% | ||
j.D is primarily used in combos on airborne opponents to maximize damage, such as D-Loops near corner. 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 | j.D is primarily used in combos on airborne opponents to maximize corner carry and damage, such as D-Loops 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. | ||
}} | }} | ||
}} | }} | ||
Line 543: | Line 545: | ||
|caption=Standard, but good damage on Roman Cancel | |caption=Standard, but good damage on Roman Cancel | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=0,60 | |damage=0,60 | ||
|tension=0,480 | |tension=0,480 | ||
Line 562: | Line 564: | ||
*Proration: Forced 65% | *Proration: Forced 65% | ||
*Stun damage: 30 | *Stun damage: 30 | ||
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. It can only be followed up with combos using Roman Cancel. Performing throw as 6K+HS acts as a useful option select to perform 5K if the opponent is not throwable, and throw if they are. This cannot be used for throwing opponents behind due to Faultless Defense, but is much safer than using 6HS | 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. It can only be followed up with combos using Roman Cancel. Performing throw as 6K+HS acts as a useful option select to perform 5K if the opponent is not throwable, and throw if they are. This cannot be used for throwing opponents behind due to Faultless Defense, but is much safer than using 6HS. | ||
}} | }} | ||
}} | }} | ||
Line 572: | Line 574: | ||
|caption=Burn 'em to the ground | |caption=Burn 'em to the ground | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=0,60 | |damage=0,60 | ||
|tension=0,480 | |tension=0,480 | ||
Line 591: | Line 593: | ||
*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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 600: | Line 602: | ||
|caption=YAKAMASHII | |caption=YAKAMASHII | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=25 | |damage=25 | ||
|tension=-5000/264 | |tension=-5000/264 | ||
Line 619: | Line 621: | ||
*Fully invulnerable from frames 1-3, throw invulnerable from frames 14-33, upper body invulnerable from frames 14-23. | *Fully invulnerable from frames 1-3, throw invulnerable from frames 14-33, upper body invulnerable from frames 14-23. | ||
*Proration: 50% | *Proration: 50% | ||
Dead Angle Attack is | 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 ground okizeme. 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. | ||
}} | |||
}} | |||
======<font style="visibility:hidden" size="0">Blitz Attack</font>====== | |||
{{MoveData | |||
|name=Blitz Attack | |||
|image=GGXRD-R_Sol_BlitzAttack.png | |||
|caption= | |||
|data= | |||
{{AttackData-GGXRD-R | |||
|version=Partial Charge | |||
|damage=45 | |||
|tension=-2500/0 | |||
|risc=-10/+6 | |||
|prorate=Initial: 55% | |||
|level=1 | |||
|guard=Mid | |||
|cancel= | |||
|roman=R | |||
|startup=(15-48)+13 | |||
|active=3 | |||
|recovery=Hit: 11<br/>Whiff: 20 | |||
|frameAdv=-2 | |||
|inv=1~29F Mid/High or Low Reject<br/>30~48F All Reject<br/>(during charge only) | |||
|description= | |||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=Max Charge | |||
|damage=45 | |||
|tension=-2500/0 | |||
|risc=-10/+20 | |||
|prorate= | |||
|level=4 | |||
|guard=Mid | |||
|cancel= | |||
|roman=R | |||
|startup=50+13 | |||
|active=3 | |||
|recovery=Hit: 11<br/>Whiff: 20 | |||
|frameAdv=+5 | |||
|inv=1~29F Mid/High or Low Reject<br/>30~50F All Reject | |||
|description= | |||
*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, floats and wall sticks in corner on air hit. | |||
*Steals a small amount of Burst Gauge on hit. | |||
*Proration: 55% (partial charge only) | |||
}} | }} | ||
}} | }} | ||
Line 639: | Line 687: | ||
</div> | </div> | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|version=Normal | |version=Normal | ||
|subtitle=236P | |||
|damage=50→42→30→30 | |damage=50→42→30→30 | ||
|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 | ||
Line 656: | Line 705: | ||
|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. | ||
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 | *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. | |||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=Dragon Install | |version=Dragon Install | ||
|subtitle=During Dragon Install: 236P | |||
|damage=50 | |damage=50 | ||
|tension=200/120 | |tension=200/120 | ||
Line 678: | Line 729: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Used | *Used for controlling space, pressure, and combos. | ||
