GGACR/Sol Badguy

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Revision as of 06:34, 12 September 2021 by Slimegirl-scientist (talk | contribs) (adding tabber, first major change)


Overview

Template:CharaOverview

Guilty Bits Character Intro

Normal Moves

Riot Stamp

214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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)

623K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

Fafnir

41236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Bandit Bringer*

236[K]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Grand/Ground Viper*

214S -> Mash Buttons + Directions

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Sidewinder*

j.236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.


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

FB Fafnir*

41236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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*

Fafnir -> 64D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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*

j.236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

Tyrant Rave ver. Beta

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

214214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

214214214214P+H

Instant Kill

Napalm Death

During IK Mode: 236236H

Colors

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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

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