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|image=GGXRD_Sol_5P.png |caption=Jab 'em into next week | |image=GGXRD_Sol_5P.png |caption=Jab 'em into next week | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|5P}} | |||
{{!}}- | |||
{{Description|6|*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 | ||
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|image=GGXRD_Sol_5K.png |caption=Anti-Air Extraordinaire | |image=GGXRD_Sol_5K.png |caption=Anti-Air Extraordinaire | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|5K}} | |||
{{!}}- | |||
{{Description|6|*Used for pressure, frame traps, anti-airing, and option selecting with forward throw. | |||
*Increased untechable time on air Counter Hit from the second hit. | *Increased untechable time on air Counter Hit from the second hit. | ||
*Proration: 90% | *Proration: 90% | ||
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|image=GGXRD_Sol_cS.png |caption=General Purpose Close Slash | |image=GGXRD_Sol_cS.png |caption=General Purpose Close Slash | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|c.S}} | |||
{{!}}- | |||
{{Description|6|*Used for pressure, frame traps, punishing, and occasionally setting up D-Loops. | |||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 6P, f.S, 2S, 5HS, 2HS, 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 6P, f.S, 2S, 5HS, 2HS, 5D, 2D | ||
c.S is a strong pressure and hit confirming tool. It is one of Sol’s most damaging starters, making it a strong frame trap option and punisher on highly unsafe attacks. c.S will combo into j.D on air hit, so it can be used to set up D-Loops. | c.S is a strong pressure and hit confirming tool. It is one of Sol’s most damaging starters, making it a strong frame trap option and punisher on highly unsafe attacks. c.S will combo into j.D on air hit, so it can be used to set up D-Loops. | ||
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|image=GGXRD_Sol_fS.png |caption=Spacing tool, leads to damage with 50% Tension | |image=GGXRD_Sol_fS.png |caption=Spacing tool, leads to damage with 50% Tension | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|f.S}} | |||
{{!}}- | |||
{{Description|6|*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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|image=GGXRD_Sol_5H.png |caption=The Fishing Rod for Counter Hits | |image=GGXRD_Sol_5H.png |caption=The Fishing Rod for Counter Hits | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|5HS}} | |||
{{!}}- | |||
{{Description|6|*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 | ||
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|image=GGXRD_Sol_6P.png |caption=The gut punch that makes people misuse the word "priority" | |image=GGXRD_Sol_6P.png |caption=The gut punch that makes people misuse the word "priority" | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|6P}} | |||
{{!}}- | |||
{{Description|6|*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]. | ||
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|image=GGXRD-R2_Sol_6H.png |caption=Crush their feet | |image=GGXRD-R2_Sol_6H.png |caption=Crush their feet | ||
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{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|6HS}} | |||
{{!}}- | |||
{{Description|6|*Used to frame trap gatling from 2S or 6P, and end corner combos. | |||
*Ground bounce on Counter Hit. | *Ground bounce on Counter Hit. | ||
*As of 2.10, forces crouch on normal hit. | *As of 2.10, forces crouch on normal hit. | ||
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|image=GGXRD_Sol_5D.png |caption=Straight to the Moon | |image=GGXRD_Sol_5D.png |caption=Straight to the Moon | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|5D}} | |||
{{!}}- | |||
{{Description|6|*Used as an overhead attack in pressure. | |||
*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% | ||
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|image=GGXRD_Sol_2P.png |caption=Easy Pressure Button | |image=GGXRD_Sol_2P.png |caption=Easy Pressure Button | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|2P}} | |||
{{!}}- | |||
{{Description|6|*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 | ||
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|image=GGXRD_Sol_2K.png |caption=Sol's fastest low, tick throw and pressure setups start here | |image=GGXRD_Sol_2K.png |caption=Sol's fastest low, tick throw and pressure setups start here | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|2K}} | |||
{{!}}- | |||
{{Description|6|*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% | ||
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|image=GGXRD_Sol_2S.png |caption=Makes pressure safe, gatling to 6HS for an anti-jump and frame trap | |image=GGXRD_Sol_2S.png |caption=Makes pressure safe, gatling to 6HS for an anti-jump and frame trap | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|2S}} | |||
{{!}}- | |||
{{Description|6|*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 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. | 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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|image=GGXRD_Sol_2H.png |caption=Ready for Relaunch | |image=GGXRD_Sol_2H.png |caption=Ready for Relaunch | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|2HS}} | |||
{{!}}- | |||
{{Description|6|*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 | ||
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|image=GGXRD_Sol_2D.png |caption=Why try to beat something when you can just go under it? | |image=GGXRD_Sol_2D.png |caption=Why try to beat something when you can just go under it? | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|2D}} | |||