*Launches on hit, Counter Hit is untechable. | *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. | ||
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 | 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. | ||
As an interesting perk, due to the nature of YRC, it is possible to YRC | As an interesting perk, due to the nature of YRC, it is possible to YRC (DI) GF right before it makes contact. This makes it even easier to confirm, increases advantage, screws with an opponents inputs, and forgoes the RC scaling of followups due to YRC's lower cooldown. | ||
}} | }} | ||
}} | }} | ||
Line 694: | Line 745: | ||
|caption=Nah | |caption=Nah | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage= | |damage= | ||
|tension=350/- | |tension=350/- | ||
Line 710: | Line 761: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Used to cancel out of 5HS or 6HS on block, building Tension, and | *Used to cancel out of 5HS or 6HS on block, building Tension, and making opponents flinch. | ||
*Has no hitbox. | *Has no hitbox. | ||
Gun Flame (Feint) (GF(F)) | Gun Flame (Feint) (GF(F)) is often used as a cancel option from 5HS or 6HS 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. | ||
}} | }} | ||
}} | }} | ||
Line 730: | Line 781: | ||
</div> | </div> | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|version=Ground {{S}} | |version=Ground {{S}} | ||
|subtitle=623S | |||
|damage=40,25 | |damage=40,25 | ||
|tension=200/480,720 | |tension=200/480,720 | ||
Line 746: | Line 798: | ||
|inv=1~9F Full<br/>10~12F Strike<br/>10F onwards Airborne | |inv=1~9F Full<br/>10~12F Strike<br/>10F onwards Airborne | ||
|description= | |description= | ||
*Used at neutral from a distance as a | *Used at neutral from a distance as a risky counter to an opponent’s pokes. | ||
*Hits twice, both hits launch. First hit is fully untechable on Counter Hit. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff. | *Hits twice, both hits launch. First hit is fully untechable on Counter Hit. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff. | ||
*Fully invulnerable from frames 1-9, strike invulnerable from frames 10-12, airborne from frame 10. | *Fully invulnerable from frames 1-9, strike invulnerable from frames 10-12, airborne from frame 10. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
*Cannot Yellow or Purple Roman Cancel. | *Cannot Yellow or Purple Roman Cancel. | ||
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 | 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 (HSVV) and has a much thinner hitbox. It is not as unsafe as HSVV, but still easily punishable. | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=Aerial {{S}} | |version=Aerial {{S}} | ||
|subtitle=j.623S | |||
|damage=32,20 | |damage=32,20 | ||
|tension=200/360,720 | |tension=200/360,720 | ||
Line 770: | Line 823: | ||
|inv=1~9F Strike | |inv=1~9F Strike | ||
|description= | |description= | ||
*Used | *Used for countering aerial attacks in air-to-air situations, countering anti-airs, ending air combos, and for increasing corner carry in mid-screen confirms. | ||
*Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff. | *Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff. | ||
*Strike invulnerable from frames 1-9. | *Strike invulnerable from frames 1-9. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
*Cannot Yellow or Purple Roman Cancel. | *Cannot Yellow or Purple Roman Cancel. | ||
Aerial {{S}} Volcanic Viper (j.SVV) can | Aerial {{S}} Volcanic Viper (j.SVV) can be used as an anti-anti-air, which becomes particularly strong with Roman Cancel available. Note that its hurtbox reaches much lower than that of Aerial {{H}} Volcanic Viper (j.HSVV). It can also be used to counter aerial attacks at close range. j.SVV is used frequently to end air combos with knockdown via Tataki Otoshi. A close to ground j.SVV can link into 5K upon landing, making Tiger Knee j.SVV useful in certain mid-screen confirms. | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=Ground {{H}} | |version=Ground {{H}} | ||
|subtitle=623HS | |||
|damage=40,25 | |damage=40,25 | ||
|tension=300/480,720 | |tension=300/480,720 | ||
Line 799: | Line 853: | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
*Cannot Yellow or Purple Roman Cancel. | *Cannot Yellow or Purple Roman Cancel. | ||
