GGXRD/Sol Badguy

From Dustloop Wiki
Jump to: navigation, search
Sol Badguy
GGXRD Sol Portrait.png

Defense Modifier: x1.00

Guts Rating: 1

Stun Resistance: 60

Jump Startup: 3F

Backdash Time: 16F

Backdash Invincibility: 1-8F

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
  

Overview[edit]

The titular "Guilty Gear" and protagonist of the Guilty Gear series, Sol Badguy is a battle-hardened bounty hunter with a sordid past. He travels with his protege Sin Kiske, claiming bounties to make a living. Sol’s real objective, however, remains unchanged: To destroy all vagrant Gears and enact his revenge on "That Man", a mysterious individual from Sol’s past. Presently, the world faces another Merciless Apocalypse. Entities carrying the name "Valentine" have emerged once again, and Sol must confront the remnants of his past once more. With his services now under the temporary hire of his long-time rival and Sin’s father, Ky Kiske, Sol takes Sin, and with his modified weapon "Junkyard Dog Mk3", answers the call to battle.

Sol is a well-rounded, yet very rushdown-focused character. He has a tool for every situation, some tools better than others, but his primary goal is to get up close and personal, as his close-range options are where Sol is at his scariest. Fortunately, Sol can do this with the help of Gun Flame, a projectile that can be used to cover Sol’s approach when Roman Cancelled. When up close, Sol has some powerful buttons. 5K and 2D are among the best normals in the game, a 3 frame poke that can be used as a 5 frame anti-air and a fast, low profile sweep, respectively. While lacking a strong, standing overhead, much of Sol’s close-range mix-up comes from his command throw, Bukkirabou ni Nageru, and the fear of getting caught in his command throw opening the opponent up to frame traps. Speaking of fear, Sol possesses the best invincible reversal in the game, Volcanic Viper, a powerful tool which forces the opponent to consider the safety of their offense. Of course, this isn’t to say that his mid-range game is absent. Other moves such as f.S and 5HS possess a great deal of range, and Fafnir is probably the scariest of them all, a massively vicious, flaming strike that sends the opponent tumbling away on hit and is even plus on block. When the opponent is forced into the corner, that’s when the real fun starts. Sol can deal large amounts of damage near the corner by utilizing his infamous D-Loop (more popularly known as the Dustloop) in combination with Fafnir, and thanks to Kudakero - an air-to-ground dive kick, Sol can take his air combos back to the ground and then end them with an extra advantageous knockdown. With that knockdown, he can set up powerful okizeme using a combination of safe jumps and Yellow Roman Cancelled Gun Flames, and bully his way to victory.

Strengths[edit]

  • Has many strong normals and specials for nearly any situation.
  • Excels at close range with strong normals coupled with his command grab, Bukkirabou ni Nageru (aka Wild Throw).
  • Excellent ability to convert nearly any hit into knockdown. Good starters lead to high damage combos at no Tension cost.
  • Has undoubtedly the strongest invulnerable reversal in the game, Volcanic Viper, for use in multiple situations.
  • Makes very good use of both Yellow and Red Roman Cancels.
  • High stun damage. Can easily guarantee dizzy out of simple Counter Hit combos with a proceeding mixup.

Weaknesses[edit]

  • 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.

Alternate Color Chart[edit]

Standard Colors

1 2 3 4 5 6 Same Color
Normal
GGXRD Sol Color1.png
GGXRD Sol Color2.png
GGXRD Sol Color3.png
GGXRD Sol Color4.png
GGXRD Sol Color5.png
GGXRD Sol Color6.png
GGXRD Sol SameColor.png
Dragon Install
GGXRD Sol DIColor1.png
GGXRD Sol DIColor2.png
GGXRD Sol DIColor3.png
GGXRD Sol DIColor4.png
GGXRD Sol DIColor5.png
GGXRD Sol DIColor6.png
GGXRD Sol DISameColor.png

Additional DLC Colors

7 8 9 10 11 12 13 (†1) 14 (†2)
Normal
GGXRD Sol Color7.png
GGXRD Sol Color8.png
GGXRD Sol Color9.png
GGXRD Sol Color10.png
GGXRD Sol Color11.png
GGXRD Sol Color12.png
GGXRD Sol Color13.png
GGXRD Sol Color14.png
Dragon Install
GGXRD Sol DIColor7.png
GGXRD Sol DIColor8.png
GGXRD Sol DIColor9.png
GGXRD Sol DIColor10.png
GGXRD Sol DIColor11.png
GGXRD Sol DIColor12.png
GGXRD Sol DIColor13.png
GGXRD Sol DIColor14.png

†1 - Available only through a limited time Christmas Pack.
†2 - Available only through a limited time PlayStation Plus Pack.

Normal Moves[edit]

  • Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
5P[edit]
5P
GGXRD Sol 5P.png
Jab 'em into next week
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10[12] Mid CSJ YRP 4[3] 4[1] 6[5] ±0[+4]
  • Used for counter poking and pressure.
  • Proration: 90%
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D

5P is useful as a low-risk counter poke against attacks with extended hurtboxes. It reaches quite far horizontally for its speed. It is a strong pressure tool, leading into easy hit confirms, frame traps, and throw set-ups. On characters with smaller crouching hurtboxes, it will whiff over. Note that 5P is the only standing normal that gatlings into 2K.

