GGXRD-R2/Sol Badguy

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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 traps, and throw mixups. Proper conditioning is a huge part of Sol’s offensive gameplan. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks can open up opportunities to punish these responses. Sol rewards players with a good grasp of YomiFrom Japanese "読み". Knowing the mind of the opponentTo understand in some way what is going on in the mind of the other player and play around it. Usually involved in reads and conditioning.. Sol also boasts a set of moves which can be used to augment the universal defensive mechanics the game provides. These include Volcanic Viper, a fast DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. which can be used with IBInstant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both. to challenge gaps in the opponent's pressure, and Ground Viper, a move with extreme Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. properties that can slip past the hitboxes of some attacks. Players looking to further express themselves will also be granted the option to use Sol's unorthodox moves to supplement his core gameplan. Dragon Install, Riot Stamp, and Gun Flame (Feint) give Sol players additional, if somewhat niche, options to keep gameplay fresh.
Playstyle
Sol Badguy is a well rounded, close-range brawler who thrives off of good YomiFrom Japanese "読み". Knowing the mind of the opponentTo understand in some way what is going on in the mind of the other player and play around it. Usually involved in reads and conditioning..
Pros Cons
  • Slugger: A suite of excellent buttons and solid frame data make Sol a menace once he's gotten in. 5K is obnoxious to deal with, while options like YRC GunflameGGXRD Sol GunFlame.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 50
    Advantage:
    -4
    and FafnirGGXRD Sol Fafnir.pngGuard:
    Mid
    Startup:
    18
    Recovery:
    12
    Advantage:
    +2
    keep opponents blocking for long periods of time.
  • High Meterless Damage: Whether in the corner or at midscreen, Sol hurts like hell. His corner combos (aka the Dustloop) can deal 50% or more, while his combos off of Wild ThrowGGXRD Sol WildThrow1.pngGuard:
    Ground Throw: 122500
    Startup:
    4
    Recovery:
    Whiff: 45
    Advantage:
    -
    give him good damage and knockdown.
  • Solid Defense: Volcanic ViperGGXRD Sol VolcanicViper.pngGuard:
    Mid
    Startup:
    7
    Recovery:
    21+8 after landing
    Advantage:
    -26
    is the best meterless reversal in the game, hands down. Sol's fast close range buttons also give him good abare.
  • Meter Burn: Sol has great options for spending meter. His overdrives are excellent combo enders, while he uses RC and YRC liberally for mixups and pressure.
  • Easy Stun: High stun damage. Can easily guarantee stun out of Counter Hit combos.
  • Zoned Out: Sol has issues with long-range zoning. He must either take considerate approaches with dashblocking or wild risks with Ground ViperGGXRD Sol GrandViper1.pngGuard:
    Lowx2~6,
    Midx3
    Startup:
    17
    Recovery:
    37+10 after landing
    Advantage:
    -56
    and Riot StampGGXRD Sol RiotStamp1.pngGuard:
    High/Air
    Startup:
    10 after reaching wall
    Recovery:
    5 after landing[10]/
    5 landing recovery
    Advantage:
    +6
  • Tensionless Mixups: Without ample Tension, Sol's mixup is basic. While it has high reward, his Strike/Throw game is predictable and easily countered through use of universal mechanics like Faultless Defense and Instant Block.
GGXRD Sol DragonInstall1.png

Dragon Install (DI) defines the term InstallA move, usually a super, which changes the properties of the character themself, usually for the better. See: Sol Badguy's Dragon Install. super. DI increases Sol’s movement, speeds up the frame data on his attacks, and buffs his special moves. As a cherry on top, Dragon Install will change Sol's character model and change the music played during the match to a unique theme song. After DI expires, Sol will be left helpless momentarily as he recover from the transformation.

StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
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ActiveThe 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
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he 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

Normal Moves

  • Data in [ ] refers to Sol in Dragon Install (DI).
GGXRD-R2 Sol Normal Icon.png   Normal
GGXRD-R2 Sol Dl Icon.png   Dragon Install

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 [12] Mid 4 [3] 4 [1] 6 [5] ±0 [+4]
Total: 13

5P is Sol's fastest normal outside of DI, making it a useful tool for AbareAn attack during the opponent's pressure, intended to interrupt it. and initiating pressure in close range, especially given its expansive gatling options. It will whiff against some characters' crouching hurtboxes.

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

Level Proration RISC+ RISC-
0 Initial: 90% 3 8

5K

Damage Guard Startup Active Recovery On-Block Invuln
14×2 Mid 5 [4] 1,6 [1,4] 13 [7] -7 [+1]
Total: 24

A somewhat unusual K normal which serves more as a fast up-close attack and anti-air rather than as a poke. It is a great combo and pressure starter which leads into many different routes, and is frequently used due to its speed and ability to be jump-cancelled.

The second hit has great vertical and horizontal reach and relatively fast recovery on whiff, which makes it extremely useful for anti-airing and catching jump-ins. 5K is commonly used as an option select with forward throw.

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

Level Proration RISC+ RISC-
1 Initial: 90% 6 7

c.S

Damage Guard Startup Active Recovery On-Block Invuln
30 [28] Mid 5 [3] 2 [1] 16 [10] -4 [+3]
Total: 22

Thanks to its speed and various gatlings, c.S is a staple pressure and hitconfirming tool. It is one of Sol’s most damaging starters, making it a strong frame trap option and punisher on highly unsafe attacks, while in blockstrings, its many cancels allow Sol to threaten the opponent with simple mixups despite the move's lacking frame advantage. c.S will combo into j.D on air hit, so it can be used to set up Dustloops.

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

Level Proration RISC+ RISC-
2 10 7

f.S

Damage Guard Startup Active Recovery On-Block Invuln
30 [28] Mid 7 [5] 2 [1] 23 [13] -11 [±0]
Total: 31

f.S is Sol’s main long-range poke, boasting an excellent combination of speed and horizontal reach. It is useful for countering attacks at long range, catching the opponent's attempts to move, and punishing unsafe attacks at a distance.

On block, f.S can be cancelled to specials to apply pressure, or gatling into 2S to reset the situation. On hit, f.S can gatling into 5H for long-range confirms with Tension. The only drawbacks to f.S are its significant recovery and extended hurtbox, which can make it prone to being stuffed in neutral from preemptive attacks, but its speed is something the opponent often has to respect.

