GGACR/Sol Badguy/EX

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Overview
Overview

EX Sol Badguy takes cues from his son-in-law and changes large amount of his tools to strengthen his neutral game. He now has a multitude of fireballs that travel fullscreen, a Stun Dipper clone that low profiles and can convert midrange confirms into a knockdown, and a forward moving overhead that's safe on block. He also gets some minor changes to his Fafnir and j.D that helps him rack up damage off of multiple confirms.

The downside to all this is he lacks his air knockdown tools that let him loop pressure back into itself. His overhead kick out of Volcanic Viper has been swapped for Sidewinder, and Air Bandit Revolver doesn't exist. So while he gets great reward off of his offense, he has to consistently win neutral to get back in.

Playstyle
x32px EX
Pros Cons
  • Better neutral and fireballs
  • j.D now wallbounces
  • Fafnir is now exculsively a force break, but has great frame advantage and has a better Clean Hit effect.
  • Can actually convert midrange hits thanks to Flame Dipper
  • Air Bandit Revolver and Overhead Kick removed, can't get knockdown off of air combos
  • Can't use Gunflame pressure up close without 25% meter
  • Sidewinder combos are even harder
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.

Three moves deal clean hits: Sidewinder, Grand Viper, and 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.
  • Grand Viper: Increased untechable time, leads to a full combo. Launches higher.
  • Fafnir: Wallbounces as opposed to regular knockdown. Full conversions anywhere.

Clean hits are always optimal. They lead to better combo extensions in every instance. 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 is not present. While characters can be Clean Hit with the SW followup off VV, this has almost zero potential for any "loop". Sidewinder Loops are a significant part of what makes Normal Sol strong and their absence on EX Sol is an adjustment to be gotten used to. However, EX Sol's dustloops and the many ways to convert into them given a wall allow him a less accessible but frankly grotesque reward, reaching into the realm of 300+ damage on certain characters.

Normal Moves

Ground Normals

5P

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
10 Mid 4 4 6 0 -

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

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
14x2 Mid 3 2,6 13 -7 -

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

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
30 Mid 5 2 16 -4 -

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

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
30 Mid 7 1 24 -11 -

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

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
40 Mid 11 2 26 -9 -

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

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
17 High 22 3 24 -13 -

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.
  • A whopping 2(!) frames faster, on account of being based on AC instead of +R.
  • No DI means you lose access to the nearly unreactable 18 frame version.

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

2K

2S

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
25 Mid 10 3 8 +3 -

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

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
36 Mid 8 6 26 -13 -

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

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
28 Low 7 3 20 -6 4~23F Low Profile

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

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
32 Mid 11 3 20[ -9 1~8F, 14~21F Upper Body
9~13F Above Knees

Prime corner combo starter 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. Staggers 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.


  • Staggers opponent on hit. (max 47F)
  • Knocks down face up on air hit, 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 air hit (untechable for 30 frames).
  • 90% proration.


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

6H

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
40x2 Mid 13 5,1 30 -12 -

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.
  • 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.


  • 1st and 2nd hits stagger opponent on hit (max 35F).
  • Dizzy modifier x1.5.
  • In CH state for entire duration.

Air Normals

j.P

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
13 High/Air 5 7 4 - -

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

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
22 High/Air 6 6 17 - -

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

  • Mostly for filler in air combos, 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

j.H

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
24x2 High/Air 9 6,8 0 - -

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

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
40 High/Air 9 7 10+5 after landing - -

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.
  • Wallbounces in the corner on normal AND counter hit. About as powerful as it sounds.
  • Fullscreen conversions on counter hit due to extended untechable time.
  • 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.


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

Universal Mechanics

Throw

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
55 43 pixels - - - - -

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.

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

Dead Angle Attack

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
25 All 11 3 25 -14 1~13F All
14~33F Throw and Upper Body

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

Gun Flame

623S/H (Air OK)

Volcanic Viper

623S/H (Air OK)

Version 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
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

Godly DP with a massive hitbox. No longer the greatest, as the followup kick has been replaced with Sidewinder. This makes a knockdown usually impossible.

Ground S: Lower to the ground version.

  • Can be canceled into the Sidewinder on whiff to not even slightly change Sol's recovery timing. Converts to knockdown about 0% 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.


Air S: Easy air combo ender.

  • 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.
  • On some characters, landing the followup SW on a standing opponent will give a Clean Hit(nice, but still no replacement for the kick).

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.
  • Similarly to j.SVV, cuts air momentum when RC'd on the first hit.

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

Sidewinder

Volcanic Viper -> 214H

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
8x7,32 Lowx7, Mid 17 4x4,2x2,5(20)3 37 -21 1~4F Above Knees
5~16F Above Feet

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

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
32 High 25 3 19 -3 -

An overhead with a running start, leading to a knockdown midscreen and full meterless conversions in the corner. This move (similar to its progenitor Greed Sever) is an overhead that crushes lows, but doesn't go high enough to beat things like Gunflame, and is very easy to be jabbed out of once your opponent catches onto your tactics. Never get predictable!

  • Groundslides on hit, can be combo'd into from Gunflame FRC or a counterhit 5H.
  • Running startup allows for an interesting high/low/throw mixup off of things like a blocked Gunflame FRC, though the high route is much more committal.
  • Can be jump installed for RC airdash pressure and mixups on block.
  • One of the higher damage starters for EX Sol's dustloop in the corner.
  • Dangerous when paired with Gunflame: Charge to make its startup safe.

Flame Dipper

236K

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
30 70 pixels 4 1 - - -

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

  • Full, (somewhat less)damaging conversions from anywhere on stage.
  • No SW loop means damage potential is cut by a sizable margin, but still a useful tool to have.
  • Also has character specific, meterless burst safe setups.
  • Only in CH state for a short segment of its recovery.

Makes people wince a little bit when it lands. Meterless conversions can(maybe?) do 25%-55% damage.

  • Some meterless burst safe followups include:
    • 2H > late j.H/Burst Throw OS

Force Breaks

Fafnir

63214D

Tyrant Rave

Fafnir -> 64D

Gunflame: Charge

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
24*4 All 24 - 54 +15 -

EX Sol's equivalent to Ky's Charged Stun Edge, Gunflame: Charge is a 4 hit wave of fire that travels across the screen until it gets its job done. A combo starter on hit and a suffocating option in pressure, especially with its FRC point.

  • Travels until it either leaves the screen, Sol is hit, or all 4 hits connect either on hit or block.
  • Cranks the guard bar like hell, inflating EX Sol's damage output even more.
  • Hitbox is not as tall as it looks, can be jumped over.
  • Leads to a full combo on hit.
  • There is no restriction on how many instances of GFC can be on screen at once.

Grand Viper

623D

Overdrives

Tyrant Rave ver. Alpha

632146H (Air OK)

Version 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
Grounded 120 All 7+0 25 30 -37 1~3F Upper Body
4~9F Strike
Aerial 120 All 7+1 26 13 after landing - 1~3F Upper Body
4~10F Strike

The money-maker. This is the super you'll use to trade in your meter for some of the most disgusting damage EX Sol has to offer. Use it wisely.

  • Wallsticks on hit.
  • Converts off of most stray hits midscreen into disgusting damage via dustloop, 300+ bare minimum.
  • ZERO frames post flash on the ground and only one in the air, but if they're far enough away, you won't snipe any gaps.
  • Excessive corner carry.
  • Very high single hit damage, and since you aren't getting air knockdowns anyway, a decent air ender for shorter combos.
  • Difficult to convert off of when the opponent is right in the corner due to the rest of the animation playing out.
  • Extremely unsafe on block.
  • Hitbox counts as a projectile for Potemkin's Flick, but isn't a reliable answer to projectiles even a little bit.