5K[edit]
5K
GGXRD Sol 5K.png
Anti-Air, Pressure, Punish Starter Extraordinaire
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14x2 Mid SJ YRP 3 2,6[1,4] 13[7] -7[+1]
  • Used for pressure, frame traps, punishing, anti-airing, and option selecting with forward throw.
  • Increased untechable time on air Counter Hit from the second hit.
  • Proration: 90%
  • Gatling Options: 6P, c.S, f.S, 2S, 5HS, 2HS, 5D, 2D

5K is one of the main reasons Sol is powerful in close quarters. As Sol’s fastest attack, it is ideal for quick punishes, closing gaps in pressure, and counter poking out of gaps in the opponent’s pressure. It leads to common combo routes on hit and multiple pressure options on block. The second hit has far vertical and horizontal reach and relatively fast recovery on whiff, which makes it extremely useful for anti-airing and catching jumps. 5K is commonly used when option selecting forward throw as 6K+HS to perform 5K if the opponent is not throwable, and throw if they are throwable.

c.S[edit]
c.S
GGXRD Sol cS.png
General Purpose Close Slash
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30[28] Mid SJ YRP 5[3] 2[1] 16[10] -4[+3]
  • Used for pressure, frame traps, punishing, and occasionally setting up D-Loops.
  • Gatling Options: 6P, f.S, 2S, 5HS, 2HS, 5D, 2D

c.S is a strong pressure and hit confirming tool. It is one of Sol’s most damaging starters, making it a strong frame trap option and punisher on highly unsafe attacks. c.S will combo into j.D on air hit, so it can be used to set up D-Loops.

f.S[edit]
f.S
GGXRD Sol fS.png
Spacing tool, leads to damage with 50% Tension
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30[28] Mid S YRP 7[5] 2[1] 23[13] -11[±0]
  • Used as a fast, long-range poke. Also useful for ranged pressure and punishes.
  • Gatling Options: 2S, 5HS, 2HS, 5D, 2D

f.S is Sol’s main long-range poke, it boasts an excellent combination of speed and horizontal reach. It is useful for countering attacks at long range, catching the opponent's attempts to move, and punishing unsafe attacks at a distance. On block, f.S can be cancelled to specials to apply pressure, or gatling into 2S to reset the situation. On hit, f.S can gatling into 5HS for long-range confirms with Tension. The only drawbacks to f.S are its significant recovery and extended hurtbox.

5HS[edit]
5HS
GGXRD Sol 5H.png
The Fishing Rod for Counter Hits
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40[44] Mid SJ YRP 11[6] 2[1] 26[13] -9[+5]
  • Used for counter poking, ranged pressure or combos after f.S, converting far air hits into knockdown, and setting up D-Loops.
  • Significant added hitstun on Counter Hit.
  • Gatling Options: 2HS, 5D, 2D

Sol’s other long-range poke. 5HS is slower than f.S, but much more rewarding on Counter Hit since it leads to combos at no Tension cost. Options after a blocked 5HS are limited. In general it should be cancelled to something because it has significant recovery. It gatlings into 2D for a low, but typically connects outside 2D range. 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 that result in knockdown. 5HS will combo into j.D on air hit, so it is used frequently to set up D-Loops in corner.

6P[edit]
6P
GGXRD Sol 6P.png
The gut punch that makes people misuse the word "priority"
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid S YRP 9[6] 3[2] 20[10] -9[+2]
  • Used for counter poking, frame traps, anti-airing, and corner combos.
  • Knockdown on hit, wall bounce within range. Increased untechable time after wall bounce on Counter Hit.
  • Upper body invulnerability from frames 1-7 [1-4] and frames 12-19 [8-11], above knee invulnerability from frames 8-11 [5-7].
  • Gatling Options: c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D

6P is strong and used frequently since it has a wide variety of applications. It has upper body invulnerability so it can counter higher-hitting pokes from the opponent at range and occasionally be used as an anti-air. For anti-airing, it is most effective against opponents jumping in at a shallow angle or air dashing closer to ground. The hitbox reaches farther horizontally than vertically, so it is much less reliable than 5K against steeper aerial approaches. 6P is a strong frame trap option in pressure, since even on trades it can be followed up as long as it hit near corner or Counter Hit. The wall bounce on 6P also makes it a staple in corner combos. On block, it has multiple delayable gatling options.

6HS[edit]
6HS
GGXRD Sol 6H.png
An outright headsplitter, murders on Counter Hit
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
56 Mid S YRP 17[12] 7[4] 30[14] -18[+1]
  • Used as a frame trap gatling from 2S and combo ender option.
  • Knockdown on hit, ground bounce on Counter Hit.
  • Stun damage: 75

6HS is Sol’s longest range normal, but is rarely used on its own due to slow start-up, lengthy recovery, and extended hurtbox. The most common use for it is to gatling into it from 2S to act as a frame trap, although it can also be used as an alternate corner combo ender option after an air hit 6P or Fafnir, thanks to the knockdown it causes on both ground and air hit. On Counter Hit, 6HS causes ground bounce, resulting in damaging combos with significant stun. On block, 6HS raises the R.I.S.C. Level significantly but should always be special cancelled for safety, with Gun Flame (Feint) being the safest option to move Sol's hurtbox away from the opponent.

5D[edit]
5D
GGXRD Sol 5D.png
Straight to the Moon
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
27 High - YRP 24 3 24 -13
  • Used as an overhead attack in pressure.
  • Hits overhead, cancels to Homing Jump or Dash on hit only.
  • Proration: 80%

5D should be used sparingly; Sol has much stronger options on offense. It hits overhead but has very slow start-up and is unsafe on block. Rewards on hit are decent, nothing spectacular. For the most part, 5D is only 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[edit]
2P
GGXRD Sol 2P.png
Easy Pressure Button
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid CS YRP 5[3] 4[1] 4[5] +2[+4]
  • Used for starting pressure, and setting up tick throws or frame traps.
  • Proration: 80%
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5HS, 2HS, 5D, 2D

2P is a staple in Sol’s pressure game. It has slightly delayable gatlings into itself or almost any other attack, and is plus on block. This makes it great for starting pressure and setting up blockstrings, tick throws, and frame traps. On hit, 2P can easily be converted into a short combo ending in a knockdown.

2K[edit]
2K
GGXRD Sol 2K.png
Sol's fastest low, tick throw and pressure setups start here
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12[14] Low S YRP 6[4] 3[1] 8[7] -1[+2]
  • Used as a quick low hit in pressure and okizeme, as a mid-range poke, and for tick throws.
  • Hits low.
  • Proration: 70%
  • Gatling Options: 6P, c.S, f.S, 2S, 2HS, 5D, 2D

2K is Sol’s fastest low attack and important in pressure and okizeme. Using it in blockstrings will discourage opponents from trying to jump or backdash out, and its quick recovery makes it another tick throw option. It also has decent reach for its speed, so it is useful as a standalone poke when outside 5K or c.S range.

