GGXRD-R2/Sol Badguy

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< GGXRD-R2
Revision as of 20:18, 15 February 2019 by 24.115.79.204 (talk) (→‎2HS)
Sol Badguy
GGXRD-R Sol Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Play-style
Balanced, Rushdown, Counter-hits

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
  • Has many strong normals and specials for nearly any situation.
  • Excels at close range with strong normals coupled with his command grab, Bukkirabou ni Nageru (aka Wild Throw).
  • Excellent ability to convert nearly any hit into knockdown. Good starters lead to high damage combos at no Tension cost.
  • Has undoubtedly the strongest invulnerable reversal in the game, Volcanic Viper, for use in multiple situations.
  • Makes very good use of both Yellow and Red Roman Cancels.
  • High stun damage. Can easily guarantee dizzy out of simple Counter Hit combos with a proceeding mixup.
  • Has difficulty dealing with strong zoning. Must sometimes take risks to break into his ideal, up-close attack range.
  • Mix-up abilities are very basic. Landing good hits on offense requires strong reading and conditioning of opponents.



Normal Moves

  • Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
5P
5P
GGXRD Sol 5P.png
Jab 'em into next week
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10 Mid 4 4 6 ±0 0 3 8 CSJ YRP 144 Initial: 90%
GGXRD Sol 5P.png
GGXRD Sol 5P Hitbox.png


{{{text}}}

5K
5K
GGXRD Sol 5K.png
Anti-Air Extraordinaire
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14×2 Mid 5 1,6 13 -7 1 6 7 SJ YRP 264 Initial: 90%
GGXRD Sol 5K.png
Anti-Air Extraordinaire
GGXRD Sol 5K Hitbox.png


{{{text}}}

c.S
c.S
GGXRD Sol cS.png
General Purpose Close Slash
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 5 2 16 -4 2 10 7 SJ YRP 264
GGXRD Sol cS.png
General Purpose Close Slash
GGXRD Sol cS Hitbox.png


{{{text}}}

f.S
f.S
GGXRD Sol fS.png
Spacing tool, leads to damage with 50% Tension
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 7 2 23 -11 2 10 7 S YRP 264
GGXRD Sol fS.png
Spacing tool, leads to damage with 50% Tension
GGXRD Sol fS hitbox.png


{{{text}}}

5HS
5HS
GGXRD Sol 5H.png
The Fishing Rod for Counter Hits
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Mid 11 2 26 -9 4 20 6 SJ YRP 384
GGXRD Sol 5H.png
Spacing tool, leads to damage with a Counter Hit or 50% Tension
GGXRD Sol 5H hitbox.png


{{{text}}}

6P
6P
GGXRD Sol 6P.png
The gut punch that makes people misuse the word "priority"
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 Mid 9 3 20 -9 2 10 12 S YRP 264 1~4F Upper Body
8~11F Upper Body
5~7F Above Knees
GGXRD Sol 6P.png
GGXRD Sol 6P hitbox.png


{{{text}}}

6HS
6HS
GGXRD-R2 Sol 6H.png
Crush their feet
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
56 Mid 17 3 26 -10 4 20 6 S YRP 384
GGXRD-R2 Sol 6H.png
GGXRD-R2 Sol 6H Hitbox.png
Forces opponent into crouching state on ground hit


{{{text}}}

5D
5D
GGXRD Sol 5D.png
Straight to the Moon
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
27 High 24 3 24 -13 2 10 20 YRP 264 Initial: 80%
GGXRD Sol 5D.png
GGXRD Sol 5D Hitbox.png


{{{text}}}

2P
2P
GGXRD Sol 2P.png
Easy Pressure Button
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
8 Mid 5 4 4 +2 0 3 8 CS YRP 144 Initial: 80%
GGXRD Sol 2P.png
GGXRD Sol 2P hitbox.png


