GGACR/Sol Badguy

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Overview[edit]
Overview

Sol Badguy is a hard hitting, close to mid range character with a variety of odd moves that make him deceptively tricky.

Sol thrives in the opponent's face with fast pokes, moves that go under others, and the best Dragon Punch period. His high/low mixup is very poor, but his tick throws, frame traps, and abundance of meter give him plenty of other tricky tools and means of opening up the opponent. Outside of his optimal range, he has some other decent midscreen tools, too, such as his f.S which is very fast for its range, and 5H which covers a good amount of space with an excellent hit/hurtbox ratio. Sol also has some very notably unique tools: several low profile options (including dashing), a normal which has zero recovery frames, unexpected burst of (partial) invincibility on many moves (including backdash), and several normals which can be cancelled during their recovery frames.

Though his main BnB, Sidewinder Loop, requires character specific precision, his combos generally deal high amounts of damage and are very freestyle. This makes Sol terrifying to defend against once he gets in and opens up the opponent for a beefy combination. But in order to get to those combos, Sol players will need to extend beyond the basic DP/Command Grab mixup into more layered mental territory, and/or learn to become so wild as to be impossible to predict.


"Give me a break."
Lore:Sol hates working any harder than he has to, which means he rarely puts much effort into anything. A man of few words, he says only as much as he absolutely has to in order to get his point across. Consequently he’s not very good at expressing himself, and tends to compensate by bullying people into line or simply steamrolling them. Most people see him as crude and self-centered...even people who might call him a friend.
Voice:Jouji Nakata/Daisuke Ishiwatari
Playstyle
GGACR Sol Badguy Icon.png Sol Badguy is a hard hitting, close to mid range character with a variety of moves that make him deceptively tricky.
Pros Cons
  • Powerful in Close Range: 3 frame 5K, Volcanic Viper, and Wild Throw. Benefits heavily off of fishing for counter hits and Frame Traps with full screen conversions.
  • Strong Combos: highly damaging, meterless combos that knock down from anywhere.
  • Expanded Cancel Windows: 6P, 2H, 6H, 2D, and j.D can be gatling'd or special cancelled during their recovery frames.
  • Tricky Movement: 2D, Grand Viper, Riot Stamp, and Bandit Revolver/Bringer can be used to simply go around an opponent's offense.
  • Annoying Airborne Hurtboxes: Sol is notoriously difficult to combo and some of his air moves have retracted hurtboxes.
  • Limited ranged conversion: Sol has trouble turning his longer ranged tools into bigger damage without meter or a counter hit.
  • Struggles against zoning: Despite his myriad of tricky movement options, Sol must play patient or risky to get in.
  • Subpar meterless high/low mixup: With very slow and obvious grounded overheads, Sol has few mixup options outside of strike/throw.
  • Limited blockstring pressure: Sol will generally need to spend meter to keep the heat on, and will tend to prefer going for the mixup fairly quickly.
  • Extensive reliance on character specifics for Sidewinder Loop: Requires solid execution, height management, and matchup familiarity for Clean Hit Combos. See note:
Clean Hits
Some of Sol's moves change properties depending on how they hit the opponent.

Sol's damage output comes from Clean Hits, which involve hitting the opponent at a position specific to the move in question, the opponent, and the opponent's position.

Four moves deal clean hits: Sidewinder, Grand Viper, Bandit Bringer, and Force Break Fafnir. Landing a clean hit with any one of these changes the effects of the move:

  • Sidewinder: Doubled untechable time. Damage increases with the number of clean hits per combo. The cornerstone of Sol's most damaging BnB.
  • Grand Viper: Increased untechable time, leads to a full combo. Launches higher.
  • Bandit Bringer: Floats slightly higher, increased untechable time.
  • Force Break Fafnir: Floor slides as opposed to regular knockdown. Full conversions near the corner.
    • Force Break Tyrant Rave: Does not have a clean hit, but gains a damage boost based on clean hit count similarly to Sidewinder.

Clean hits are always optimal. They lead to better combo extensions in every instance. The damage bonuses to Sidewinder and Force Break Tyrant Rave allow Sol to deal over 50% damage to the opponent off of one conversion.

Clean Hit Diagrams can be found here: http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html

Note: Sol's Sidewinder Loop requires character specific precision. While characters can be grouped into clean hit categories, it is still difficult to perform and every additional Sidewinder attempt is an added risk. Sidewinder Loops are a significant part of what makes Sol strong and failing to capitalize on them is a significant issue.
Guilty Bits Character Intro

Normal Moves[edit]

Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.

