GGST/Sol Badguy

From Dustloop Wiki
< GGST(Redirected from GGST/Sol)

Overview

Overview

Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Sol has tricky special moves which help him get in, and a suite of normals which excel at setting up frame traps and strike/throw mix-ups.

His f.S is a fast, plus on block poke that lies at the heart of his pressure game. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. He's also armed with powerful mid-ranged tools such as 6S, a sizeable poke, and Gun Flame, a mid-ranged projectile that is plus on block if it hits meaty or at max range. Tools like these provide him with a strong neutral presence. At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush.

Proper conditioning is a huge part of Sol’s gameplan. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. His immense damage output massively rewards hard reads. Sol also boasts a set of versatile defensive moves that complement universal defensive mechanics. These include Volcanic Viper, a fast DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. which can be used to challenge pressure, and 2D, a low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. sweep that can slip under many attacks. Night Raid Vortex is also evasive, though it is more committal and aggressive in nature. Lastly, his 6P is a fast and reliable tool for anti-airing and counter poking.

With ferocious pressure, strong defense, versatile special moves and explosive power, this badass bounty hunter is armed with everything an offensively oriented player could ask for.
Sol Badguy
GGST Sol Badguy Portrait.png
Damage Received Mod
×0.98
Guts Rating
2
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-15F Airborne
Fastest Attack
5K (3F)
Reversals
S Volcanic Viper (9F)
Tyrant Rave (9F)
 Sol Badguy is a well-rounded character with an emphasis on pressure and damage output.
Pick if you like Avoid if you dislike
  • High damage off almost every hit, as well as an endorphin rush with Clean Hit H Volcanic Viper.
  • Exceptional close range offense with plus on block standing Slash normals and highly damaging Counter Hit confirms.
  • Competent neutral and approach tools that get even stronger with Tension use.
  • The most well-rounded defensive toolkit in the game.
  • Characters with highly interactive pressure.
  • Having to work your way in against characters that outrange you.
  • Having to adjust some combos for hurtboxes for maximum damage.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 All 4 5 9 -2
Total: 17

Faster than average startup at 4 frames. Despite what the animation implies, it can hit certain crouching opponents. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. Its vertical range and fast recovery makes it a low risk anti-air, and in some cases is more useful than 5K, being easier to utilise on Counter Hit for short burst damage conversions into Clean Hit H Volcanic Viper. Unfortunately, it is often beaten out by deeper jump-ins, in which case it's better to use 6P due to its upper body invincibility.

Combos into Bandit Revolver for a soft knockdown or 6H for a hard knockdown. Combos into 6S against crouching or airborne opponents for more damage when comboing into Bandit Revolver. Links into c.S on Counter Hit for a decently powerful conversion.

  • Can hit certain crouching opponents in neutral.
    • Works on: Sol, Ky, Axl, Chipp, Potemkin, Zato, Leo, Nagoriyuki, I-No, Goldlewis, Baiken, Sin, Bedman?, Asuka, Johnny
    • Does not work on: May, Faust, Millia, Ramlethal, Giovanna, Anji, Jack-O', Chaos, Testament, Bridget, Elphelt

Gatling Options: 5P, 2P, 6P, 6S, 6H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
14, 28 All 3 1, 3 25 -16
Total: 31

Privileged 3 frame normal that does it all.

At close range, 5K is an extremely fast knee with 3 frames of start-up, making it Sol's fastest button and tied for the fastest normal in the game alongside  Chipp's 5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-2. This makes him extremely dangerous in scramble situations, allowing him to escape through small gaps in pressure (such as the 4 frame gap in  Ky's 5KGGST Ky Kiske 5K.pngGuardLowStartup7Recovery6Advantage-2 > 6HGGST Ky Kiske 6H.pngGuardAllStartup15Recovery20Advantage-7), and punish conventionally safe moves.

The fully extended kick is also quite fast at 4 frames, which combined with its tall hitbox and multiple cancel options results in a strong anti-air. On air hit, it floats the opponent for a reliable juggle. As a rule of thumb, it's more reliable to dash cancel the move when anti-airing with it, as additional landing recovery from air blocking will give Sol follow-up pressure while still allowing for a combo should it actually hit. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit.

On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. It also combos into 6S on crouching opponents, but note that the second hit will whiff against crouching opponents if Sol isn't close enough, so don't use it as a poke from far away. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks.

  • Hits twice. Both hits are jump and dash cancelable.

Gatling Options: 6P, 6S, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 All 7 6 10 +3
Total: 22

Sol's primary pressure tool, and flexible combo starter.

c.S has the most gatling and cancel options of all of Sol's normals, making it very flexible within both blockstrings and combos. If it hits a grounded opponent, they will be put into a floating crumple that causes immediate follow-ups to behave as though the opponent was airborne, but delaying them will result in a forced stand. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. Links into 5K on hit, while on Counter Hit it links into itself, Night Raid Vortex or a Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. H Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner. Thanks to its lack of proration, it is easily Sol's strongest starter.