{{!}}- | |||
{{Description|6|*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, combos into Gun Flame on Counter 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]. | ||
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|image=GGXRD_Sol_jP.png |caption=Smack 'em outta the air | |image=GGXRD_Sol_jP.png |caption=Smack 'em outta the air | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|j.P}} | |||
{{!}}- | |||
{{Description|6|*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. 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. | 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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|image=GGXRD_Sol_jK.png |caption=A hitbox so good that Sol can kill you with his ass | |image=GGXRD_Sol_jK.png |caption=A hitbox so good that Sol can kill you with his ass | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|j.K}} | |||
{{!}}- | |||
{{Description|6|*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 | ||
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|image=GGXRD_Sol_jS.png |caption=Heads Up, Safe Jump | |image=GGXRD_Sol_jS.png |caption=Heads Up, Safe Jump | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|j.S}} | |||
{{!}}- | |||
{{Description|6|*Used for okizeme, air combos, and as a low reaching air-to-ground attack. | |||
*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 | ||
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|image=GGXRD_Sol_jH.png |caption=That recovery is not a typo | |image=GGXRD_Sol_jH.png |caption=That recovery is not a typo | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|j.HS}} | |||
{{!}}- | |||
{{Description|6|*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. | *Hits twice, both high hits. | ||
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. | 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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|image=GGXRD_Sol_jD.png |caption=The Dust that Launched a Thousand Disconnects | |image=GGXRD_Sol_jD.png |caption=The Dust that Launched a Thousand Disconnects | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|j.D}} | |||
{{!}}- | |||
{{Description|6|*Used for air combos, D-Loops, and as an air-to-air attack. | |||
*Launches on ground hit, significant untechable time on hit. Wall bounce on Counter Hit within range. | *Launches on ground hit, significant untechable time on hit. Wall bounce on Counter Hit within range. | ||
*Has 5 frames of landing recovery. | *Has 5 frames of landing recovery. | ||
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|imageSize=175x350px |caption=Standard, but good damage on Roman Cancel | |imageSize=175x350px |caption=Standard, but good damage on Roman Cancel | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|Ground Throw}} | |||
{{!}}- | |||
{{Description|6|*Used in any situation where the opponent is throwable on ground, primarily while on the defensive. | |||
*Unblockable, causes knockdown. | *Unblockable, causes knockdown. | ||
*Proration: Forced 65% | *Proration: Forced 65% | ||
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|imageSize=175x350px |caption=Burn 'em to the ground | |imageSize=175x350px |caption=Burn 'em to the ground | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|Air Throw}} | |||
{{!}}- | |||
{{Description|6|*Used in any situation where the opponent is throwable in the air. | |||
*Unblockable, causes knockdown. | *Unblockable, causes knockdown. | ||
*Proration: Forced 65% | *Proration: Forced 65% | ||
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|image=GGXRD_Sol_6P.png |caption=YAKAMASHII | |image=GGXRD_Sol_6P.png |caption=YAKAMASHII | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DAA}} | |||
{{!}}- | |||
{{Description|6|*Used as an anti-pressure option on defense. | |||
*Knockdown on hit, wall bounce within range. | *Knockdown on hit, wall bounce within range. | ||
*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. | ||
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|image=GGXRD-R_Sol_BlitzAttack.png |caption= | |image=GGXRD-R_Sol_BlitzAttack.png |caption= | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Partial Charge }} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|Blitz Attack}} | |||
{{ | {{!}}- | ||
{{AttackVersion|name=Max Charge }} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|Blitz Attack Max Charge}} | |||
{{!}}- | |||
{{Description|7|*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. | *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. | ||
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</div> | </div> | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal|subtitle=236P}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|236P }} | |||
{{!}}- | |||
{{Description|7|*Used for controlling space, pressuring, okizeme, 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. | ||
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The 3rd and 4th pillars of gunflame do not disappear when Sol gets hit. | The 3rd and 4th pillars of gunflame do not disappear when Sol gets hit. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Dragon Install|subtitle=DI 236P}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI 236P }} | |||
{{!}}- | |||
{{Description|7|*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. | ||
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|image=GGXRD_Sol_GunFlameFeint.png |caption=Nah | |image=GGXRD_Sol_GunFlameFeint.png |caption=Nah | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|214P}} | |||
{{!}}- | |||
{{Description|6|*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)) 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. | 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. | ||