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

Level Proration RISC+ RISC-
2 10 7

5H

Damage Guard Startup Active Recovery On-Block Invuln
40 [44] Mid 11 [6] 2 [1] 26 [13] -9 [+5]
Total: 38

Sol’s other long-range poke, trading speed for greater range and significantly higher reward on Counter Hit. Its hurtbox does not extend far relative to its max range, making it strong when used in conjunction with Sol's other pokes that do greatly extend his hurtbox (such as f.S and 2D), though it is also slower to recover than those alternatives.

In pressure, it can gatling from 6P as a far range frame trap. If blocked, it can be jump or special cancelled for a return to neutral or attempt to press the offensive. It is a common combo part, as it combos into Instant Air Dash j.P/j.K, or can be Roman Cancelled into Bandit Bringer to allow follow-up combos. Additionally, 5H will combo into j.D on air hit, so it is used frequently to set up Dustloops in the corner.

Gatling Options: 2H, 5D, 2D

Level Proration RISC+ RISC-
4 20 6

5D

Damage Guard Startup Active Recovery On-Block Invuln
27 High 24 3 24 -13
Total: 50

5D should be used sparingly. It hits overhead, but can be reacted to easily and is unsafe on block. Rewards on hit are small outside of the corner. 5D can be used as a combo part for Dragon Install combo enders, due to the wall stick it causes in corner combos. Yellow Roman Cancelling 5D on startup can lead to some particularly tricky setups.

Level Proration RISC+ RISC-
2 Initial: 80% 10 20

6P

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 9 [6] 3 [2] 20 [10] -9 [+2] 1~7F [1~4F] Upper Body
12~19F [8~11F] Upper Body
8~11F [5~7F] Above Knees
Total: 31

6P has upper body invulnerability, so it can counter higher-hitting pokes at range. For anti-airing, it is most effective against shallow jump angles or low air dashes, but it can also counter air attacks used early in descent (in attempts to stuff a 5K anti-air, for example).

6P is a strong pressure tool, leading to a multitude of easily hit confirmable and delayable options upon connecting. It can convert to combos on trades, as long as it hit near the corner or Counter Hit. The wall bounce on 6P also makes it a staple in corner pressure and combos. Sol can even 6P > short delay 6H for sneaky crossup setups.

  • Knocks away and down on hit, wall bounces within range.
  • Greater knockback on Counter Hit, enabling wall bounce at most ranges.

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

Level Proration RISC+ RISC-
2 10 12

6H

Damage Guard Startup Active Recovery On-Block Invuln
56 Mid 17 [10] 3 [2] 26 [13] -10 [+4]
Total: 45

6H is Sol’s longest range normal, but is rarely used on its own due to slow, obvious start-up, lengthy recovery, awkward angle, and limited cancel options. That said, it is useful as a frame trap from 2S or 6P, and the gap between Sol's hurtbox and the attack's hitbox allows it to crush certain low attacks. The reward for landing 6H on regular hit is rather small without Tension.

On Counter Hit, however, 6H causes ground bounce, resulting in devastating combos, solidifying its use as a frame trap. 6H can also be used as a strong corner combo ender, leading to safe, high advantage Gun Flame okizeme. On block, it raises the R.I.S.C. Level significantly. In Dragon Install, this move becomes an entirely different beast with greatly reduced start-up and recovery.

  • Forces crouch on ground hit, knocks down on air hit.
  • Ground bounces on Counter Hit.
Level Proration RISC+ RISC-
4 20 6
  • Forces opponent into crouching state on ground hit

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 [3] 4 [1] 4 [5] +2 [+4]
Total: 12

2P is a staple in Sol’s pressure game, it has similar utility to 5P but is plus on block as well. It can set up tick throws or frame traps, and can be hit confirmed easily. Due to its quick recovery, it can create Burst-safe points in combos.

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

Level Proration RISC+ RISC-
0 Initial: 80% 3 8

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 [14] Low 6 [4] 3 [1] 8 [7] -1 [+2]
Total: 16

2K is Sol’s fastest low attack and important in pressure and okizeme. Its quick recovery makes it a decent tick throw option. It also has decent reach for its speed, so it is useful as a standalone poke, mostly to check low-profile moves without committing to one of Sol's riskier attacks. It is useful as an empty jump low option for okizeme, and with proper spacing it can outrange throws.

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

Level Proration RISC+ RISC-
0 Initial: 70% 3 8

2S

Damage Guard Startup Active Recovery On-Block Invuln
25 [24] Mid 10 [7] 3 [1] 8 [5] +3 [+8]
Total: 20

2S is a strong neutral and pressure tool. It has a relatively slow start-up, but recovers incredibly fast while keeping Sol’s hurtbox far back, making it great for stopping ground approaches and countering shorter pokes. Its disjointed hitbox during active frames can also beat many pokes that hit at a similar height as it. Gatling a f.S into 2S whiff is a common technique which brings Sol's hurtbox back to a safer distance, essentially resetting the situation.

As 2S is advantageous on block, it's a great way to safely end blockstrings or lead into extended pressure, as it maintains cancels to some of Sol's most damaging frame traps, the fear of which can open the opponent up to a potential throw. It can also be used as a MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. attack to maintain frame advantage even on Instant Block, which can give information on the opponent's mindset.

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

Level Proration RISC+ RISC-
2 10 7

2H

Damage Guard Startup Active Recovery On-Block Invuln
36 [40] Mid 8 [5] 6 [3] 26 [13] -13 [+3]
Total: 39

2H is primarily used in combos on airborne opponents, such as from anti-air 5K and corner 6P. It is rarely useful on its own due to its slow start-up, long recovery, and large hurtbox. On rare occasions, it can be used in anticipation to anti-air for a rewarding Counter Hit launch.

From farther air hits, it combos into Instant Air Dash j.P/j.K to allow follow-up combos that result in a knockdown that would otherwise not reach. 2H will combo into j.D on air hit, so it is frequently used in place of 5H in cases where greater height is required for Dustloop routes, due to its higher vertical range.

  • Floats on Counter Hit.

Gatling Options: 5D, 2D

Level Proration RISC+ RISC-
4 20 6

2D

Damage Guard Startup Active Recovery On-Block Invuln
28 [30] Low 7 [5] 3 [1] 20 [13] -6 [+3] 4~20F [3~12F] Low Profile
Total: 29

2D is a powerful normal, boasting an exceptional combination of speed, reach, evasive properties, and rewards on hit.

Its low profile ability makes it useful for countering pokes that don't reach the floor. On Counter Hit, it will combo into Gun Flame for high damage, Tension-free combos. On normal hit it leads to multiple combo options depending on range and resources. It is a strong frame trap option as well since it can low profile many fast pokes. It is useful as an empty jump low option for okizeme since it can easily outrange throws.

