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 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,Wild Throw, 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 5H 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.
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,Wild Throw, 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 5H 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.
{{StrengthsAndWeaknesses
| intro = {{Character Label|GGXRD-R2|Sol Badguy|24px}} is a well-rounded, yet very rushdown-focused character.
===<center> Strengths and Weaknesses </center>===
| pros =
{{StrengthsAndWeaknesses|strengths=
* Many strong, versitile normals and specials.
* Many strong, versitile normals and specials.
* Excels at close range with frame traps and [[GGXRD-R2/Sol Badguy#Bukkirabou ni Nageru|Wild Throw]].
* Excels at close range with frame traps and [[GGXRD-R2/Sol Badguy#Bukkirabou ni Nageru|Wild Throw]].
Line 28:
Line 27:
* Makes very good use of both Yellow and Red Roman Cancels.
* Makes very good use of both Yellow and Red Roman Cancels.
* High stun damage. Can easily guarantee dizzy out of Counter Hit combos.
* High stun damage. Can easily guarantee dizzy out of Counter Hit combos.
|weaknesses=
| cons =
* Has difficulty dealing with strong zoning.
* Has difficulty dealing with strong zoning.
* Must sometimes take risks to break into his ideal attack range.
* Must sometimes take risks to break into his ideal attack range.
Revision as of 02:05, 8 December 2019
Sol Badguy
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Overview
Sol 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,Wild Throw, 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 5H 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.
Excels at close range with frame traps and Wild Throw.
Excellent ability to convert nearly any hit into knockdown.
Good starters lead to high damage combos at no Tension cost.
Volcanic Viper is the best meterless reversal in the game.
Makes very good use of both Yellow and Red Roman Cancels.
High stun damage. Can easily guarantee dizzy out of Counter Hit combos.
Has difficulty dealing with strong zoning.
Must sometimes take risks to break into his ideal attack range.
Mix-ups are very basic. Requires strong reads and conditioning.
Unique Mechanics
Dragon Install
Dragon Install is an Overdrive which changes the properties, frame data, and damage of every move in Sol's kit for a limited time.
During Dragon Install, Sol's attacks all become faster, and generally more damaging. Dragon Install will also increase Sol's Tension Gain significantly. After a short period of time, Sol will return to his normal state with a lengthy recovery animation.
5P is useful as a low-risk counter poke tool. It is a strong pressure tool, leading into easy hit confirms, frame traps, and tic-throws. Due to its quick recovery, it can create Burst-safe points in combos. 5P will whiff against some characters' crouching hurtboxes.
5k is a great combo and pressure starter which leads into many different routes. The second hit has great vertical and horizontal reach and relatively fast recovery on whiff, which makes it extremely useful for anti-airing and catching jump-ins. 5K is commonly used as an option select with forward throw.
Increased untechable time on air Counter Hit from the second hit.
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 Dust Loops.
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 5H for long-range confirms with Tension. The only drawbacks to f.S are its significant recovery and extended hurtbox.
Spacing tool, leads to damage with a Counter Hit or 50% Tension
Sol’s other long-range poke, 5H 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. 5H will combo into j.D on air hit, so it is used frequently to set up Dust Loops in corner.
6P 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 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.
Knockdown on hit, wall bounce within range. Increased untechable time after wall bounce on Counter Hit.
Forces opponent into crouching state on ground hit
6H is Sol’s longest range normal, but is rarely used on its own due to slow, obvious start-up, lengthy recovery, awkward angle, and limited cancel options. That said, it is useful as a frame trap from 2S or 6P, and the gap between Sol's hurtbox and the attack's hitbox allows it to crush certain low attacks. The reward for landing 6H on regular hit is rather small without Tension. On Counter Hit, however, 6H causes ground bounce, resulting in devastating combos. 6H can also be used as a strong corner combo ender, leading to safe, high advantage Gun Flame oki. On block, 6H raises the R.I.S.C. Level significantly. In Dragon Install, this move becomes an entirely different beast with greatly reduced start-up and recovery.
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.
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.
2K is Sol’s fastest low attack and important in pressure and okizeme. 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.
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.
2H 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. 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. 2H will combo into j.D on air hit, so it is used frequently to set up Dust Loops in corner.
Why try to beat something when you can just go under it?
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. It is a strong frame trap option as well since it can low profile many fast pokes. It is useful as an empty jump low option for okizeme since it can easily outrange throws.
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, 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.
It can be used in long distance air-to-air, 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.