The move is also key to Sol's pressure, and it can be said that Sol's goal on offense is to get the opponent to block c.S. Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. Level increase make it an excellent stagger option, forcing the defender to use Faultless Defense to push Sol away, making them more vulnerable to throws and pressure resets in turn. If Sol needs to keep his opponent blocking after c.S, an immediate f.S will usually reach even against Instant Faultless Defense.

Please keep in mind that while c.S is +3 on block, it is functionally +2 (5 frame gap) if staggering into itself due to gatling limitations, as Sol needs to have recovered for at least one frame before he can use c.S again, or you will cancel c.S's recovery into f.S.

  • Jump and dash cancelable.
  • Causes floating crumple on ground hit, delaying a follow-up will force stand.

Gatling Options: 6P, f.S, 2S, 6S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
29 All 10 2 13 +2
Total: 24

A lunging gut punch. The advancing plus on block mid.

Has much better range than the animation implies, enough to hit from round start. Its fast speed and quick recovery make it a strong poke at mid range, though to be used with caution as it can easily be low profiled by some preemptive options, such as most 2K normals. Due to the low commitment of using it as well as its powerful conversion ability, the opponent will have to respect this normal and keep it in mind when Sol is in range.

It brings Sol close while being plus on block, making it a powerful pressure tool which can also build the opponent's R.I.S.C Level very quickly and very easily. Simple to frame trap with as c.S can late cancel into f.S for one gap in blockstun, then f.S can late cancel into 5H for another gap. That being said, f.S's pushback means that there are ranges where 5H will whiff. The opponent can also opt to use Faultless Defense to push themselves farther away on block, making it harder for Sol to continue pressure safely.

Links into 5K or 2K on hit, still combos if the first hit of 5K whiffs. On Counter Hit, it can link into either itself, c.S, or Night Raid Vortex.

  • Knocks opponents away on air hit, leading into a short tumble when they hit the ground.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
52 All 11 4 20 -5
Total: 34

Primary Frame Trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own., and wall bounce combo tool.

5H has moderate horizontal range and a surprisingly tall vertical hitbox, but it shouldn't be used as an anti-air as it is very unsafe on whiff. As a poke, it is one of the faster 5H normals among the cast and is very disjointed, giving it a niche thanks to its Large Counter Hit effect making for easy and highly damaging hit confirms (such as Bandit Revolver linked into c.S > kara H Volcanic Viper). High pushback on block can make this move safe if properly spaced. Key tool in frame traps, leading to some of Sol's highest damage. Extremely powerful combo tool in the corner thanks to its high damage, good scaling, and wall bounce.

After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir.

  • Knocks opponent away and causes slight ground bounce on air hit.
  • Wall bounces airborne opponents in the corner.

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged 50 High 20 3 26 -15 none
Charged 62 High 28 3 26 -10 none
Total: 48
Total: 56

Universal overhead attack. Tapping D gives a fast but weak overhead, while holding down D will give a much slower but much more powerful strike.


Uncharged Dust Attack

Upward swipe that hits overhead pretty quickly. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Can gatling from 5K, 2K, or c.S for a mix-up.

  • Causes floating crumple on ground hit.
  • Launches opponent on air hit.

Charged Dust Attack

On-hit, holding 8 will activate Homing JumpHold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them. for a large combo opportunity.

Significantly slower than an uncharged 5D, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. 5[D] is also Sol's most damaging normal and launches the opponent if combo'd into, granting it some situational use as a combo extender in certain routes.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid ±0 1125 3000 [1000] 700 (900) 60%
Charged 100% 2 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 All 5 4 8 -2
Total: 16

Slower than 5P and 5K, but hits lower to the ground.

Useful for mashing without releasing the input for crouch blocking. Has the shortest total duration of any of Sol's grounded normals and also hits crouching opponents, making it useful for stuffing slower pokes when approaching at closer ranges. Combos into Bandit Revolver for a soft knockdown or 6H for a hard knockdown. Links into c.S on Counter Hit for a decently powerful conversion.

Gatling Options: 5P, 2P, 6P, 6S, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Low 5 3 11 -2
Total: 18

Sol does a crouching kick, which is his fastest low. A more useful normal than its humble animation would suggest.

Use it after an empty jump to catch opponents expecting an overhead or in c.S or f.S pressure to represent the threat of a low that is difficult to challenge while you're at frame advantage. Combos into 2D for a hard knockdown. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks.