{{{text}}}

2K
2K
GGXRD Sol 2K.png
Sol's fastest low, tick throw and pressure setups start here
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Low 6 3 8 -1 0 3 8 S YRP 144 Initial: 70%
GGXRD Sol 2K.png
GGXRD Sol 2K hitbox.png


{{{text}}}

2S
2S
GGXRD Sol 2S.png
Makes pressure safe, gatling to 6HS for an anti-jump and frame trap
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 Mid 10 3 8 +3 2 10 7 S YRP 264
GGXRD Sol 2S.png
Safe and long-range blockstring ender
GGXRD Sol 2S hitbox.png


{{{text}}}

2HS
2HS
GGXRD Sol 2H.png
Ready for Relaunch
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36 Mid 8 6 26 -13 4 20 6 SJ YRP 384
GGXRD Sol 2H.png
GGXRD Sol 2H hitbox.png


{{{text}}}

2D
2D
GGXRD Sol 2D.png
Why try to beat something when you can just go under it?
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Low 7 3 20 -6 3 14 6 S YRP 384 4~20F Low Profile
GGXRD Sol 2D.png
Why try to beat something when you can just go under it?
GGXRD Sol 2D hitbox.png


{{{text}}}

j.P
j.P
GGXRD Sol jP.png
Smack 'em outta the air
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 High/Air 5 7 4 0 3 8 CS YRP 144
GGXRD Sol jP.png
GGXRD Sol jP Hitbox.png


{{{text}}}

j.K
j.K
GGXRD Sol jK.png
A hitbox so good that Sol can kill you with his ass
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22 High/Air 6 6 17 2 10 7 SJ YRP 264
GGXRD Sol jK.png
GGXRD Sol jK hitbox.png


{{{text}}}

j.S
j.S
GGXRD Sol jS.png
Heads Up, Safe Jump
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 High/Air 10 3 23 2 10 7 SJ YRP 264 Initial: 90%
GGXRD Sol jS.png
Your main safejump
GGXRD Sol jS hitbox.png


{{{text}}}

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

{{{text}}}

j.D
j.D
GGXRD Sol jD.png
The Dust that Launched a Thousand Disconnects
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 High/Air 9 7 13+5 landing 3 14 8 SJ YRP 384 Initial: 90%
GGXRD Sol jD.png
And now, the moment you've all been waiting for!
GGXRD Sol jD hitboxes.png


{{{text}}}

Universal Mechanics

Ground Throw
Ground Throw
GGXRD Sol GroundThrow.png
Standard, but good damage on Roman Cancel
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Ground Throw: 75250 1 +51 0,4 NA 6,0 R 0,480 Forced: 65%
GGXRD Sol GroundThrow.png
Stun damage: 30


{{{text}}}

Air Throw
Air Throw
GGXRD Sol AirThrow.png
Burn 'em to the ground
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Air Throw: 192500 1 0,2 NA 6,7 R 0,480 Forced: 65%
GGXRD Sol AirThrow.png
Stun damage: 90


{{{text}}}

Dead Angle Attack
Dead Angle Attack
GGXRD Sol 6P.png
YAKAMASHII
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 11 3 25 -14 2 10 7 -5000/264 Initial: 50% 1~13F Full
14~33F Throw
14~23F Upper Body
GGXRD Sol 6P.png
GGXRD Sol 6P hitbox.png


{{{text}}}

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


Blitz
Blitz Attack
other
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 (15~48)+13 3 20 -2 1 6 10 R 0 Initial: 55% 1~Button release: Blitz
GGXRD-R Sol BlitzAttack.png
GGXRD-R Sol BlitzAttack hitbox.png
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)
Max Charge


[Blitz]
Blitz Attack Max Charge
other
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
GGXRD-R Sol BlitzAttack.png
GGXRD-R Sol BlitzAttack hitbox.png
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