Ground {{H}} Volcanic Viper (HSVV) 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. | Ground {{H}} Volcanic Viper (HSVV) 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 HSVV 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. If the second hit connects on Counter Hit, it can be followed up with a combo at no Tension cost. HSVV 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, HSVV can be used as a frame trap and anti-throw option. | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=Aerial {{H}} | |version=Aerial {{H}} | ||
|subtitle=j.623HS | |||
|damage=40,20 | |damage=40,20 | ||
|tension=250/480,720 | |tension=250/480,720 | ||
Line 818: | Line 873: | ||
|inv=1~11F Strike | |inv=1~11F Strike | ||
|description= | |description= | ||
*Used | *Used for countering aerial attacks in air-to-air situations and ending air combos. | ||
*Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff. | *Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff. | ||
*Strike invulnerable from frames 1-11. | *Strike invulnerable from frames 1-11. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
*Cannot Yellow or Purple Roman Cancel. | *Cannot Yellow or Purple Roman Cancel. | ||
Like Aerial {{S}} Volcanic Viper (j.SVV), Aerial {{H}} Volcanic Viper (j.HSVV) can counter aerial attacks, and can be used to end air combos with knockdown via Tataki Otoshi. j.HSVV reaches much higher than its {{S}} counterpart, so it can be used from farther away | Like Aerial {{S}} Volcanic Viper (j.SVV), Aerial {{H}} Volcanic Viper (j.HSVV) can counter aerial attacks, and can be used to end air combos with knockdown via Tataki Otoshi. j.HSVV reaches much higher than its {{S}} counterpart, so it can be used from farther away. While j.HSVV 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. | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=(DI) Ground {{S}} | |version=(DI) Ground {{S}} | ||
|subtitle=During Dragon Install: 623S | |||
|damage=40,20x2 | |damage=40,20x2 | ||
|tension=200/360,720x2 | |tension=200/360,720x2 | ||
Line 843: | Line 899: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=(DI) Aerial {{S}} | |version=(DI) Aerial {{S}} | ||
|subtitle=During Dragon Install: j.623S | |||
|damage=32,20x2 | |damage=32,20x2 | ||
|tension=200/240,720x2 | |tension=200/240,720x2 | ||
Line 868: | Line 925: | ||
The Dragon Install (DI) versions of Ground {{S}} Volcanic Viper (SVV) and Aerial {{S}} Volcanic Viper (j.SVV) are used in much the same way as a regular SVV and j.SVV. The additional hit increases combo damage and decreases disadvantage on block, although not enough to prevent it from being highly punishable. (DI) j.SVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.SVV. That being said, neither (DI) SVV nor (DI) j.SVV see much use during DI, due to the far higher reward on the {{H}} versions. | The Dragon Install (DI) versions of Ground {{S}} Volcanic Viper (SVV) and Aerial {{S}} Volcanic Viper (j.SVV) are used in much the same way as a regular SVV and j.SVV. The additional hit increases combo damage and decreases disadvantage on block, although not enough to prevent it from being highly punishable. (DI) j.SVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.SVV. That being said, neither (DI) SVV nor (DI) j.SVV see much use during DI, due to the far higher reward on the {{H}} versions. | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=(DI) Ground {{H}} | |version=(DI) Ground {{H}} | ||
|subtitle=During Dragon Install: 623HS | |||
|damage=60,12x9 | |damage=60,12x9 | ||
|tension=300/96,720x9 | |tension=300/96,720x9 | ||
Line 886: | Line 944: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=(DI) Aerial {{H}} | |version=(DI) Aerial {{H}} | ||
|subtitle=During Dragon Install: j.623HS | |||
|damage=60,12x9 | |damage=60,12x9 | ||
|tension=250/96,720x9 | |tension=250/96,720x9 | ||
Line 917: | Line 976: | ||
{{MoveData | {{MoveData | ||
|name=Tataki Otoshi | |name=Tataki Otoshi | ||
|input=(translated as "Knockdown") | |input=(translated as "Knockdown")<br/>During Volcanic Viper: 214K | ||
During Volcanic Viper: 214K | |||
''Normal'' | ''Normal'' | ||
|image=GGXRD_Sol_Knockdown.png | |image=GGXRD_Sol_Knockdown.png | ||
Line 930: | Line 987: | ||
</div> | </div> | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=16 | |damage=16 | ||
|tension=50/240 | |tension=50/240 | ||
Line 949: | Line 1,006: | ||
*Sol is in Counter Hit state for the entire duration. | *Sol is in Counter Hit state for the entire duration. | ||
*Cannot Yellow or Purple Roman Cancel. | *Cannot Yellow or Purple Roman Cancel. | ||