2S[edit]
2S
GGXRD Sol 2S.png
Makes pressure safe, gatling to 6HS for an anti-jump and frame trap
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25[24] Mid S YRP 10[7] 3[1] 8[5] +3[+8]
  • Used as a blockstring ender, gatling option from f.S to reduce recovery, and defensive tool in neutral.
  • Gatling Options: 5HS, 2HS, 6HS, 5D, 2D

2S is a strong neutral and pressure tool. It has a relatively slow start-up, but recovers incredibly quickly on whiff while keeping Sol’s hurtbox far back. It can stop ground approaches and recovers quickly enough to keep Sol safe from opponents jumping over. A particularly strong use for 2S is cancelling to it from f.S to reduce recovery and leave you at advantage. It’s also advantageous on block, making it a safe blockstring ender option. Between ending at 2S to gain ground from the frame advantage, or cancelling it to normals and specials, 2S is vital to Sol’s pressure. On hit, 2S will combo into 2D at close range or 5HS from farther away, and on Counter Hit it combos into 6HS for a maximum range knockdown.

2HS[edit]
2HS
GGXRD Sol 2H.png
Ready for Relaunch
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36[40] Mid SJ YRP 8[5] 6[3] 26[13] -13[+3]
  • Used in combos and blockstrings on airborne opponents, converting far air hits into knockdown, and setting up D-Loops.
  • Floats on Counter Hit
  • Gatling Options: 5D, 2D

2HS is primarily used in combos on airborne opponents, such as from anti-air 5K and corner 6P. It is impractical on its own due to its slow start-up, long recovery, and limited options on block. It also has significant pushback which can make any follow-up pressure weaker. In general, it is better to avoid using 2HS in pressure if possible. A Counter Hit results in a float which can be followed up for massive damage, but Sol has much better frame trap options. It has situational use as an anti-air on rare occasions. From farther air hits, it combos into Instant Air Dash j.P to allow follow-up combos that result in knockdown. 2HS will combo into j.D on air hit, so it is used frequently to set up D-Loops in corner

2D[edit]
2D
GGXRD Sol 2D.png
Why try to beat something when you can just go under it?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28[30] Low S YRP 7[5] 3[1] 20[13] -6[+3]
  • Used for frame traps, low profiling oncoming attacks, and as a low hit in pressure and okizeme.
  • Hits low, knockdown on hit, floats on Counter Hit.
  • Low profile from frames 4-20 [3-12].

2D is another strong neutral and pressure tool. Its low profile ability makes it useful for countering higher-hitting pokes. It hits low so it is useful in blockstrings and okizeme. On block, it is important to keep the opponent guessing with what you cancel to, be it specials or nothing at all. A non-cancelled 2D is negative on block, but difficult to react in time to punish since Sol can delay a cancel to specials. On normal hit, 2D knocks down and can combo into either Bandit Revolver or Volcanic Viper -> Tataki Otoshi for extra damage and knockdown when within range. On Counter Hit, the opponent floats and Gun Flame can connect for high damage combos at no Tension cost. This, along with its fast start-up and evasive properties, makes it a strong frame trap option.

j.P[edit]
j.P
GGXRD Sol jP.png
Smack 'em outta the air
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 High/Air CS YRP 5[3] 7[4] 4[3] -
  • Used for meeting opponents in the air, making air combos Burst safe, okizeme, tick throws, and as a quick attack out of an air dash.
  • Gatling Options: j.P, j.K, j.S, j.HS

j.P is Sol’s fastest air normal, making it ideal for close-quarters air-to-air encounters. Upon connecting it can easily lead to combos into Aerial Volcanic Viper for a knockdown. It cancels to itself even on whiff which is useful for covering space with a long series of active hitboxes. Rising j.P is a particularly low-risk space control option due to its quick recovery allowing you to react to any situation accordingly. It is effective for punishing aerial approaches or attempts to escape the corner. Air dash j.P is useful for approaching characters with taller standing hurtboxes, and can sometimes clash with certain 6Ps since it shifts Sol’s hurtbox forward. Following knockdown, j.P is the easiest air normal to safe jump with and puts the opponent in short blockstun, so it is a common tick throw option. In combos, j.P delayed into another j.P will combo and is safe against Bursts.

j.K[edit]
j.K
GGXRD Sol jK.png
A hitbox so good that Sol can kill you with his ass
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High/Air SJ YRP 6 6[3] 17[12] -
  • Used for cross-ups, air combos, as a long-range air-to-air attack.
  • Large cross-up hitbox.
  • Gatling Options: j.S, j.D

j.K has the farthest horizontal reach of Sol’s air normals so it can be used at long distance in air-to-air situations. It has a large hitbox behind Sol allowing it to cross-up, making it useful for okizeme following closer knockdowns.

j.S[edit]
j.S
GGXRD Sol jS.png
Heads Up, Safe Jump
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28[25] High/Air SJ YRP 10[6] 3[2] 23[12] -
  • Used for okizeme, air combos, and as a low reaching air-to-ground attack.
  • Proration: 90%
  • Gatling Options: j.K, j.HS, j.D

j.S is Sol’s best air starter for combos, so it is commonly used in safe jump and Gun Flame Yellow Roman Cancel okizeme as a high hit. It is also used frequently used to extend combos on airborne opponents due to being jump cancellable. j.S reaches far downward with relatively quick start-up, so it can be used after jumping or instant air dashing in to whiff punish or catch grounded opponents off guard at neutral. However, it is not difficult to anti-air, so it must be used with caution.

j.HS[edit]
j.HS
GGXRD Sol jH.png
In the air? Press HS
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24x2 High/Air S YRP 9 6,8[4,2] 0 -
  • Used for okizeme, air combos, and as an air-to-ground or air-to-air attack.
  • Hits twice, both high hits. Instant recovery following second hit.