Ground Normals[edit]

5P[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
10[12] Mid 4[3] 4[2] 6[4] 0[+4] -

[edit]

Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.

  • Better than average startup. Can tag a lot of beefier moves during their startup or cooldown.
  • Clutch Anti-air, but lacks the vertical coverage of 5K/2H.
  • Strong burst bait tool due to its overall low recovery time.
  • Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.

Establishes offense. Gatling into it from 2P > 2K, if the opponent has been conditioned to block high in reaction to standing animations.


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


  • 80% proration (no proration in DI).

5K[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
14x2 Mid 3[2] 2,6[1,4] 13[7] -7[-1] -

[edit]

Privileged 3f normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.

  • Works as a frame trap tool after Sol does a safe poke.
  • Preferred normal to OS with Sol's throw.
  • Note: a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.

On air hit, 5K is confirmed from with 2H or a j.P/j.K into a standard air combo > VV for knockdown. On air CH, 5K has enough hitstun to combo to Sidewinder from an IAD j.S or j.D with stricter timing.
Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D

c.S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
30[28] Mid 5[3] 2[1] 12[10] 0[+3] -

[edit]

Sol's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of Sol's lower level buttons, useful mid combo as a confirm/filler/stopping point.

  • Recovers quickly enough that 5K(1) > c.S lets you confirm a hit or a burst.
  • Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles)

Can lead to Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a j.D for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with c.S > 6P.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D

f.S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
30[28] Mid 7[5] 1[1] 24[14] -11[0] -

[edit]

Extremely fast for its range, f.S is good for gaining initiative round start or establishing offense in neutral.

  • Confirms into 5H or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.
  • Gatling into 2S makes f.S 2S pressure very safe and lets Sol make his way in.
  • For meter, converts at a decent range leads to 5H > Fafnir, can go into Tyrant Rave for some extra damage.

Be careful, Sol extends his hurtbox on the first frame. Due to only being active for one frame, it's easily backdashed, but can be preemptively canceled to 2S to make it safer.
Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D

5H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
40[44] Mid 11[6] 2[1] 26[13] -9[+5] -

[edit]

Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.

  • Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.
  • Confirms into (FB) Fafnir to let Sol get in from midscreen.
  • Can frame trap out of 6P's extended cancel window.

On CH against standing opponents, leads to Instant Air Dash > j.S > stuff > Sidewinder Loop, Confirms into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. 5H goes into IAD j.P or j.K against airborne opponents, or after a confirm of xx > 6P > 5H when the 6P is landed somewhat close. Just don't get predictable with airdash pressure.
Gatling Options: 2H, 5D, 2D

5D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
17[20] High 24[18] 3[2] 24[12] -13[0] -

[edit]

Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest 5Ds in the game. Sol's only grounded overhead.

  • Leads to significant damage and a knockdown, especially with an Impossible Dust.
  • Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.
  • Substantially better in DI due to being safe, and on the cusp of unreactable.

Don't get predictable. 5D's range is only slightly farther than Wild throw and it is highly telegraphed.


  • Knocks down face up on CH.
  • In CH state from Frames 1-30.

2P[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
8 Mid 5[3] 4[2] 4 +2[+4] -

[edit]

Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool.

  • Safe to 95% of reversals when properly meatied.
  • Can be OS'd with [2P]~5K/c.S/2H for confirms and baits.

2P mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with 2H or c.S to bait bursts.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D


  • 80% proration (no proration in DI).

2K[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
12[14] Low 6[4] 3[2] 8[6] -1[+2] -

[edit]

Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.

  • Tags people standing or attempting to fuzzy jump.
  • Gatlings into 2H for a Grand Viper conversion.
  • Frame traps into 6P or a late c.S/f.S. Strong natural frame trap in 2K > 2S.

Fairly standard low poke tool, but active enough to serve as a safe meaty. Can still net 200 damage off of this by converting to 2D > FB Fafnir.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D


  • 70% proration (no proration in DI).

2S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
25[24] Mid 10[7] 3[2] 8[5] +3[+7] -

[edit]

Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent blockstring ender, neutral button, and baiting tool.

  • Strong low reaching poke due to hitbox/hurtbox ratio.
  • Links into P and K normals and c.S on late hits.
  • OS: 5P/2P/2K > 2S is a natural frame trap on block, will combo on hit. Also works if delayed from 5K.