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</div> | </div> | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground {{S}}|subtitle=623S}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|623S }} | |||
{{!}}- | |||
{{Description|7|*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. | ||
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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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Air {{S}}|subtitle=j.623S}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|j.623S }} | |||
{{!}}- | |||
{{Description|7|*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. | ||
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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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Ground {{H}}|subtitle=623HS}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|623H }} | |||
{{!}}- | |||
{{Description|7|*Used as an invulnerable reversal on wake-up or while being pressured. Also used for offense, anti-airing, and ending combos. | |||
*Hits twice, both hits launch. Second 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. Second hit is fully untechable on Counter Hit. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff. | ||
*Fully invulnerable from frames 1-6, strike invulnerable from frames 7-11, airborne from frame 7. | *Fully invulnerable from frames 1-6, strike invulnerable from frames 7-11, airborne from frame 7. | ||
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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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Air {{H}}|subtitle=j.623HS}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|j.623H }} | |||
{{!}}- | |||
{{Description|7|*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. | ||
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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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=(DI) Ground {{S}}|subtitle=DI 623S}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI 623S}} | |||
{{!}}- | |||
{{AttackVersion|name=(DI) Air {{S}}|subtitle=DI j.623S}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI j.623S}} | |||
{{!}}- | |||
{{Description|7|*Used as an invulnerable aerial attack in close quarters air-to-air situations, and as a strong but risky anti-air punisher. | |||
*Hits 3 times, all hits launch. Third hit can be cancelled into Tataki Otoshi on hit, block, or whiff. | *Hits 3 times, all hits launch. Third hit can be cancelled into Tataki Otoshi on hit, block, or whiff. | ||
*Ground version is fully invulnerable from frames 1-9, strike invulnerable on frame 10, airborne from frame 10. | *Ground version is fully invulnerable from frames 1-9, strike invulnerable on frame 10, airborne from frame 10. | ||
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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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=(DI) Ground {{H}}|subtitle=DI 623H}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI 623H}} | |||
{{!}}- | |||
{{AttackVersion|name=(DI) Air {{H}}|subtitle=DI j.623H}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI j.623H}} | |||
{{!}}- | |||
{{Description|7|*Used as a powerful, meterless combo ender during Dragon Install. Also builds ludicrous amounts of Tension on hit for easy Roman Cancel extensions. | |||
*Hits 10 times, all hits launch. Tenth hit can be cancelled into Tataki Otoshi on hit, block, or whiff. | *Hits 10 times, all hits launch. Tenth hit can be cancelled into Tataki Otoshi on hit, block, or whiff. | ||
*Ground version is fully invulnerable from frames 1-9, airborne from frame 10. | *Ground version is fully invulnerable from frames 1-9, airborne from frame 10. | ||
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</div> | </div> | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|VV > 214K}} | |||
{{!}}- | |||
{{Description|6|*Used after Volcanic Viper on hit to knockdown the opponent, and on block to throw off an opponent’s Volcanic Viper punish timing. | |||
*Knockdown on hit, can be cancelled into from Volcanic Viper on hit, block, or whiff. | *Knockdown on hit, can be cancelled into from Volcanic Viper on hit, block, or whiff. | ||
*Sol is in Counter Hit state for the entire duration. | *Sol is in Counter Hit state for the entire duration. | ||
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</div> | </div> | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Ground|subtitle=236K}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|236K }} | |||
{{!}}- | |||
{{AttackVersion|name=Air|subtitle=j.236K}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|j.236K }} | |||
{{!}}- | |||
{{Description|7|*Used as a combo ender for corner carry, 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. | ||
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In the air, Sol travels incredibly far forward, allowing him to connect at ranges that VV might not. Because of both this and the angle that the opponent falls after the second hit, the opponent is pushed back greatly on hit, improving Sol's corner carry potential considerably. However, it is possible for the opponent to be high enough in the air that they can tech after the second hit, so be mindful. | In the air, Sol travels incredibly far forward, allowing him to connect at ranges that VV might not. Because of both this and the angle that the opponent falls after the second hit, the opponent is pushed back greatly on hit, improving Sol's corner carry potential considerably. However, it is possible for the opponent to be high enough in the air that they can tech after the second hit, so be mindful. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=(DI) Ground|subtitle=DI 236K}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI 236K }} | |||