Tataki Otoshi (TO) is the add-on to Volcanic Viper (VV) which is used to knock the opponent down after a VV hits. The cancel to TO is delayable, so depending on the height at which VV connects, a difference in timing may be required for it to connect. Whiffing a TO after VV connects will leave Sol at disadvantage, and is | Tataki Otoshi (TO) is the add-on to Volcanic Viper (VV) which is used to knock the opponent down after a VV hits. The cancel to TO is delayable, so depending on the height at which VV connects, a difference in timing may be required for it to connect. Whiffing a TO 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. | ||
There is a Dragon Install (DI) version of TO, although it remains mostly the same. The only practical difference is that the opponent falls forward during their plummet rather than straight down, giving Sol more time to recover from DI should it run out mid-screen. | There is a Dragon Install (DI) version of TO, although it remains mostly the same. The only practical difference is that the opponent falls forward during their plummet rather than straight down, giving Sol more time to recover from DI should it run out mid-screen. | ||
Line 969: | Line 1,026: | ||
</div> | </div> | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|version=Ground | |version=Ground | ||
|subtitle=236K | |||
|damage=20,40 | |damage=20,40 | ||
|tension=150/480 | |tension=150/480 | ||
Line 986: | Line 1,044: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=Aerial | |version=Aerial | ||
|subtitle=j.236K | |||
|damage=22x4 | |damage=22x4 | ||
|tension=150/300 | |tension=150/300 | ||
Line 1,003: | Line 1,062: | ||
|inv=1~3F Strike | |inv=1~3F Strike | ||
|description= | |description= | ||
*Used for combos | *Used for ending combos, ranged pressure, catching opponents out of the air, and hopping over low pokes at a distance. | ||
*First hit launches, second hit causes knockdown on air hit. | *First hit launches, second hit causes knockdown on air hit. | ||
*Strike invulnerable from frames 1-3, ground version is airborne and foot invulnerable from frame 9. | *Strike invulnerable from frames 1-3, ground version is airborne and foot invulnerable from frame 9. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
Bandit Revolver (BR) is primarily used to end combos into Sol’s most advantageous knockdown | 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, Blitz Shield, 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. | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=(DI) Ground | |version=(DI) Ground | ||
|subtitle=During Dragon Install: 236K | |||
|damage=20x3,50 | |damage=20x3,50 | ||
|tension=150/240 | |tension=150/240 | ||
Line 1,027: | Line 1,087: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=(DI) Aerial | |version=(DI) Aerial | ||
|subtitle=During Dragon Install: j.236K | |||
|damage=22x4 | |damage=22x4 | ||
|tension=150/300 | |tension=150/300 | ||
Line 1,067: | Line 1,128: | ||
</div> | </div> | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|version=Normal | |version=Normal | ||
|subtitle=236[K] | |||
|damage=50 | |damage=50 | ||
|tension=150/360 | |tension=150/360 | ||
Line 1,083: | Line 1,145: | ||
|inv=1~3F Strike<br/>9F onwards Lower Body & Airborne | |inv=1~3F Strike<br/>9F onwards Lower Body & Airborne | ||
|description= | |description= | ||
*Used as an evasive attack to punish high recovery moves on whiff or catch movement. Also used in | *Used as an evasive attack to punish high recovery moves on whiff or catch movement. Also used frequently in combos. | ||
*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 easily | 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. | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=Dragon Install | |version=Dragon Install | ||
|subtitle=During Dragon Install: 236[K] | |||
|damage=50 | |damage=50 | ||
|tension=150/360 | |tension=150/360 | ||
Line 1,109: | Line 1,172: | ||
*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. | ||
Line 1,118: | Line 1,181: | ||
{{MoveData | {{MoveData | ||
|name=Kudakero | |name=Kudakero | ||
|input=(translated as "Break") | |input=(translated as "Break")<br/>j.214K | ||
''Normal'' | ''Normal'' | ||
|image=GGXRD_Sol_Kudakero1.png | |image=GGXRD_Sol_Kudakero1.png | ||
Line 1,133: | Line 1,194: | ||
</div> | </div> | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|version=Normal | |version=Normal | ||
|subtitle=j.214K | |||
|damage=28,20 | |damage=28,20 | ||
|tension=150/720,120 | |tension=150/720,120 | ||
Line 1,153: | Line 1,215: | ||