Discourages button pushing when properly spaced. Timing 2S ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.
Gatling Options: 5H, 2H, 5D, 2D

2H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
36[40] Mid 8[5] 6[3] 26[13] -13[+3] -

[edit]

High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.

  • Beats many moves and scores CH due to the strong hitbox. Trades in Sol's favor most of the time. Burst safe if followed with BB or jump cancelled on CH.
  • Fast enough to combo off of level 1 buttons.
  • Special cancel window extends into its recovery frames.
  • Can be OS'd with 5P/2P to bait bursts mid combo.

Works as a slower but stronger Anti Air than 5K, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.

On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. 2H is strong, but don't whiff it.


Gatling Options: 5D, 2D


  • Knocks down face down on CH.
  • Floats on CH (untechable for 60F) (DI version doesn't float).
  • 90% proration.

2D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
28[30] Low 7[5] 3[2] 20[13] -6[+4] 4~23F [3~15F] Low Profile

[edit]

Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.

  • Can go under bursts, Stun Edges, Johnny ranged pokes, other sweeps, etc. Will even score counter hits against some jump-ins.
  • Special cancel window extends into its recovery frames.
  • Free combo on counter hit.
  • Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.
  • Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff.
    • Further applies to May and Baiken near the corner, or if 3 or more hits precedes the 2D.

Leads into Bandit Revolver RC for a conversion. CH leads to Gun-Flame > FRC, mashless Grand Viper, or Gun-Flame > FB Fafnir to Sidewinder Loop. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta.


  • Knocks down face down.
  • Frames 4-23 [3-15] low stance.
  • 90% Proration.

6P[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
32 Mid 11[6] 3[2] 20[10] -9[+2] 1~8F, 14~21F [1~4F, 8~11F] Upper Body
9~13F [5~7F] Above Knees

[edit]

Prime corner combo launcher and counter hit fishing button, 6P beats out many poke attempts and confirms from nearly anywhere on counterhit.

  • Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.
  • Can be cancelled at any point during its recovery.
  • Clutch Anti Air.

Vital in frame traps but loses to many lows and low profile moves, pay attention to your spacing and timing. Despite this, with the rewards, you should expect to be using this move a lot.


  • Knocks down face up, face down after wallbounce.
  • Frames 1-8 [1-4], Frames 14-21 [8-11] upper body invincibility.
  • Frames 9-13 [5-7] above the knees invincibility.
  • Wall bounces on hit (untechable for 30 frames).
  • 90% proration (no proration in DI).


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

6H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
32x2[40x2] Mid 13[8] 5,1 30[16] -14[+2] -

[edit]

Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.

  • Decent stun and damage, but ends your combo without meter.
  • Cancel window lasts until the end of recovery for late frame traps.
  • Can be used in Dragon Install for higher Dizzy damage combos.
  • Pushes Sol's hurtbox pretty far forward, CH state for the whole move.
  • Has a difficult confirm into Grand Viper if it counters on the first hit.

6H will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move.


  • Dizzy modifier x1.5.
  • In CH state for entire duration.

Air Normals[edit]

j.P[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
13[12] High/Air 5[3] 7[4] 4[3] - -

[edit]

Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox, letting it beat a lot of moves. One of Sol's best.

  • Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.
  • Can let Sol sneak past some Anti Airs due to the hurtbox change.
  • Easy, if scaled, confirms off of things like Gunflame.
  • Leads to Burst safe, character specific Sidewinder Setups.

The Hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult HJIAD combos. Deceptively excellent.

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

j.K[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
22 High/Air 6 6[3] 17[12] - -

[edit]

Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.

  • Mostly for filler in SW loops, especially when scaling is too high for j.S/H/D to connect.
  • Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.

Useful j.P or j.S. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a j.P to catch them trying to hit buttons. Try not to whiff it.

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

j.S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
28[25] High/Air 9[6] 3[2] 23[12] - -

[edit]

Main safe jump tool. Passable jump-in

  • Primary combo tool for Sidewinder Loops
  • Occasionally works as a crossup out of a backwards airdash.
  • Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.

Don't get 6P'd. Landed as a crossup, converts into land > c/f.S > 5H > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash j.S.

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

j.H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
24x2 [20x2] High/Air 9[8] 6,8[4,4] 0 - -

[edit]

0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.

  • The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.
  • Links into any jumping normal on hit.
  • Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.