Combos into 6S against crouching or airborne opponents. Links into c.S on Counter Hit for a decently powerful conversion. As it hits the floor and is lower commitment, it still has its place as a poke when compared to 2S, allowing Sol to check low profile attacks with less risk of whiff punishment. It has good range for a move of its speed, allowing Sol to punish some moves that would normally be safe due to pushback, especially when combined with dash blocking.

Gatling Options: 6P, 6S, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 All 10 6 15 -7
Total: 30

Low hitting disjoint used to help control neutral.

One of Sol's best pokes, most effective when paired with 6S and f.S due to its speed and safety. Combos into 5H as far as near max range or 2H at close range. On Counter Hit, confirming to Bandit Revolver will allow Sol to link to 5K for a follow-up combo. While its range is shorter than f.S, it functions as a good counter poke at the same speed, as it does not move Sol's hurtbox very far forward while sporting a significantly disjointed hitbox.

Has a high amount of active frames, making it excellent at stopping approaches; the late hitbox of the move is considerably safer at -3, and Sol can still delay cancel into 5H for a frame trap. These traits also make it a safe meaty to use from weaker knockdowns, such as after landing Wild Throw.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
46 All 11 5 31 -17
Total: 46

Slow but high reward anti-air that mainly sees use as combo filler.

Sol does an uppercut with his sword's hilt. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). High reward on air hit or Counter Hit, leading into Gun Flame (or Gun Flame (Feint) on Counter Hit) followed by Night Raid Vortex for good damage and corner carry. Unsafe on block or whiff while being barely plus on air block, so consider using less committal anti-airs like 5P or 5K instead in most situations.

This move mostly gets used as a combo part after c.S, since it launches the opponent high for easy follow-ups with Bandit Revolver or a knockdown with Bandit Bringer. Due to the floating crumple, it can be used if close enough after f.S to go into Bandit Revolver and extend into a longer combo, especially if near the corner. Occasionally sees use as a big anti-air against characters that can stall their fall like  Zato with Flight.

  • Causes floating crumple on ground hit, delaying a follow-up will force stand.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 Low 10 3 18 -4 5~24F Low Profile
Total: 30

Low Profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. Universal Sweep

Low profile sweep that beats or evades moves that don't cover the ground while being safe on block. Enables a meaty Gun Flame setup if you delay the special cancel to avoid the OTG window, and leads into a full combo on Counter Hit. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with.

  • Hard knockdown on ground hit or Counter Hit.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 All 9 5 20 -11 1-2 Upper Body
3-13 Above Knees
Total: 33

Universal Upper Body Invincible Anti-Air A grounded attack that hits the opponent out of the air

A vital tool in Sol's anti-air toolkit that has greater startup than 5K but is more effective against deeper jump-ins due to its upper body invincibility. The hurtbox goes lower than 2D and does so faster, so properly timing this move can beat just about any poke whose hitbox doesn't reach the ground. In exchange, the reward for doing so is greatly diminished, as the only real follow-up mid-screen is Bandit Revolver. On Counter Hit in the corner or against an airborne opponent, following up 6P with the first hit of Bandit Revolver can link into 5K for a full combo.

  • Knocks opponent away on hit, Counter Hit gives a hard knockdown.

6S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 All 15 6 20 -9
Total: 40

Sol steps forward and swings his sword. Has high damage and incredible disjointed range, albeit with somewhat slow start-up. Good for frame traps, as most light normals can cancel into it and immediate cancels leave a very small gap in blockstun. While it has a weakness to low profile, its sheer range and relative safety from further out make it one of Sol's most important pokes, allowing him to threaten opponents at ranges where he is otherwise at a disadvantage. Understanding 6S and when to use it in different matchups is key to playing neutral effectively.

Leads into Bandit Revolver on hit from just about any range aside from the very tip (in which case the second hit can still be used to take a knockdown), which can then be Red Roman Canceled for more damage. On air hit, it can combo into specials that lead into additional follow-ups (such as the first hit of Bandit Revolver or even Gun Flame in the corner), or it can combo into Bandit Bringer for a hard knockdown if it hits high enough.

6S can be kara canceled into any special move. This technique transfers the initial forward movement of 6S into the special move, giving it more range (useful for making Clean Hit H Volcanic Viper more consistent). This can be combined with dash momentum to cover large distances extremely quickly.

  • Can be kara canceled into any special move to increase its range.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 All 9 3 43 -27
Total: 54

Niche normal used for punishing unsafe cancels, preemptive whiffed normals, or taking up space.

Sol leans forward and slams his sword into the ground. Has incredibly fast startup for a move of its range and deals high damage, but is incredibly unsafe on whiff or block and cannot be canceled at all; as a result, it is generally relegated to whiff punishing attacks in neutral from characters Sol may have trouble approaching. Its extreme recovery lends to it having low reward on hit, making Bandit Revolver more appealing to use to take a knockdown from light attacks in most situations. On Counter Hit, the ensuing ground bounce allows Sol to link into Night Raid Vortex at close range for a follow-up combo or 6S at any range, although 6S's combo options are limited mid-screen without Tension or Burst. In the corner, you can also link into dash 5K for big meterless damage.