*Cannot be performed close to the ground. | *Cannot be performed close to the ground. | ||
*Proration: 85% (first hit only) | *Proration: 85% (first hit only) | ||
Kudakero is an all-around strong dive kick. It stalls Sol’s momentum in mid-air, making it usable as an anti-anti-air option since it comes down quickly after the delay to whiff punish | Kudakero is an all-around strong dive kick. It stalls Sol’s momentum in mid-air, making it usable as an anti-anti-air option since it comes down quickly after the delay to whiff punish. It can be followed up on hit near corner, or mid-screen using Roman Cancel. It is used frequently in corner combos. On block, Kudakero is safe, but only if the flame pillar connects. From a close-range block (often caused by Instant Block), the flame pillar will whiff behind the opponent after the dive kick, leaving Sol vulnerable. Kudakero done from farther ranges is difficult to whiff punish since the flame pillar will still come out upon whiffing the dive kick. Using Yellow Roman Cancel (YRC) as Sol’s begins descending makes him quickly drop to the ground, making for a particularly strong approach from the air. | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=Dragon Install | |version=Dragon Install | ||
|subtitle=During Dragon Install: j.214K | |||
|damage=28,20 | |damage=28,20 | ||
|tension=150/720,120 | |tension=150/720,120 | ||
Line 1,182: | Line 1,245: | ||
======<font style="visibility:hidden" size="0">Bukkirabou ni Nageru</font>====== | ======<font style="visibility:hidden" size="0">Bukkirabou ni Nageru</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Bukkirabou ni Nageru | ||
|input= | |input=(translated as "Wild Throw")<br/>623K | ||
''Normal'' | ''Normal'' | ||
|image=GGXRD_Sol_WildThrow1.png | |image=GGXRD_Sol_WildThrow1.png | ||
Line 1,196: | Line 1,259: | ||
</div> | </div> | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|version=Normal | |version=Normal | ||
|subtitle=623K | |||
|damage=0,40 | |damage=0,40 | ||
|tension=-/0,720 | |tension=-/0,720 | ||
Line 1,213: | Line 1,277: | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=Dragon Install | |version=Dragon Install | ||
|subtitle=During Dragon Install: 623K | |||
|damage=0,80 | |damage=0,80 | ||
|tension=-/0,720 | |tension=-/0,720 | ||
Line 1,230: | Line 1,295: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Used in offensive pressure to catch | *Used in offensive pressure to catch blocking opponents. | ||
*Unblockable, cannot be cancelled into from normals. | *Unblockable, cannot be cancelled into from normals. | ||
*Proration: Forced 60% | *Proration: Forced 60% | ||
*Whiff recovery: 45 frames | *Whiff recovery: 45 frames | ||
*Stun damage: 20 (40 during Dragon Install) | *Stun damage: 20 (40 during Dragon Install) | ||
Wild Throw (WT) is Sol’s command throw | Bukkirabou ni Nageru, better known as Wild Throw (WT), is Sol’s command throw. 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 4 frames, and can outrange 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, but it can be Purple Roman Cancelled for safety. | ||
While Sol is in Dragon Install, WT functions in exactly the same way as normal. The only change is that the base damage is doubled. | While Sol is in Dragon Install, WT functions in exactly the same way as normal. The only change is that the base damage is doubled. | ||
Line 1,257: | Line 1,322: | ||
</div> | </div> | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|version=Normal | |version=Normal | ||
|subtitle=214K | |||
|damage=30,50 | |damage=30,50 | ||
|tension=100/420,720 | |tension=100/420,720 | ||
Line 1,273: | Line 1,339: | ||
|inv=1F onwards Lower Body & Airborne | |inv=1F onwards Lower Body & Airborne | ||
|description= | |description= | ||
*Used as an evasive attack to punish moves on whiff or escape undesirable situations. When backed into the corner, it functions as a quick overhead. | *Used as an evasive attack to punish moves on whiff or escape undesirable situations. When backed into the corner, it functions as a quick overhead. | ||
*Hits twice, both overhead. Wall bounce on hit. | *Hits twice, both overhead. Wall bounce on hit. | ||
*Sol is airborne and lower body invulnerable from frame 1. | *Sol is airborne and lower body invulnerable from frame 1. | ||
*When right next to the wall, start-up is 16 frames. | *When right next to the wall, start-up is 16 frames. | ||
*Proration: 75% | *Proration: 75% | ||