Level Proration RISC+ RISC-
3 14 6

j.P

Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 5 [3] 7 [4] 4 [3]
Total: 15

j.P is Sol’s fastest air normal, making it ideal for close-quarters air-to-air encounters. It cancels to itself even on whiff which is useful for covering space with a long series of active hitboxes. This, along with its quick recovery, make rising j.P a low-risk space control option.

j.P shifts Sol's hurtbox forward and upwards, so it can be difficult to anti-air, and can potentially evade aerial attacks from below. Its speed also makes it ideal when pressing offense if Sol can tech out of a combo. Following knockdowns, j.P can be used as a safe jump and puts the opponent in short blockstun, making it a common tick throw option. In combos, j.P can be used to create Burst-safe points.

Gatling Options: j.P, j.K, j.S, j.H

Level Proration RISC+ RISC-
0 3 8

j.K

Damage Guard Startup Active Recovery On-Block Invuln
22 High/Air 6 6 [3] 17 [12]
Total: 28

It can be used in long distance air-to-air, or apply pressure on opponents attempting to jump away. In combos, j.K is frequently used from long range hits and can be used to increase corner carry in many confirms, due to only being a frame slower than j.P while having much more horizontal range.

It has a large hitbox behind Sol, allowing it to cross-up, making it useful for okizeme following closer knockdowns. The hitbox of j.K does not reach low, so certain characters can crouch to make it whiff.

  • Large cross-up hitbox.

Gatling Options: j.S, j.D

Level Proration RISC+ RISC-
2 10 7

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 [25] High/Air 10 [6] 3 [2] 23 [12]
Total: 35

j.S is Sol’s best air starter for combos, so it is commonly used in okizeme as a high hit. It is also used to extend combos on airborne opponents due to being jump cancellable. j.S reaches far downward with relatively quick start-up making it a great air-to-ground button.

Gatling Options: j.K, j.H, j.D

Level Proration RISC+ RISC-
2 Initial: 90% 10 7

j.H

Damage Guard Startup Active Recovery On-Block Invuln
24×2 High/Air 9 6,8 [4,2] 0
Total: 21

j.H has utility in a wide variety of areas and is Sol’s most commonly used air normal. For okizeme, j.H is useful as a safe jump that can hit high twice. While it doesn’t gatling to any other air normals, it recovers instantly, so it is possible to link j.P or j.K afterwards.

j.H is useful as both an air-to-air and air-to-ground attack due to its large hitbox, long active frames, and evasive hurtbox. Sol's hurtbox shifts up far above the lower limit of j.H's hitbox, making it a great way to counter anti-airs and help approach from the air. As a jump in, the only drawback it has is that it doesn't reach quite as deep as j.S, so it can be low profiled. At neutral, rising j.H has similar utility to rising j.P as a method of covering space, and hits slightly above Sol as well. j.H can be used to create Burst-safe points in combos due to its instant recovery.

Level Proration RISC+ RISC-
2 10 7

j.D

Damage Guard Startup Active Recovery On-Block Invuln
35 High/Air 9 7 13+5 landing
Total: 33

j.D is primarily used in combos on airborne opponents to maximize corner carry and damage, such as Dustloops near the corner. It is also commonly used as a gatling from j.S to launch the opponent.

On its own, j.D has limited use as an air-to-ground attack, as the hitbox has more range horizontally and upward vertically than downward. In addition, it has extra landing recovery, which makes follow-up pressure after it is blocked weaker. It can occasionally be useful as an air-to-air with decent active frames and horizontal reach.

  • Knocks away on hit with significant untechable time. Combined with its short recovery, two j.Ds can be done in a single regular jump, leading to Sol's famous Dustloop combos, which you can read more about in the Combos page.
  • Wall bounces on Counter Hit within range.
Level Proration RISC+ RISC-
3 Initial: 90% 14 8

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,60 Ground Throw: 75250 1 +51

Sol’s ground throw is used much more frequently on defense than offense. Typically, using Wild Throw is a stronger and more rewarding option on offense. Throw is faster though, so it can be used in situations where the opponent makes themselves throwable for a brief period of time. It can only be followed up with combos using Roman Cancel.

Performing throw as 6K+H acts as a useful option select to perform 5K if the opponent is not throwable, and throw if they are. This cannot be used for throwing opponents behind due to Faultless Defense, but is much safer than using 6H.

Level Proration RISC+ RISC-
0,4 Forced: 65% NA 6,0
  • Stun damage: 30

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,60 Air Throw: 192500 1

Sol’s air throw is useful in multiple situations, since air throws are strong in general. Sol makes use of it particularly during offense to grab opponents who attempt to escape by jumping. It knocks down upon connecting and usually has to be Roman Cancelled to enable any follow-up. Sol's air throw does significant stun damage, so succeeding with a tech trap can often result in a stunned opponent.

j.H is a strong normal that can often lead to a favourable situation for Sol due to recovering as soon as its active frames end, so missing an air throw does not necessarily put Sol in a bad position.

Level Proration RISC+ RISC-
0,2 Forced: 65% NA 6,7
  • Stun damage: 90

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 11 3 25 -14 1~13F Full
14~33F Throw
14~23F Upper Body
Total: 38

Dead Angle Attack is an anti-pressure option that costs 50% Tension. It knocks the opponent away and down to the ground on hit which can be followed up with ground okizeme. While occasionally useful since it can be performed during blockstun, Sol has particularly good defensive options otherwise, so he does not need to rely on Dead Angle Attack as much as others, especially due to the fact that it is highly unsafe on block or whiff.

Level Proration RISC+ RISC-
2 Initial: 50% 10 7

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 45 Mid (15~48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 45 Mid 50+13 3 20 +5 1~50F: Blitz
Total: 50
  • Causes spinning blowback on hit, wall sticks in corner.
  • Crumples on ground Counter Hit, floats and wall sticks in corner on air hit.
  • Steals a small amount of Burst Gauge on hit.
Version Level Proration RISC+ RISC-
Blitz 1 Initial: 55% 6 10
[Blitz] 4 20 10

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/100F on CH)
  • Crumples opponent on ground hit

Special Moves

Gun Flame

236P

Damage Guard Startup Active Recovery On-Block Invuln
50→42→30→30 All 20 9(1)9(1)9(1)9 Total 50 -4

Gun Flame (GF) is a vital neutral and offensive tool, serving as one of Sol's few ways of applying pressure at longer ranges. It can be followed up with various combos depending on spacing and whether or not it Counter Hit; the later the flames hit, the more time Sol has to follow up, whether on block or on hit. When combo'd into, such as from a Counter Hit 2D, it has significant hitstun, allowing a 5H followup. At neutral, it covers a huge area for a long time, making it ideal for ground space control.