6H is very helpful in particular match-ups where Sol can punish moves which are normally safe due to pushback, such as  Ky's uncanceled 2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10 and even Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 at some spacings. Roman Canceling it can be a good way to steal initiative in neutral, though its sheer range may cause the shockwave of a Red Roman Cancel to whiff, so pay attention to your relative distance from the opponent.

This is Sol's highest damage OTG, though doing so will sacrifice okizeme and leave Sol vulnerable, especially in the corner, so only do it if it will close out a round. Use this to break the wall if Fafnir won't combo in time and the opponent is at ground level.

  • Cannot be special canceled.
  • Hard knockdown on hit.
  • Ground bounces on Counter Hit.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 High 5 3 8
Total: 15

Basic air jab that's fairly safe on whiff. Can be used rising to drag air-blocking opponents back to the ground, but overshadowed in neutral by Sol's other air normals.

Used to contest an opponent's air approach or to open up opponents with a fast overhead after doing a delayed air dash. Combos into Aerial Volcanic Viper or Aerial Bandit Revolver for more damage and a swift knockdown. Can also be used after Bandit Revolver into a canceled Red Roman Cancel on block as a quick overhead option.

Gatling Options: j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 High 6 3 20
Total: 28

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 High 10 3 23 +2 (IAD)
Total: 35

Primary jump-in and air combo part.

Useful in air combos for comboing into j.H or directly into j.D when both hits of j.H won't connect in the corner, delaying as necessary to adjust Sol's height relative to the opponent. In neutral, it can be used while retreating to threaten space with relatively low commitment, usually out of an air backdash.

  • Air jump and air dash cancelable.

Gatling Options: j.H, j.D

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24×2 High 11 4, 8 0 +7 (IAD)
Total: 22

Sol stabs downward with his sword. Has no recovery after the active frames end, allowing Sol to link into follow-up attacks, which is vital for some of his advanced combos. Despite the animation, j.H does not actually pull Sol's hurtbox upwards, and the hitbox does not reach below the bottom of his regular jumping hurtbox, making it a worse jump-in than j.S in terms of speed and reach.

Instead, it should be used to control the air, as it easily allows Sol to continue pressure if the opponent air blocks it, and may score stray hits due to its long active frames. Its lack of recovery makes Sol very difficult to anti-air for many characters, forming a guessing game between a falling j.S, stalling in the air with Bandit Bringer, or simply backing off. This is also Sol's most common normal for safejumps.

As both hits are overheads, during air dash setups it is possible to cancel the move into j.D to land early and 2K instead, which makes for a mix-up that is fairly hard to see.

  • Hits twice. Both hits are air jump and air dash cancelable.

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 High 9 3 17 +4 (IAD)
Total: 28

Corner combo staple, and Sol's only disjointed air button.

The high damage and wall bounce property mean massive damage when used as a combo part in the corner. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. Closer to the corner, it's possible to simply link one wall bounce into another if the opponent is positioned correctly. Important tool for landing Clean Hit H Volcanic Viper in the corner. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards.

  • Air jump and air dash cancelable.
  • Knocks opponent away on hit.
  • Wall bounces opponent in the corner.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Ground Throw 2 3 38
Total: 42

Sol grabs the opponent and headbutts them. Very fast start-up, can potentially throw the opponent out of sloppy pressure or okizeme. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. After throwing the opponent mid-screen, your options are either to use IAD j.H for a safe jump, IAD j.S for a fake safejump so you can grab them again and loop the situation, or frame kill 5P into Fafnir to resume pressure, but in the corner, you can also opt for an OTG c.S into okizeme as they recover from soft knockdown. A particularly strong setup is OTG c.S > f.S followed by quickly tapping back into another c.S, which will put Sol out of throw range and catch the opponent using fuzzy timings for their defensive options.

Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. Purple Roman Canceling the throw on hit before damage is dealt also results in better proration, leading to stronger combos than a Red Roman Cancel conversion in or near the corner.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • Counter Hit state during recovery.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
80 Air Throw 2 3 38 or Until Landing+10
Total: 42
Total: 14

Sol grips the opponent with his fist, detonating it with flames. Used to call out opponents who make predictable jump-ins or keep chicken blocking. Roman Canceling the throw on hit can lead to equivalent damage to its grounded counterpart by shifting down into the same basic Red Roman Cancel route mid-screen or canceling directly into a falling j.D and comboing into a Dustloop in or near the corner.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • Counter Hit state during recovery until landing.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Forced 50% HKD +50 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+43 to +56).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236D 30 All 16~28 3 20 -4
236[D] 50 All 29 3 20 -4
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 51

Orange Wild Assault: Fast startup with extremely high momentum when canceled. See here for more info on Wild Assault types.