{{!}}- | |||
{{AttackVersion|name=(DI) Air|subtitle=DI j.236K}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI j.236K }} | |||
{{!}}- | |||
{{Description|7|*Used as a combo part and for ranged pressure. | |||
*First hit launches, last hit of the ground version hits overhead. | *First hit launches, last hit of the ground version hits overhead. | ||
*Ground version is strike invulnerable from frames 1-3, airborne and foot invulnerable from frame 7. | *Ground version is strike invulnerable from frames 1-3, airborne and foot invulnerable from frame 7. | ||
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</div> | </div> | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal|subtitle=236[K]}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|236[K] }} | |||
{{!}}- | |||
{{Description|7|*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% | ||
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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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Dragon Install|subtitle=DI 236[K]}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI 236[K] }} | |||
{{!}}- | |||
{{Description|7|*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 lower body invulnerable from frame 7. | *Strike invulnerable from frames 1-3, airborne and lower body invulnerable from frame 7. | ||
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</div> | </div> | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal|subtitle=j.214K}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|j.214K }} | |||
{{!}}- | |||
{{Description|7|*Used for punishing anti-air attempts, stopping momentum in mid-air, and combos. | |||
*Launches on hit, Counter Hit is untechable. | *Launches on hit, Counter Hit is untechable. | ||
*Cannot be performed close to the ground. | *Cannot be performed close to the ground. | ||
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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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Dragon Install|subtitle=DI j.214K}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI j.214K }} | |||
{{!}}- | |||
{{Description|7|*Used as an extremely fast air-to-ground attack, a potential cross-up, for corner carry, and combos. | |||
*Second hit has a massive amount of untechable time on hit. | *Second hit has a massive amount of untechable time on hit. | ||
*Cannot be performed close to the ground. | *Cannot be performed close to the ground. | ||
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</div> | </div> | ||
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{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal|subtitle=623K}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|623K }} | |||
{{!}}- | |||
{{AttackVersion|name=Dragon Install|subtitle=DI 623K}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI 623K }} | |||
{{!}}- | |||
{{Description|7|*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% | ||
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</div> | </div> | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal|subtitle=214K}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|214K }} | |||
{{!}}- | |||
{{Description|7|*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. | ||
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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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Dragon Install|subtitle=DI 214K}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI 214K }} | |||
{{!}}- | |||
{{Description|7|*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. Grants Sol massive amounts of advantage on block. | |||
*Hits 7 times, first 2 hits are overhead. | *Hits 7 times, first 2 hits are overhead. | ||
*Sol is airborne and lower body invulnerable from frame 1. | *Sol is airborne and lower body invulnerable from frame 1. | ||
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</div> | </div> | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal|subtitle=214S}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|214S }} | |||
{{!}}- | |||
{{Description|7|*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) | ||
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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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Dragon Install|subtitle=DI 214S}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI 214S }} | |||
{{!}}- | |||
{{Description|7|*Used as a long-range, instantly super low profile attack and as a mid-screen combo part or combo ender when opponents do not have Burst. | |||
*Hits low for all but the last 3 hits, minimum of 15 hits, maximum of 25 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 15 hits, maximum of 25 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) | ||
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</div> | </div> | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=Normal|subtitle=41236HS}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|41236H }} | |||
{{!}}- | |||
{{Description|7|*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. | ||
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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. | 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. | ||
}} | }} | ||
{{!}}- | |||
{{AttackVersion|name=Dragon Install|subtitle=DI 41236HS}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI 41236H }} | |||
{{!}}- | |||