If you have 50%, don't forget this is in your back pocket.

Wild Punch

214214S

Savage Fang

236236P

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
40*3 All 7+10 9 30 +1 7F Strike

A decent conversion tool from short knockdowns, leading into dustloops depending on screen position.

  • Removes OTG on hit and launches for big conversions, especially in the corner.
  • Inferior in most aspects to Order-Sol's LVL 3 Savage Fang including damage, launch height, combo potential, and invuln. This is not a reversal, it will not trade in your favor.
  • Plus on block and does a solid chunk of chip damage, if you want to try and chip your opponent out for 50%.

Instant Kill

Napalm Death

During IK Mode: 236236H

System Data


Normals

  • Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5P GGAC Sol 5P.png 10 Mid 4 4 6 0 - 3 8 1.44 CSJR 1
  • Initial prorate 80%
5K GGAC Sol 5K.png 14x2 Mid 3 2,6 13 -7 - 6x2 7x2 2.64x2 SJR 2
c.S GGAC Sol cS.png 30 Mid 5 2 16 -4 - 10 7 2.64 SJR 3
f.S GGAC Sol fS.png 30 Mid 7 1 24 -11 - 10 7 2.64 SR 3
5H GGAC Sol 5H.png 40 Mid 11 2 26 -9 - 20 6 3.84 SJR 5
6P GGAC Sol 6P.png 32 Mid 11 3 20[ -9 1~8F, 14~21F Upper Body
9~13F Above Knees
10 7 2.64 SR 3
  • Staggers opponent (Max 35F)
  • Initial prorate 90%
6H GGAC Sol 6H.png 40x2 Mid 13 5,1 30 -12 - 10x2 6x2 5.76x2 SR 4
  • Dizzy modifier x1.5
  • Sol is in CH state during move
  • Staggers oppinent (Max 35F)
5D GGAC Sol 5D.png 17 High 22 3 24 -13 - 8 20 2.64 R 3
  • Sol is in CH state 1~30F
2P GGAC Sol 2P.png 8 Mid 5 4 4 +2 - 3 8 1.44 CSR 1
  • Initial prorate 80%
2K GGAC Sol 2K.png 12 Low 6 3 8 -1 - 3 8 1.44 SR 1
  • Initial prorate 70%
2S GGAC Sol 2S.png 25 Mid 10 3 8 +3 - 10 7 2.64 SR 3
2H GGAC Sol 2H.png 36 Mid 8 6 26 -13 - 20 6 3.84 SJR 5
  • Floats opponent on CH (untechable for 60F)
  • Initial prorate 90%
2D GGAC Sol 2D.png 28 Low 7 3 20 -6 4~23F Low Profile 11 6 3.84 SR 4
  • Initial prorate 90%
j.P GGAC Sol jP.png 13 High/Air 5 7 4 - - 3 8 1.44 CSR 1
j.K GGAC Sol jK.png 22 High/Air 6 6 17 - - 5 7 2.64 SR 2
j.S GGAC Sol jS.png 28 High/Air 9 3 23 - - 8 7 2.64 SJR 3
j.H GGAC Sol jH.png 24x2 High/Air 9 6,8 0 - - 8x2 7x2 2.64x2 SR 3
  • Untechable for 17F
j.D GGAC Sol jD.png


  • Wall bounces opponent on normal hit (untechable for 54F)
  • Initial prorate 90%

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Throw GGAC Sol throw.png 55 43 pixels - - - - - - 6 4.00 - -
  • Floats opponent on hit
  • Forced prorate 50%
Air Throw GGAC Sol airThrow.png 55 88 pixels - - - - - - 6,7 4.00 - -
  • Floats opponent on hit (untechable for 60F)
  • Dizzy modifier x1.5
  • Forced prorate 50%
DAAGGAC Sol 6P.png 25 All 11 3 25 -14 1~13F All
14~33F Throw and Upper Body
10 7 2.64 R 3
  • Wall bounces opponent on hit (untechable on ground hit for 28F)
  • Initial prorate 50%

Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
S Gun FlameGGAC Sol-EX 236X.png
236S
40 All 12 - total 51 -13 - ? ? ? F ?
  • Floats opponent on hit (untechable for 28F)
  • Sol is in CH state till during move
  • Hitstop 13F on normal hit
  • FRC timing 15~16F
H Gun FlameGGAC Sol-EX 236X.png
236H
40 All 17 - total 56 -13 - ? ? ? F ?
  • Floats opponent on hit (untechable for 28F)
  • Sol is in CH state till during move
  • Hitstop 13F on normal hit
  • FRC timing 20~21F
S Arial Gun FlameGGAC Sol-EX j.236X.png
j.236S
40 All 12 - 12 after landing - - ? ? ? F ?
  • Floats opponent on hit (untechable for 28F)
  • Sol is in CH state till during move
  • Hitstop 13F on normal hit
  • FRC timing 25~26F
H Aerial Gun FlameGGAC Sol-EX j.236X.png
j.236H
40 All 12 - 12 after landing - - ? ? ? F ?
  • Floats opponent on hit (untechable for 28F)
  • Sol is in CH state till during move
  • Hitstop 13F on normal hit
  • FRC timing 25~26F
S Volcanic ViperGGAC Sol 623S.png
623S
20,36 Mid 7 3(3)11 21+10 after landing -28 1~9F All
10~13F Strike
10x2 7x2 2.00/4.80x2 R 3
  • Sol is airborne from 10F onwards
  • Floats opponent on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F)
  • Can cancel into Sidewinder from 24~40F
  • Sol is in crouching state during landing recovery
H Volcanic ViperGGAC Sol 623S.png
623H
20,36 Mid 5 2(3)18 29+8 after landing -43 1~6F All
7~11F Strike
10x2 7x2 3.00/4.80x2 R 3
  • Sol is airborne from 7F onwards
  • Floats oppoent on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 36F)
  • Can cancel into Sidewinder from 28~44F
  • Sol is in crouching state during landing recovery
Air S Volcanic ViperGGAC Sol 623S.png
j.623S
36,24 All 5 2(3)9 10 after landing - 1~9F Strike 10x2 7x2 2.00/3.60x2 R 3
  • Floats opponent on hit (1st hit untechable for 36F, 2nd hit for 27F)
  • Can cancel into Sidewinder from 19~35F
  • Sol is in crouching state during landing recovery
Air H Volcanic ViperGGAC Sol 623S.png
j.623H
46,26 All 5 2(3)18 10 after landing - 1~9F Strike 10x2 7x2 2.50/4.80x2 R 3
  • Floats opponent on hit (1st hit untechable for 38F, 2nd hit for 36F)
  • Can cancel into Sidewinder from 32~44F
  • Sol is in crouching state during landing recovery
SidewinderGGAC Sol j236H.png
j.214H


  • Wall bounces opponent on hit (Clean Hit untechable for 56F)
  • Sol is in CH state during recovery
  • Dizzy modifier x0.5
  • Forced prorate 70%
  • Sol is in crouching state during landing recovery
  • See notes *3
Grand ViperGGAC Sol 214S.png
214S
8x7,32 Lowx7, Mid 17 4x4,2x2,5(20)3 37 -21 1~4F Above Knees
5~16F Above Feet
8x7,20 1x6,7,6 3.00/1.20x6,7.20x2 R 3x7,5
  • 1st-6th hits of the advancing part are untechable for 26F
  • Hitstun on standing opponent 24F
  • Hitstop 6F
  • Dizzy modifier x0.25
  • Initial prorate 80%
  • 7th hit of the advancing part floats opponent on hit (untechable for 28F)
  • Histop 6F
  • Final hit (the uppercut) floats opponent on hit (untechable for 42F, on Clean Hit for 64F)
  • Listed frame data is for a Ground Viper that does the maximum number of hits
Flame DipperGGAC Sol-EX 236K.png
236K
15,36 Low*2 7 12(8)3 34 -18 - ? ? ? RF ?
  • 2nd hit knocks down opponent
  • Low Profile
  • FRC timing 21F~22F
Bandit RevolverGGAC Sol-EX 214K.png
214K
32 High 25 3 19 -3 - ? ? ? R ?
  • Sol is airborne from 7F~36F
  • Ground slides opponent on hit (can follow-up 9F after animation ends)
  • Sol is in crouching state during recovery
Wild Throw/Bukkirabou ni NageruGGAC Sol 623K.png
623K
30 70 pixels 4 1 - - - - 6 -/6.00 - -
  • Sol is in CH state 1~14F
  • Whiff animation is 35F
  • Forced prorate 55%

Force Breaks

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
FafnirGGAC Sol 41236D.png
63214D
60 Mid 11 3 17 +7 1~10 Throw 20 10 - R 5
  • Knocks down opponent on hit (untechable for 40F)
  • Wall bounces opponent on Clean Hit and counter hit (untechable for 80F)
  • Blockstun 26F
  • Forced prorate 70%
  • Attack Level 6
Tyrant RaveGGAC Sol 46D.png
Fafnir > 64D
40x3, 82 All 3+1 33 21 +8 - 10x4 7x4 - - 3
  • Disables opponent's Burst on hit
  • Dizzy modifier x0
  • Chip damage x2
  • 1st~3rd hits have initial prorate 80%
  • 2nd~4th hits can pass through projectiles
  • Wall bounces opponent (untechable 40F)
FB Gun FlameGGAC Sol-EX 236D.png
236D
24*4 All 24 - 54 +15 - ? ? - RF ?
  • FB Gunflame hits 4 times
  • Floats opponent on hit (untechable for 20F)
  • Hitstop 7F on hit
FB Grand ViperGGAC Sol-EX 623D.png
623D
7*N, Low*N, Mid*3 13 N(2)2(2)20 46 -70 - ? ? - R ?
  • Number of hits increases when mashing stick.
  • 1st portion has Low Profile, 3rd portion has some inuln frames

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Tyrant Rave ver. AlphaGGAC Sol-EX 632146H.png
632146H
120 All 7+0 25 30 -37 1~3F Upper Body
4~9F Strike
? ? - R ?
  • Sol is Airborne from 1F
  • Wallsticks on hit
Tyrant Rave ver. AlphaGGAC Sol-EX 632146H.png
j.632146H
120 All 7+1 26 13 after landing - 1~3F Upper Body
4~10F Strike
? ? - R ?
  • Wallsticks on hit
Wild PunchGGAC Sol-EX 214214S 1.png
214214S
72*2 All 7+2 3(22)3 24 -8 1~13F All ? ? - R ?
  • Plays special animation if first part of attack hits
Savage FangGGAC Sol-EX 236236P.png
236236P
40*3 All 7+10 9 30 +1 7F Strike ? ? - - ?
  • Ignores OTG

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Napalm DeathGGAC Sol IK.png
During IK Mode: 236236H


  • IK Mode activation: 76F
  • Sol is in CH state until landing


  • How to score Clean Hits: For Ground Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For 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 on hit, even on grounded opponents. Hitstop from a Clean Hit is 27F.
  • *1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits)
  • *2: Damage of Tyrant Rave 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.

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Sp
2S - - - 5H, 2H 5D, 2D Sp
5H - - - 2H 5D, 2D Jump, Sp
2H - - - - 5D, 2D Jump, Sp
6H - - - - - Sp
5D - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H - Sp
j.K j.P - j.S - j.D Sp
j.S - j.K - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Clean Hit Diagrams

Clean Hit Diagrams

Colors

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.


External References

Navigation

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