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|description= | |description= | ||
*Used for pressure | *Used for counter poking and pressure. | ||
*Proration: 90% | *Proration: 90% | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D | ||
5P | 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. | ||
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*Proration: 90% | *Proration: 90% | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 6P, c.S, f.S, 2S, 5HS, 2HS, 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 6P, c.S, f.S, 2S, 5HS, 2HS, 5D, 2D | ||
5K is one of the main reasons Sol is powerful in close quarters. Sol’s fastest attack, | 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. | ||
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*Used for pressure, frame traps, punishing, and occasionally setting up D-Loops. | *Used for pressure, frame traps, punishing, and occasionally setting up D-Loops. | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 6P, f.S, 2S, 5HS, 2HS, 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 6P, f.S, 2S, 5HS, 2HS, 5D, 2D | ||
c.S is a strong pressure and | c.S is a strong pressure and hit confirming tool. It is one of Sol’s most damaging starters, making it a strong frame trap option and punisher on highly unsafe attacks. c.S will combo into j.D on air hit, so it can be used to set up D-Loops. | ||
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*Used as a fast, long-range poke. Also useful for ranged pressure and punishes. | *Used as a fast, long-range poke. Also useful for ranged pressure and punishes. | ||
* [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 2S, 5HS, 2HS, 5D, 2D | * [[GGXRD/Sol Badguy/Frame Data#Gatling Table|Gatling Options:]] 2S, 5HS, 2HS, 5D, 2D | ||
f.S is Sol’s main long-range poke, | f.S is Sol’s main long-range poke, it boasts an excellent combination of speed and horizontal reach. It is useful for countering attacks at long range, catching the opponent's attempts to move, and punishing unsafe attacks at a distance. On block, f.S can be cancelled to specials to apply pressure, or gatling into 2S to reset the situation. On hit, f.S can gatling into 5HS for long-range confirms with Tension. The only drawbacks to f.S are its significant recovery and extended hurtbox. | ||
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{{MoveData | {{MoveData | ||
|name=Tataki Otoshi | |name=Tataki Otoshi | ||
|input=(translated as "Knockdown") | |input=(translated as "Knockdown")<br/>During Volcanic Viper: 214K | ||
During Volcanic Viper: 214K | |||
''Normal'' | ''Normal'' | ||
|image=GGXRD_Sol_Knockdown.png | |image=GGXRD_Sol_Knockdown.png | ||
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*Hits overhead. Floor bounce on hit, higher bounce on Counter Hit. | *Hits overhead. Floor bounce on hit, higher bounce on Counter Hit. | ||
*Proration: 65% | *Proration: 65% | ||
*Strike invulnerable from frames 1-3, airborne and | *Strike invulnerable from frames 1-3, airborne and lower body invulnerable from frame 9. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
Bandit Bringer (BB) should be used sparingly outside combos. It has very slow and telegraphed start-up, so it can easily 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. | 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. | ||
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*Used as an evasive attack to punish high recovery moves on whiff or catch movement. Also used in certain combos. | *Used as an evasive attack to punish high recovery moves on whiff or catch movement. Also used in certain combos. | ||
*Hits overhead. Tumbles on hit during first tumble in a combo, ground bounces after a tumble. | *Hits overhead. Tumbles on hit during first tumble in a combo, ground bounces after a tumble. | ||
*Strike invulnerable from frames 1-3, airborne and | *Strike invulnerable from frames 1-3, airborne and lower body invulnerable from frame 7. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
