Sol is an aggressive slant on the shoto Short for "Shotokan" A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. archetype with accessible execution.
- Volcanic Viper : Volcanic Viper is a great guard cancel and useful anti-air with the air unblockable property when charged. On top of that, it has very low recovery for an invincible reversal, being borderline unpunishable in most situations.
- Strong Normals: Sol has a wide variety of normals for almost every situation: a set of solid anti-airs, a 5H that covers almost every angle you could want while killing on connect, and more. Many characters are highly threatened or straight-up lose to Sol bulldogging his way toward them.
- Easy Gameplan: Unlike some, Sol has no complicated tech or alternate win condition. He runs at the opponent, presses his godlike normals, dps on defense, and infinites when he gets a hit. His infinite is one of the easiest in the game too.
- No X-Factor: Sol is the definition of a solid character in Missing Link and has no major weaknesses, even compared to the characters ranked higher than him. However, he doesn't have an aspect that pushes him to the heights of those top tiers, such as Millia's zoning, Baldhead's normals, or Chipp's mixups.
Normals
- Damage
- A quantification of how a character's health bar is reduced when they are hit.
- Guard
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Low
- Guarded against while crouching
- Mid
- Guarded against in either the crouching or standing state, but not while airborne
- High
- Guarded against in the standing state
- All
- Guarded against while crouching, standing, or while airborne
- Throw
- Cannot be guarded against, but only applies to grounded opponents
- Unblockable
- Cannot be guarded against
- Startup
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- Active
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- Recovery
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- On-Block
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- On-Hit
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Invuln
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Mid | 6 | 8 | 10 | -1 | -2 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13,10 | Mid | 4,8 | 19 | 9 | -8 | -9 | none |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
19 | Mid | 6 | 3 | 21 | -3 | -2 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
21 | Mid | 6 | 3 | 24 | -7 | -6 | none |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
23,18 | Mid | 4,11 | 4,3 | 22 | -3 | +2 | none |
Fierce Strike
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | High/Air | 26 | 18 | 0 | -11 | -4 | none |
The index for this move wasn't uploaded onto Dustloop for several months, which should clue you in to how relevant it is.
Slow, easily reactable overhead that probably won't open many people up. Luckily, it moves Sol forward a great deal and gatlings into c.S, letting him continue pressure on block and route into a CC infinite on hit. Unfortunately, getting the opponent to not hit you out of its long startup or otherwise evade it before it goes active is very difficult in this game.
- Whiffs on crouching Baldhead
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Low | 7 | 4 | 11 | 0 | -1 | none |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | Low | 8 | 4 | 29 | -14 | -22 | none |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
22 | Mid | 8 | 4 | 13 | -2 | +3 | none |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
28 | Mid | 8 | 8 | 21 | -8 | -3 | none |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | High/Air | 4 | 8 | 9 | none |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | High/Air | 9 | 12 | 11 | none |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | High/Air | 9 | 11 | 5 | none |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | High/Air | 5 | until landing | N/A | none |
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | All | N/A | none |
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
20 | Throw | 1 | N/A | N/A | N/A | none |
Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | All | 22 | N/A | 8 | +18 | +6 |
Instant Kill
All Guns Blazing
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | All | 12 | 18 | 14 | N/A | N/A | Above Knees |
Specials
Gun Flame
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Gun Flame S | 9 | Mid | 9 | until contact | 31 | -17 | +1 | none |
Gun Flame H | 9 | Mid | 12 | until contact | 31 | -17 | +1 | none |
Volcanic Viper
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Volcanic Viper | 14,18 | Mid | 4 | 1-5 strike;6-8 above feet;strike until Sol turns on his side | ||||
Volcanic Viper Level 2 | 14,18 | Mid | 4 | 1-5 strike;6-8 above feet;strike until Sol turns on his side | ||||
Volcanic Viper Level 3 | 14,18 | Mid | 4 | 1-5 strike;6-8 above feet;strike until Sol turns on his side |
Sol's iconic DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.. Using either S or H will determine if the move travels a short distance or far; S reaches to about the peak of your jump arc whereas H goes to the top of the screen regardless of level. Versions are otherwise identical, and for grounded reversal usage the S version is preferred since both are potentially punishable on hit but H is much easier to. Punishes will only be airborne, though, so they're not too scary.