Sol charges forward with a punch. An essential tool that considerably strengthens Sol's presence in neutral as well as adding consistency and routing flexibility to his combos, though to be used carefully due to its 50% Burst Gauge cost.

Combos from any cancelable Level 2 normal or higher (6P, 2D, any S and H normal except 6H) on ground hit (although 2D forces an OTG), from any cancelable normal except 2D on air hit and from any cancelable normal on Counter Hit. The fully charged version combos from any cancelable Level 2 normal or higher on Counter Hit.

As an orange Wild Assault, it can be canceled into any normal, special (including Night Raid Vortex or Fafnir), jump, or backdash on hit or block, with all options except those with backward movement gaining forward momentum from the attack. This makes it incredibly useful for converting out of pokes like f.S, 2S, or 6S, allowing for a short bit of burst damage into a Clean Hit H Volcanic Viper or a full corner-to-corner air combo if the aforementioned pokes land as an air hit or by fully charging off a Counter Hit. Do note that Wild Assault reduces R.I.S.C. Level considerably on hit, resulting in heavy damage scaling when used in a combo.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Launches opponent away on air hit. When fully charged, launches opponent away on any hit.
  • Hard knockdown when launching or when used to Wall Break.

Special Moves

Gun Flame

236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40→35→30→30 All 18 8, 8, 8, 8 Total 54 -10
Gun Flame (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)
Total: 54

Sol releases a pillar of flame that slowly crawls along the ground. This is Sol's only projectile, giving it a niche in neutral, although its long start-up, short horizontal reach and advancing hurtbox makes it prone to be stuffed by pokes. Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. Can be Purple Roman Canceled for tricky mix-ups, such as using Wild Throw before the attack is blocked or jumping over the opponent right before it hits for a cross-up. While not used in common routes, it can also be used as a combo tool against airborne opponents, giving Sol time to land Night Raid Vortex after a late Gun Flame hit or dash in with 5K in the corner. It is generally used in more scaling-intensive routes to lead into a Wall Break, as it typically gives enough time to link after while also causing significant damage to the wall.

Can be done out of a dash to let Sol slide closer to the opponent as the projectile moves forward, making it easier for him to utilize the plus frames of a late hit Gun Flame. This technique is colloquially referred to as "Run Flame". Can also be kara canceled into from 6S to move Sol forward before launching the projectile. Combining both dash momentum and kara cancels allows Sol to slide a huge distance forward but remain safe as the flame pillar travels with him.

  • Has four active windows, but only hits once.
  • Launches opponent on hit.
  • Counter Hit state during recovery.

Gun Flame (Feint)

214P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 25
Total: 25

Sol assumes the same stance he uses for Gun Flame, but doesn't fire a projectile. Has significantly faster recovery than the real version, making it useful for resetting pressure or baiting jump-ins from an opponent who was expecting Gun Flame. Can be used when fighting extremely distant and defensive opponents to build Tension, though the amount built is too small to mean much unless it's spammed multiple times.

You can cancel into this after causing Wall Stick with a normal to build a little bit of Tension and still Wall Break with your attack of choice, as it recovers fast enough that Fafnir can still end the combo. In the case of 2H, this is faster than letting the move recover by itself. If you land 6S on the first active frame, the remaining duration is the same whether you cancel into Gun Flame (Feint) or not, so doing so allows you to build more Tension and pull your hurtbox back, rendering the move more difficult to punish in neutral.

  • Builds a small amount of Tension.

Volcanic Viper

623S (Air OK) or 623H (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623S 40 All 9 14 18+10 Landing -28 1-11F Strike
623H 35, 40 [35, 100] All 13 5, 11 19+10 Landing -26 7-14F Strike
j.623S 40 All 9 9 Until Landing+10 1-10F Strike
j.623H 35, 40 [35, 100] All 13 5, 11 Until Landing+10 7-14F Strike
S Volcanic Viper
Total: 50
H Volcanic Viper
Total: 57
All Versions
  • Launches opponent on hit.
  • Counter Hit state during recovery.
  • Cannot Roman Cancel unless the opponent is in hitstun or blockstun.
S Volcanic Viper (623S)

Sol's meterless strike invincible reversal. Use it to steal momentum against poor okizeme and predictable pressure. It loses to throws, so try to only use it if the opponent isn't at point blank range. Its invincibility while grounded and massive disjointed hitbox during ascent makes it a useful anti-air, but be warned that Sol is negative on block if the opponent air blocks it, and fully punishable if they happen to land close enough. Can be Roman Canceled on hit for decent damage and better okizeme. Roman Canceling this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking.