{{{text}}}


Special Moves

Gun Flame
Gun Flame
236P

Normal

GGXRD Sol GunFlame.png
The People's Projectile of Pressure


Dragon Install


GGXRD Sol GunFlameDI.png

Locks opponents down, easy confirms on hit

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal
236P


236P
Gun Flame
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→42→30→30 All 20 9(1)9(1)9(1)9 Total 50 -4 2→2→1→1 2 7 YRP 200/120 Initial: 85%
GGXRD Sol GunFlame.png
GGXRD Sol GunFlame hitbox.pngGGXRD Sol GunFlame hitbox2.png
Early hitbox • Late hitbox
Damage and level change with each set of 9 active frames

{{{text}}}

Dragon Install
DI 236P


DI 236P
Gun 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
GGXRD Sol GunFlameDI.png
Locks opponents down, easy confirms on hit
GGXRD Sol GunFlameDI Hitbox.pngGGXRD Sol GunFlameDI Hitbox2.png
Early hitbox • Late hitbox

{{{text}}}

Gun Flame (Feint)
Gun Flame (Feint)
214P
GGXRD Sol GunFlameFeint.png
Nah
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214P
Gun Flame (Feint)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 30 YRP 350/-
GGXRD Sol GunFlameFeint.png
GGXRD Sol GunFlameFeint Hitbox.png


{{{text}}}

Volcanic Viper
Volcanic Viper
623S/HS (air OK)

Normal

GGXRD Sol VolcanicViper.png
Your Turn is Over


Dragon Install


GGXRD Sol VolcanicViperDI.png

They thought it was scary before

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground GGS.png
623S


623S
S Volcanic Viper
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40,25 Mid 7 3(3)11 21+8 after landing -26 2 10 7 R 200/480,720 1~9F Full
10~12F Strike
GGXRD Sol VolcanicViper.png
You don't get a turn!
GGXRD Sol VolcanicViper Hitbox.pngGGXRD Sol VolcanicViper Hitbox2.png
10F onwards Airborne
Sol is in crouching state during landing recovery

{{{text}}}

Air GGS.png
j.623S


j.623S
Aerial S Volcanic Viper
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 All 5 2(3)9 Until landing+8 2 10 7 R 200/360,720 1~9F Strike
GGXRD Sol VolcanicViper.png
Sol is in crouching state during landing recovery

{{{text}}}

Ground GGH.png
623HS


623H
H Volcanic Viper
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40,25 Mid 5 2(3)18 29+8 after landing -41 2 10 7 R 300/480,720 1~6F Full
7~11F Strike
GGXRD Sol VolcanicViper.png
7F onwards Airborne
Sol is in crouching state during landing recovery

{{{text}}}

Air GGH.png
j.623HS


j.623H
Aerial H Volcanic Viper
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 All 5 2(3)18 Until landing+8 2 10 7 R 250/480,720 1~11F Strike
GGXRD Sol VolcanicViper.png
Sol is in crouching state during landing recovery

{{{text}}}

(DI) Ground GGS.png
DI 623S


DI 623S
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
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
GGXRD Sol VolcanicViperDI.png
They thought it was scary before
GGXRD Sol VolcanicViperDI hitbox.pngGGXRD Sol VolcanicViperDI hitbox2.png
10F onwards Airborne
Sol is in crouching state during landing recovery
(DI) Air GGS.png
DI j.623S


DI j.623S
Aerial 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
GGXRD Sol VolcanicViperDI.png
On hit, the 1st hit is active for 1 frame
Sol is in crouching state during landing recovery

{{{text}}}

(DI) Ground GGH.png
DI 623H


DI 623H
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 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
GGXRD Sol VolcanicViperDI.png
10F onwards Airborne
Stun damage: 120
Sol is in crouching state during landing recovery
(DI) Air GGH.png
DI j.623H


DI j.623H
Aerial 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
GGXRD Sol VolcanicViperDI.png
Sol is in crouching state during landing recovery