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 making it a great air-to-ground button.
j.H has utility in a wide variety of areas. in general it is Sol’s most commonly used air normal. For okizeme, j.H 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.H 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.H'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.H has similar utility to rising j.P as a method of covering space. j.H can be used to create Burst-safe points in combos due to its instant recovery.
j.D is primarily used in combos on airborne opponents to maximize corner carry and damage, such as Dust 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.
Launches on ground hit, significant untechable time on hit.
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+H 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 6H.
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.
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.
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.
Hitstop 30F Slighty refills own Burst and slightly drains opponent's Burst on hit Blows opponent away and wall sticks opponent on hit (untechable for 40F/80F on CH) Crumples opponent on ground CH (79F)
Horizontal blowback on hit, wall sticks in corner.
Crumples on ground Counter Hit, floats and wall sticks in corner on air hit.
Steals a small amount of Burst Gauge on hit.
55% proration.
Max Charge
[Blitz]Blitz Attack Max Chargeother
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
45
Mid
50+13
3
20
+5
4
20
10
R
0
1~50F: Blitz
Hitstop 30F Slighty refills own Burst and slightly drains opponent's Burst on hit Slightly blows opponent away on air hit (untechable for 50F/100F on CH) Crumples opponent on ground hit
Crumples on ground hit, floats and wall sticks in corner on air hit.
Damage 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. The later flames hit the better Sol's advantage state. 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. GF (YRC) okizeme can lead to high/low mix-ups, and is particularly strong in corner.
The 3rd and 4th pillars of gunflame do not disappear when Sol gets hit.
Launches on hit, Counter Hit is untechable.
Sol is in Counter Hit state for entire duration.
Attack power and level change with each set of 9 active frames.
85% proration.
Dragon Install (DI) 236P
DI 236PGun Flame (DI)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
50
All
20
6
Total 36
+3
2
10
7
YRP
200/120
Locks opponents down, easy confirms on hit
Early hitbox • Late hitbox
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.
Gun Flame (Feint) (GF(F)) is often used as a cancel option from 5H or 6H 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 meter for free. In pressure, GF(F) is a risky but occasionally useful method of getting the opponent to flinch that can be punished.
10F onwards Airborne Sol is in crouching state during landing recovery
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 or HVV) and has a much thinner hitbox. It is not as unsafe as HVV, but still easily punishable.
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.
Sol is crouching during landing recovery.
Cannot Yellow or Purple Roman Cancel.
Supplemental Frame Data:
Fully invulnerable from frames 1-9; strike invulnerable from frames 10-12; airborne from frame 10.
Aerial S j.623S
j.623SAerial S Volcanic Viperspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
32,20
All
5
2(3)9
Until landing+8
2
10
7
R
200/360,720
1~9F Strike
Sol is in crouching state during landing recovery
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.HVV). 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 5P upon landing, making Tiger Knee j.SVV useful in certain mid-screen confirms.
Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
Sol is crouching during landing recovery.
Cannot Yellow or Purple Roman Cancel.
Supplemental Frame Data:
Strike invulnerable from frames 1-9.
Ground H 623H
623HH Volcanic Viperspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
40,25
Mid
5
2(3)18
29+8 after landing
-41
2
10
7
R
300/480,720
1~6F Full 7~11F Strike
7F onwards Airborne Sol is in crouching state during landing recovery
Ground H Volcanic Viper (HSVV or HVV) 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. HVV 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. If the second hit connects on Counter Hit, it can be followed up with a combo at no Tension cost. HVV 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, HVV can be used as a frame trap and anti-throw option.
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.
Sol is crouching during landing recovery.
Cannot Yellow or Purple Roman Cancel.
Supplemental Frame Data:
Fully invulnerable from frames 1-6; strike invulnerable from frames 7-11; airborne from frame 7.
Aerial H j.623H
j.623HAerial H Volcanic Viperspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
40,20
All
5
2(3)18
Until landing+8
2
10
7
R
250/480,720
1~11F Strike
Sol is in crouching state during landing recovery
Like Aerial S Volcanic Viper (j.SVV), Aerial H Volcanic Viper (j.HVV) can counter aerial attacks, and can be used to end air combos with knockdown via Tataki Otoshi. j.HVV reaches much higher than its S counterpart, so it can be used from farther away. While j.HVV 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.
Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
Sol is crouching during landing recovery.
Cannot Yellow or Purple Roman Cancel.
Supplemental Frame Data:
Strike invulnerable from frames 1-11.