  • Strike invincible during start-up.

H Volcanic Viper (623H)

A variant of Volcanic Viper suited to combo use instead of as a reversal, as its invulnerability frames don't begin until frame 7. Sol launches significantly higher than S Volcanic Viper, making him very punishable on whiff or ground block. No reliable utility as an anti-air due to its incredibly slow start-up. The Clean Hit deals absolutely massive damage, so it should be used to end combos whenever possible. The hard knockdown leads into strong okizeme, including OTG c.S into pressure in the corner, though it can be sacrificed in exchange for even more damage with an OTG 6H (useful for closing out rounds).

  • Data in [ ] represents values on Clean Hit.
  • Strike invincible partway through start-up.
  • Hits twice, both hits launch.
  • Second hit can Clean Hit at close range. Only occurs if the first hit successfully connected.
    • Clean Hit deals greatly enhanced damage, increases launch distance, and grants hard knockdown.

Aerial S Volcanic Viper (j.623S)

Only use this if strike invincibility is desperately needed while in mid-air.

  • Strike invincible during start-up.
  • Shorter active window compared to the ground version.

Aerial H Volcanic Viper (j.623H)

Ideal combo ender and potential extender. Can Clean Hit after most air normals so long as Sol is very close to the opponent and has forward momentum from a forward jump or air dash (j.D only works in the corner), and is also common after c.S. Ending a combo with it allows for a safe jump setup (backward jump j.P into air dash j.H).

If performed low enough to the ground on an airborne opponent near the corner, the Clean Hit version can link into 5K for a full combo, though this is only possible early on in a combo when scaling is low, and the link is tighter against heavier opponents. This can be performed either from a jump cancelable normal (an air hit 5K/c.S or a CH c.S) or an early combo Bandit Revolver canceled into either a forward dash Purple Roman Cancel into j.K or a downward dash Red Roman Cancel canceled directly into H Volcanic Viper deep in the corner.

  • Data in [ ] represents values on Clean Hit.
  • Strike invincible partway through start-up.
  • Hits twice, both hits launch.
  • Second hit can Clean Hit at close range. Only occurs if the first hit successfully connected.
    • Clean Hit deals greatly enhanced damage, increases launch distance, and grants hard knockdown.
  • Launches higher than the ground version, so the aforementioned safe jump setup will always work regardless of scaling.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
623S 60% 2 Mid KD +17 [CH KD +30] 1500 1000 500 60% 25% 50
623H 60% 2 Large, Very Small KD +18 [HKD +54] 700×2 1000 250×2 60%, 80% 25% 50
j.623S 60% 2 Mid KD 1500 1000 500 60% 25% 50
j.623H 60% 2 Large, Very Small KD [HKD] 700×2 1000 250×2 60%, 80% 25% 50

623S:

  • Airborne from 12~40F.
  • If the first hit of a combo, applies an additional +20 Combo Decay. (All versions)


623H:

  • Data in [ ] represents values on Clean Hit. (All versions)
  • Airborne from 15~47F.
  • If the first hit of a combo, applies an additional +20 Combo Decay. (All versions)

Bandit Revolver

236K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236K 20 All 12 6 9+6 Landing -7
236KK 25 All 6 2 6+17 Landing -11
j.236K 20 All 10 6 Until Landing+6
j.236KK 25 All 6 2 Until Landing+17
Bandit Revolver (NoteSquares with a yellow underline indicate the cancel window for the follow-up.)
Total: 32
Bandit Revolver Follow-Up
Total: 30

A flying knee which can be followed up with a spin kick. Sol's main combo ender mid-screen when H Volcanic Viper won't Clean Hit. The high knockback of the follow-up provides strong corner carry and leads into meaty f.S anywhere, though it gives much poorer okizeme mid-screen. This attack is Sol's best point to use Roman Cancels in most combos. If the knee attack connects while the opponent is airborne, Sol can drop the follow-up for much stronger okizeme or link into 5K to extend combos. Avoid using the follow-up if the initial attack Wall Sticks so that the wall can be broken by a stronger ender like 5H, 6H, Fafnir, or Tyrant Rave.

While relatively uncommon outside of combos, it can be used in neutral when backed up with Tension to move around strong low attacks, and can be difficult to predict. The air version supplements Sol's already great air mobility and can be used to escape the corner if you manage to jump out of an opponent's pressure.

  • Pressing K initiates a follow-up. While it can be delayed to create a frame trap, this is extremely vulnerable to many 6Ps, and the first hit is much safer if it connects from further out, making it inadvisable unless Sol has Tension.
  • Follow-up knocks the opponent away on hit.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236K 80% 2 Very Small -4 700 1000 150 80% 25% 150
236KK 80% 2 Very Small KD +21 700 1000 150 80% 25% 0
j.236K 80% 2 Very Small 700 1000 150 80% 25% 150
j.236KK 80% 2 Very Small KD 700 1000 150 80% 25% 0

236K:

  • Horizontal Activation Range: 300
  • Airborne from 6~26F.
  • Can cancel into K follow-up from 13~26F.