{{Description|7|*Used for catching movement, pressuring and greatly increasing the opponent's R.I.S.C. Level on block. | |||
*Tumbles on hit. | *Tumbles on hit. | ||
*Cannot be cancelled into from normals. | *Cannot be cancelled into from normals. | ||
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|image2=GGXRD_Sol_PBB2.png |caption2=HERE COMES BURST GRAB | |image2=GGXRD_Sol_PBB2.png |caption2=HERE COMES BURST GRAB | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI j.623K }} | |||
{{!}}- | |||
{{Description|6|*Used for grabbing opponents in the air, and ending Dragon Install combos to put Sol a safe distance away for the exit recovery animation. | |||
*Unblockable, can grab airborne opponents both in and out of hitstun and can grab grounded opponents in hitstun. | *Unblockable, can grab airborne opponents both in and out of hitstun and can grab grounded opponents in hitstun. | ||
*Proration: Forced 60% | *Proration: Forced 60% | ||
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</div> | </div> | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|632146H }} | |||
{{!}}- | |||
{{ | {{Description|7|*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. | *Regular version is strike invulnerable from frames 1-8. Burst version is fully invulnerable from frames 1-8. | ||
Line 859: | Line 885: | ||
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. | 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. | ||
}} | }} | ||
{{AttackVersion|name=Dragon Install |subtitle=DI 632146HS}} | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|DI 632146H}} | |||
{{!}}- | |||
{{Description|7|*Used to deal large amounts of unburstable damage during Dragon Install. Also acts as a late combo part or combo ender in corner combos. | |||
*Hits 16 times. First hit launches, following hits are part of a large, travelling projectile. Wall sticks near corner. | *Hits 16 times. First hit launches, following hits are part of a large, travelling projectile. Wall sticks near corner. | ||
*Proration: 70% (hits 2-16 only) | *Proration: 70% (hits 2-16 only) | ||
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|image2=GGXRD_Sol_DragonInstall2.png |caption='''Ready or not!''' |caption2=Now sporting the biggest buff in the game: Ride the Fire | |image2=GGXRD_Sol_DragonInstall2.png |caption='''Ready or not!''' |caption2=Now sporting the biggest buff in the game: Ride the Fire | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|214214H}} | |||
{{!}}- | |||
{{Description|6|*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. | ||
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|image2=GGXRD_Sol_BrandingBreach2.png |caption2=Still just medium rare... | |image2=GGXRD_Sol_BrandingBreach2.png |caption2=Still just medium rare... | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | |||
{{#lsth:GGXRD-R2/Sol Badguy/Data|IK}} | |||
{{!}}- | |||
{{Description|6|*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | |||
*Uses the animation of his Fafnir. | *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. |
Revision as of 07:30, 15 February 2019
Sol Badguy |
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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 very strong normals, a 5 frame poke that can be used as a 6 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/Weaknesses
Strengths | Weaknesses |
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Normal Moves
- Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
5P
5P |
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{{{text}}} |
5K
c.S
c.S |
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f.S
f.S |
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{{{text}}} |
5HS
5HS |
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6P
6P |
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{{{text}}} |
6HS
6HS |
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5D
5D |
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{{{text}}} |
2P
2P |
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{{{text}}} |
2K
2K |
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{{{text}}} |
2S
2S |
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{{{text}}} |
2HS
2HS |
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2D
2D |
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{{{text}}} |
j.P
j.P |
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{{{text}}} |
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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{{{text}}} |
Universal Mechanics
Ground Throw
Ground Throw |
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{{{text}}} |
Air Throw
Air Throw |
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{{{text}}} |
Dead Angle Attack
Dead Angle Attack |
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{{{text}}} |
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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{{{text}}} |
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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{{{text}}} |
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 (misromanised 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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{{{text}}} |
Overdrives
Tyrant Rave ver.β
Tyrant Rave ver.β 632146HS [632146D] Normal |
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Dragon Install DI 632146HS
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{{{text}}} |
Dragon Install
Dragon Install 214214HS (air OK) |
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{{{text}}} |
Instant Kill
Branding Breach During IK Mode: 236236HS |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.