j.HS has utility in a wide variety of areas; in general it is Sol’s most commonly used air normal. While it doesn’t gatling to any other air normals, it recovers instantly. On hit, block, or whiff it can easily be followed up with anything in the air. j.HS followed by j.P is particularly strong from a blocked j.HS to continue pressure. j.HS is useful as both an air-to-air and air-to-ground attack due to its good hitbox, long active frames, and evasive hurtbox. On high air-to-air hits or in combos, it can be cancelled to Aerial Volcanic Viper for a knockdown. Closer to ground air-to-air hits can be converted to extended air combos by using 5K immediately upon landing to relaunch. At neutral, rising j.HS has similar utility to rising j.P as a method of covering space. For okizeme, j.HS is useful as a safe jump that can hit high twice. As a jump-in attack it whiffs against low profile moves so use with care and mix with j.S.


j.D[edit]
j.D
GGXRD Sol jD.png
The Dust that Launched a Thousand Disconnects
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 High/Air SJ YRP 9 7 13/5 landing recovery -
  • Used for air combos, D-Loops, and as an air-to-air attack.
  • Launches on ground hit, significant untechable time on hit. Wall bounce on Counter Hit within range.
  • Has 5 frames of landing recovery.
  • Proration: 90%

j.D is primarily used in combos on airborne opponents to maximize damage, such as D-Loops near corner. On its own, j.D has limited use as an air-to-ground attack, the hitbox has more range horizontally and upward vertically than downward. In addition, it has extra landing recovery which makes follow-up pressure after it is blocked not as strong. It has slow start-up but can occasionally be useful as an air-to-air, mainly near corner so it can be followed up. On Counter Hit, j.D has a massive amount of untechable time, so it may be worth fishing for every now and then.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GGXRD Sol GroundThrow.png
Standard, but good damage on Roman Cancel
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Ground Throw: 75250 - R 1 - - +51
  • Used in any situation where the opponent is throwable on ground, primarily while on the defensive.
  • Unblockable, causes knockdown.
  • Proration: Forced 65%
  • Stun damage: 30

Sol’s ground throw is used much more frequently on defense than offense. Typically, using Wild Throw is a stronger and more rewarding option on offense. Throw is faster though, so it can be used in situations which the opponent makes themselves throwable for a brief period of time. It can only be followed up with combos using Roman Cancel. Performing throw as 6K+HS acts as a useful option select to perform 5K if the opponent is not throwable, and throw if they are. This cannot be used for throwing opponents behind due to Faultless Defense, but is much safer than using 6HS. Another useful throw option select is 4/6HS+D, which will perform Gold Burst or throw.

Air Throw[edit]
Air Throw
GGXRD Sol AirThrow.png
Burn 'em to the ground
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 - R 1 - - -
  • Used in any situation where the opponent is throwable in the air.
  • Unblockable, causes knockdown.
  • Proration: Forced 65%
  • Stun damage: 90

Sol’s air throw is useful in multiple situations, since air throws are strong in general. Sol makes use of it particularly during offense and okizeme during Gun Flame Yellow Roman Cancel pressure to grab opponents who attempt to escape by jumping out. It knocks down upon connecting and usually has to be Roman Cancelled to enable any follow-up. However, from a very close-to-ground air throw in the corner, it is possible to link into a 5K.

Dead Angle Attack[edit]
Dead Angle Attack
GGXRD Sol 6P.png
YAKAMASHII
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 11 13 25 -14
  • Used as an anti-pressure option on defense.
  • 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.
  • Proration: 50%

Dead Angle Attack is a relatively low-risk, 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.


Special Moves[edit]

Gun Flame[edit]
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 Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 50→42→30→30 All - YRP 20 9(1)9(1)9(1)9 Total 50 -4
  • Used for controlling space, pressuring, okizeme, and combos.
  • Floats 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.

Gun Flame (GF) is a vital neutral and offensive tool, and is especially powerful when Yellow Roman Cancelled (YRC). GF can be followed up with various combos depending on spacing and whether or not it Counter Hit. On block, frame advantage of GF depends on how late the opponent blocked it. The later flames are more advantage, the earlier flames are less. At neutral, it covers a huge area for a long time making it ideal for ground space control. GF has significant recovery, so if it is jumped over it can lead to punishes. Therefore, GF usage can encourage the opponent to jump, which is valuable in itself. With YRC, Sol is safe and can meet the opponent in the air with pressure if they jumped over it. GF (YRC) followed by dashing, jumping, or air dashing is Sol’s most effective method of safely approaching opponents. On offense, GF can be used to frame trap or as a pressure reset using YRC. The opponent must leave block stun to allow YRC so it is more commonly cancelled into from non-HS normals in pressure, most notably 2D. GF (YRC) can lead to high/low/throw mix-ups in pressure and okizeme, and is particularly strong in corner okizeme.

Dragon Install 50 All - YRP 20 6 Total 36 +3
  • Used in neutral to occupy the space between Sol and the opponent, grant advantage on block, and combos.
  • Launches on hit, Counter Hit is untechable.
  • Sol is in Counter Hit state for entire duration.

While the Dragon Install (DI) version of Gun Flame (GF) does not travel like its regular equivalent, the static projectile covers a large amount of vertical and horizontal space very quickly. Because of this, the move is very useful at occupying space at mid-range, effectively preventing the opponent from approaching. It even grants advantage on block, allowing Sol to dictate the pace even at distances where he is normally at a disadvantage, especially when combined with Yellow Roman Cancel. Additionally, (DI) GF is also useful in corner combos, as it has a large amount of untechable time on hit and deals good damage.

As an interesting perk, due to the nature of YRC, it is possible to YRC DIGF right before it makes contact. This makes it even easier to confirm, increases advantage, screws with an opponents inputs, and forgoes the RC scaling of followups due to YRC's lower cooldown.


Gun Flame (Feint)[edit]
Gun Flame (Feint)
214P
GGXRD Sol GunFlameFeint.png
Nah
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - YRP - - Total 30 -
  • Used to cancel out of 5HS or 6HS on block, building Tension, and tricking opponents into jumping for expecting a Gun Flame.
  • Has no hitbox.