GF has significant recovery, so if it is jumped over it can result in Counter Hit punishes. The move becomes significantly more threatening with meter for Yellow Roman Cancel, as it allows Sol to move with the projectile, letting him meet his opponent in the air or catch their landing if they jumped over GF. On offense, it can be used to frame trap or as a pressure reset using YRC. For okizeme, meaty GF can be significantly advantageous on block and can lead to high/low mix-ups if it hits particularly late or with YRC, which is particularly strong in the corner.

  • The 3rd and 4th pillars of Gun Flame do not disappear when Sol gets hit.
  • Launches on hit, Counter Hit is untechable.
  • Sol is in Counter Hit state for the entire duration.
  • Attack power and level change with each set of 9 active frames.
Level Proration RISC+ RISC-
2→2→1→1 Initial: 85% 2 7
  • Damage and level change with each set of 9 active frames

Gun Flame (Feint)

214P

Damage Guard Startup Active Recovery On-Block Invuln
Total 30

Gun Flame (Feint) (GF(F)) is often used as a cancel option from 5H or 6H on block. This doesn’t improve frame advantage, but it brings Sol's hurtbox back to a safer distance. It builds a small amount of Tension, so it can be used at farther ranges during down time to build meter for free, or as a special cancel from certain combo enders for more meter gain. In pressure, GF(F) is a risky but occasionally useful method of getting the opponent to flinch that can be punished.

  • Has no hitbox.
Level Proration RISC+ RISC-

Volcanic Viper

623S/H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 40,25 Mid 7 3(3)11 21+8 after landing -26 1~9F Full
10~12F Strike
j.623S 32,20 All 5 2(3)9 Until landing+8 1~9F Strike
623H 40,25 Mid 5 2(3)18 29+8 after landing -41 1~6F Full
7~11F Strike
j.623H 40,20 All 5 2(3)18 Until landing+8 1~11F Strike

Ground S Volcanic Viper (SVV) is the slower and more invincible version of Sol's DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., which is slightly less unsafe on block than its heavy counterpart. In neutral, it can be used at range to counter an opponent’s poke into a knockdown, but it is risky and will only be effective on attacks that extend their hurtbox. While it can be used as an invulnerable reversal, it is slower than Ground H Volcanic Viper (HSVV or HVV) and has a much thinner hitbox.


Aerial S Volcanic Viper (j.SVV) can be used as an anti-anti-air, which becomes particularly strong with Roman Cancel available. Note that its hurtbox reaches much lower than that of Aerial H Volcanic Viper (j.HVV). It can also be used to counter aerial attacks at close range. j.SVV is used frequently to end air combos with knockdown. A close to ground j.SVV can link into 5P upon landing, making Tiger KneeAn 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. j.SVV useful in certain mid-screen confirms.


Ground H Volcanic Viper (HVV) is Sol’s strongest defensive tool, and has applications for neutral and offense as well. It has fast start-up and is invulnerable instantly, so it can be used on wake-up or at any gap in the opponent’s pressure to counter their attacks. HVV is highly unsafe on block or whiff; having Roman Cancel (RC) available removes much of the risk associated with it, allowing combos on hit or pressure if it is blocked. If the second hit connects on Counter Hit, it can be followed up with a combo at no Tension cost.

HVV is also a powerful anti-air option, though vulnerable to Faultless Defense. It is particularly useful for punishing forward air dashes, since the opponent must wait until the air dash is complete to FD. On offense, HVV can be used as a frame trap and anti-throw option if Sol is negative, punishing opponents that try to press where his turn would otherwise be over, though exercise caution as it is still heavily unsafe.


Aerial H Volcanic Viper (j.HVV) can counter aerial attacks, and can be used to end air combos with knockdown. j.HVV reaches much higher than its S counterpart, so it can be used from farther away. While j.HVV has higher base damage than j.SVV, you need to be closer to land both hits, so which version you go for in combos will ultimately depend on positioning.


All Versions
  • Hits twice, both hits launch. First hit is fully untechable on Counter Hit. Second hit can be cancelled into Knockdown on hit, block, or whiff.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.
Version Level Proration RISC+ RISC-
623S 2 10 7
j.623S 2 10 7
623H 2 10 7
j.623H 2 10 7

623S:

  • 10F onwards Airborne
  • Sol is in crouching state during landing recovery

j.623S:

  • Sol is in crouching state during landing recovery

623H:

  • 7F onwards Airborne
  • Sol is in crouching state during landing recovery

j.623H:

  • Sol is in crouching state during landing recovery

Knockdown

Volcanic Viper > 214K

Damage Guard Startup Active Recovery On-Block Invuln
16 All 11 4 Until landing+10

Knockdown (KD) is the add-on to Volcanic Viper (VV) which is used to knock the opponent down after a VV hits.

The cancel to KD is delayable, so depending on the height at which VV connects, a difference in timing may be required for it to connect. Whiffing a KD after VV connects will leave Sol at disadvantage, and is sometimes even punishable. Delay cancel into KD can also be used in an attempt to throw off the opponent’s punish timing when they block or dodge a VV, but doing so puts Sol in Counter Hit state, leaving VV even more punishable if it fails.

During Dragon Install, Sol will fall to the ground quickly after KD, making him less vulnerable and allowing for better followups.

  • Can be cancelled into from Volcanic Viper on hit, block, or whiff.
  • Knocks down on hit.
  • Sol is in Counter Hit state for the entire duration.
  • Cannot Yellow or Purple Roman Cancel.
Level Proration RISC+ RISC-
2 10 7
  • Sol is in crouching state during landing recovery

Bandit Revolver

236K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236K 20,40 Mid 9 5(11)9 2+8 after landing -5 1~3F Strike
9F onwards Foot
j.236K 22×2 All 4 4(6)10 Until landing+12 1~3F Strike

Bandit Revolver (BR) is primarily used to end combos into Sol’s most advantageous knockdown. The second hit of BR has a large hitbox and must be blocked with Faultless Defense in the air. Frame advantage of a blocked BR depends on distance and whether it is crouch or stand blocked, or instant blocked. From mid-range on crouching block BR will be slightly advantage, but in other situations it can range from being slightly negative to punishable. BR also has niche use as a low crush because it is airborne after frame 9.


j.236K

In the air, Sol travels far forward and moves enemies a great distance on hit which grants Sol significant corner carry if successful. It is possible for the opponent to be high enough in the air that they can tech after the second hit.

