GG2/Sol Badguy

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Overview

Overview

Despite being the main character, 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. With good damage that can be further enhanced with Dragon Install, Sol's damage is high enough to destroy any threat to his gameplan in seconds.

However, this doesn't mean he's without fault. To balance out his extreme strength, Sol's tribe, Junkyard, has some of the weakest base servants in the game. His melee unit, The Drill, looses in fair battles to any other melee unit while also being fairly expensive for their low impact, and he doesn't have any basic mobile unit. However, the tribe possesses a good selection of elites that can make up for the basic unit's weaknesses if he can use them effectively.

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 to use their units correctly, as he relies on them to control ghosts and build his resource for Dragon Install. Controlling ghosts is extremely important for Sol, as his expensive army needs him to spend more mana to unlock his powerful elites, and to prevent his opponent from getting the mana to counter his strategy.
Sol Badguy
GG2 Sol Portrait.png
Health
500
Skills
Dragon Install, Crimson Jacket, Hunchback Summons, Gigant Kits
Tribe
Junkyard

 Sol Badguy uses his incredible damage to destroy the enemy master in battle, and make up for his sub-par tribe.

Pros
Cons
  • Overwhelming: At one point, Sol had seven different Pros explaining his dominance in Servant ClearWhen a Master takes time to clear massive swathes of enemy Servants, often by abusing strong single-hitting attacks with wide reach., Master-to-Master combat, damage output, pressure, and his unique efficiency in all of these areas. He is powerful, incredibly hard to stop, and all-around overwhelming.
  • Good Elite Units: Sol possesses Elite units that are impactful on the battle and cost effective. These being The Queen, Fire Wheel, and Engulfer.
  • Dragon Install: The skill that takes Sol from being good to top tier. When used at 50 resource it gives him an extreme damage buff taking his already solid servant clear and master vs master combat to being the best by far.
  • Junkyard: Sol's tribe, Junkyard, is below par. It's more expensive than its competition and has little Servant variety outside of its Elites, but doesn't gain much in return for this downside. As a result, he has to push harder to take and maintain Ghosts than he might want as to not fall behind on Mana.
  • Hands-on: Junkyard is somewhat inoperable without Sol present to get them across the finish line. Their high cost and low numbers means they fall flat in skirmishes.

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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 (Bonebiter) and Izuna's Melee (Kappa) during their counter.

  • Can cause a wall bounce, allowing for a combo off this move that will deal very high damage

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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 Low No No No

Good range for how fast it comes out. Can be sidestepped but also can cancel into 4Y or 6Y (Brute Force Sweep) 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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
60 Medium No No Side, 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 use Volcanic Viper or F8X for extra damage.

5XXX

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
81 High No Normal No

A solid launcher which has several different meterless followups like walk forward F5XY 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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
57 Medium No No Side & Backsteo

Most often used to kill servants very quickly by going into 4XX then Sidestep Canceling and repeating.

Can cancel into 6X for does less damage than 4XX but covers a wider range. 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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
45 Low No No Side, Backstep & Jump

Slower than 4X

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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
66 Medium No No Side, Backstep & Jump

Good for pressuring someone blocking.

Also good for quick damage against groups of Servants.

~4X2X/~6X2X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
15 Medium No Normal Side, Backstep & Jump

Similar move to 4XX, but moves Sol forward. Important for keeping Sol close to his opponent.

This move is very good on block but not so much on hit. It deals low damage and launches for only a short juggle combo if MCed.

  • You can gatling into this off 4X or 6X, but only if the 4X/6X was canceled into (such as doing 5X4X)

2X

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
64 High No Normal Side, Backstep, & 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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 Low Yes Long, Untechable 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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
37 Low No 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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
60 Low Yes No No

Looks almost exactly like j.8X but recovers faster and does 2/3 as much damage. 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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
75 Low Yes No 15%

A 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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
101 (45, 56) Medium, High No No 5%

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.

This move's distance depends on how fast Sol was going before it was used. Using a lock-on dash into BR is a good option to escape or chase the enemy Master.

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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
146 (90, 56) Medium Yes No 13%

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 high 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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
60 Medium No No 10%

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 looping 4XX or 4X6X with sidestep cancels.

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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
80 (75, 5) Medium Yes No 10%

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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
146 (90, 56) Medium Yes No 13%

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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
15 ? Yes Yes 10%

Provides a 50% defense buff for 20 seconds. Also provides 1 hit of Knockback Resistance for 8 seconds. The Knockback Resistance allows you to armor through one move that would otherwise put you in Hitstun, but if the attack would have knocked you down you still get knocked down.

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 making it one of the reasons Sol is the best character for PvP.

The activation itself is a solid attack that catches sidesteps and launches 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 blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
7 ? Yes No 10%

The effect this Install has is reliant on the number of Gears Sol's Servants buid up for him over the course of the fight (max gears = 100). The two basic Servants, Drill and Blade, build 1 Gear each time their basic attacks hit anything. This includes blocked attacks and hitting Ghosts/The Masterghost. Dragon Install cannot be dispelled.

• If you are at 25 gears but below 50 Sol will change his sword into one that gives him an attack speed buff and small damage buff (1.1 times). Not used often except for speeding up F8X in order to hit a shieldless Masterghost faster.
• If you are at 50 gears or higher Sol will change his sword into a bigger one that deals much higher damage (1.5 times). This version doesn't have a cooldown, so by using DI again you can also gain the effects of a different level.
• If you are at 100 gears Sol will visually transform and the properties of many of his attacks change. Sol's normals gain twice the reach, F8X can hit up to 3 units instead of 1, 2Y (Volcanic Viper) gains more hits and more damage, 5Y (Gunflame) gains reduced cooldown & lower Tension use, and lastly X+A (Tyrant Rave) deals 1.7 times damage.
Note that Sol DOES NOT gain any of the previous version of DI's buffs by using a higher cost version

The strange thing about this skill is that the 50 gear version is much, much better than the 100 version. Not only does it cost half the gears, but it's usually more effective since the extra damage usually outweighs the effects of increased AoE from DI 100's hitboxes. However, there is no way to select what version to use; at 100 gears, Sol always uses the full Dragon Install. This means it's important for Sol players to use DI often to ensure their gears don't hit 100 and they're forced to use the inferior version. However, if you do accidentally gain 100 gears, Volcanic Viper and Tyrant Rave become very strong damage dealers and combined with increased attack range this version is still useful just not worth spending double the resource for.

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

Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. Attack LevelThis determines Guard Break damage and blockstun When 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.. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." KnockdownNone/No - opponent is left standing

Normal/Yes - untechable in the air, but knockdown is techable
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three.
50 ? No Yes 15%

Hunchback is not a useful minion so this skill is not useful.

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