Riot Stamp (RS) is a | 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, Blitz Shield, 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. Using Yellow Roman Cancel during the backwards travel of RS is a useful method of quickly distancing yourself from the opponent. | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=Dragon Install | |version=Dragon Install | ||
|subtitle=During Dragon Install: 214K | |||
|damage=10,30,20x5 | |damage=10,30,20x5 | ||
|tension=100/240,300,144x5 | |tension=100/240,300,144x5 | ||
Line 1,308: | Line 1,375: | ||
{{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 | ||
Line 1,323: | Line 1,388: | ||
</div> | </div> | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|version=Normal | |version=Normal | ||
|subtitle=214S | |||
|damage=11x2~6,18x3 | |damage=11x2~6,18x3 | ||
|tension=300/120x2~6,360x3 | |tension=300/120x2~6,360x3 | ||
Line 1,339: | Line 1,405: | ||
|inv=1~4F, 17~21F Low Profile<br/>5~16F Super Low Profile<br/>24~25F, 38~43F Strike | |inv=1~4F, 17~21F Low Profile<br/>5~16F Super Low Profile<br/>24~25F, 38~43F Strike | ||
|description= | |description= | ||
*Used as a long | *Used as a fast long distance attack, for low profiling oncoming attacks, and for mid-screen combos. | ||
*Hits low for all but the last 3 hits, minimum of 5 hits, maximum of 9 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit. | *Hits low for all but the last 3 hits, minimum of 5 hits, maximum of 9 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit. | ||
*Proration: 80% (low hits only) | *Proration: 80% (low hits only) | ||
Line 1,346: | Line 1,412: | ||
*Ground hits: Stun damage 2 | *Ground hits: Stun damage 2 | ||
*Cannot Yellow or Purple Roman Cancel. | *Cannot Yellow or Purple Roman Cancel. | ||
Grand Viper (GV) is the most risky attack in Sol’s arsenal, it has massive recovery and cannot be cancelled on whiff. The | 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 9 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. | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=Dragon Install | |version=Dragon Install | ||
|subtitle=During Dragon Install: 214S | |||
|damage={8,20}x4~11,8,26x3 | |damage={8,20}x4~11,8,26x3 | ||
|tension=300/{96,120}x4~11,96,360x3 | |tension=300/{96,120}x4~11,96,360x3 | ||
Line 1,389: | Line 1,456: | ||
</div> | </div> | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|version=Normal | |version=Normal | ||
|subtitle=41236HS | |||
|damage=58 | |damage=58 | ||
|tension=200/600 | |tension=200/600 | ||
Line 1,405: | Line 1,473: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Used for | *Used for attacking at long distance in neutral, catching movement, pressure, and combos. | ||
*Tumbles on hit. Significantly longer tumble on Counter Hit. | *Tumbles on hit. Significantly longer tumble on Counter Hit. | ||
*Cannot be cancelled into from normals. | *Cannot be cancelled into from normals. | ||
*Proration: 55% | *Proration: 55% | ||
Fafnir is | Fafnir is a strong neutral and pressure tool. Fafnir has far reach due to Sol stepping a far distance forward, making it ideal in neutral at long distance. It can be used to counter attacks at long range into full screen carry combos or as a whiff punisher. The tumble caused by a Counter Hit can often be followed up even on trades, so it is a frightening move to challenge. Sol’s hurtbox lowers slightly during start-up, so it can duck under certain higher-hitting attacks and counter them. It recovers quickly, so if opponents avoided it by jumping, Sol often recovers fast enough to anti-air. It is useful in ranged pressure when opponents are conditioned not to attack. It must be blocked with Faultless Defense in air, so it can catch opponents at the beginning of their jump. On block, it is plus (unless Instant Blocked) and increases the opponent’s R.I.S.C. Level considerably. Fafnir is used frequently in combos near corner. Its high base damage contributes to Sol's prominent stunning ability, especially from a Counter Hit Fafnir starter. Fafnir’s drawbacks are its relatively slow start-up and large horizontal hurtbox. | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=Dragon Install | |version=Dragon Install | ||
|subtitle=During Dragon Install: 41236HS | |||
|damage=40x3 | |damage=40x3 | ||
|tension=200/240x3 | |tension=200/240x3 | ||
Line 1,444: | Line 1,513: | ||
|caption2=HERE COMES BURST GRAB | |caption2=HERE COMES BURST GRAB | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=0,60,100 | |damage=0,60,100 | ||
|tension=-/0,720x2 | |tension=-/0,720x2 | ||