Version Level Proration RISC+ RISC-
236K 2 10 7
j.236K 2 10 7

236K:

  • 9F onwards Airborne
  • 2nd hit hits crouching block opponent on frame 32 (tested vs. Sol)
  • Sol is in crouching state during landing recovery
  • Auto jump installs

j.236K:

  • Sol is in crouching state during landing recovery

Bandit Bringer

236[K]

Damage Guard Startup Active Recovery On-Block Invuln
50 High/Air 32 6 9+4 after landing ±0 1~3F Strike
9F onwards Lower Body

Bandit Bringer (BB) should be used sparingly outside combos. It has very slow and telegraphed start-up, so it can be punished easily, either by getting countered out of startup or thrown after an Instant Block. It hits overhead, but is too slow for it to realistically hit an opponent for crouch blocking.

The main use of BB on its own is as high-risk, high reward evasive attack to dodge and whiff punish an opponent in anticipation at long range. It can also catch backdashes or jump start-up. BB is used frequently in combos for added damage and corner carry.

  • Floor bounce on hit, higher bounce on Counter Hit.
  • Sol is crouching during landing recovery.
Level Proration RISC+ RISC-
4 Initial: 65% 20 6
  • 9F onwards Airborne
  • Sol is in crouching state during landing recovery

Riot Stamp

214K

Damage Guard Startup Active Recovery On-Block Invuln
30,50 High/Air 10 after reaching wall Until landing
[(15)3]
5 after landing[10]/
5 landing recovery
+6 1F onwards Lower Body

Riot Stamp (RS) is a risky but useful movement-based special, generally used with Sol's back to the corner for quickly dodging and whiff punishing attacks. RS recovers quickly upon connecting and Sol is able to act shortly after reaching the apex of his ascent from the second hit, allowing for follow-up combos on hit and safety on block.

At mid-screen, RS is punishable on reaction by 6P, invulnerable attacks, Blitz Shield, or otherwise, so it is dangerous to use frequently. With Sol’s back to the corner, it becomes much more practical, since Sol has less distance to travel backwards, allowing it to potentially be used as a sneaky overhead. Using Yellow Roman Cancel during the backwards travel of RS is a useful method of quickly distancing yourself from the opponent.

  • Wall bounces on hit.
  • While unlikely to come up in actual play, the travel distance of the initial leap backwards is not infinite, and Sol will harmlessly fall to the ground without performing the attack if he is incapable of reaching a wall in time.
Level Proration RISC+ RISC-
3,4 Initial: 75% 14,20 6
  • When right next to the wall, start-up is 16 frames

Break

j.214K

Damage Guard Startup Active Recovery On-Block Invuln
28,20 All 22 Until landing,(7)10 29 after landing +2

AKA "Kudakero". Break is an all-around strong dive kick. It stalls Sol’s momentum in mid-air, making it usable as an anti-anti-air option since it comes down quickly after the delay to whiff punish. It can be followed up on hit near the corner, or mid-screen using Roman Cancel. It is used frequently in corner combos due to high hitstun, allowing a plethora of followup options.

On block, Break is safe, but only if the flame pillar connects. From a close-range block (often caused by Instant Block), the flame pillar will whiff behind the opponent after the dive kick, leaving Sol vulnerable. Break done from farther ranges is difficult to whiff punish since the flame pillar will still come out upon whiffing the dive kick. Using Yellow Roman Cancel (YRC) as Sol’s begins descending makes him quickly drop to the ground, making for a particularly strong approach from the air.

  • Launches on hit, Counter Hit is untechable.
  • Cannot be performed close to the ground.
Level Proration RISC+ RISC-
2,1 Initial: 85%, 100% 10,6 7
  • Has a minimum height requirement

Wild Throw

623K

Damage Guard Startup Active Recovery On-Block Invuln
0,40 Ground Throw: 122500 4 1 Whiff: 45

Wild Throw (WT) makes Sol especially dangerous when within its range, and is a fundamental part of Sol’s offense. It boasts a start-up of only 4 frames, and can outrange normal throws. It allows strong Tension-free follow-up combos; while it forces a side switch, Sol recovers so quickly that he can run under his opponent to swap sides again while still being able to combo.

During pressure, WT is used most effectively in conjunction with frame traps and lows, with the outcome depending on whether opponents opt to try either countering its start-up or jumping and backdashing to avoid it. Opponents using Faultless Defense excessively to keep Sol out are extra susceptible to WT. It is important to space WT well, as it can be thrown out of start-up if done too close. On whiff, there is a recovery animation which can be easily punished, but it can be Purple Roman Cancelled for safety.

Level Proration RISC+ RISC-
0 Forced: 60% NA 6,0
  • Stun damage: 20
  • Cannot be cancelled into

Ground Viper

214S

Damage Guard Startup Active Recovery On-Block Invuln
11×2~6,
18×3
Lowx2~6,
Midx3
17 5~23(4)12(2)2(2)19 37+10 after landing -56 1~4F, 17~21F Low Profile
5~16F Super Low Profile
24~25F, 38~43F Strike

Ground Viper (GV) is the most risky attack in Sol’s arsenal. It has massive recovery and cannot be cancelled on whiff. The player must rapidly press directions and buttons (not including D) to achieve the maximum travel distance and 9 hits.

GV will reach the opponent quickly from nearly full screen, so it is useful for catching opponents out of anything they might be doing from far away. It can low profile any attack that does not reach the floor, which can be useful at neutral, on wake-up, or while being pressured. Mid-screen ground hits confirmed into GV will lead to high damage combos with great corner carry.

  • Hits low for all but the last 3 hits, minimum of 5 hits, maximum of 9 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit.
Level Proration RISC+ RISC-
2 Initial: 80% (low hits) 10×5~9 1×2~6, 7×3
  • Ground hits: Stun damage 2

Fafnir

41236H

Damage Guard Startup Active Recovery On-Block Invuln
58 Mid 18 3 12 +2

Fafnir is a strong neutral and pressure tool. It has far reach due to Sol stepping a far distance forward, making it ideal in neutral at long distance. It can be used to counter attacks at long range into full screen carry combos or as a whiff punisher. The tumble caused by a Counter Hit can often be followed up even on trades, so it is a frightening move to challenge. Sol’s hurtbox lowers slightly during start-up, so it can duck under certain higher-hitting attacks and counter them. As it recovers quickly, if opponents avoided it by jumping, Sol is often left in a good position to anti-air.

