GGST/Sol Badguy

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Overview

Overview

Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Sol has tricky special moves which help him get in, and a suite of normals which excel at setting up frame traps and strike/throw mix-ups.

His f.S is a fast, plus on block poke that lies at the heart of his pressure game. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. He's also armed with powerful mid-ranged tools such as 6S, a sizeable poke, and Gun Flame, a mid-ranged projectile that is plus on block if it hits meaty or at max range. Tools like these provide him with a strong neutral presence. At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush.

Proper conditioning is a huge part of Sol’s gameplan. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. His immense damage output massively rewards hard reads. Sol also boasts a set of versatile defensive moves that complement universal defensive mechanics. These include Volcanic Viper, a fast DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. which can be used to challenge pressure, and 2D, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. sweep that can slip under many attacks. Night Raid Vortex is also evasive, though it is more committal and aggressive in nature. Lastly, his 6P is a fast and reliable tool for anti-airing and counter poking.

With ferocious pressure, strong defense, versatile special moves and explosive power, this badass bounty hunter is armed with everything an offensively oriented player could ask for.
Lore:A blunt and short-tempered man.

He only speaks when required, and uses as few words as he can get away with.

He's not very good at explaining things, so he prefers to express himself with his aggressive behavior and attitude.
Playstyle
Sol Badguy is classified as a Balance type, and is an aggressive character who beats the the opponent down with close range attacks.
Pros Cons
  • Great Damage: Sol's damage output is very high, and possesses a vast amount of combo versatility due to the leniency of his combo structure.
  • Great Defense: Many abare options, such as a 3 frame 5K that becomes a potent anti-air on frame 4, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. 2D, and Volcanic Viper, his DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion..
  • Oppressive: Sol has multiple plus-on-block attacks such as f.S and Fafnir and simple frame traps with high reward.
  • Situationally Solid Mix-Ups: Sol can create rewarding F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. that is difficult to respond to using Blue Roman Cancel, as well as potent strike/throw mix-ups supplemented by Wild Throw and niche but ambiguous left/right mix-ups with Bandit Bringer.
  • Well-Rounded: Sol has a good variety of tools for many situations, meaning that there's rarely a match-up where he is at a significant disadvantage.
  • Close Range Pressure: Sol's most oppressive options involve being close to the opponent, but due to high pushback on his normals, he can frequently get pushed out of said range. He can use options like f.S or a spaced Gun Flame to generate plus frames, but in order to get to close enough for mix-ups, he has to either spend Tension or risk running in.

Normal Moves

StartupThe 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. frames
Toggle Chart Off
Toggle Chart On
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

5P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
28 All 4 5 9 -2 -

  • Can hit crouching opponents. (Exceptions: May, Faust, Millia, Ramlethal, Giovanna, Anji, Jack-O', Chaos, Testament)
  • Combos into 6S on crouching opponents.
  • 80% proration.

Faster than average start-up at 4 frames. Despite what the animation implies, it can hit certain crouching opponents. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. Its vertical range and fast recovery makes it a low risk anti-air, though 5K is more rewarding and 6P has upper body invincibility for beating deep jump-ins. Combos into 6S against crouching opponents for both better damage and a knockdown. Links into c.S on Counter Hit for a decently powerful conversion.

Gatling Options: 5P, 2P, 6P, 6S, 6H

5K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
14, 28 All 3 1, 3 25 -16 -

  • Sol's fastest normal.
  • Hits twice. Both hits are jump and dash cancelable.
  • 80% proration.

At close range, 5K is an extremely fast knee with 3 frames of start-up, making it Sol's fastest button. This makes him extremely dangerous in scramble situations, allows him to escape through small gaps in pressure (such as the 4 frame gap in Zato's PierceGGST Zato-1 Pierce.pngGuard:
All
Startup:
21 {25}
Recovery:
24 [36 Zato]
Advantage:
+30
), and punish conventionally safe moves. The fully extended kick is also a quite fast at 4 frames, which combined with its tall hitbox and multiple cancel options results in a strong anti-air. Note that the second hit will whiff against crouching opponents if Sol isn't close enough so don't use this as a poke from far away. Combos directly into 2D for a hard knockdown or a follow-up combo. Also combos into 6S on crouching opponents. Floats the opponent on air hit, juggling into Bandit Revolver mid-screen or Gun Flame in the corner. 5K into 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks.