(DI) Ground S (DI) 623S
DI 623SS Volcanic Viper (DI)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
40,20×2
Mid
7
3(1)4,2
21+8 after landing
-17
2
10
7
R
200/360,720×2
1~9F Full 10F Strike
They thought it was scary before
10F onwards Airborne Sol is in crouching state during landing recovery
(DI) Aerial S (DI) j.623S
DI j.623SAerial S Volcanic Viper (DI)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
32,20×2
All, Midx2
5
2(1)4,2
Until landing+8
2
10
7
R
200/240,720×2
1~6F Strike
On hit, the 1st hit is active for 1 frame Sol is in crouching state during landing recovery
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.
Hits 3 times, all hits launch. Third hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
Sol is crouching during landing recovery.
Cannot Yellow or Purple Roman Cancel.
Supplemental Frame Data:
Ground version is fully invulnerable from frames 1-9; strike invulnerable on frame 10; airborne from frame 10.
Aerial version is strike invulnerable from frames 1-6.
(DI) Ground H (DI) 623H
DI 623HH Volcanic Viper (DI)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
60,12×9
Mid
7
3,47
38+8 after landing
-71
4,2×9
20,10×9
1,6×9
R
300/96,720×9
1~9F Full
10F onwards Airborne Stun damage: 120 Sol is in crouching state during landing recovery
(DI) Aerial H (DI) j.623H
DI j.623HAerial H Volcanic Viper (DI)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
60,12×9
All,Midx9
7
3,47
Until landing+8
4,2×9
20,10×9
1,6×9
R
250/96,720×9
1~9F Strike
Sol is in crouching state during landing recovery
In Dragon Install (DI), Ground H Volcanic Viper (HSVV or HVV) and Aerial H Volcanic Viper (j.HSVV or j.HVV) boast greatly enhanced firepower. Dealing a total of 10 hits, connecting with either version results in a large amount of damage, especially if it hits raw. With all 9 rising hits building a base 7.2% Tension on hit, (DI) HVV has the highest Tension Gain of any attack in the game. A successful (DI) HVV almost always builds enough Tension to pay for a Roman Cancel (RC), at which point Sol can convert the already powerful attack into a full combo. (DI) j.HVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.HVV. Of course, the move is not without its weaknesses. Both versions are massively unsafe on block or whiff, putting Sol at a greater disadvantage than any other attack he has. For that reason, you should never go for a (DI) HVV in unconfirmable situations without the necessary 50% Tension required to RC. With an RC available, however, there is another interesting use for (DI) HVV. The first hit alone deals 60 damage, launches, is completely untechable and only decreases the R.I.S.C. Level by one, making it perhaps the most dangerous single hit in the game. RCing the first hit and continuing with a combo can result in massive damage, especially off a 7 frame attack with invulnerable start-up.
Hits 10 times, all hits launch. Tenth hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
Sol is crouching during landing recovery.
Cannot Yellow or Purple Roman Cancel.
Ground version: Stun damage 120.
Supplemental Frame Data:
Aerial version is strike invulnerable from frames 1-9.
Ground version is fully invulnerable from frames 1-9; airborne from frame 10.
Tataki Otoshi
Knockdown (Tataki Otoshi) During Volcanic Viper: 214K
Normal
Icing on the Cake
Dragon Install
For when you need breathing room for Dragon Install's inevitable end
• Best used to give breathing room before Dragon Install ends
Sol is in crouching state during landing recovery
Knockdown, also know as 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. 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.
During Dragon Install, Sol will fall to the ground quickly after TO making him less vulnerable and allowing for better followups.
Knocks down on hit, can be cancelled into from Volcanic Viper on hit, block, or whiff.
Sol is in Counter Hit state for the entire duration.
Cannot Yellow or Purple Roman Cancel.
During Dragon Install, Sol will fall to the ground quickly.
Bandit Revolver
Bandit Revolver 236K (air OK)
Normal
Did I just catch you trying to jump out there?!
Dragon Install
Loops and an overhead, what more could you ask for?
9F onwards Airborne 2nd hit hits crouching block opponent on frame 32 (tested vs. Sol) Sol is in crouching state during landing recovery Auto jump installs
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. Frame advantage of a blocked BR depends on distance and whether it is crouch or stand blocked, or instant 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.
BR also has niche use as a low crush because it is airborne after frame 9.
First hit launches.
Second hit causes knockdown on air hit.
Sol is crouching during landing recovery.
Supplemental Frame Data:
Strike invulnerable from frames 1-3, airborne and foot invulnerable from frame 9.