It is useful in ranged pressure when opponents are conditioned not to attack. It must be blocked with Faultless Defense in the air, so it can catch opponents at the beginning of their jump. On block, it is plus (unless Instant Blocked) and increases the opponent’s R.I.S.C. Level considerably. Fafnir is used frequently in combos near the corner. Its high base damage contributes to Sol's prominent stunning ability, especially from a Counter Hit Fafnir starter. Fafnir’s drawbacks are its relatively slow start-up and large horizontal hurtbox.

  • Tumbles on hit. Significantly longer tumble on Counter Hit.
Level Proration RISC+ RISC-
3 Initial: 55% 35 7
  • Cannot be cancelled into

Overdrives

Tyrant Rave ver.β

632146H or 632146D

Damage Guard Startup Active Recovery On-Block Invuln
80,70
[100,87]
Mid,All 5+1 11(17)15 31 -15 1~8F Strike
[1~8F Full]

Tyrant Rave ver.β (TR) is primarily used to do unburstable damage in combos, usually when it will kill. It also gives high damage combos from a corner 2D hit. It can be used as a more costly reversal option on wake-up or in pressure. However, Roman Canceling Volcanic Viper is almost always a better idea since it is much less risky. It is slightly unsafe on block, whether the opponent interrupts the second hit or not.

As a reversal, the only benefits TR has over VV are that it has more horizontal range and cannot be Bursted; when 75% Tension is available, TR has the added benefit of allowing Yellow Roman Cancel, so it can safely be cancelled when the opponent is ready to block it, though this is much more costly than RCing VV. It can also be used on offense similarly to VV as a frame trap, but this is rarely practical.

  • Hits twice. First hit launches, second hit knocks away and is untechable. Wall bounces near the corner with enough hitstun to follow up.
Level Proration RISC+ RISC-
4,3 20,14 6,27
  • [ ] Values are for Burst version
  • Minimum damage: 20% [50%]
  • Stun damage: 20,0

Dragon Install

214214H

Damage Guard Startup Active Recovery On-Block Invuln
Activation: Total 19
(Super Freeze on 19F)
Deactivation: Total 62F
Activation: 7~19F Full

Dragon Install (DI) is a situational, high-risk, high-reward Overdrive in which Sol’s movement speed is increased, his normals become noticably faster and safer, and his specials are all buffed significantly. If used in neutral, Sol gains a great amount of initiative; he recovers instantly once the super freeze ends, and the combination of his speed advantage and his reward off any given hit is large enough that it becomes very risky for opponents to attempt to force the pace of the match into their favour.

Of course, DI itself carries a large risk. When the mode’s natural duration ends and Sol returns to neutral on the ground, he is forced into a lengthy recovery animation, making him incredibly vulnerable to a counter-offensive. Due to this, DI is only really recommended in situations where the recovery animation will not come into play, either to make a last minute comeback, to quickly finish off an opponent hanging on by a thread, or in a combo that can guarantee a safe exit out of DI.

With proper timing, the invulnerability on DI allows it to be used after a knockdown as a big call-out against reversal attempts, especially those intending to Roman Cancel upon connecting. DI can also be used to create Burst-safe points in certain situations. Can be Roman Canceled just as the animation starts, only burns the meter for the cancel and cancels the transformation.

  • Greatly enhances movement speed, all offensive specials and almost all normals.
Level Proration RISC+ RISC-
  • Duration: 420F (During Hell Fire: 504F)
  • Tension Gauge becomes 0 upon deactivation

Special Moves


DI Gun Flame

236P

Damage Guard Startup Active Recovery On-Block Invuln
50 All 20 6 Total 36 +3

While the Dragon Install (DI) version of Gun Flame (GF) does not travel like its regular equivalent, the static projectile covers a significant amount of the screen while recovering much faster. Because of this, the move is very useful at occupying space at mid-range, effectively preventing the opponent from approaching. It even grants advantage on block, allowing Sol to dictate the pace even at distances where he is normally at a disadvantage, especially when combined with Yellow Roman Cancel. Additionally, (DI) GF is useful in corner combos, as it has a large amount of untechable time on hit and deals good damage.

  • Launches on hit, Counter Hit is untechable.
  • Sol is in Counter Hit state for entire duration.
Level Proration RISC+ RISC-
2 10 7

DI Volcanic Viper

623S/H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
DI 623S 40,20×2 Mid 7 3(1)4,2 21+8 after landing -17 1~9F Full
10F Strike
DI j.623S 32,20×2 All,
Midx2
5 2(1)4,2 Until landing+8 1~6F Strike
DI 623H 60,12×9 Mid 7 3,47 38+8 after landing -71 1~9F Full
DI j.623H 60,12×9 All,Midx9 7 3,47 Until landing+8 1~9F Strike

The Dragon Install (DI) versions of Ground S Volcanic Viper (SVV) and Aerial S Volcanic Viper (j.SVV) are used in much the same way as a regular SVV and j.SVV. The additional hit increases combo damage and decreases disadvantage on block, although not enough to prevent it from being highly punishable. (DI) j.SVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.SVV. That being said, neither (DI) SVV nor (DI) j.SVV see much use during DI, due to the far higher reward on the H versions.

  • Hits 3 times, all hits launch. Third hit can be cancelled into Knockdown on hit, block, or whiff.
  • Cannot Yellow or Purple Roman Cancel.

In Dragon Install (DI), Ground H Volcanic Viper (HVV) and Aerial H Volcanic Viper (j.HVV) boast greatly enhanced firepower. Dealing a total of 10 hits, connecting with either version results in a large amount of damage, especially if it hits raw. With all 9 rising hits building a base 7.2% Tension on hit, (DI) HVV has the highest Tension Gain of any attack in the game. A successful (DI) HVV almost always builds enough Tension to pay for a Roman Cancel (RC), at which point Sol can convert the already powerful attack into a full combo. (DI) j.HVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.HVV.

Of course, the move is not without its weaknesses. Both versions are massively unsafe on block or whiff, putting Sol at a greater disadvantage than any other attack he has. For that reason, you should never go for a (DI) HVV in unconfirmable situations without the necessary 50% Tension required to RC. With an RC available, however, there is another interesting use for (DI) HVV. The first hit alone deals 60 damage, launches, is completely untechable and only decreases the R.I.S.C. Level by one, making it perhaps the most dangerous single hit in the game. RCing the first hit and continuing with a combo can result in massive damage, especially off a 7 frame attack with invulnerable start-up.