Gun Flame (Feint) (GF(F)) has few practical uses. It is primarily used for cancelling the recovery of 5HS or 6HS on block. This doesn’t improve his frame disadvantage off those normals; it increases the recovery of all normals besides 6HS. However, it does reduce the size of Sol's hurtbox. It also builds a small amount of Tension and recovers relatively quick after the animation becomes noticable, so it can be used at safe distances and times for Tension Gain. In pressure, GF(F) is a risky but occasionally useful method of tricking the opponent into jumping in anticipation of a Gun Flame, then either anti-airing or meeting them in the air.


Volcanic Viper[edit]
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 Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground GGS.png 40,25 Mid - R 7 3(3)11 21+8 after landing -26
  • Used at neutral from a distance as a strong but risky counter to an opponent’s pokes. Can be used as an invulnerable reversal on wake-up or while being pressured.
  • Hits twice, both hits launch. First hit is fully untechable on Counter Hit. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Fully invulnerable from frames 1-9, strike invulnerable from frames 10-12, airborne from frame 10.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.

At neutral, Ground GGS.png 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 also be used as an invulnerable reversal, but is slower than Ground GGH.png Volcanic Viper (HSVV) and has a much thinner hitbox. Depending on the situation, SVV may be better suited as a reversal if the repercussions of failing to land HSVV are too dire. Regardless, it’s often advised to wait until you have 50% Tension or more, as Roman Cancelling (RC) the first hit of SVV allows you to continue pressure on block or convert into a combo on hit. On offense, SVV can be used as a high-risk or expensive frame trap and anti-throw option, depending on whether Tension is available to RC.

Aerial GGS.png 32,20 All - R 5 2(3)9 Until landing+8 -
  • Used as an invulnerable aerial attack in close quarters air-to-air situations, and as a strong but risky anti-air punisher. Also used for ending air combos.
  • Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Strike invulnerable from frames 1-9.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.

Aerial GGS.png Volcanic Viper (j.SVV) can act as a high-risk, high-reward anti-anti-air as Sol approaches from air. It will typically defeat anti-air attempts, or at least clash with them, and can also be used to counter aerial attacks at close range. j.SVV is most used frequently to end air combos with knockdown via Tataki Otoshi, usually when you’re not in a position to continue the combo via other means, such as a low air hit j.D or a Kudakero in the corner. At the proper height and spacing, a ground hit j.SVV can be followed up with 5K or c.S after landing for combos at no Tension cost.

Ground GGH.png 40,25 Mid - R 5 2(3)18 29+8 after landing -41
  • Used as an invulnerable reversal on wake-up or while being pressured. Also used for offense, anti-airing, and ending combos.
  • Hits twice, both hits launch. Second hit is fully untechable on Counter Hit. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Fully invulnerable from frames 1-6, strike invulnerable from frames 7-11, airborne from frame 7.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.

Ground GGH.png Volcanic Viper (HSVV) is Sol’s strongest defensive tool, and has applications for neutral and offense as well. It has fast start-up and is invulnerable instantly, so it can be used on wake-up or at any gap in the opponent’s pressure to counter their attacks. However, it is highly unsafe on block or whiff. If an opponent successfully baits it, you’ll be left wide open for what could potentially be a very damaging punish. Because of this, it’s often advised to wait until you have 50% Tension or more, as Roman Cancelling (RC) the first hit of HSVV allows you to continue pressure on block or convert into a combo on hit. Dashing HSVV is a strong but risky method of breaking through an opponent’s attempts to keep you out with pokes, and is especially good while the opponent is in mid-air. If the second hit connects on Counter Hit, it can be followed up with a combo at no Tension cost. HSVV is a strong anti-air option that can only fail if the opponent uses Faultless Defense, dodges, or does their aerial attack very close to the ground. It is particularly useful for punishing forward air dashes, since the opponent must wait until the air dash is complete to Faultless Defense. On offense, HSVV can be used as a high-risk or expensive frame trap and anti-throw option, depending on whether Tension is available to RC.

Aerial GGH.png 40,20 All - R 5 2(3)18 Until landing+8 -
  • Used as an invulnerable aerial attack in close quarters air-to-air situations. Also used for ending air combos.
  • Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Strike invulnerable from frames 1-11.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.

Like Aerial GGS.png Volcanic Viper (j.SVV), Aerial GGH.png Volcanic Viper (j.HSVV) can counter aerial attacks, and can be used to end air combos with knockdown via Tataki Otoshi. j.HSVV reaches much higher than its GGS.png counterpart, so it can be used from farther away. However, the length of time that j.HSVV is airborne for means that it cannot be used close to the ground to lead into a follow-up combo like j.SVV can, so its use is restricted almost exclusively to combos. While j.HSVV has higher base damage than j.SVV, you need to be closer to land both hits, so which version you go for will ultimately depend on positioning.

(DI) Ground GGS.png 40,20x2 Mid - R 7 3(1)4,2 21+8 after landing -17
(DI) Aerial GGS.png 32,20x2 All,Midx2 - R 5 2(1)4,2 Until landing+8 -
  • Used as an invulnerable aerial attack in close quarters air-to-air situations, and as a strong but risky anti-air punisher.
  • Hits 3 times, all hits launch. Third hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • 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.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.

The Dragon Install (DI) versions of Ground GGS.png Volcanic Viper (SVV) and Aerial GGS.png 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 GGH.png versions.

(DI) Ground GGH.png 60,12x9 Mid - R 7 3,47 38+8 after landing -71
(DI) Aerial GGH.png 60,12x9 All,Midx9 - R 7 3,47 Until landing+8 -
  • Used as a powerful, meterless combo ender during Dragon Install. Also builds ludicrous amounts of Tension on hit for easy Roman Cancel extensions.
  • Hits 10 times, all hits launch. Tenth hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Ground version is fully invulnerable from frames 1-9, airborne from frame 10.
  • Aerial version is strike invulnerable from frames 1-9.
  • Ground version: Stun damage 120.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.