This version of Volcanic Viper is much more difficult to punish than it'd appear to be unlike later games. It has next to no landing recovery, and even if the opponent gets any airborne punish Sol will likely land and have his histun cancelled to cut the combo short. The hitbox and speed is very hard for a lot of characters to contest with anything besides blocking, and the higher charge levels are incredibly scary to get hit by, contest, or even block.
All versions of the move, regardless of level or button, will spawn a lingering projectile above Sol right as he becomes vulnerable again. It is difficult to hit with this projectile, since it doesn't connect from the rest of Volcanic Viper and is in an awkward location.
At Level 2, Volcanic Viper becomes air unblockable and gains two extra hits, dealing more damage. The S and H versions occupy about the same space, though the H version has slightly more momentum, so the versions become largely homogenous at higher charge levels. Sol's primary air-unblockable attack.
At Level 3, four large pillars of flame come with Volcanic Viper, occupying pretty much the entire half to third of the screen that Sol does it on. All of the flame pillars are fully disjointed and reach down far enough that all the hits will connect on all crouch blockers. Both the S and the H version appear to be identical, and both of them travel at the same angle as Level 1 H Volcanic Viper.
Level 3 Viper is incredibly strong and every 623SH Sol does during Dragon Install becomes level 3, in addition to Dragon Install's stacking damage benefits. The move does an extreme amount of chip damage from all of the flame pillars, though most characters can spare Chaos Gauge to Faultless Defense the chip damage away. If Dragon Install is stacked a number of times, this attack is capable of instantly killing many characters on connect and dealing gargantuan damage on block.Aerial Volcanic Viper
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Aerial Volcanic Viper | 14,18 | Mid | 4 | 1-5 full;6-8 above feet;full until Sol turns on his side | ||||
Aerial Volcanic Viper Level 2 | 14,18 | Mid | 4 | 1-5 full;6-8 above feet;full until Sol turns on his side | ||||
Aerial Volcanic Viper Level 3 | 14,18 | Mid | 4 | 1-5 full;6-8 above feet;full until Sol turns on his side |
Riot Stamp
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Mid | minimum 16 | until contact | 34 | -12 | -8 | after hitting wall, 1-8f full |
Bandit Revolver
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x3 | Mid | 7 | 24 | 17 | -9 | -3 | none |
The sprite is a complete knockoff of Fei Long's Chicken Wing from SF2. Aside from that fun fact, it's unremarkable. Not great on hit or block, no real practicality in neutral, and if you're comboing into this, you probably could've done a CC infinite instead and won the round.
It's airborne during recovery so it's difficult for anyone to get a meaningful punish on you for using it, at least.Dash Kick
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | Mid | 1 | 20 | 2 | -10 | -6 | 1-2f full |
Infamous for being the easiest move to make a fake OTG infinite with. As a result, it's commonly used to cheese the AI and unlock characters, or to make a funny YouTube video about how broken the game is.
Outside of that, this is a solid move. It has instant startup and a lot of active frames, it can be made safe on block when spaced, and its virtually nonexistent recovery makes it safe to whiff. It can even net a tech chase afterwards. Solid option to throw out. Combos into air Volcanic Viper on hit. Because of how it's input, it's hard not to dashbug it, which usually results in it going fullscreen.Supers
Dragon Install
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
N/A | N/A | 17+(10)+28 | N/A | 290 After Expiring | N/A | N/A | none |
Effect lasts for 498 frames, or a little over 8 seconds. Increases hit & chip damage by about 35% and notably increases your movement speed, while locking Volcanic Viper to level 3 for its duration. Renders you unable to gain meter the entire time it's active.
Most notably, in this game DI stacks with itself, though this is only possible in Desperation State. The practicality of this is nil unless someone's trying to fullscreen stall you since you're vulnerable even Dragon Installing once in neutral, but it's funny. It is worth noting that using Dragon Install again while the effect is already active does not refill the timer.
Once DI inspires, Sol's left inactionable for ages and almost certainly instantly dies, letting the opponent get to full charge and still have time to do an infinite or whatever their optimal combo is. Because there's no way to extend the timer or really have a "safe" way to exit DI besides praying on a stun, this makes DI incredibly dangerous to use practically.Tyrant Rave
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
68 | Mid | 20 | 57 | 54 | -2 | +6 |