{{{text}}}

Tataki Otoshi
Tataki Otoshi
(translated as "Knockdown")
During Volcanic Viper: 214K

Normal

GGXRD Sol Knockdown.png
Icing on the Cake


Dragon Install


GGXRD Sol KnockdownDI.png

For when you need breathing room for Dragon Install's inevitable end

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
VV > 214K
Knockdown
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 All 11 4 Until landing+10 2 10 7 R 50/240
GGXRD Sol Knockdown.pngGGXRD Sol KnockdownDI.png
• Best used to give breathing room before Dragon Install ends
GGXRD Sol Knockdown hitbox.pngGGXRD Sol KnockdownDI hitbox.png
Sol is in crouching state during landing recovery


{{{text}}}

Bandit Revolver
Bandit Revolver
236K (air OK)

Normal

GGXRD Sol BanditRevolver1.png
Combo Ender and Risky Jump Catcher


Dragon Install


GGXRD Sol BanditRevolverDI1.png

Loops and an overhead, what more could you ask for?

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground
236K


236K
Bandit Revolver
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20,40 Mid 9 5(11)9 2+8 after landing -5 2 10 7 YRP 150/480 1~3F Strike
9F onwards Foot
GGXRD Sol BanditRevolver1.png
Combo ender and risky jump catcher
GGXRD Sol BanditRevolver1 hitbox.pngGGXRD Sol BanditRevolver2 hitbox.png
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
Air
j.236K


j.236K
Aerial Bandit Revolver
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22×2 All 4 4(6)10 Until landing+12 2 10 7 YRP 150/300 1~3F Strike
GGXRD Sol BanditRevolver1.png
GGXRD Sol BanditRevolver1 hitbox.pngGGXRD Sol BanditRevolver2 hitbox.png
Sol is in crouching state during landing recovery

{{{text}}}

(DI) Ground
DI 236K


DI 236K
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
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
GGXRD Sol BanditRevolverDI1.png
GGXRD Sol BanditRevolverDI1 hitbox.pngGGXRD Sol BanditRevolverDI2 hitbox.png
7F onwards Airborne
Sol is in crouching state during landing recovery
(DI) Air
DI j.236K


DI j.236K
Aerial 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
GGXRD Sol BanditRevolverDI1.png
Active frames of 4(6)4 are all treated as the 1st hit
Sol is in crouching state during landing recovery

{{{text}}}

Bandit Bringer
Bandit Bringer
236[K]

Normal

GGXRD Sol BanditBringer1.png
Rock 'Em


Dragon Install


GGXRD Sol BanditBringerDI1.png

Roll 'Em

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


236[K]
Bandit Bringer
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 32 6 9+4 after landing ±0 4 20 6 YRP 150/360 Initial: 65% 1~3F Strike
9F onwards Lower Body
GGXRD Sol BanditBringer1.png
Used in combos or catching backdashers, not raw
GGXRD Sol BanditBringer hitbox.png
9F onwards Airborne
Sol is in crouching state during landing recovery

{{{text}}}

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
GGXRD Sol BanditBringerDI1.png
A overhead that tumbles? Yes please!
GGXRD Sol BanditBringerDI1 hitbox.png
7F onwards Airborne
Sol is in crouching state during landing recovery

{{{text}}}

Kudakero
Kudakero
(translated as "Break")
j.214K

Normal

GGXRD Sol Kudakero1.png
GGXRD Sol Kudakero2.png
Baiting Anti-Airs at Affordable Amounts


Dragon Install


GGXRD Sol KudakeroDI1.png
GGXRD Sol KudakeroDI2.png

Because Dragon Install needed more looping tools

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal
j.214K


j.214K
Break
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 22 Until landing,(7)10 29 after landing +2 2,1 10,6 7 YRP 150/720,120 Initial: 85%, 100%
GGXRD Sol Kudakero1.pngGGXRD Sol Kudakero2.png
GGXRD Sol Kudakero1 Hitbox.pngGGXRD Sol Kudakero2 Hitbox.png
Has a minimum height requirement

