- Used for covering ground while attacking at neutral, whiff punishing pokes, counter poking, catching movement, pressuring, and combos.
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
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 startup, so at close range it is more likely to get stuffed by other attacks. Although it is a special move, it is unique in that it cannot be cancelled into from normals. Fafnir on ground or air hit will cause tumbling, which can be followed up with combos near corner. On Counter Hit, the tumble is long enough to follow up from literally anywhere on screen, so trades are easy to confirm from. On block, it is significantly plus. Fafnir has far reach due to Sol stepping a significant distance forward during its startup, making it ideal in neutral for counter poking and whiff punishing. Sol’s hurtbox lowers slightly during startup, 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 strong attack properties 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 midscreen Roman Cancel combos, and during dustloops in corner.
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