  • Hits 10 times, all hits launch. Tenth hit can be cancelled into Knockdown on hit, block, or whiff.
  • Cannot Yellow or Purple Roman Cancel.
Version Level Proration RISC+ RISC-
DI 623S 2 10 7
DI j.623S 2 10 7
DI 623H 4,2×9 20,10×9 1,6×9
DI j.623H 4,2×9 20,10×9 1,6×9

DI 623S:

  • 10F onwards Airborne
  • Sol is in crouching state during landing recovery

DI j.623S:

  • On hit, the 1st hit is active for 1 frame
  • Sol is in crouching state during landing recovery

DI 623H:

  • 10F onwards Airborne
  • Stun damage: 120
  • Sol is in crouching state during landing recovery

DI j.623H:

  • Sol is in crouching state during landing recovery

DI Bandit Revolver

236K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
DI 236K 20×3,50 Midx3, High 7 3×3(9)9 3+8 after landing +4 1~3F Strike
7F onwards Foot
DI j.236K 22×4 All 4 4(6)4,2,2,2 Until landing+5

In Dragon Install (DI), Bandit Revolver (BR) becomes a pressure and combo tool. Due to its improved start-up, movement speed and active time, opponents are forced to respect the ground version in neutral to a much greater degree than regular BR, and the improved attack level grants Sol advantage on block, allowing you to reset pressure with it.

(DI) BR does not work very well as a pressure tool at close range on grounded opponents, however, as Sol moves so far forward that crouching will usually force the last hit to whiff over the opponent, leaving Sol wide open. Because of this, it is best used either at a distance or in expectation of a jump. As the last hit of the ground version is an overhead, it’s not uncommon to use it to reset pressure at a distance where only the last hit will connect, provided that the opponent is too scared to press a button. Because of its significant untechable time, (DI) BR can also be used as a combo tool near the corner, particularly on air hit. It can even be looped several times in the corner, although the damage isn’t ideal.


In the air, (DI) BR functions like its regular counterpart, but the increased attack level and decreased landing recovery means that it can also be used as a combo part on air hit.

Version Level Proration RISC+ RISC-
DI 236K 3×3,4 Forced: 80% 20 6/14×3
DI j.236K 3 14 6

DI 236K:

  • 7F onwards Airborne
  • Sol is in crouching state during landing recovery

DI j.236K:

  • Active frames of 4(6)4 are all treated as the 1st hit
  • Sol is in crouching state during landing recovery

DI Bandit Bringer

236[K]

Damage Guard Startup Active Recovery On-Block Invuln
50 High/Air 30 6 9+4 after landing ±0 1~3F Strike
7F onwards Lower Body

In neutral, the Dragon Install (DI) version of Bandit Bringer (BB) carries the usual risks, despite the miniscule improvement to start-up and the seemingly larger hitbox.

Of course, being in DI, the reward for landing it is potentially greater, as it lacks the initial proration attached to the regular version. Because (DI) BB tumbles on hit, it is often used in combos after a mid-screen (DI) Break for the additional corner carry required to take the opponent all the way to the corner. Interestingly, if you land (DI) BB without any preceding tumbles, it will tumble, but landing it after a tumble in the same combo will cause a ground bounce instead, as combos have a one tumble limit.

  • Tumbles on hit during first tumble in a combo, ground bounces after a tumble.
Level Proration RISC+ RISC-
4 20 6
  • 7F onwards Airborne
  • Sol is in crouching state during landing recovery

DI Riot Stamp

214K

Damage Guard Startup Active Recovery On-Block Invuln
10,30,20×5 High/Airx2, Allx5 10 after reaching wall Until landing
[(15)3,38]
5 after landing[10]/
5 landing recovery
+45 1F onwards Lower Body & Airborne

In Dragon Install (DI), the first two hits of Riot Stamp are entirely unchanged outside of Tension Gain. For this reason, its use in neutral is almost entirely restricted to the exact same situations as the regular version and therefore should be used sparingly.

However, should a (DI) Riot Stamp get as far as that second hit, the situation quickly changes. After Sol kicks down, an inferno rises from underneath the opponent. This inferno has a ludicrous amount of active frames, and as Sol himself recovers at the same time he would for the regular version, his advantage on block goes from high to frankly absurd. Similarly, on hit, Sol gets a lot more freedom to do as he pleases.

  • When right next to the wall, start-up is 16 frames.
Level Proration RISC+ RISC-
3,4,2×5 14,20,10×5 6×2,7×5
  • When right next to the wall, start-up is 16 frames

DI Break

j.214K

Damage Guard Startup Active Recovery On-Block Invuln
28,20 All 13 Until landing,(7)10 24 after landing +7

Once Sol enters Dragon Install (DI), Break’s all-around usefulness increases greatly, even though its damage does not. Firstly, start-up becomes noticeably faster, further enhancing its viability in neutral situations. While Sol does not hang in the air for as long to bait out anti-air attempts, the speed of the move and the danger of DI in general make it risky to challenge. Secondly, the flame that normally appears upon hitting the ground is replaced by a large explosion, granting Sol even greater advantage without the possibility of the second hit whiffing at point-blank. The explosion even hits behind Sol, creating potential cross-ups, although the minimum height requirement usually restricts this function to okizeme or other situations in which Sol is able to get high above the opponent.

On hit, the explosion launches the opponent high and far, sporting a massive amount of untechable time. This allows Sol to easily follow-up with the jumping normal of his choice (including after an Instant Air Dash), or even (DI) Bandit Bringer during low untechable time decay. Because of this, (DI) Break is a very versatile combo part during DI combos, both mid-screen for corner carry and in the corner for j.D > (DI) Break loops. That being said, using it in combos limits your maximum damage considerably, so if you can avoid using it in that context, do so.

  • Second hit has a massive amount of untechable time on hit.
Level Proration RISC+ RISC-
2,1 Forced: 80%, 100% 10,6 7
  • Has a minimum height requirement

DI Wild Throw

623K

Damage Guard Startup Active Recovery On-Block Invuln
0,80 Ground Throw: 122500 4 1 Whiff: 45

While Sol is in Dragon Install, WT functions in exactly the same way as normal. The only change is that the base damage is doubled. However, WT itself is also considerably more threatening due to Sol's massively increased movement speed.