{{{text}}}

Dragon Install
DI j.214K


DI j.214K
Break (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%
GGXRD Sol KudakeroDI1.pngGGXRD Sol KudakeroDI2.png
GGXRD Sol KudakeroDI1 Hitbox.pngGGXRD Sol KudakeroDI2 Hitbox.png
Has a minimum height requirement

{{{text}}}

Bukkirabou ni Nageru
Bukkirabou ni Nageru
(translated as "Wild Throw")
623K

Normal

GGXRD Sol WildThrow1.png
GGXRD Sol WildThrow2.png
Kiss the Floor


Dragon Install


GGXRD Sol WildThrowDI1.png
GGXRD Sol WildThrowDI2.png

French the Floor

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal
623K


623K
Wild Throw
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,40 Ground Throw: 122500 4 1 Whiff: 45 0 NA 6,0 YRP -/0,720 Forced: 60%
GGXRD Sol WildThrow1.pngGGXRD Sol WildThrow2.png
GGXRD Sol WildThrow1 hitbox.png
Stun damage: 20
Cannot be canceled into
Dragon Install
DI 623K


DI 623K
Wild 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%
GGXRD Sol WildThrowDI1.png
GGXRD Sol WildThrowDI1 hitbox.png
Stun damage: 40
Cannot be canceled into

{{{text}}}

Riot Stamp
Riot Stamp
214K

Normal

GGXRD Sol RiotStamp1.png
GGXRD Sol RiotStamp2.png
Great when cornered and if blocked, suicide otherwise


Dragon Install


GGXRD Sol RiotStampDI1.png
GGXRD Sol RiotStampDI2.png

Welcome to Mix-Up City

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal
214K


214K
Riot Stamp
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30,50 High/Air 10 after reaching wall Until landing
[(15)3]
5 after landing[10]/
5 landing recovery
+6 3,4 14,20 6 YRP 100/420,720 Initial: 75% 1F onwards Lower Body
GGXRD Sol RiotStamp1.pngGGXRD Sol RiotStamp2.png
Great when cornered and if blocked, suicide otherwise
GGXRD Sol RiotStamp1 hitbox.pngGGXRD Sol RiotStamp2 hitbox.png
When right next to the wall, start-up is 16 frames

{{{text}}}

Dragon Install
DI 214K


DI 214K
Riot 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
GGXRD Sol RiotStampDI1.pngGGXRD Sol RiotStampDI2.png
Welcome to Mix-Up City
GGXRD Sol RiotStampDI1 hitbox.pngGGXRD Sol RiotStampDI2 hitbox.pngGGXRD Sol RiotStampDI3 hitbox.png
• First explosion • Last explosions
When right next to the wall, start-up is 16 frames

{{{text}}}

Grand Viper
Grand Viper
(misromanised as "Ground Viper")
214S

Normal

GGXRD Sol GrandViper1.png
GGXRD Sol GrandViper2.png
The Dictionary Image of Big Risk/Reward


Dragon Install


GGXRD Sol GrandViperDI1.png
GGXRD Sol GrandViperDI2.png

We Gunblaze Now

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal
214S


214S
Ground Viper
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
11×2~6,
18×3
Lowx2~6,
Midx3
17 5~23(4)12(2)2(2)19 37+10 after landing -56 2 10×5~9 1×2~6, 7×3 R 300/120x2~6, 360×3 Initial: 80% (low hits) 1~4F, 17~21F Low Profile
5~16F Super Low Profile
24~25F, 38~43F Strike
GGXRD Sol GrandViper1.pngGGXRD Sol GrandViper2.png
GGXRD Sol GrandViper1 Hitbox.pngGGXRD Sol GrandViper2 Hitbox.png
Ground hits: Stun damage 2

{{{text}}}

Dragon Install
DI 214S


DI 214S
Ground 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
GGXRD Sol GrandViperDI1.pngGGXRD Sol GrandViperDI2.png
GGXRD Sol GrandViperDI1 Hitbox.pngGGXRD Sol GrandViperDI2 Hitbox.png
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

{{{text}}}

Fafnir
Fafnir
41236HS

Normal

GGXRD Sol Fafnir.png
The Sound of Pain


Dragon Install


GGXRD Sol FafnirDI.png

Triple the hits but half the tumble?