Gatling Options: 6P, 6S, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
44 All 7 6 10 +3 -

  • Jump and dash cancelable.
  • Causes floating crumple on ground hit, delaying a follow-up will force stand.

Sol does an uppercut. c.S has the most gatling and cancel options of any of Sol's normals, making it very flexible within both blockstrings and combos. If it hits a grounded opponent, they will be put into a floating crumple that causes immediate follow-ups to behave as though the opponent was airborne, but delaying them will result in a forced stand. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. Links into 5K on normal hit, links into itself or Night Raid Vortex on Counter Hit.

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

f.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
29 All 10 2 13 +2 -

  • Knocks opponent away on air hit.
  • 90% proration.

A lunging gut punch. Has much better range than the animation implies, enough to hit from round start. Brings Sol close while being plus on block, making it a powerful pressure tool which can also build the opponent's R.I.S.C Level very quickly and very easily. Simple to frame trap with as c.S can late cancel into f.S for one gap in blockstun, then f.S can late cancel into 5H for another gap. That being said, f.S's pushback means that there are ranges where 5H will whiff, including round start, and the opponent can opt to use Faultless Defense to push themselves further away on block, making it harder for Sol to continue pressure safely. Links into 5K on hit, still combos if the first hit whiffs. Also links into 2K against crouching opponents, even at max range. On Counter Hit, it can link into either itself, c.S, or Night Raid Vortex.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
52 All 11 4 20 -5 -

  • Knocks opponent away and causes slight ground bounce on air hit.
  • Wall bounces airborne opponents in the corner.

Sol does a right hook with his sword. This move has moderate horizontal range and a surprisingly tall vertical hitbox, but it shouldn't be used as an anti-air as it is very unsafe on whiff. High pushback on block makes this move safe if properly spaced, key tool in frametraps, leads to some of Sol's highest damage. Extremely powerful combo part in the corner thanks to its high damage, good scaling, and wall bounce. On Counter Hit, the slowdown carries for long enough that Sol can hit confirm into Bandit Revolver and still link into c.S.

After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir.

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
5D 50 High 20~28 3 26 -15 -
5[D] 62 High 28 3 26 -10 -

Uncharged Dust Attack
  • Causes floating crumple on ground hit.
  • Launches opponent on air hit.
  • 80% proration.

Upward swipe that hits overhead pretty quickly. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Can gatling from 5K, 2K, or c.S for a mix-up.


Charged Dust Attack
  • Launches opponent on hit if combo'd into.
  • Holding any upward direction during the hitstop of a raw, charged Dust Attack on hit will activate Homing Jump:
    • Initiating a Homing Jump will put the opponent into a unique air combo state, resulting in an Area Shift.
    • During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow.
    • Homing Jump combos greatly increase Tension Balance.

Significantly slower than an uncharged 5D, making it easier to react to. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. 5[D] is also Sol's most damaging normal and launches the opponent if combo'd into, granting it some situational use as a combo extender in certain routes.

2P

2K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
28 Low 6 3 11 -2 -

  • 70% proration.

Sol does a crouching kick, which is his fastest low. Use it after an empty jump to catch opponents expecting an overhead or in c.S or f.S pressure to represent the threat of a low that is difficult to challenge while you're at frame advantage. Combos into 2D for a hard knockdown. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. Combos into 6S on crouching opponents and links into c.S on Counter Hit. Be careful when throwing out this move in neutral as its range is quite poor.

Gatling Options: 6P, 6S, 6H, 5D, 2D

2S

2H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
46 All 11 5 31 -17 -

  • Causes floating crumple on ground hit, delaying a follow-up will force stand.

Sol does an uppercut with his sword's hilt. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). High reward on air hit or Counter Hit, leading into Gun Flame (or Gun Flame (Feint) on Counter Hit) followed by Night Raid Vortex for good damage and corner carry. Unsafe on block or whiff while being barely plus on air block, so consider using less committal anti-airs like 5P or 5K instead in most situations.

This move mostly gets used as a combo part after c.S since it launches the opponent high for easy follow-ups with Bandit Revolver or a knockdown with Bandit Bringer, and occasionally as a big anti-air against characters that can stall their fall like Zato with Flight.

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
36 Low 10 3 18 -4 5~24F Low Profile

  • Low profile.
  • Hard knockdown on ground hit or Counter Hit.
  • 90% proration.

Sol drops to the ground and sweeps the opponent with a kick. Low profile sweep that beats or evades moves that don't cover the ground while being safe on block. Enables a meaty Gun Flame setup if you delay the special cancel to avoid the OTG window, and leads into a full combo on Counter Hit. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked.