In neutral, the Dragon Install (DI) version of Bandit Bringer (BB) carries the usual risks, despite the miniscule improvement to start-up and the seemingly larger hitbox. Of course, being in DI, the reward for landing it is potentially greater, as it lacks the initial proration attached to the regular version. Because (DI) BB tumbles on hit, it is often used in combos after a mid-screen (DI) Kudakero for the additional corner carry required to take the opponent all the way to the corner. Interestingly, if you land (DI) BB without any preceeding tumbles, it will tumble, but landing it after a tumble in the same combo will cause a ground bounce instead, as combos have a one tumble limit. | In neutral, the Dragon Install (DI) version of Bandit Bringer (BB) carries the usual risks, despite the miniscule improvement to start-up and the seemingly larger hitbox. Of course, being in DI, the reward for landing it is potentially greater, as it lacks the initial proration attached to the regular version. Because (DI) BB tumbles on hit, it is often used in combos after a mid-screen (DI) Kudakero for the additional corner carry required to take the opponent all the way to the corner. Interestingly, if you land (DI) BB without any preceeding tumbles, it will tumble, but landing it after a tumble in the same combo will cause a ground bounce instead, as combos have a one tumble limit. | ||
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{{MoveData | {{MoveData | ||
|name=Kudakero | |name=Kudakero | ||
|input=(translated as "Break") | |input=(translated as "Break")<br/>j.214K | ||
''Normal'' | ''Normal'' | ||
|image=GGXRD_Sol_Kudakero1.png | |image=GGXRD_Sol_Kudakero1.png | ||
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======<font style="visibility:hidden" size="0">Bukkirabou ni Nageru</font>====== | ======<font style="visibility:hidden" size="0">Bukkirabou ni Nageru</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Bukkirabou ni Nageru | ||
|input= | |input=(translated as "Wild Throw")<br/>623K | ||
''Normal'' | ''Normal'' | ||
|image=GGXRD_Sol_WildThrow1.png | |image=GGXRD_Sol_WildThrow1.png | ||
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*Whiff recovery: 45 frames | *Whiff recovery: 45 frames | ||
*Stun damage: 20 (40 during Dragon Install) | *Stun damage: 20 (40 during Dragon Install) | ||
Wild Throw (WT) is Sol’s command throw | Bukkirabou ni Nageru, better known as Wild Throw (WT), is Sol’s command throw. WT makes Sol especially dangerous when within its range, and is a fundamental part of Sol’s offense. It boasts a start-up of only 4 frames, and can outrange normal throws. It allows strong 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. | 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. | ||
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{{MoveData | {{MoveData | ||
|name=Grand Viper | |name=Grand Viper | ||
|input=( | |input=(romanised as "Ground Viper")<br/>214S | ||
''Normal'' | ''Normal'' | ||
|image=GGXRD_Sol_GrandViper1.png | |image=GGXRD_Sol_GrandViper1.png | ||
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}} | }} | ||
{{Navbar-GGXRD}} | {{Navbar-GGXRD}} | ||
[[Category:Guilty Gear]] | |||
[[Category: | [[Category:Guilty Gear Xrd -SIGN-]] | ||
[[Category:Sol Badguy]] |
Revision as of 19:44, 16 May 2019
Sol Badguy |
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Defense Modifier: x1.00 Guts Rating: 1 Stun Resistance: 60 Jump Startup: 3F Backdash Time: 16F Backdash Invincibility: 1-8F
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Overview
The titular "Guilty Gear" and protagonist of the Guilty Gear series, Sol Badguy is a battle-hardened bounty hunter with a sordid past. He travels with his protege Sin Kiske, claiming bounties to make a living. Sol’s real objective, however, remains unchanged: To destroy all vagrant Gears and enact his revenge on "That Man", a mysterious individual from Sol’s past. Presently, the world faces another Merciless Apocalypse. Entities carrying the name "Valentine" have emerged once again, and Sol must confront the remnants of his past once more. With his services now under the temporary hire of his long-time rival and Sin’s father, Ky Kiske, Sol takes Sin, and with his modified weapon "Junkyard Dog Mk3", answers the call to battle.