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal
41236HS


41236H
Fafnir
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
58 Mid 18 3 12 +2 3 35 7 YRP 200/600 Initial: 55%
GGXRD Sol Fafnir.png
Pain in a move
GGXRD Sol Fafnir hitbox.png
Cannot be canceled into

{{{text}}}

Dragon Install
DI 41236HS


DI 41236H
Fafnir (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%
GGXRD Sol FafnirDI.png
Triple the hits but half the tumble?
GGXRD Sol FafnirDI hitbox.png
Cannot be canceled into

{{{text}}}

P.B.B.
P.B.B.
During Dragon Install: j.623K
GGXRD Sol PBB1.png
GGXRD Sol PBB2.png
HERE COMES BURST GRAB
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DI j.623K
P.B.B.
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60,100 Air Throw: 122500 9 1 Whiff: Until Landing+12 0,4×2 NA 0 YRP -/0,720×2 Forced: 60%
GGXRD Sol PBB1.pngGGXRD Sol PBB2.png
GGXRD Sol PBB1 hitbox.png
Stun damage: 30,50


{{{text}}}


Overdrives

Tyrant Rave ver.β
Tyrant Rave ver.β
632146HS
[632146D]

Normal

GGXRD Sol TyrantRave1.png
GGXRD Sol TyrantRave2.png
Unfortunately no longer blows out your speakers


Dragon Install


GGXRD Sol TyrantRaveDI1.png
GGXRD Sol TyrantRaveDI2.png

Good Game, Peace Out

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146H
Tyrant Rave ver.β
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
80,70
[100,87]
Mid,All 5+1 11(17)15 31 -15 4,3 20,14 6,27 YRP -5000/0 1~8F Strike
[1~8F Full]
GGXRD Sol TyrantRave1.pngGGXRD Sol TyrantRave2.png
• Unfortunately, no longer blows out your speakers
GGXRD Sol TyrantRave1 hitbox.pngGGXRD Sol TyrantRave2 hitbox.png
[ ] Values are for Burst version
Minimum damage: 20% [50%]
Stun damage: 20,0


{{{text}}}

Dragon Install
DI 632146HS


DI 632146H
Tyrant 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
GGXRD Sol TyrantRaveDI1.pngGGXRD Sol TyrantRaveDI2.png
• This however, will blow out your Life Gauge
GGXRD Sol TyrantRaveDI1 hitbox.pngGGXRD Sol TyrantRaveDI2 hitbox.png
Minimum damage: 20%
Stun damage: 20,0

{{{text}}}

Dragon Install
Dragon Install
214214HS (air OK)
GGXRD Sol DragonInstall1.png
Ready or not!
GGXRD Sol DragonInstall2.png
Now sporting the biggest buff in the game: Ride the Fire
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214214H
Dragon Install
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Activation: Total 19
(Super Freeze on 19F)
Deactivation: Total 62F
YR -5000 Activation: 7~19F Full
GGXRD Sol DragonInstall1.pngGGXRD Sol DragonInstall2.png
Duration: 420F (During Hell Fire: 504F)
Tension Gauge becomes 0 upon deactivation


{{{text}}}


Instant Kill

Branding Breach
During IK Mode: 236236HS
GGXRD Sol BrandingBreach1.png
GGXRD Sol BrandingBreach2.png
Still just medium rare...
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

{{{text}}}


Navigation


Template:Navbar-GGXRD-R2

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.