Overview
Meant to be the beginner-friendly character of the roster, Sol Badguy is the antithesis of Guilty Gear 2. As the strongest possible combatant, he bulldozes through enemies with very little effort and makes massive waves wherever he goes during a battle. Compared to much of the roster, he's almost unstoppable with enough burst damage to wipe out units that threaten his game-plan.
However, this doesn't mean he's without fault. To balance out his extreme strength, Sol's tribe, Junkyard, is almost undoubtedly the worst in the game. Possessing a good selection of Elites, it can be versatile, but often loses a battle of numbers due to how expensive they can be. As well, with his only Mobile-type Servant being a mediocre Elite, the only way Sol has to defeat Armored Servants is with his own Armored Servants or himself.
While Sol can be a great choice for those not wanting to worry about commanding their troops, to truly tap into Sol's potential one must learn the fundamental strategies of using ones units to maintain map vision and control of Ghosts. Vision will help Sol know where he can be most impactful. Control of Ghosts will get Sol's Mana economy going while also denying Mana for the opponent.
Sol's Mana economy is important for two reasons. The first reason is so Sol can purchase Crimson Jacket and Dragon Install which stand out as good abilities. These two abilities make Sol much more powerful than he would be otherwise. The second reason Sol's Mana economy is important is unlocking Sol's elite as they are strong enough to fight on their own or enable an assault on the opponents Masterghost.
![]() |
Health |
500 |
Skills |
Dragon Install, Crimson Jacket, Hunchback Summons, Gigant Kits |
Tribe |
Junkyard |
| |
Pros | Cons |
|
|
Lock-off Attacks
Sol will mostly use F8X or lock on attacks in neutral so much of his lock off attacks are useless or combo fodder. There are a few rare situations you can land lock off attacks against hard to pin down foes so knowing how to get to a juggle or knockdown can have some utility.
F5X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
22 | Low | No | No | 4-way Step & Jump |
In odd cases that the opponent comes in at angles that lock on attacks can't cover and in those cases you might be able to land a lock off attack. Generally best go to into F5XYY if landed on a grounded opponent.
Otherwise used often as combo fodder.
F5XX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
22 | Low | No | No | Side and Backstep |
Combo filler for some juggle combos.
F5XXX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
30 | Low | No | No | Side and Backstep |
Good routes don't use this.
F5XXXY
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
60 | Medium | No | No | Jump |
Not very useful, less damage and knockback than F5XXXX and even then there are better choices for both damage and knockback all over Sol's moveset.
F5XY/F5XXY
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
22 | Medium | No | No | Side and Backstep & Jump |
Used as combo filler after 5XXX. Is jump cancelable for a burst safe route and can go into 2X-Loops 5 times for high damage.
F5XYY
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
37 | Medium | No | Yes | None |
Causes an small juggle that can lead to combos. A good thing to go into if you caught an enemy Master with F5X.
If you Modern Cancel this move you have time to go into 2X loops.
If you don't want to spend meter you should lock on as you are doing this attack so you can go into 5XX, jump cancel, air combo but you will need to delay a bit before you do the 5XX otherwise you will get FXYYX which ends you combo in a hard knockback and less damage.
F5XYY
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
22 | Medium | No | No | None |
If you manage to whiff FXYY leaving your opponent standing then FXYYY will lead to a 1-hit stun basically giving you a free combo. This doesn't seem practical except maybe against Elite Servants that are harder to down.
F5XYYX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
60 | Medium | No | Yes | None |
It does surprisingly solid damage all things considered but there isn't much known use for this.
F5XXYY
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
22 | Medium | No | No | No |
Goes from the small juggle to a small knockback that can be quickly teched. Not used often but can be a way to put the opponent in a tech chase scenario from certain combos.
F5XYX/F5XXYX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
60 | Medium | No | No | Jump |
Not much reason to use this move. Leads to a far knockback but often whiffs on juggled opponents.
F8X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
150 (84) | Unblockable (Medium) | Yes | Yes (No) | None |
A high damage AoE attack with good knockdown. One of Sol's more useful free attacks. Use this to deal with large groups of units allowing you to focus on whoever is left standing as the first group wakes up from knockdown.
Can absolutely melt enemy units with Super-Armor like Dr Paradigm's Elite Armor (Bonebitter) and Izuna's Melee (Kappa) during their counter.
Lock-on Attacks
5X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
37 | Low | No | No | No |
Good range for how fast it comes out. Can be sidestepped but also can cancel into 4Y or 6Y to catch sidesteps. One of Sol's most common combo starters.
5XX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
60 | Medium | No | No | Side and Backstep & Jump |
If blocked, this normal is good to step cancel or modern cancel as 5XXX can be sidestepped and punished.
When targeting a single Servant it is good to stagger 5XX twice in a row to avoid knockdown. A third repetition will usually knock down so continue with 5XXX to launch into 2X-Loops for damage or jump cancel the 5XXX into a simple air combo in case you need to reposition.
5XXX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
81 | High | No | No | No |
A solid launcher which has several different meterless followups like walk forward F.XY into 2X-Loops or Jump Cancel for air combos.
4X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
57 | Medium | No | No | Side & Backsteo |
Is useful for catching an enemy trying to sidestep.
Can cancel into 6X for solid AoE damage against servants. If canceled into 6X can cancel into specials or modern canceled. Depending on the enemy positioning it may be better to us Free Lock-on (hold left trigger) rather than Direct Lock-on (hold right trigger).
6X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
45 | Low | No | No | Side and Backstep & Jump |
Is useful for catching an enemy trying to sidestep.