6P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
36 All 9 5 20 -11 1~2F Upper Body
3~13F Above Knees

  • Upper body invincible.
  • Knocks opponent away on hit.
  • 90% proration.

Sol's primary anti-air that can also be used to stuff pokes with extended hurtboxes. The hurtbox goes lower than 2D and does so faster, so properly timing this move can beat just about any poke whose hitbox doesn't reach the ground. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are S Volcanic Viper or Bandit Revolver. In the corner or on Counter Hit against an airborne opponent, following up 6P with the first hit of Bandit Revolver can link into 5K for a full combo.

6S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 All 15 6 20 -7 -

  • Launches opponent on Counter Hit.
  • Can be kara canceled into any special move to increase its range.
  • 90% proration.

Sol steps forward and swings his sword. Has high damage and incredible disjointed range, albeit with somewhat slow start-up. Good for frame traps as most light normals can cancel into it and immediate cancels leave a very small gap in blockstun. Leads into Bandit Revolver on hit from just about any range aside from the very tip, which can then be Red Roman Canceled for more damage. On air hit, it can combo into specials that lead into additional follow-ups (such as the first hit of Bandit Revolver or even Gun Flame in the corner) or it can combo into Bandit Bringer for a hard knockdown if it hits high enough. The launch on Counter Hit grants Sol a full combo opportunity.

6S can be kara canceled into any special move. This technique transfers the initial forward movement of 6S into the special move, giving it more range (useful for making Clean Hit H Volcanic Viper more consistent). This can be combined with dash momentum to cover large distances extremely quickly.

6H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60 All 9 3 43 -27 -

  • Cannot be special canceled.
  • Hard knockdown on hit.
  • Ground bounces on Counter Hit.
  • Deals regular damage OTG.

Sol leans forward and slams his sword into the ground. Has the longest horizontal range amongst all his normals, very fast start-up, and high damage but also has poor vertical range, long recovery on whiff, is very unsafe on block, and cannot be special canceled. Thus, it is a very committal attack that should only be used in situations where you know it will hit. On Counter Hit, the ensuing ground bounce allows Sol to link into Night Raid Vortex at close range for a follow-up combo or 6S at any range, although 6S's combo options are limited mid-screen without Tension. In the corner, you can also link into dash 5K for big meterless damage. 6H is very helpful in particular match-ups where Sol can punish moves which are normally safe due to pushback, such as Ky's uncanceled 2DGGST Ky Kiske 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-10
and even Stun EdgeGGST Ky Kiske 236S.pngGuard:
All
Startup:
13
Recovery:
Total 46
Advantage:
-15
at some spacings.

This is Sol's highest damage OTG, though doing so will sacrifice okizeme and leave Sol vulnerable, especially in the corner, so only do it if it will close out a round. Use this to break the wall if Fafnir won't combo in time and the opponent is at ground level.

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
24×2 High 11 4, 8 0 - -

  • Hits twice. Both hits are air jump and air dash cancelable.
  • 80% proration.

Sol stabs downward with his sword. Has no recovery after the active frames end, allowing Sol to link into follow-up attacks which is vital for some of his advanced combos. Despite the animation, j.H does not actually pull Sol's hurtbox upwards, and the hitbox does not reach below the bottom of his regular jumping hurtbox, making it a worse jump-in than j.S in terms of speed and reach.

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 High 9 3 17 - -

  • Air jump and air dash cancelable.
  • Knocks opponent away on hit.
  • Wall bounces opponent in the corner.
  • 80% proration.

Sol strikes with the hilt of his sword. High damage and wall bounce property leads into massive damage when used as a combo part in the corner. Once you're close enough to the corner for j.D to wall bounce, Sol can air dash cancel into another j.D. Closer to the corner, it's possible to simply link one j.D into another if the opponent is positioned correctly. Important tool for landing Clean Hit H Volcanic Viper in the corner. If hit as deep as possible, it is capable of linking into a dash 5K or c.S mid-screen, allowing for a full combo conversion.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Ground Throw: 90 2 3 38 - -

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Sol grabs the opponent and headbutts them. Very fast start-up, can potentially throw the opponent out of sloppy pressure or okizeme. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. After throwing the opponent mid-screen, your options are typically to dash in or perform a delayed Fafnir to resume pressure, but in the corner, you can also opt for an OTG c.S into okizeme as they recover from soft knockdown. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. Purple Roman Canceling the throw on hit before damage is dealt also results in better proration, leading to stronger combos than a Red Roman Cancel conversion in or near the corner.