In Dragon Install (DI), Ground GGH.png Volcanic Viper (HSVV) and Aerial GGH.png Volcanic Viper (j.HSVV) 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) HSVV has the highest Tension Gain of any attack in the game. A successful (DI) HSVV 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.HSVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.HSVV. 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) HSVV in unconfirmable situations without the necessary 50% Tension required to RC. With an RC available, however, there is another interesting use for (DI) HSVV. 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.


Tataki Otoshi[edit]
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 Guard Cancel Roman Startup Active Recovery Frame Adv.
16 All - R 11 4 Until landing+10 -
  • Used after Volcanic Viper on hit to knockdown the opponent, and on block to throw off an opponent’s Volcanic Viper punish timing.
  • Knockdown on hit, can be cancelled into from Volcanic Viper on hit, block, or whiff.
  • Sol is in Counter Hit state for the entire duration.
  • Cannot Yellow or Purple Roman Cancel.

Tataki Otoshi (TO) is the add-on to Volcanic Viper (VV) which is used to knock the opponent down after a VV hits. The cancel to TO is delayable, so depending on the height at which VV connects, a difference in timing may be required for it to connect. Whiffing a TO after VV connects will leave Sol at disadvantage, and is often even punishable if the opponent air techs properly. Delay cancel into TO can also be used in an attempt to throw off the opponent’s punish timing when they block or dodge a VV, but doing so puts Sol in Counter Hit state, leaving VV even more punishable if it fails. There are countless option select VV punishes that take a delayed TO into account, so this option is rarely helpful outside of low-level play.

There is a Dragon Install (DI) version of TO, although it remains mostly the same. The only practical difference is that the opponent falls forward during their plummet rather than straight down, giving Sol more time to recover from DI should it run out mid-screen.


Bandit Revolver[edit]
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 Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground 20,40 Mid - YRP 9 5(11)9 2+8 after landing -5
Aerial 22x4 All - YRP 4 4(6)4,2,2,2 Until landing+12 -
  • Used for combos and ranged pressure.
  • First hit launches, second hit causes knockdown on air hit.
  • Strike invulnerable from frames 1-3, ground version is airborne and foot invulnerable from frame 9.
  • Sol is crouching during landing recovery.

Bandit Revolver (BR) is primarily used to end combos into Sol’s most advantageous knockdown. From a 2D hit, it can be Roman Cancelled to extend ground combo damage and corner carry. The second hit of BR has a large hitbox and knocks down on air hit. It must be blocked with Faultless Defense in the air, so it is useful at neutral or in ranged pressure to catch opponents trying to jump, such as after 2D. Typically, this will be in anticipation of a Gun Flame. Using too much BR is dangerous, since the opponent can 6P, use an invulnerable reversal, Blitz Shield, or sometimes simply Instant Block to punish it. Frame advantage of a blocked BR depends on distance and whether it is crouch or stand blocked. From mid-range on standing block, BR will be slightly advantage, but in other situations it is slightly negative and punishable on Instant Block. On rare occasions, BR can be used at neutral to catch an opponent’s extended hurtbox pokes or evade lower-hitting pokes to whiff punish with the second hit on a crouching opponent, which will link to 5K. In the air, BR can be Yellow Roman Cancelled to give Sol slight forward momentum, acting as another aerial movement option.

(DI) Ground 20x3,50 Midx3,High - YRP 7 3x3(9)9 3+8 after landing +4
(DI) Aerial 22x4 All - YRP 4 4(6)4,2,2,2 Until landing+5 -
  • Used as a combo part and for ranged pressure.
  • First hit launches, last hit of the ground version hits overhead.
  • Ground version is strike invulnerable from frames 1-3, airborne and foot invulnerable from frame 7.
  • Sol is crouching during landing recovery.
  • Proration: Forced 80% (ground version only)

In Dragon Install (DI), Bandit Revolver (BR) goes from an early anti-jump tool and a combo ender to a pressure tool in neutral and a combo part near the corner. 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 ducking 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. 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.


Bandit Bringer[edit]
Bandit Bringer
236[K]

Normal

GGXRD Sol BanditBringer1.png
Rock 'Em


Dragon Install


GGXRD Sol BanditBringerDI1.png

Roll 'Em

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 50 High/Air - YRP 32 6 9+4 after landing ±0
  • Used as an evasive attack to punish high recovery moves on whiff or catch movement. Also used in many combos.
  • Hits overhead. Floor bounce on hit, higher bounce on Counter Hit.
  • Proration: 65%
  • Strike invulnerable from frames 1-3, airborne and lower body invulnerable from frame 9.
  • Sol is crouching during landing recovery.

Bandit Bringer (BB) should be used sparingly outside combos. It has very slow and telegraphed start-up, so it can easily be anti-aired or air thrown if the opponent is ready. It is also throwable on Instant Block within range. 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 an evasive attack at neutral to dodge and whiff punish an opponent’s attacks at long range, but this will typically be done in anticipation rather than reaction. It can also catch backdashes or jump start-up.

Dragon Install 50 High/Air - YRP 30 6 9+4 after landing ±0
  • Used as an evasive attack to punish high recovery moves on whiff or catch movement. Also used in certain combos.
  • Hits overhead. Tumbles on hit during first tumble in a combo, ground bounces after a tumble.
  • Strike invulnerable from frames 1-3, airborne and lower body invulnerable from frame 7.
  • Sol is crouching during landing recovery.

In neutral, the Dragon Install (DI) version of Bandit Bringer (BB) carries the usual risks, despite the miniscule improvement to start-up and the seemingly larger hitbox. Of course, being in DI, the reward for landing it is potentially greater, as it lacks the initial proration attached to the regular version. Because (DI) BB tumbles on hit, it is often used in combos after a mid-screen (DI) Kudakero for the additional corner carry required to take the opponent all the way to the corner. Interestingly, if you land (DI) BB without any preceeding tumbles, it will tumble, but landing it after a tumble in the same combo will cause a ground bounce instead, as combos have a one tumble limit.