Can cancel into 4X for solid AoE damage against Servants. If canceled into 4X can cancel into specials or modern canceled. Depending on the enemy positioning it may be better to us Free Lock-on (hold left trigger) rather than Direct Lock-on (hold right trigger).
4XX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
66 | Medium | No | No | ide and Backstep & Jump |
Good for pressuring someone blocking.
Also good for quick damage against groups of Servants.
2X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
64 | High | No | No | Side, Back, & Jump |
A staple in Sol's high damage combos due to it's very high untechable hitstun. Can be sidestep canceled and repeated around 5 times in a single combo with the right setup.
8X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
37 | Low | Yes | Yes | No |
Slides forward and leads to knockdown. Can also OTG.
If Modern Canceled you have a tight window to land 5X and start a short juggle combo.
5X2X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
45 | High | No | No | Backstep |
A good move to guard break the enemy Master with.
Not a true blockstring. Looks alot like 5XX though so if you conditioned the opponent to block then they are in trouble. There are also ways to make 5X2X a true blockstring by using certain items, Servants attacks, Allies, Etc...
Jumping Attacks
j.5X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
37 | Low | No | No | ? |
Air combo filler.
j.5XX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
37 | Low | No | No | No |
Air combo filler.
j.5XXX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
60 | Low | Yes | No | No |
Looks almost exactly like j8X but recovers faster and does 2/3 as much damage. Possibly useful if you want to go into a tech chase situation off the ground bounce without using Modern Cancel.
j8X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
90 | Low | Yes | No | No |
Helm Breaker like attack with good damage but long recovery. Usually used as a combo ender for air combos due to ground bounce and high damage.
Can only tech chase off the air combo ground bounce if you modern cancel on hit.
If the opponent is grounded you need to modern cancel this on hit and block due to it's otherwise long recovery leaving you either punishable or at disadvantage.
Specials
Gunflame
F5Y/5Y
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
75 | Low | Yes | No | ? |
An good slow moving projectile. Covers a wide area and can hit multiple enemies.
Useful for covering space to prevent an enemy Master from dashing at you while also covering your approach.
Bandit Revolver
8Y
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
101 (45, 56) | Medium, High | No | No | ? |
Solid way to end combos or close the distance on enemies.
The first hit launches and the second hit spikes airborne opponents into a knockdown so you have to modern cancel the first hit if you want to extend into a combo. If only the second hit lands on an opponent then they remain grounded and with perfect spacing you can continue into a combo with Lock-on 5X. Perfect spacing is hard to guarantee so you may also consider using Modern Cancel but even if you don't then having Sol's Lock-on 5X blocked can be the beginning of guard break pressure.
Volcanic Viper
2Y
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
146 (90, 56) | Medium | Yes | No | ? |
Sol's classic DP now in 3D. Can be modern canceled for air combo followups or special canceled into J.Y. A good combo ender due to the damage.
Brute Force Sweep
4Y/6Y
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
60 | Medium | No | No | ? |
AoE sweep that can knockdown.
Does good damage to groups of Servants and the knockdown lets you then focus on other enemies. Still if you are going for raw AoE damage there are better options like F8X or 4XX
Break Down
jY
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
80 (75, 5) | Medium | Yes | No | ? |
A surprisingly safe move when modern canceled. Can be used in combos but it's hard to get all of the hits to land.
Modern Canceling this move can also lead so juggle combos on any of it's hits.
Air Volcanic Viper
j2Y
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
146 (90, 56) | Medium | Yes | No | ? |
Air version of Sol's DP. Same general use cases in combos or getting out of pressure (in this case usually tech chases).
Overdrive
Tyrant Rave
X+A
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
580 (240, 360) | High | No | No | ? |
A very high damage way to dump all of your meter. Does amazing damage to a unshielded Masterghost and thus can end a game in an instant.
Skills
Crimson Jacket
B
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
15 | ? | Yes | Yes | ? |
Provides a 30% defense buff. One of Sol's most important Skills and generally the one he buys first. Helps prevent being 2 or 3 touched by the enemy Master in PvP scenarios.
The activation can act as a very situational launcher to start Sol's 2X loops.
Dragon Install
B
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
7 | ? | Yes | No | ? |
The effect this Install has is reliant on the number of Gears Sol has built up over the course of the fight (max gears = 100). The two basic Servants Drill and Blade build gears when they use their basic attacks.
If you are at 25 gears but below 50 Sol will change his sword into one that gives him an attack speed and small damage buff.
If you are at 50 gears or higher Sol will change his sword into a bigger one that deals much higher damage.
If you are at 100 gears Sol will visually transform and the properties of many of his attacks change (more hits, bigger area of effect, etc...), however, he does not receive the 50 version's massive damage buff.
The key thing to remember is that you can get better DPS out of the 50 Gear Install while you get better AoE and Hitboxes out of 100 Gear Install so both have their uses. Any lower than 50 and the Install isn't worth it.
The part of the activation of the 100 Gear Install in the photo has a hitbox and launches with low untech time. The other activations do not have this hitbox.
Hunchback Summons
B
- GG2 Hunchback Summons.png
Waste of an item slot
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No means the opponent is left standing
Launch - techable before hits ground Normal/Yes - untechable in the air, the knockdown is techable Long - longer than normal kd Untechable - cannot be teched |
Movement Cancels
Some moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, or Side & Backstep cancelable. |
---|---|---|---|---|
50 | ? | No | Yes | ? |
Hunchback is not a useful minion so this skill is not useful.