Aerial j.236K
j.236KAerial Bandit Revolverspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
22×2
All
4
4(6)10
Until landing+12
2
10
7
YRP
150/300
1~3F Strike
Sol is in crouching state during landing recovery
In the air, Sol travels far forward and moves enemies a great distance on hit which grants Sol significant corner carry if successful. It is possible for the opponent to be high enough in the air that they can tech after the second hit.
First hit launches, second hit causes knockdown on air hit.
Has four active hitboxes, but only hits twice.
Sol is crouching during landing recovery.
Supplemental Frame Data:
Strike invulnerable from frames 1-3.
(DI) Ground (DI) 236K
DI 236KBandit Revolver (DI)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
20×3,50
Midx3, High
7
3×3(9)9
3+8 after landing
+4
3×3,4
20
6/14×3
YRP
150/240
Forced: 80%
1~3F Strike 7F onwards Foot
7F onwards Airborne Sol is in crouching state during landing recovery
In Dragon Install (DI), Bandit Revolver (BR) becomes a pressure and combo tool. Due to its improved start-up, movement speed and active time, opponents are forced to respect the ground version in neutral to a much greater degree than regular BR, and the improved attack level grants Sol advantage on block, allowing you to reset pressure with it. (DI) BR does not work very well as a pressure tool at close range on grounded opponents, however, as Sol moves so far forward that crouching will usually force the last hit to whiff over the opponent, leaving Sol wide open. Because of this, it is best used either at a distance or in expectation of a jump. As the last hit of the ground version is an overhead, it’s not uncommon to use it to reset pressure at a distance where only the last hit will connect, provided that the opponent is too scared to press a button. Because of its significant untechable time, (DI) BR can also be used as a combo tool near the corner, particularly on air hit. It can even be looped several times in the corner, although the damage isn’t ideal.
First hit launches.
Last hit is an overhead.
Sol is crouching during landing recovery.
80% forced proration.
Supplemental Frame Data:
Strike invulnerable from frames 1-3; airborne and foot invulnerable from frame 7.
(DI) Aerial (DI) j.236K
DI j.236KAerial Bandit Revolver (DI)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
22×4
All
4
4(6)4,2,2,2
Until landing+5
3
14
6
YRP
150/300
Active frames of 4(6)4 are all treated as the 1st hit Sol is in crouching state during landing recovery
In the air, (DI) BR functions like its regular counterpart, but the increased attack level and decreased landing recovery means that it can also be used as a combo part on air hit.
9F onwards Airborne Sol is in crouching state during landing recovery
Bandit Bringer (BB) should be used sparingly outside combos. It has very slow and telegraphed start-up, so it can be punished easily, either by getting countered out of startup or thrown after an Instant Block. It hits overhead, but is too slow for it to realistically hit an opponent for crouch blocking. The main use of BB on its own is as high-risk, high reward evasive attack to dodge and whiff punish an opponent in anticipation at long range. It can also catch backdashes or jump start-up. BB is used frequently in combos for added damage and corner carry.
Floor bounce on hit, higher bounce on Counter Hit.
Sol is crouching during landing recovery.
65% proration.
Supplemental Frame Data:
Strike invulnerable from frames 1-3; airborne and lower body invulnerable from frame 9.
Dragon Install (DI) 236[K]
DI 236[K]Bandit Bringer (DI)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
50
High/Air
30
6
9+4 after landing
±0
4
20
6
YRP
150/360
1~3F Strike 7F onwards Lower Body
A overhead that tumbles? Yes please!
7F onwards Airborne Sol is in crouching state 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.
Tumbles on hit during first tumble in a combo, ground bounces after a tumble.
Sol is crouching during landing recovery.
Supplemental Frame Data:
Strike invulnerable from frames 1-3; airborne and lower body invulnerable from frame 7
Break, also known by the Japanese translation: 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.
Launches on hit, Counter Hit is untechable.
Cannot be performed close to the ground.
85% proration (first hit only).