236KK:

  • Horizontal Activation Range: 450
  • This move and the 236K it canceled from are considered one multi-hit attack.
  • R.I.S.C. Loss applies only once when either hit connects.


j.236K:

  • Horizontal Activation Range: 300
  • Can cancel into K follow-up from 11~24F.


j.236KK:

  • Horizontal Activation Range: 450
  • This move and the j.236K it canceled from are considered one multi-hit attack.
  • R.I.S.C. Loss applies only once when either hit connects.

Bandit Bringer

214K (Air OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214K 50 High 30 7 13 -3
j.214K 40 [60] High 22~29 [30] Until Landing Until Landing+18
Bandit Bringer
Total: 49
Aerial Bandit Bringer (NoteThe red line indicates that the move has become active, but has a variable active window.Squares with a yellow underline indicate the range of additional frames when charged.)
Total: 47

Sol floats through the air before doing a diving punch. Hits overhead, but is very reactable. The ground version can potentially be plus on block if properly spaced or if it hits meaty, but the aerial version is always minus on block, if not completely punishable due to its greater landing recovery. Either way, the opponent will be pushed away. The aerial version can be delayed to halt Sol's momentum in the air, useful for baiting out an opponent's anti-air attempts, although it will lose to attacks with high vertical reach like  Potemkin's Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3,  Faust's 6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21 or most rising DPs. It's still an important tool to strengthen Sol's air approach when combined with his air normals and mobility, so don't be afraid to throw it in as a mix-up. When fully charged, the aerial version will cause a large ground bounce on hit, granting it much greater reward in the corner.

The hard knockdown can grant good okizeme. It's even possible to perform a safe jump after hitting Bandit Bringer on an airborne opponent by doing a forward jump IAD into delay j.S. Alternatively, you can perform an OTG with low-reaching special cancelable normals such as 2S and cancel into Gun Flame to maintain pressure, or OTG with 6H to maximize damage. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. It is also possible to perform a Red Roman Cancel to convert into a full combo before the opponent hits the ground, usually by shifting it downward and dashing in with c.S. When fully charged, the aerial version can combo into 5K or c.S in the corner on hit or from anywhere on Counter Hit. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen.

  • Aerial version can be charged by holding K.
    • Data in [ ] represents values when fully charged.
  • Slight ground bounce on hit, hard knockdown upon landing.
    • Larger ground bounce when aerial version is fully charged.
  • Crouching state during landing recovery.

Wild Throw

623K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
100 Ground Throw 6 2 41 1-7F Throw
Total: 48

Sol's command throw. An untechable throw with more range and damage than his normal ground throw, but with the caveats that it starts slower, always side switches on hit with considerably weaker okizeme, and is slightly more unsafe on whiff. A vital part of Sol's mix-up game as the fear of being hit by this move will incentivize the opponent to either jump or mash out of pressure, allowing Sol to fish for Counter Hits and anti-airs.

On hit, you can Red Roman Cancel to perform a follow-up combo, and not shifting the Roman Cancel or shifting it upward will allow you to dash underneath the opponent and switch sides again. When not spending Tension for a follow-up combo, it's often a better idea to do a normal ground throw for slightly less damage to keep the corner and get a better knockdown. Try to use it as a round ender or to punish an opponent's throw or Throw Clash attempt.

  • Throw invincible during start-up.
  • Switches sides on hit.
  • Hard knockdown on hit.
  • Counter Hit state during recovery.

Night Raid Vortex

214S (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 [55] All 15~31 [32] 2 [8] 32 [26] -17 7-(1F before Active) Low Profile
Night Raid Vortex (NoteSquares with a yellow underline indicate the range of additional frames when partially charged.)
Total: 64
Fully Charged Night Raid Vortex
Total: 67

Sol rushes forward low to the ground and delivers an uppercut. Its start-up and travel distance increases the longer S is held. Moves forward about one character length at no charge to fullscreen at max charge. This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if Purple Roman Cancels are available.

Combos directly into c.S, though 5K should be used instead if the forward movement doesn't bring Sol close enough for c.S or the gravity is too severe. The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit.

  • Data in [ ] represents values when fully charged.
  • Cannot be special canceled from any move.
  • Can extend range by holding S.
  • Low profiles until the attack comes out.
  • Launches opponent on hit, hard knockdown upon landing.

Fafnir

41236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
65 All (Guard Crush) 24 3 16 +11
Total: 42

Sol lunges forward half-screen with a flaming straight punch. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. Level, which makes it useful to use after a 2D knockdown. On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into 6S, but not much else without the help of Wild Assault. Bounces higher on Counter Hit, allowing Sol to link into Night Raid Vortex for a much stronger combo without resources. Fafnir is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage, single hit nature.