Air Throw

j.6D or j.4D

Special Moves

Gun Flame

236P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40→35→30→30 All 20 10, 10, 10, 10 Total 54 -8 -

  • Launches opponent on hit.
  • Counter Hit state for entire duration.
  • Damage changes with each set of 10 active frames.
  • Has four active windows, but only hits once.
  • 80% proration.

Sol releases a pillar of flame that slowly crawls along the ground. This is Sol's only projectile, giving it a niche in neutral, although its long start-up, short horizontal reach and advancing hurtbox makes it prone to be stuffed by pokes. Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. Can be Purple Roman Canceled for tricky mix-ups, such as using Wild Throw before the attack is blocked or jumping over the opponent right before it hits for a cross-up. While not used in common routes, it can also be used as a combo tool against airborne opponents, giving Sol time to land Night Raid Vortex after a late Gun Flame hit or dash in with 5K in the corner.

Can be done out of a dash to let Sol slide closer to the opponent as the projectile moves forward, making it easier for him to utilize the plus frames of a late hit Gun Flame. This technique is colloquially referred to as "Run Flame." Can also be kara canceled into from 6S to move Sol forward before launching the projectile. Combining both dash momentum and kara cancels allows Sol to slide a huge distance forward but remain safe as the flame pillar travels with him.

Gun Flame Frame Advantage
Flame Pillar Active Frames On-Block
First 1~10 -8~+1
Second 11~20 +2~+11
Third 21~30 +12~+21
Fourth 31~40 +22~+26
Note: Sol recovers on active frame 36.

Gun Flame (Feint)

214P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - - - Total 25 - -

  • Builds a small amount of Tension.

Sol assumes the same stance he uses for Gun Flame but doesn't fire a projectile. Has significantly faster recovery than the real version, making it useful for resetting pressure or baiting jump-ins from an opponent who was expecting Gun Flame. Can be used when fighting extremely distant and defensive opponents to build Tension, though the amount built is too small to mean much unless it's spammed multiple times. You can cancel into this after causing Wall Stick with a normal to build a little bit of Tension and still Wall Break with your attack of choice, as it recovers fast enough that Fafnir can still end the combo. In the case of 2H, this is faster than letting the move recover by itself.

Special Cancel into Gun Flame (Feint)
Level of Normal Blockstun On-Block
Lv.0 9 -16
Lv.1 11 -14
Lv.2 13 -12
Lv.3 16 -9
Lv.4 18 -7

Volcanic Viper

623S/H (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
623S 40 All 9 14 18+10 after landing -28 1~11F Strike
623H 35, 40 [35, 100] All 13 5, 11 19+10 after landing -26 1~14F Strike
j.623S 40 All 9 9 Until landing+10 - 1~10F Strike
j.623H 35, 40 [35, 100] All 13 5, 11 Until landing+10 - 1~14F Strike

All Versions
  • Strike invincible during start-up.
  • Launches opponent on hit.
  • Counter Hit state recovery.
  • Cannot Roman Cancel unless the opponent is in hitstun or blockstun.
  • 80% proration.
S Volcanic Viper (623S)

Sol's faster strike invincible reversal. Use it to steal momentum against poor okizeme and predictable pressure. Loses to throws so try to only use it if the opponent isn't at point blank range. Its invincibility while grounded and massive disjointed hitbox during ascent makes it a useful anti-air, but be warned that Sol is negative on block if the opponent air blocks it, and fully punishable if they happen to land close enough. Can be Roman Canceled on hit for decent damage and better okizeme. Roman Canceling this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking.


H Volcanic Viper (623H)
  • Data in [] represents values on Clean Hit.
  • Hits twice, both hits launch.
  • Second hit can Clean Hit at close range. Only occurs if the first hit successfully connected.
    • Clean Hit deals greatly enhanced damage, increases launch distance, and grants hard knockdown.

Sol's slower but more powerful strike invincible reversal. Loses to throws so try to only use it if the opponent isn't at point blank range. Sol launches significantly higher than S Volcanic Viper, making him very punishable on whiff or ground block. No reliable utility as an anti-air due to its incredibly slow start-up. The Clean Hit deals absolutely massive damage, so it should be used to end combos whenever possible. The hard knockdown leads into strong okizeme, including OTG c.S into pressure in the corner, though it can be sacrificed in exchange for even more damage with an OTG 6H (useful for closing out rounds).