Kudakero[edit]
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 Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 28,20 All - YRP 22 Until landing(7)10 29 after landing +2
  • Used for punishing anti-air attempts, stopping momentum in mid-air, and combos.
  • Launches on hit, Counter Hit is untechable.
  • Cannot be performed close to the ground.
  • Proration: 85% (first hit only)

Kudakero is an all-around strong dive kick. It stalls Sol’s momentum in mid-air, making it usable as an anti-anti-air option since it comes down quickly after the delay to whiff punish an opponent’s ground attacks. On hit, it can be followed up with combos near corner, or mid-screen using Roman Cancel. It is used frequently in corner combos for ending D-Loops with Bandit Revolver. On block, Kudakero is safe, but only if the flame pillar connects. From a very close-range block (typically an Instant Block), the flame pillar can often whiff behind the opponent after the dive kick, leaving Sol vulnerable to punishes. 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 during Sol’s descent makes him quickly drop to the ground, allowing for stronger whiff punishes using falling jump attacks, landing into low or throw setups, and starting general pressure from air without worry of being anti-aired. It also gives Sol slight forward momentum, so it can create ambiguous cross-ups with falling j.K.

Dragon Install 28,20 All - YRP 13 Until landing(7)10 24 after landing +7
  • Used as an extremely fast air-to-ground attack, a potential cross-up, for corner carry, and combos.
  • Second hit has a massive amount of untechable time on hit.
  • Cannot be performed close to the ground.
  • Proration: Forced 80% (first hit only)

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.


Bukkirabou ni Nageru[edit]
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 Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 0,40 Ground Throw: 122500 - YRP 4 1 - -
Dragon Install 0,80 Ground Throw: 122500 - YRP 4 1 - -
  • Used in offensive pressure to catch out blocking opponents.
  • Unblockable, cannot be cancelled into from normals.
  • Proration: Forced 60%
  • Whiff recovery: 45 frames
  • Stun damage: 20 (40 during Dragon Install)

Bukkirabou ni Nageru, better known as Wild Throw (WT), is Sol’s command throw. WT makes Sol especially dangerous when within its range, and is a fundamental part of Sol’s offense. It boasts a start-up of only 4 frames, and can outrange normal throws. It allows strong follow-up combos on hit at no Tension cost. During pressure, WT is used most effectively in conjunction with frame traps and lows, with the outcome depending on whether opponents opt to try either countering its start-up or jumping and backdashing to avoid it. Opponents using Faultless Defense excessively to keep Sol out are extra susceptible to WT. It is important to space WT well, because it can be thrown out of start-up if done too close. On whiff, there is a recovery animation which can be easily punished, but it can be Purple Roman Cancelled for safety.

While Sol is in Dragon Install, WT functions in exactly the same way as normal. The only change is that the base damage is doubled.


Riot Stamp[edit]
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 Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 30,50 High/Air - YRP 10 after reaching wall Until landing[(15)3] 5 after landing[10]/
5 landing recovery
+6
  • Used as an evasive attack to punish moves on whiff or escape undesirable situations. When backed into the corner, it functions as a quick overhead.
  • Hits twice, both overhead. Wall bounce on hit.
  • Sol is airborne and lower body invulnerable from frame 1.
  • When right next to the wall, start-up is 16 frames.
  • Proration: 75%

Riot Stamp (RS) is a high-risk but occasionally useful movement-based special, generally used for dodging long recovery attacks at neutral to whiff punish. It can be used to evade throws or certain lows with the proper timing. RS recovers quickly 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 or Blitz Shield, so it is dangerous to use frequently. With Sol’s back to the corner however, it becomes much more practical in general, since Sol has less distance to travel backwards. In this situation, RS can act as a quick overhead and a means to turn a gap in pressure into momentum in your favor. With a Yellow Roman Cancel following RS, the opponent can be tricked into attempting to punish or blocking high, then they can be whiff punished or pressured.

Dragon Install 10,30,20x5 High/Airx2,Allx5 - YRP 10 after reaching wall Until landing[(15)3,38] 5 after landing[10]/
5 landing recovery
+45
  • Used as an evasive attack to punish moves on whiff or escape undesirable situations. When backed into the corner, it functions as a quick overhead. Grants Sol massive amounts of advantage on block.
  • Hits 7 times, first 2 hits are overhead.
  • Sol is airborne and lower body invulnerable from frame 1.
  • 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. A prime example of a high-risk, high-reward attack.


Grand Viper[edit]
Grand Viper
(romanised 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 11x2~6,18x3 Lowx2~6,Midx3 - R 17 5~23(4)12(2)2(2)19 37+10 after landing -56
  • Used as a long-range, instantly low profile attack and for mid-screen combos when opponents do not have Burst.
  • Hits low for all but the last 3 hits, minimum of 5 hits, maximum of 9 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit.
  • Proration: 80% (low hits only)
  • 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.
  • Ground hits: Stun damage 2
  • Cannot Yellow or Purple Roman Cancel.

Grand Viper (GV) is the most risky attack in Sol’s arsenal, it has massive recovery and cannot be cancelled on whiff. The following is a consistent method for getting the maximum travel distance and 9 hits: Immediately after the GV input, quickly alternate between left and right (diagonals work as well) while also alternating between any two buttons (not including D). It is advised to use two buttons rather than three since that introduces the possibility of accidentally Roman Cancelling. It can low profile any attack that does not reach the floor, which can be useful at neutral, on wake-up, or while being pressured. Mid-screen ground hits confirmed into GV will lead to high damage combos with great corner carry. However, it is important to keep the opponent’s Burst in mind when using GV. With the proper timing, the opponent can Burst at the point where Sol launches into the sky which makes the Burst whiff, then Sol is punishable as he lands.

Dragon Install {8,20}x4~11,8,26x3 {Low,All}x4~11,Low,Midx3 - YRP 11 15(4)12(2)2(2)19 37+10 after landing -56
  • Used as a long-range, instantly super low profile attack and as a mid-screen combo part or combo ender when opponents do not have Burst.
  • Hits low for all but the last 3 hits, minimum of 15 hits, maximum of 25 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit.
  • Proration: 80% (low hits only)
  • Super low profile from frames 1-10, low profile from frames 11-25.
  • Strike invulnerable from frames 28-29 and frames 42-47.
  • Ground hits: Stun damage 2

Grand Viper (GV) undergoes many changes during Dragon Install (DI). 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 2HS and lead into an extended combo. Importantly, (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. Even if the opponent simply blocks the attack, or worse yet, clears the flame pillars, 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. This alone makes (DI) GV considerably less high-risk than regular GV.