Very difficult to contest in any regular fashion. Useful in Sidewinder conversions. The recovery makes opponents tear out their hair. One of Sol's most used air options.


  • Untechable on air hit for 17F (doesn't apply to DI version).

j.D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
40 High/Air 9 7 10+5 after landing - -

[edit]

Large, damaging move with abnormally high untechable time that loops into itself, for the titular DUSTLOOP.

  • Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage.
  • Fullscreen conversions on counter hit due to wallbounce.
  • Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.

Partially responsible for Sol's obscene damage output. Works with 5 in a row in one combo with a 3-hit prior starter. Teyah them to death.


  • Blowback on normal hit (untechable for 27F).
  • Wall bounces on CH (untechable for 54F).
  • Additional 5F landing recovery.
  • 90% proration.

Universal Mechanics[edit]

Throw[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
60 43 pixels - - - - -

[edit]

Average throw. Unspectacular unless done in the corner. Should be OS'd with 5K, or sometimes c.S.

  • Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with 5K.
    • Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.
    • Sidewinder Loop does similar damage with [5K > j.P > j.K/S] or [5K > 6P > 2H > j.S/D] > SW.

Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.


  • Knocks down face down (character specific).
  • Floats on hit.
  • 50% forced proration.

Air Throw[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
60 88 pixels - - - - -

[edit]

A decent air throw that knocks down. Can convert in the corner, or with meter.

  • Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.
  • Converts in the corner to 5K > BR/SW Loop/whatever, or (f.S) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.

  • Knocks down face up.
  • Floats on hit (untechable for 60F).
  • Dizzy modifier x1.5.
  • 50% forced proration.

Dead Angle Attack[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
25 All 11 3 25 -14 1~13F All
14~33F Throw and Upper Body

[edit]

Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.

  • Uses 6P animation, so it can still be low profiled.
  • Can convert in the corner on counter hit or if hit on the last active frame.
  • Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.

  • Knocks down face up.
  • Frames 1-13 invincible.
  • Frames 14-33 invincible to throws.
  • Frames 14-23 upper body invincibility.
  • Wall bounces on hit (untechable on ground hit for 28F).
  • 50% proration.

Special Moves[edit]

Gun Flame[edit]

236P

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
Regular 50,42,30,30 All 21 9x2,6x2 total 50 -3 -
Dragon Install 60 All 20 6 7 +7 -

[edit]

Normal: Ground hugging, very active flame projectile integral to Sol's pressure and oki game. Active for long enough that when dropped on them on oki, they must either block or attempt a reversal.

  • Will cover Sol's approach with an FRC. This FRC also resets pressure and Sol's position when done close enough.
  • Does high damage in combos, especially in the corner.
  • Can be jumped over, but the FRC lets you react and catch them.
  • Counter hit state for the entire duration, making the FRC vital. Note: When GF is cancelled into, the FRC window will be delayed mid-string due to hit/blockstop.
  • Advanced tech: Gunflame can be combo'd into against a grounded, crouching opponent, by cancelling into GF from a level 5 move, FRC'ing it, and linking an, at slowest 5F normal before the Gunflame goes active. E.g: xx > 2H > GF FRC > 5P > (GF hits) > xx

Very useful tool when used properly. Must be spaced closely to prevent jump outs and allow Sol back in safely mid pressure, but sharper opponents will recognize and reversal through this.


DI: Regular Gunflame on roids. Faster, has a massive hitbox, plus, and will combo into itself.

  • Covers an anti-air angle and makes pressure coverage faster and safer.
  • Easier to use for chipping out.
  • The FRC is moved to right as it goes active, changing its use.
  • Just fast enough to combo out of grounded, crouching, Lvl.5 hits.

Great for scaring opponents in the corner, or catching bad jump out attempts. Mixed in with DI's other tools, it becomes stronger when spaced out.

Gun Flame Feint[edit]

214P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
8 Mid 13 2 31 -9 -

[edit]

Fake Gunflame. Has a hitbox for some reason.

  • Can make some bigger moves safer on block, or trick the opponent into thinking that you'll Gunflame.
  • Can be whiffed to build meter from afar.
  • Used sparingly, can frighten opponents at the end of blockstrings into another setup.

Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect.

Volcanic Viper[edit]

623S/H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
Ground Normal S 20,36 Mid 7 3(3)11 21+10 after landing -28 1~9F All
10~13F Strike
Aerial Normal S 36,24 All 5 2(3)9 10 after landing - 1~9F Strike
Ground Normal H 20,36 Mid 5 2(3)18 29+8 after landing -43 1~6F All
7~11F Strike
Aerial Normal H 46,26 All 5 2(3)18 10 after landing - 1~9F Strike
Ground Dragon Install S 20x3 Mid 7 3(1)4,2 21+10 after landing -19 1~9F All
10~10F Strike
Ground Dragon Install H 60,18x9 Mid 7 3,54 36+10 after landing -78 1~9F All
Aerial Dragon Install 20x3 Mid,any x2 7 3(2)2,6 landing 10 - 1~9F All
10~11F Strike

[edit]

Godly DP with a massive hitbox. The greatest. Ever.

Ground S: Lower to the ground version.

  • Can be canceled into the followup kick on whiff to mix up Sol's recovery timing. Converts to knockdown about 95% of the time.
  • Leads to a full conversion if the first hit is RC'd, or if the 2nd part counter hits.
  • Tied for the slowest version of the move at 7F, but with some of the most invulnerability.
  • Note - all grounded versions: must be jump installed in order to airdash or double jump on RC.

Breaks through even the smallest gaps. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state. Commands respect in order to be completely baited.


Air S: Easy air combo ender. Has the most leniency into combo'ing into the followup kick of any air VV.

  • Also works as an air reversal, but is air blockable without FD, and is only strike invuln.
  • Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.
    • This RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...
  • Can convert to longer combos if the first hit is RC'd.

Ground H: Massive DP version. Big Anti-Air callout, unrivaled in combined speed and vertical reach. Eats up the sky.

  • Slightly faster and more damage than the S version.
  • Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.
  • Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.
  • Leniency to the followup is slightly more difficult, and must be delayed a bit.

Air H: Situational air knockdown tool with slight more damage. Higher reaching aerial VV, but not as high as the grounded version.

  • Also air blockable without FD.
  • Lacks the same leniency to the followup as the ground H version.
  • Similarly to j.SVV, cuts air momentum when RC'd on the first hit.

DI Ground S: Weaker version of VV, but has some altered utility.

  • Similarly strong hitbox, but cannot cancel into knockdown.
  • Same speed as regular SVV, but slightly less damage overall.
  • All three hits must be FD'd if airborne.
  • Overall not the strongest version, but usable.

DI Ground H: The hype machine. One of the meanest moves in the game.

  • Absolutely massive wall of hitbox. Reaches to the top of the screen.
  • Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown.
  • The 1st hit does 60 damage and GB -1: one of the single strongest combo starters in the game on RC.

DI Air: Similarly weaker version as DI-SVV, but the first hit is air unblockable.

  • Doesn't cancel to knockdown.
  • First hit being air unblockable can win you air-to-air wars.
  • Fully invincible compared to normal air VVs being only strike invincible.

Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.

Knockdown (Tataki Otoshi)[edit]

Volcanic Viper -> 214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
16 High 12 4 10 after landing - -

[edit]

Used after VV to score a knockdown, or delay Sol's descent, throwing off an opponent's punish timing..

  • Deceptively large hitbox. Can tag players pressing the wrong button.
  • Use wisely on VV getting blocked/whiffing, as Sol is put in CH state.
  • Hits overhead, but won't tag anybody this way.
  • Will occasionally hit players pressing a button after VV.

Note that against heavyweight characters, Knockdown will whiff after some grounded versions of VV, depending on whether it was normal or counter hit. Know your matchups!

Grand/Ground Viper[edit]

214S -> Mash Buttons + Directions

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
8x7,32 Lowx7, Mid 17 4x4,2x2,5(20)3 37 -21 1~4F Above Knees
5~16F Above Feet

[edit]

Fast, instant low profile travel attack. The ultimate callout, likeliest move in the game to blow out your speakers.

  • Extremely low profile on frame 1: goes under more than 75% of moves in the game.
  • Leads into ridiculous damage on Clean Hit from anywhere on stage.
  • Number of hits changes depending on how many directions/buttons are pressed during the move.
  • Horribly unsafe on block/whiff. Cannot be RC'd if the current hit did not make contact.
  • Can go under bursts, which can score a powerful reset in the corner, but can be suicide midscreen.
  • To use multiple hits, alternate between forward and back while mashing buttons
  • Alternatively, you could alternate between down back and down forward, or up back and up forward
  • For a detailed look at this move, see this tutorial video

Strong tool which requires finesse and recognition to use properly. Can go under things mid-pressure and lead to very damaging conversions. Has some of its best conversions near the corner, and can work midscreen with little/no mashing based on the opponent's character. Don't miss.

Bandit Revolver[edit]

236K (Air Ok)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
Grounded 24,36 Mid 9 5(11)9 2+7 after landing -3 1~3F Strike
Aerial 22,20x2 All 6 3(14)4,2 12 after landing - -
Grounded Dragon Install 20x3,50 Mid*3, HF 7 3,3,3(9)9 3+7 after landing +3 1~3F Strike

[edit]

Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.

  • Leads to a safejump setup on knockdown.
  • Minute startup invul can make it a psuedo-reversal.
  • Keeps opponents grounded, though throw punishable if blocked standing.
  • Use caution: the second hit is unsafe on hit if the opponent is (still) grounded.

Combo filler for high meter gain, and tool for shooting across the stage.

  • Converts stray air hits into longer combos.
  • Loops from 5K and c.S, mainly for corner carry and meter gain.
  • Can be FRC'd before going active to propel Sol forward.
  • FRC also used to extend aerial pressure strings, combos, or set up mixups.

Main conversion tool out of farther hitting j.Ds where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself.


Stronger hitting version of BR with flame effects, and loops into itself easily. Last hit strikes overhead.

  • Larger active window for catching jumpers.
  • Knocks down with a bit of pushback for ending combos when DI is about to run out.

Bandit Bringer[edit]

236[K]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
50 High/Air 32 6 9+4 after landing +1 1~3F Strike

[edit]

Level 6 move. Button check and big, slow overhead. Slightly plus, big damage combo tool.

  • Goes over a lot of things very, very slowly.
  • Large ground bounce makes conversions extremely easy.
    • Works best off of Gunflame FRC in the corner, works off of max-range, crouching CH 5H against most of the cast.
  • Plus 1 on block. Must be backdashed, IB'd > throw, or 6P'd to be punished.
  • Has a Clean Hit, with no forced prorate.

Occasional FRC use leads to unusual mixups. Can also be RC'd on contact if Jump Installed for an airdash mixup. Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it.

Riot Stamp[edit]

214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
40 High/Air 9 after reaching wall - 3 after landing -4~ -

[edit]

Silly overhead transport attack. Awful move, except when it's amazing.

  • Hits on 14f when cornered, but will push out a lot of the cast and go right over some of them crouching. Starts higher off the ground the further you do it from the corner.
  • Airborne on frame 1, gets you out of dodge when used properly.
  • Doesn't normally lead to anything on hit, but full conversion on midscreen counter hit.
  • Can be FRC'd right before it goes active to fake into a low, or right as it hits (if early enough) for unusual conversions.
  • 6P bait. Don't do it fullscreen or you're going to die.

Wild Throw (Bukkirabou ni Nageru)[edit]

623K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
30 70 pixels 4 1 - - -

[edit]

Great command grab with average command throw range but great startup. Sol's main mixup tool.

  • Full, damaging conversions from anywhere on stage.
  • Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.
  • Also has character specific, meterless burst safe setups.
  • Only in CH state for a short segment of its recovery.

Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash (2H) > j.D > SW loop.

  • Some meterless burst safe followups include:
    • IAD j.S > Sidewinder > (empty jump) SW loop
    • 2H > late j.H/Burst Throw OS
    • late j.H/block OS > SW loop

Sidewinder[edit]

j.236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
35 *1 High/Air 9 4 13 after landing - -

[edit]

Big flaming punch, wallbouncing staple combo move. with ludicrous damage output. Satisfaction Maximum, Guaranteed.

  • Requires precision: must Clean Hit in combos. Consecutive Clean Hits raise the base damage of following Sidewinders in a single combo.
  • Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen.
  • Fully wallbounces on Counter Hit: occasionally useful in neutral or as a punish.
  • Can usually be looped 2-3 times midscreen, or 2-5 times near the corner, and still retain knockdown.
  • JAMA DA / KURAI NA

Standard SW loops repeat [j.S/j.H(1) > SW] x N. The jump direction is character and screen-specific, and will usually require some improvisation on top of practice. Empty jump Sidewinders also work, and do more damage as well as being burst safe. Bring the pain.

Fafnir[edit]

41236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
40 Mid 19 3 27 -13 -

[edit]

Slow, lunging punch, max range conversion tool and situation reset (mainly off of 5H). Gets Sol in more safely when combo'd into. Does not inflict a Clean Hit like with FB Fafnir.

  • Staggers on hit while moving Sol forward, putting him closer to his optimal range.
  • Cancels into FB Tyrant Rave for bigger damage with only 25 meter.
  • Leads to bigger confirms with an RC.
  • Can frame trap (with a wide window) due to its startup.

Most useful for getting Sol in from a faraway hit. Can combo afterward if the opponent is asleep and doesn't shake out of stagger. Slides on counter hit, but the recovery is far too high for a conversion. Not great in neutral. Exercise caution: fast mashers can recover from stagger fast enough to recover before Sol.

Slam (Tataki Otoshi)[edit]

During Dragon Install, j.214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
60 High/Air 17 12 10 after landing +3 -

[edit]

Quick, plus, low crush, floor bouncing overhead that is +R and Dragon Install exclusive. Opponents not familiar with the matchup often forget that this move exists.

  • Relatively quick, hits 20F when TK'd. Plus 3 on block for continued pressure.
  • Bounces higher based on the opponent's height when hit.
  • Loops into itself or out of j.D.
  • Bounces them backwards slightly, can be useful for pushing them away as Dragon Install is about to end.


How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit with the far end of his arm. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne except with FB Sidewinder and sometimes Bandit Bringer. Hitstop from a Clean Hit is 27F.

  • 1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits). Force Break Sidewinder automatically adds in 1 Clean Hit.
  • 2: Damage of Tyrant Rave when tacked on at the end of a combo full of Clean Hits is [25 + 30 * (# of Clean Hits)] * 3 + 84.
  • 3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.

Force Breaks[edit]

FB Fafnir[edit]

41236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
60 Mid 11 3 17 +7 1~10 Throw

[edit]

Fast, throw invincible sucker punch which knocks down. Much stronger version of regular Fafnir that's also Level 6 on block.

  • Has some invincibility on Sol's front leg, can low crush. Beats throws until startup
  • Scores knockdown at ranges too far for any other conversions.
  • Slides on Counter Hit or Clean Hit (works from 6P or 2D, or against jump out attempts), and converts to full combos a little over half the screen away.
    • Leads to f.S 5H IAD combos, slight mash Grand Viper, or dash up relaunches, spacing dependent. Very useful as a delayed Frame Trap tool.
  • Note: will whiff against crouchers off of max range 5H, due to opponent hurtboxes.

Tyrant Rave[edit]

Fafnir -> 64D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
25x3+84 *2 All 3+1 33 35 -6 -

[edit]

A version of Sol's original Tyrant Rave from GG1 and X. Big damage combo ender and chip kill move. Only costs a quarter.

  • Large hitbox, multi hit move which is difficult to contest or punish. Generally sacrifices knockdown.
  • Damage increases with Clean Hits, makes for a powerful damage ender after even only 2 reps.
  • Converts to 5K in the corner off of short combos.
  • Strong for closing out rounds or scaring opponents due to damage output.

Even simple combos in the corner such as xx > [6P > Fafnir] * 3 or looped GF FRC BB into Fafnir > TR can do over 270 damage.

A max range FB Fafnir into this midscreen will whiff, but the last hit will land if they burst. Can lead to airthrow tech traps in the corner if they tech afterwards.

FB Sidewinder[edit]

j.236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
60 *1 All 9 4 13 after landing - -

[edit]

Guaranteed Clean Hit Sidewinder, even on block. A godsend.

  • Gives Sol easier, and otherwise impossible combo conversions.
  • Hit from max range, it becomes burst safe.
  • Works as a punish on non-counter-hit as well.
  • Scales harder than regular Sidewinder for lowered damage output.

Starts or maintains Sidewinder Loops that might have otherwise been impossible, netting clean hits from afar while being burst safe at farther ranges. Works for all sorts of burst safe setups. The damage difference is fairly negligible later in combos. Never drop a Sidewinder Loop again.


How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit the clean hit hitboxes which can be found here. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit, regardless of opponent's position and even on a blocked hit. Hitstop from a Clean Hit is 27F.

  • 1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits). Force Break Sidewinder automatically adds in 1 Clean Hit.
  • 2: Damage of Tyrant Rave when tacked on at the end of a combo full of Clean Hits is 25 + 30 * (# of Clean Hits) * 3 + 84.
  • 3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.

Overdrives[edit]

Tyrant Rave ver. Beta[edit]

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
80,60 Mid 5+1 11(17)15 31 -15 1~8F Strike

[edit]

High, immediate damage cash out. Blows out your speakers.

  • Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned.
  • Knocks down full screen, untechable wallstick near the corner.
  • Combos into 5K when you're in the corner, and Grand Viper from a bit farther out.
  • Done from 2D or 5H as a punish, you get a quick, unburstable combo unless they burst immediately.
  • Can be done to bursts on reaction to blow through them for a big reset.
  • Pushes the opponent out fairly far, can be difficult to punish, but can be tagged between hits.

Has its plusses but TR is generally an inferior reversal to VV RC. RC'in the first hit on block can lead to mixups like dash in Wild Throw.

Dragon Install[edit]

214214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
- - 19+1 - total 20 - 1~19F All
19~21F Strike

[edit]

Extremely risky install super which is rarely worth the drawbacks. Buffs Sol's moves by making them faster and giving some additional effects.

Positives:

  • Acts as a reversal and screen freeze.
  • Sol gains access to Slam, an extremely fast and safe overhead.
  • S and H normals have their recovery cut enough that other normals can be linked after dashing.
  • Can be combo'd into and out of if done from 6P.
  • Lasts longer with lower health (~6.5 seconds to ~10.5 seconds).
  • During DI, tension increases at a rate of 0.1% per frame.

Negatives:

  • Despite what the frame data suggests, you can still get hit by something active during the end of its startup.
  • 5K loses its jump cancel.
  • Drains all of Sol's tension and cuts his tension pulse when it ends.
  • Ends if Sol is knocked down (This is actually preferable to ending by the time out).
  • Makes Sol close to Negative Penalty and being dizzied (does not apply if DI ends with Sol being knocked down).
  • DI cannot be used during DI.

Dragon Install 2nd[edit]

214214214214P+H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Advantage Invuln
- - 63+64 - total: 127 - -

[edit]

Could win an award for the worst super ever designed. Significantly worse than regular Dragon Install since comes with added drawbacks.

  • Costs a full bar for over six times the startup with no invincibility.
  • Lasts the entire round, at the cost of draining your life until it hits 1 pixel.
  • Kills your tension gain.
  • Drains your health faster than you can deal damage.
  • Actually favorably has an extremely obtuse input to ensure that you don't get it by accident.
  • Awful. Don't even try.

Instant Kill[edit]

Napalm Death[edit]

During IK Mode: 236236H

Colors[edit]

GGACR Sol Badguy normal p.png
GGACR Sol Badguy normal k.png
GGACR Sol Badguy normal s.png
GGACR Sol Badguy normal h.png
GGACR Sol Badguy normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Sol Badguy ex p.png
GGACR Sol Badguy ex k.png
GGACR Sol Badguy ex s.png
GGACR Sol Badguy ex h.png
GGACR Sol Badguy ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Sol Badguy slash p.png
GGACR Sol Badguy slash k.png
GGACR Sol Badguy slash s.png
GGACR Sol Badguy slash h.png
GGACR Sol Badguy slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Sol Badguy reload p.png
GGACR Sol Badguy reload k.png
GGACR Sol Badguy reload s.png
GGACR Sol Badguy reload h.png
GGACR Sol Badguy reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Sol Badguy normal h.png
AC Sol Badguy normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Hotta enter Japan Mikado Twitter Active Nutty Justice player using Sol on the side -
RS enter US West Super Arcade (Defunct), GGPO Twitter Active Haida on Steam. Kusoru Junior Link
Uki enter Japan A-cho Twitter Retired to Xrd Strong, aggressive player with some wacky setups Link
Kishitaka enter Japan Mikado Twitter Retired Balanced player with strong, high-end conversions Link
NOB enter Japan Mikado Twitter Retired to Xrd Straightforward player focused on neutral Link
012 enter Japan Mikado - Retired Patient, Strong combo game player Link
Roi enter Japan Mikado, A-Cho - Retired to Xrd Overextending player with good conversions Link
Kusoru enter Japan Mikado Twitter Retired The one and only Troll Badguy. Crazy to the extreme. AC Footage
Eiji enter US West - - Retired to Xrd US Setplay monster and with strong conversions Link
DQRF enter US West Game Realms, Super Arcade (Defunct) Twitter Retired Shitlord Link

NOTE: These tables are still WIP[edit]

External References[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in GGACR/Sol Badguy/Data.