Dragon Install (DI) j.214K
DI j.214KBreak (DI)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
28,20
All
13
Until landing,(7)10
24 after landing
+7
2,1
10,6
7
YRP
150/720,120
Forced: 80%, 100%
Has a minimum height requirement
Once Sol enters Dragon Install (DI), Kudakero’s all-around usefulness increases greatly, even though its damage does not. Firstly, start-up becomes noticably faster, further enhancing its viability in neutral situations. While Sol does not hang in the air for as long to bait out anti-air attempts, the speed of the move and the danger of DI in general make it risky to challenge. Secondly, the flame that normally appears upon hitting the ground is replaced by a large explosion, granting Sol even greater advantage without the possibility of the second hit whiffing at point-blank. The explosion even hits behind Sol, creating potential cross-ups, although the minimum height requirement usually restricts this function to okizeme or other situations in which Sol is able to get high above the opponent. On hit, the explosion launches the opponent high and far, sporting a massive amount of untechable time. This allows Sol to easily follow-up with the jumping normal of his choice (including after an Instant Air Dash), or even (DI) Bandit Bringer during low untechable time decay. Because of this, (DI) Kudakero is a very versatile combo part during DI combos, both mid-screen for corner carry and in the corner for j.D > (DI) Kudakero loops. That being said, using it in combos limits your maximum damage considerably, so if you can avoid using it in that context, do so.
Second hit has a massive amount of untechable time on hit.
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.
Cannot be cancelled into from normals.
60% forced proration.
Stun damage: 20
Supplemental Frame Data:
Whiff recovery: 45 frames
Dragon Install (DI) 623K
DI 623KWild Throw (DI)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
0,80
Ground Throw: 122500
4
1
Whiff: 45
0
NA
6,0
YRP
-/0,720
Forced: 60%
Stun damage: 40 Cannot be canceled into
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.
Great when cornered and if blocked, suicide otherwise
When right next to the wall, start-up is 16 frames
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. Using Yellow Roman Cancel during the backwards travel of RS is a useful method of quickly distancing yourself from the opponent.
Wall bounces on hit.
75% proration.
Supplemental Frame Data:
Airborne and lower body invulnerable from frame 1.
When right next to the wall, start-up is 16 frames.
Dragon Install (DI) 214K
DI 214KRiot Stamp (DI)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
10,30,20×5
High/Airx2, Allx5
10 after reaching wall
Until landing [(15)3,38]
5 after landing[10]/ 5 landing recovery
+45
3,4,2×5
14,20,10×5
6×2,7×5
YRP
100/240,300,144×5
1F onwards Lower Body & Airborne
Welcome to Mix-Up City
• First explosion • Last explosions
When right next to the wall, start-up is 16 frames
In Dragon Install (DI), the first two hits of Riot Stamp are entirely unchanged outside of Tension Gain. For this reason, its use in neutral is almost entirely restricted to the exact same situations as the regular version and therefore should be used sparingly. However, should a (DI) Riot Stamp get as far as that second hit, the situation quickly changes. After Sol kicks down, an inferno rises from underneath the opponent. This inferno has a ludicrous amount of active frames, and as Sol himself recovers at the same time he would for the regular version, his advantage on block goes from high to frankly absurd. Similarly, on hit, Sol gets a lot more freedom to do as he pleases.
First two hits are overhead.
Supplemental Frame Data:
Airborne and lower body invulnerable from frame 1.
When right next to the wall, start-up is 16 frames.
Ground Viper is the in-game romanization of Grand Viper. 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.
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.
80% proration (low hits only).
Ground hits: Stun damage 2
Cannot Yellow or Purple Roman Cancel.
Supplemental Frame Data:
Low profile from frames 1-4 and frames 17-21; super low profile from frames 5-16; strike invulnerable from frames 24-25 and frames 38-43.
Dragon Install (DI) 214S
DI 214SGround Viper (DI)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
{8,20} x4~11, 8,26×3
{Low,All} x4~11, Low,Midx3
11
15(4)12 (2)2(2)19
37+10 after landing
-56
2
10×12~26
{1,7}x4~11 1,7×3
YRP
300/ {96,120} x4~11, 96,360×3
Initial: 80% (low hits)
1~10F Super Low Profile 11~25F Low Profile 28~29F, 42~47F Strike
During lever wiggle and button mashing, data in { } loops. Maximum hits: 25 Flame pillars: Start-up in 17F, then every 3F, active for 22 Ground hits: Stun damage 2
Its faster start-up, movement speed and immediate super low profile state make it a very scary ranged low, a luxury not shared by many other moves. On block, (DI) GV cranks up the opponent’s R.I.S.C. Level to a far greater degree than any other attack he has, basically guaranteeing that the opponent is forced into an automatic Counter Hit state if Sol gets the maximum number of hits. On hit, while Sol can opt to increase hits and therefore damage, there is an incentive to simply letting the attack perform its minimum number of hits. Due to the increased launch height on the final hit, if the hit count remains low, the opponent’s gravity should remain at a state where Sol is able to follow-up with a sufficiently fast anti-air normal such as 5K or 2H and lead into an extended combo. (DI) GV also lacks several of the weaknesses of its regular counterpart. As Sol moves across the ground, he creates a set of high-reaching flame pillars behind him. This makes (DI) GV much harder to jump over. While these flame pillars can be blocked in any way, they do push the opponent back towards Sol, meaning that if a jumping opponent gets caught by a stray flame, they can potentially be pushed back into the rising section of the attack in spite of their attempts to clear it. Sol is able to Purple Roman Cancel to safety should he have the 50% Tension to spare. You can even choose to Yellow Roman Cancel the early portion of the attack if you don’t want to commit to the full thing or simply wish to scare the opponent with a quick burst of forward movement.