Fafnir[edit]
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 Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 58 Mid - YRP 18 3 12 +2
  • Used for covering ground while attacking at neutral, whiff-punishing pokes, counter-poking, catching movement, pressuring, and combos.
  • Tumbles on hit. Significantly longer tumble on Counter Hit.
  • Cannot be cancelled into from normals.
  • Proration: 55%

Fafnir is extremely strong and can be used in just about any situation, except when Sol is under pressure. Fafnir’s only real weakness is its relatively slow start-up, so at close range it is more likely to get stuffed by other attacks. On block, it is plus and increases the opponent’s R.I.S.C. Level by a considerable amount. Fafnir has far reach due to Sol stepping a far distance forward during its start-up, making it ideal in neutral for counter poking and whiff punishing. 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. Fafnir’s forward momentum coupled with its rewards on hit or block makes it a strong option for covering ground. It is often useful in pressure after a blocked or whiffed 2S, or following Gun Flame to keep opponents from jumping out. In combos, Fafnir can be used to extend damage and corner carry from mid-screen Roman Cancel combos, and to relaunch in the corner. Its high base damage contributes to Sol's prominent stunning ability, especially when combos start from Fafnir as a counter hit.

Dragon Install 40x3 Mid - YRP 18 1,1,1 23 +4
  • Used for catching movement, pressuring and greatly increasing the opponent's R.I.S.C. Level on block.
  • Tumbles on hit.
  • Cannot be cancelled into from normals.
  • Proration: 75%

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.[edit]
P.B.B.
During Dragon Install: j.623K
GGXRD Sol PBB1.png
GGXRD Sol PBB2.png
HERE COMES BURST GRAB
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60,100 Air Throw: 122500 - YRP 9 1 - -
  • Used for grabbing opponents in the air, and ending Dragon Install combos to put Sol a safe distance away for the exit recovery animation.
  • Unblockable, can grab airborne opponents both in and out of hitstun and can grab grounded opponents in hitstun.
  • Proration: Forced 60%
  • Whiff recovery: Until landing+12F
  • Stun damage: 30,50

P.B.B. is Sol’s new Dragon Install (DI) exclusive special, used primarily as a combo ender during the final moments of DI to allow Sol to safely recover without repercussion by causing knockdown and creating distance between Sol and the opponent. Uniquely, despite being classified as an air throw, it is possible to land P.B.B. on grounded opponents, but only while they’re already in hitstun. This trait enables Sol to end any post-Tyrant Rave ver.β (TR) corner combo with P.B.B. by utilising the wall stick slump on either (DI) TR itself or by following (DI) TR up with a dash 5D > Homing Dash. Despite this unusual trait, it is often preferable to forgo the grounded combo ender and use dash 5D > Homing Jump after (DI) TR to combo into P.B.B. instead, to minimise Sol’s time on the ground. 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. In this respect, P.B.B. poses a very real threat with its impressive range and damage.


Overdrives[edit]

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

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 80,70 Mid,All - YRP 5+1 11(17)15 31 -15
  • Used to do unburstable damage, in corner combos, and as an invulnerable reversal on defense with more horizontal range than Volcanic Viper. Occasionally used on offense.
  • Hits twice. First hit launches, second hit knocks away and is untechable. Wall bounce near corner.
  • Strike invulnerable from frames 1-8.
  • 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 and throw punish, but this is rarely practical.

Dragon Install 80,20x15 Mid,All - YRP 7+1 11(17)46 31 -18
  • Used to deal large amounts of unburstable damage during Dragon Install. Also acts as a late combo part or combo ender in corner combos.
  • Hits 16 times. First hit launches, following hits are part of a large, travelling projectile. Wall sticks near corner.
  • Proration: 70% (hits 2-16 only)
  • Strike invulnerable from frames 1-18.
  • 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.


Dragon Install[edit]
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 Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - YR - - Total 19 (Super Freeze on 19F) -
  • Used for significant comebacks and extending combos to maximize damage for the kill.
  • Greatly enhances movement speed, all offensive specials and almost all normals.
  • Fully invulnerable from frames 7-19.
  • Duration: 420 frames (504 frames during Hell Fire)
  • Ending recovery: Total 62F, Tension Gauge becomes 0

Dragon Install (DI) is a situational, high-risk, high-reward Overdrive in which Sol’s movement speed is increased, his normals become noticably faster and safer, and his specials are all buffed significantly. If used in neutral, Sol gains a great amount of initiative: He recovers instantly once the super freeze ends, and the combination of his speed advantage and his reward off any given hit is large enough that it becomes very risky for opponents to attempt to force the pace of the match into their favour. Of course, DI itself carries a large risk. When the mode’s natural duration ends and Sol returns to neutral on the ground, he is forced into a lengthy recovery animation, making him incredibly vulnerable to a counter-offensive. Due to this, DI is only really recommended in situations where the recovery animation will not come into play, either to make a last minute comeback, to quickly finish off an opponent hanging on by a thread, or in a combo that can guarantee a safe exit out of DI. It’s also worth noting that it is in fact possible to Yellow Roman Cancel the start-up of DI, before the required 50% Tension is spent, and while DI activation is not fully invulnerable, it’s still invulnerable enough to pass through many attacks. This technique can be used to force a whiff and then punish for less than the cost to just let DI activate fully. The aerial version of DI also freezes Sol’s air momentum, and this can be similarly Yellow Roman Cancelled to act as a not-so-instant overhead as part of a potential high-low mix-up.


Instant Kill[edit]

Branding Breach[edit]
Branding Breach
During IK Mode: 236236HS
GGXRD Sol BrandingBreach1.png
GGXRD Sol BrandingBreach2.png
Still just medium rare...
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal DESTROY All - - 9+16 6 32 -21
Conclusion Conditions Complete DESTROY All - - 5+15 6 32 -21
  • 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.
  • 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.

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.



Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc