GGML/Sol: Difference between revisions

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===<big>Volcanic Viper</big>===
===<big>Volcanic Viper</big>===
{{GGML_Move_Card
{{GGML_Move_Card
|input=623S,623H|versioned=yes
|input=623S or 623H|versioned=yes
|description=Sol's iconic {{keyword|DP}}. Using either S or H will determine if the move travels a short distance or far.
}}
}}



Revision as of 05:36, 17 January 2022

Overview
Overview

Daisuke's Vision. The Original Install. Sol has a lot, without much weakness. Using tools like Gunflame, Volcanic Viper, and 66K, Sol can take you to the corner, and keep you there forever. Sure, so can most of the cast, but Sol can do it in 6 ways, and can switch between them on the fly if he gets tired of using the same move over and over again. Besides Millia, can probably abuse the infinite half-health meter the best; Sol can Dragon Install endlessly and add tons of multiplicative damage bonuses on top of himself. Generally speaking, there's nothing Sol can't abuse in this game, as the prior example was just one of many - we haven't even gotten into the glitches Sol can abuse to make himself fly around the screen, attack backwards, and more.

 Sol  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.

Pros
Cons
  • Easiest Infinite: Sol's c.S > 5H > CC infinite is a very easy infinite with very lax requirements on spacing or hurtbox interactions.
  • Volcanic Viper : Volcanic Viper is a great guard cancel, useful air-to-air, and decent damage filler.
  • DI Stacking: When given enough space, Sol can stack Dragon Install and charge to delete opponents with a powered-up Volcanic Viper.
  • Strong Normals: Sol has a wide variety of normals for almost every situation, with his incredibly fast abare 5K and his long disjointed slashes.
  • Is in Missing Link
Sol
GGML Sol Portrait.png
Defense
120%Raw Value: 12
Jump Startup
6f
Backdash
22f
Meter Gain Mod
120%Raw Value: 12
Charge Time
54f
Forward Walk Speed
100%Raw Value: 768
Backward Walk Speed
100%Raw Value: 588
Dizzy Resistance
80%Raw Value: 24
Fastest Attack
Reversals

Normals

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Mid 6 8 10 -1 -2 none

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5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13,10 Mid 4,8 19 9 -8 -9 none
Incredibly active anti-air

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
19 Mid 6 3 21 -3 -2 none
Fast combo starter, leads to your main cc infinite on hit

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
21 Mid 6 3 24 -7 -6 none
A fast poke which leads into 5H on hit.

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
23,18 Mid 4,11 4,3 22 -3 +2 none
All purpose button. Fast, solid hitboxes, and easy to use in infinites when CC'ed.

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Low 7 4 11 0 -1 none

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2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 Low 8 4 29 -14 -22 none
The move which would late go on to become Sol's 2D in future games.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22 Mid 8 4 13 -2 +3 none

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2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
28 Mid 8 8 21 -8 -3 none
Another Solid Anti-Air

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 High/Air 4 8 9 none

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j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 High/Air 9 12 11 none

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j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 High/Air 9 11 5 none

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j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 High/Air 5 until landing N/A none

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Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
18 All N/A none

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Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
20 Throw 1 N/A N/A N/A none

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Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 22 N/A 8 +18 +6

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Instant Kill

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 12 18 14 N/A N/A Above Knees
Kills the opponent instantly

Specials

Gun Flame

236S or 236H
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

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Volcanic Viper

623S or 623H
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.

Riot Stamp

214K
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

236K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x3 Mid 7 24 17 -9 -3 none

Dash Kick

66K
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.

Supers

Dragon Install

214214S
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

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Tyrant Rave

632146H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
68 Mid 20 57 54 -2 +6

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