A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. Keep in mind that Fafnir's slow start-up means that using it in neutral presents a certain amount of risk of being counter poked, especially by the opponent's 6P. Note that non-meaty timings for okizeme will render it vulnerable to throws at close range, and later timings will render them vulnerable to a 6P. Its Guard Crush effect also leads to true 50/50 mix-ups when combined with Blue Roman Cancel, forcing the opponent to guess between either 2K (which will lead to a full combo due to the slowdown) or Wild Throw, as Guard Crush lacks the extra frames of throw protection that regular blockstun has.

Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. It can also be kara canceled from 6S for another range increase. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options.

  • Cannot be special canceled from any move.
  • Guard crushes on block.
  • Ground bounces on hit, hard knockdown upon landing.
  • Sol's strongest meterless ender for Wall Break.

Overdrives

Tyrant Rave

632146H with 50% Tension

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
58, 82 [58, 112] All 7+2 3(20)20 41 -44 1-11F Full
Total: 92

Sol does an uppercut followed by a fiery straight punch. This is Sol's only fully invincible reversal, but the first hit has poor range and the entire attack is unsafe on block or whiff. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. Thus, if a Roman Cancel is available to make it safe, avoid only using it after the second hit. A Roman Canceled H Volcanic Viper can lead into similar damage and okizeme while being safer and leading into a potential mix-up, so consider doing that instead.

This Overdrive is primarily meant to be a high damage combo ender, especially in the corner where Sol receives increased damage, strong okizeme, and regenerating Tension after the forced Wall Break. If the first hit connects at close proximity, the second hit will Clean Hit, dealing even more damage and making it highly potent at overpowering Guts to end rounds. Roman Cancels can be used to combo after it connects for even more damage. However, the short range of the first hit, the high knockback of the second, and the forced Wall Break in the corner makes this difficult mid-screen and impossible in the corner.

  • Data in [ ] represents values on Clean Hit.
  • Fully invincible during start-up.
  • Hits twice. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing.
  • Second hit can Clean Hit at close range. Only occurs if the first hit successfully connected.
    • Clean Hit deals enhanced damage and puts the opponent into a tumble state on hit.
  • Will force a Wall Break if the opponent touches the corner.
  • Will hard knockdown after an Area Shift.

Heavy Mob Cemetery

214214H with 50% Tension

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40, 161 Ground Throw 13+7 16 49 14-35F Throw, Guardpoint
Total: 84

A Dragon Install-powered flying grab that makes Sol lunge fullscreen. Will lose to any attack before the super freeze but will not waste any Tension in doing so. After the super freeze, Sol has constant full guardpoint for as long as the move remains active, and if an opponent hits Sol during this time, Sol will experience pushback, but then continue to move and remain active during hitstop.

If Sol guardpoints through a strike, the opponent will be stuck in hitstop while Sol continues to move, making it next to impossible for them to escape if they're on the ground. Projectiles do not impart hitstop on the attacker, however, so powering through a projectile will not prevent the opponent from recovering or making evasive maneuvers. This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. Any airborne action can evade Heavy Mob Cemetery if timed well, so its usefulness is low if the opponent isn't committed to an action or has 50% Tension to stop themselves. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. That being said, there are some niche uses for it. For instance, it can be used to punish  Chaos' Steady AimGGST Happy Chaos 214S.pngGuard-Startup-RecoveryTotal 18Advantage- stance.

Keep in mind that while this Overdrive cannot be blocked, it also cannot be canceled into or used during a combo. Leads into absurd damage with Roman Cancel by shifting down, running underneath the opponent and continuing the combo.

  • Launches opponent and switches sides on hit, hard knockdown upon landing.

Colors

GGST Sol Badguy color 1.png
GGST Sol Badguy color 2.png
GGST Sol Badguy color 3.png
GGST Sol Badguy color 4.png
GGST Sol Badguy color 5.png
GGST Sol Badguy color 6.png
Color 1
Color 2
Color 3 Ragna the Bloodedge
Color 4
Color 5
Color 6
GGST Sol Badguy color 7.png
GGST Sol Badguy color 8.png
GGST Sol Badguy color 9.png
GGST Sol Badguy color 10.png
GGST Sol Badguy color 11.png
GGST Sol Badguy color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Sol Badguy color 13.png
GGST Sol Badguy color 14.png
GGST Sol Badguy color 15.png
GGST Sol Badguy color EX.png
Color 13
Color 14
Color 15
EX Ky Kiske1
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

1Pre-order exclusive

Navigation

To edit frame data, edit values in GGST/Sol Badguy/Data.
Systems Pages