Level Proration RISC+ RISC-
0 Forced: 60% NA 6,0
  • Stun damage: 40
  • Cannot be cancelled into

DI Ground Viper

214S

Damage Guard Startup Active Recovery On-Block Invuln
{8,20}
x4~11,
8,26×3
{Low,All}
x4~11,
Low,Midx3
11 15(4)12
(2)2(2)19
37+10 after landing -56 1~10F Super Low Profile
11~25F Low Profile
28~29F, 42~47F Strike

Its faster start-up, movement speed and immediate super low profile state make it a very scary ranged low, a luxury not shared by many other moves. On block, (DI) GV cranks up the opponent’s R.I.S.C. Level to a far greater degree than any other attack he has, basically guaranteeing that the opponent is forced into an automatic Counter Hit state if Sol gets the maximum number of hits. On hit, while Sol can opt to increase hits and therefore damage, there is an incentive to simply letting the attack perform its minimum number of hits. Due to the increased launch height on the final hit, if the hit count remains low, the opponent's gravity will not scale as much, to the point Sol is able to follow-up with a sufficiently fast anti-air normal such as 5K or 2H and lead into an extended combo.

(DI) GV also lacks several of the weaknesses of its regular counterpart. As Sol moves across the ground, he creates a set of high-reaching flame pillars behind him. This makes (DI) GV much harder to jump over. While these flame pillars can be blocked in any way, they do push the opponent back towards Sol, meaning that if a jumping opponent gets caught by a stray flame, they can potentially be pushed back into the rising section of the attack in spite of their attempts to clear it. Sol is able to Purple Roman Cancel to safety should he have the 50% Tension to spare. You can even choose to Yellow Roman Cancel the early portion of the attack if you don’t want to commit to the full thing or simply wish to scare the opponent with a quick burst of forward movement.

  • Hits low for all but the last 3 hits, minimum of 15 hits, maximum of 25 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit.
Level Proration RISC+ RISC-
2 Initial: 80% (low hits) 10×12~26 {1,7}x4~11
1,7×3
  • During lever wiggle and button mashing, data in { } loops. Maximum hits: 25
  • Flame pillars: Start-up in 17F, then every 3F, active for 22
  • Ground hits: Stun damage 2

DI Fafnir

41236H

Damage Guard Startup Active Recovery On-Block Invuln
40×3 Mid 18 1,1,1 23 +4

While Sol is in Dragon Install (DI), Fafnir can deal up to three hits in immediate succession. Fafnir has more recovery in this state, making it considerably more risky to whiff and noticeably less advantageous on hit. However, its frame advantage on block is slightly higher, so it can be used in largely the same manner.

On hit, the move decreases the opponent's R.I.S.C. level significantly more than regular Fafnir, causing heavier damage scaling, but the opposite is also true on block. An overly defensive opponent will quickly earn themselves a flashing R.I.S.C. Level.

  • Tumbles on hit.
Level Proration RISC+ RISC-
4 Initial: 75% 20 10
  • Cannot be cancelled into

P.B.B.

j.623K

Damage Guard Startup Active Recovery On-Block Invuln
0,60,100 Air Throw: 122500 9 1 Whiff: Until Landing+12

P.B.B. is Sol’s Dragon Install (DI) exclusive special, used primarily as a combo ender during the final moments of DI to allow Sol to safely recover without repercussion by causing knockdown and creating distance between Sol and the opponent.

Uniquely, despite being classified as an air throw, it is possible to land P.B.B. on grounded opponents, but only while they’re already in hitstun. Combined with its fast start-up and short burst of horizontal movement, this allows Sol to end almost any DI combo with P.B.B. without needing to add any unnecessary filler, maximising combo damage. Due to its nature as an air throw, there is the potential to use P.B.B. for resets on an opponent attempting to air tech away, or to use it to throw someone out of Burst start-up.

  • Can grab airborne opponents both in and out of hitstun.
  • Can grab grounded opponents in hitstun.
Level Proration RISC+ RISC-
0,4×2 Forced: 60% NA 0
  • Stun damage: 30,50

Overdrives


DI Tyrant Rave ver.β

632146H

Damage Guard Startup Active Recovery On-Block Invuln
80,20×15 Mid,All 7+1 11(17)46 31 -18 1~18F Strike

The Dragon Install (DI) version of Tyrant Rave ver.β (TR) is a very scary Overdrive. The first hit is basically the same, albeit a couple of frames slower, but the scary part is what follows. The second hit is replaced by a travelling blast of fire, dealing 15 hits total and travelling from Sol's fist across the entire length of the screen. The raw damage on this attack is immense, especially during Hell Fire, and the increased strike invulnerability makes it not entirely terrible to just throw out. While Sol is at a disadvantage on block, the pushback from the blast forces the opponent to either Instant Block the first hit and punish before the second, or not at all.

Where (DI) TR really shines though, is as a late combo part in the corner. The projectile causes wall stick near the corner, allowing for easy P.B.B. enders. Furthermore, if you delay (DI) TR so that the first hit connects right before the opponent hits the ground, they'll stick to the wall low enough to guarantee the slump afterwards. Because of this, many combos with (DI) TR can then be followed up with a grounded combo continuation into an ender.

  • First hit launches, following hits are part of a large, travelling projectile.
  • Wall sticks near corner.
  • Does not have a Burst version.
Level Proration RISC+ RISC-
4,3 Initial: 100% (1st hit), 70% 20,14 6,4
  • Minimum damage: 20%
  • Stun damage: 20,0

Instant Kill

Branding Breach

Damage Guard Startup Active Recovery On-Block Invuln
DESTROY All 9+16
[5+15]
6 32 -21 1~8F Upper Body
9~31F Full
[1~4F Upper Body
5~25F Full]

Like most Instant Kills (IK), Branding Breach is only particularly useful in two situations: when an opponent is stunned and you have the means to quickly activate IK Mode, or when the conditions to combo into IKs are met.

As far as the attack start-up itself is concerned, Branding Breach is actually a fairly versatile IK. It has a lengthy amount of invulnerability and a decent hitbox, mainly thanks to the start-up animation being based on Fafnir. If conclusion conditions are met, it becomes possible to combo into Branding Breach off a Roman Cancelled Ground Throw or Wild Throw mid-screen, and any corner combo leading into a high air hit Fafnir can also combo into Branding Breach without requiring a Roman Cancel.

  • Used for killing stunned opponents, and comboing into a guaranteed finish during match point when opponent is in Hell Fire state.
Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 84F [5F+5F]

Navigation

Sol Badguy
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