Line 1,464: | Line 1,533: | ||
*Whiff recovery: Until landing+12F | *Whiff recovery: Until landing+12F | ||
*Stun damage: 30,50 | *Stun damage: 30,50 | ||
P.B.B. is Sol’s new Dragon Install (DI) exclusive special, used primarily as a combo ender during the final moments of DI to allow Sol to safely recover without repercussion by causing knockdown and creating distance between Sol and the opponent. Uniquely, despite being classified as an air throw, it is possible to land P.B.B. on grounded opponents, but only while they’re already in hitstun. | P.B.B. is Sol’s new Dragon Install (DI) exclusive special, used primarily as a combo ender during the final moments of DI to allow Sol to safely recover without repercussion by causing knockdown and creating distance between Sol and the opponent. Uniquely, despite being classified as an air throw, it is possible to land P.B.B. on grounded opponents, but only while they’re already in hitstun. Combined with its fast start-up and short burst of horizontal movement, this allows Sol to end almost any DI combo with P.B.B. without needing to add any unnecessary filler, maximising combo damage. Due to its nature as an air throw, there is the potential to use P.B.B. for resets on an opponent attempting to air tech away, or to use it to throw someone out of Burst start-up. The reward for doing so successfully is extremely high. | ||
}} | }} | ||
}} | }} | ||
Line 1,473: | Line 1,542: | ||
{{MoveData | {{MoveData | ||
|name=Tyrant Rave ver.β | |name=Tyrant Rave ver.β | ||
|input=632146HS | |input=632146HS<br/>[632146D] | ||
''Normal'' | ''Normal'' | ||
|image=GGXRD_Sol_TyrantRave1.png | |image=GGXRD_Sol_TyrantRave1.png | ||
Line 1,486: | Line 1,555: | ||
</div> | </div> | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|version=Normal | |version=Normal | ||
|subtitle=632146HS | |||
|damage=80,70 | |damage=80,70 | ||
|tension=-5000 | |tension=-5000/0 | ||
|risc=-6,-27/+20,+14 | |risc=-6,-27/+20,+14 | ||
|prorate= | |prorate= | ||
Line 1,501: | Line 1,571: | ||
|frameAdv=-15 | |frameAdv=-15 | ||
|inv=1~8F Strike | |inv=1~8F Strike | ||
|description= | |||
}} | |||
{{AttackData-GGXRD-R | |||
|header=no | |||
|version=Burst | |||
|subtitle=632146D | |||
|damage=100,87 | |||
|tension=-5000/0 | |||
|risc=-6,-27/+20,+14 | |||
|prorate= | |||
|level=4,3 | |||
|guard=Mid,All | |||
|cancel= | |||
|roman=YRP | |||
|startup=5+1 | |||
|active=11(17)15 | |||
|recovery=31 | |||
|frameAdv=-15 | |||
|inv=1~8F Full | |||
|description= | |description= | ||
*Used to do unburstable damage, in corner combos, and as an invulnerable reversal on defense with more horizontal range than Volcanic Viper. Occasionally used on offense. | *Used to do unburstable damage, in corner combos, and as an invulnerable reversal on defense with more horizontal range than Volcanic Viper. Occasionally used on offense. | ||
*Hits twice. First hit launches, second hit knocks away and is untechable. Wall bounce near corner. | *Hits twice. First hit launches, second hit knocks away and is untechable. Wall bounce near corner. | ||
* | *Regular version is strike invulnerable from frames 1-8. Burst version is fully invulnerable from frames 1-8. | ||
*Minimum damage: 20% (50% if Burst version) | |||
*Stun damage: 20,0 | *Stun damage: 20,0 | ||
Tyrant Rave ver.β (TR) is primarily used to do unburstable damage in combos, usually when it will kill. It also gives high damage combos from a corner 2D hit. 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 and cannot be Bursted. Although when 75% Tension is available, TR has the added benefit of allowing Yellow Roman Cancel, so it can safely be cancelled when the opponent is ready to block it. It can also be used on offense similarly to VV as a frame trap | Tyrant Rave ver.β (TR) is primarily used to do unburstable damage in combos, usually when it will kill. It also gives high damage combos from a corner 2D hit. 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 and cannot be Bursted. Although when 75% Tension is available, TR has the added benefit of allowing Yellow Roman Cancel, so it can safely be cancelled when the opponent is ready to block it. It can also be used on offense similarly to VV as a frame trap, but this is rarely practical. | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version=Dragon Install | |version=Dragon Install | ||
|subtitle=During Dragon Install: 632146HS | |||
|damage=80,20x15 | |damage=80,20x15 | ||
|tension=-5000 | |tension=-5000/0 | ||