Sol is a well-rounded, yet very rushdown-focused character. He has a tool for every situation, some tools better than others, but his primary goal is to get up close and personal, as his close-range options are where Sol is at his scariest. Fortunately, Sol can do this with the help of Gun Flame, a projectile that can be used to cover Sol’s approach when Roman Cancelled. When up close, Sol has some powerful buttons. 5K and 2D are among the best normals in the game, a 3 frame poke that can be used as a 5 frame anti-air and a fast, low profile sweep, respectively. While lacking a strong, standing overhead, much of Sol’s close-range mix-up comes from his command throw, Bukkirabou ni Nageru, and the fear of getting caught in his command throw opening the opponent up to frame traps. Speaking of fear, Sol possesses the best invincible reversal in the game, Volcanic Viper, a powerful tool which forces the opponent to consider the safety of their offense. Of course, this isn’t to say that his mid-range game is absent. Other moves such as f.S and 5HS possess a great deal of range, and Fafnir is probably the scariest of them all, a massively vicious, flaming strike that sends the opponent tumbling away on hit and is even plus on block. When the opponent is forced into the corner, that’s when the real fun starts. Sol can deal large amounts of damage near the corner by utilizing his infamous D-Loop (more popularly known as the Dustloop) in combination with Fafnir, and thanks to Kudakero - an air-to-ground dive kick, Sol can take his air combos back to the ground and then end them with an extra advantageous knockdown. With that knockdown, he can set up powerful okizeme using a combination of safe jumps and Yellow Roman Cancelled Gun Flames, and bully his way to victory.
Strengths
- Has many strong normals and specials for nearly any situation.
- Excels at close range with strong normals coupled with his command grab, Bukkirabou ni Nageru (aka Wild Throw).
- Excellent ability to convert nearly any hit into knockdown. Good starters lead to high damage combos at no Tension cost.
- Has undoubtedly the strongest invulnerable reversal in the game, Volcanic Viper, for use in multiple situations.
- Makes very good use of both Yellow and Red Roman Cancels.
- High stun damage. Can easily guarantee dizzy out of simple Counter Hit combos with a proceeding mixup.
Weaknesses
- Has difficulty dealing with strong zoning. Must sometimes take risks to break into his ideal, up-close attack range.
- Mix-up abilities are very basic. Landing good hits on offense requires strong reading and conditioning of opponents.
Alternate Color Chart
Standard Colors
1 | 2 | 3 | 4 | 5 | 6 | Same Color | |
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Normal | |||||||
Dragon Install |
Additional DLC Colors
7 | 8 | 9 | 10 | 11 | 12 | 13 (†1) | 14 (†2) | |
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Normal | ||||||||
Dragon Install |
†1 - Available only through a limited time Christmas Pack.
†2 - Available only through a limited time PlayStation Plus Pack.
Normal Moves
- Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5HS
5HS |
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6P
6P |
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6HS
6HS |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2HS
2HS |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.HS
j.HS |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Gun Flame
Gun Flame 236P Normal |
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Gun Flame (Feint)
Gun Flame (Feint) 214P |
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Volcanic Viper
Volcanic Viper 623S/HS (air OK) Normal |
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Tataki Otoshi
Tataki Otoshi (translated as "Knockdown") During Volcanic Viper: 214K Normal |
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Bandit Revolver
Bandit Revolver 236K (air OK) Normal |
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Bandit Bringer
Bandit Bringer 236[K] Normal |
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Kudakero
Kudakero (translated as "Break") j.214K Normal |
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Bukkirabou ni Nageru
Bukkirabou ni Nageru (translated as "Wild Throw") 623K Normal |
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Riot Stamp
Riot Stamp 214K Normal |
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Grand Viper
Grand Viper (romanised as "Ground Viper") 214S Normal |
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Fafnir
Fafnir 41236HS Normal |
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P.B.B.
P.B.B. During Dragon Install: j.623K |
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Overdrives
Tyrant Rave ver.β
Tyrant Rave ver.β 632146HS Normal |
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Dragon Install
Dragon Install 214214HS (air OK) |
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Instant Kill
Branding Breach
Branding Breach During IK Mode: 236236HS |
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