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.
80% proration (low hits only).
Ground hits: Stun damage 2
Supplemental Frame Data:
Low profile from frames 1-10; low profile from frames 11-25; Strike invulnerable from frames 28-29 and frames 42-47.
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.
Tumbles on hit. Significantly longer tumble on Counter Hit.
Cannot be cancelled into from normals.
55% proration.
Dragon Install (DI) 41236H
DI 41236HFafnir (DI)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
40×3
Mid
18
1,1,1
23
+4
4
20
10
YRP
200/240×3
Initial: 75%
Triple the hits but half the tumble?
Cannot be canceled into
While Sol is in Dragon Install (DI), Fafnir can deal up to three hits in immediate succession. Fafnir has more recovery in this state, making it considerably more risky to whiff and noticeably less advantageous on hit. However, its frame advantage on block is slightly higher, so it can be used in largely the same manner. On hit, the opponent’s R.I.S.C. Level decreases by a considerable amount more for (DI) Fafnir than regular Fafnir, causing heavier damage scaling, but the opposite is also true on block. An overly defensive opponent will quickly earn themselves a flashing R.I.S.C. Level.
P.B.B. is Sol’s 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.
Can grab airborne opponents both in and out of hitstun.
• Unfortunately, no longer blows out your speakers
[ ] Values are for Burst version Minimum damage: 20% [50%] 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, but this is rarely practical.
Hits twice. First hit launches, second hit knocks away and is untechable. Wall bounces near corner.
Minimum damage: 20% (50% if Burst version)
Stun damage: 20,0
Supplemental Frame Data:
Strike invulnerable from frames 1-8. Burst version is fully invulnerable from frames 1-8.
Dragon Install (DI) 632146H
DI 632146HTyrant Rave ver.β (DI)super
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
80,20×15
Mid,All
7+1
11(17)46
31
-18
4,3
20,14
6,4
YRP
-5000/0
Initial: 100% (1st hit), 70%
1~18F Strike
• This however, will blow out your Life Gauge
Minimum damage: 20% 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.
First hit launches, following hits are part of a large, travelling projectile.
Wall sticks near corner.
70% proration (hits 2-16 only).
Minimum damage: 20%
Stun damage: 20,0
Supplemental Frame Data:
Strike invulnerable from frames 1-18.
Dragon Install
Dragon Install 214214H (air OK)
Ready or not!
Now sporting the biggest buff in the game: Ride the Fire
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. Can be roman canceled just as the animation starts, only burns the meter for the cancel and cancels the transformation.
Greatly enhances movement speed, all offensive specials and almost all normals.
Supplemental Frame Data:
Fully invulnerable from frames 7-19.
Duration: 420 frames (504 frames during Hell Fire).
Ending recovery: Total 62F, Tension Gauge becomes 0.
[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
Like most Instant Kills (IK), Branding Breach is only particularly useful in two situations: When an opponent is stunned and you have the means to quickly activate IK Mode, or when the conditions to combo into IKs are met. As far as the attack start-up itself is concerned, Branding Breach is actually a fairly versatile IK. It has a lengthy amount of invulnerability and a decent hitbox, mainly thanks to the start-up animation being based on Fafnir. If conclusion conditions are met, it becomes possible to combo into Branding Breach off a Roman Cancelled Ground Throw or Wild Throw mid-screen, and any corner combo leading into a high air hit Fafnir can also combo into Branding Breach without requiring a Roman Cancel.
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.
Cannot be cancelled into from normals.
Supplemental Frame Data:
Normal version is upper body invulnerable from frames 1-8, fully invulnerable from frames 9-31.
Super freeze version is upper body invulnerable from frames 1-4, fully invulnerable from frames 5-25.
To edit frame data, edit values in GGXRD-R2/Sol Badguy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.