|risc=-6,-4/+20,+14 | |risc=-6,-4/+20,+14 | ||
|prorate=Initial: -, 70% | |prorate=Initial: -, 70% | ||
Line 1,529: | Line 1,620: | ||
*Proration: 70% (hits 2-16 only) | *Proration: 70% (hits 2-16 only) | ||
*Strike invulnerable from frames 1-18. | *Strike invulnerable from frames 1-18. | ||
*Minimum damage: 20% | |||
*Stun damage: 20,0 | *Stun damage: 20,0 | ||
The Dragon Install (DI) version of Tyrant Rave ver.β (TR) is a very scary Overdrive. The first hit is basically the same, albeit a couple of frames slower, but the scary part is what follows. The second hit is replaced by a travelling blast of fire, dealing 15 hits total and travelling from Sol's fist across the entire length of the screen. The raw damage on this attack is immense, especially during Hell Fire, and the increased strike invulnerability makes it not entirely terrible to just throw out. While Sol is at a disadvantage on block, the pushback from the blast forces the opponent to either Instant Block the first hit and punish before the second, or not at all. Where (DI) TR really shines though, is as a late combo part in the corner. The projectile causes wall stick near the corner, allowing for easy P.B.B. enders. Furthermore, if you delay (DI) TR so that the first hit connects right before the opponent hits the ground, they'll stick to the wall low enough to guarantee the slump afterwards. Because of this, many combos with (DI) TR can then be followed up with a grounded combo continuation into an ender. | The Dragon Install (DI) version of Tyrant Rave ver.β (TR) is a very scary Overdrive. The first hit is basically the same, albeit a couple of frames slower, but the scary part is what follows. The second hit is replaced by a travelling blast of fire, dealing 15 hits total and travelling from Sol's fist across the entire length of the screen. The raw damage on this attack is immense, especially during Hell Fire, and the increased strike invulnerability makes it not entirely terrible to just throw out. While Sol is at a disadvantage on block, the pushback from the blast forces the opponent to either Instant Block the first hit and punish before the second, or not at all. Where (DI) TR really shines though, is as a late combo part in the corner. The projectile causes wall stick near the corner, allowing for easy P.B.B. enders. Furthermore, if you delay (DI) TR so that the first hit connects right before the opponent hits the ground, they'll stick to the wall low enough to guarantee the slump afterwards. Because of this, many combos with (DI) TR can then be followed up with a grounded combo continuation into an ender. | ||
Line 1,543: | Line 1,635: | ||
|caption2=Now sporting the biggest buff in the game: Ride the Fire | |caption2=Now sporting the biggest buff in the game: Ride the Fire | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage= | |damage= | ||
|tension=-5000 | |tension=-5000 | ||
Line 1,558: | Line 1,650: | ||
|inv=7~19F Full | |inv=7~19F Full | ||
|description= | |description= | ||
*Used for significant comebacks | *Used for significant comebacks, quickly closing out a round, extending combos to maximize damage for the kill, dodging reversals, and situational Burst-safe confirms. | ||
*Greatly enhances movement speed, all offensive specials and almost all normals. | *Greatly enhances movement speed, all offensive specials and almost all normals. | ||
*Fully invulnerable from frames 7-19. | *Fully invulnerable from frames 7-19. | ||
*Duration: 420 frames (504 frames during Hell Fire) | *Duration: 420 frames (504 frames during Hell Fire) | ||
*Ending recovery: Total 62F, Tension Gauge becomes 0 | *Ending recovery: Total 62F, Tension Gauge becomes 0 | ||
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 his specials are all 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. | 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 his specials are all 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. | ||
}} | }} | ||
}} | }} | ||
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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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|caption2=Still just medium rare... | |caption2=Still just medium rare... | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD-R | ||
|damage=DESTROY | |damage=DESTROY | ||
|tension= | |tension= | ||
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|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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