Aerial S Volcanic Viper (j.623S)
  • Shorter active window compared to the ground version.

Only use this if strike invincibility is desperately needed while in mid-air.


Aerial H Volcanic Viper (j.623H)
  • Identical to the ground version.

Ideal combo ender and potential extender. Can Clean Hit after most air normals so long as Sol is very close to the opponent and has forward momentum from a forward jump or air dash (j.D only works in the corner). If performed low enough to the ground on an airborne opponent near the corner, the Clean Hit version can link into 5K for a full combo, though this is only possible early on in a combo when scaling is low and the link is tighter against heavier opponents. This can be performed either from a jump cancelable normal (an air hit 5K/c.S or a CH c.S) or an early combo Bandit Revolver canceled into either a forward dash Purple Roman Cancel into j.K or a downward dash Red Roman Cancel canceled directly into H Volcanic Viper deep in the corner.

Bandit Revolver

236K (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236K 20 All 12 6 9+6 after landing -7 -
236KK 25 All 6 2 Until landing+17 -11 -
j.236K 20 All 10 6 Until landing+6 - -
j.236KK 25 All 6 2 Until landing+17 - -

  • Pressing K initiates a follow-up.
  • Follow-up knocks the opponent away on hit.
  • 90% proration.

A flying knee which can be followed-up with a spin kick. Sol's main combo ender mid-screen when H Volcanic Viper won't Clean Hit. The high knockback of the follow-up provides strong corner carry and leads into meaty f.S anywhere, though it gives much poorer okizeme mid-screen. This attack is Sol's best point to use Roman Cancels in most combos. If the knee attack connects while the opponent is airborne, Sol can drop the follow-up for much stronger okizeme or link into 5K to extend combos. Avoid using the follow-up if the initial attack Wall Sticks so that the wall can be broken by a stronger ender like 5H, 6H, Fafnir, or Tyrant Rave.

Bandit Bringer

214K (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
214K 50 High 30 7 12 after landing -2 -
j.214K 40 High 22~30 Until landing Until landing+18 - -

  • Aerial version can be delayed by holding K.
  • Slight ground bounce on hit, hard knockdown upon landing.
  • Crouching state recovery.
  • Deals regular damage OTG.
  • 80% proration.

Sol floats through the air before doing a diving punch. Hits overhead, but is very reactable. The ground version can potentially be plus on block if properly spaced or if it hits meaty, but the aerial version is always minus on block, if not completely punishable due to its greater landing recovery. Either way, the opponent will be pushed away. The aerial version can be delayed to halt Sol's momentum in the air, useful for baiting out an opponent's anti-air attempts, although it will lose to attacks with high vertical reach like Potemkin's Heat KnuckleGGST Potemkin Heat Knuckle 1.pngGuard:
Air Guard Crush
Startup:
12
Recovery:
18
Advantage:
+10~+1
, Faust's 6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
or most rising DPs.

The hard knockdown can either grant good okizeme or lead into an OTG (low-reaching special cancelable normals such as 2S can be canceled into Gun Flame to maintain pressure, while 6H maximizes damage). On Counter Hit, the ground bounce can link into a dashing 5K for a combo. It is also possible to perform a Red Roman Cancel to convert into a full combo before the opponent hits the ground, usually by shifting it downward and dashing in with c.S. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. Should only be used in corner combos if the attack will trigger a Wall Stick, otherwise other attacks should be used to maximize damage.

Wild Throw

623K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
120 Ground Throw: 120 6 2 41 - 1~7F Throw

  • Throw invincible during start-up.
  • Switches sides on hit.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Sol's command throw. An untechable throw with more range and damage than his normal ground throw, but with the caveats that it starts slower, always side switches on hit with considerably weaker okizeme, and is slightly more unsafe on whiff. A vital part of Sol's mix-up game as the fear of being hit by this move will incentivize the opponent to either jump or mash out of pressure, allowing Sol to fish for Counter Hits and anti-airs. On hit, you can Red Roman Cancel to perform a follow-up combo, and not shifting the Roman Cancel or shifting it upward will allow you to dash underneath the opponent and switch sides again. When not spending Tension for a follow-up combo, it's often a better idea to do a normal ground throw for slightly less damage to keep the corner and get a better knockdown. Try to use it as a round ender or to punish an opponent's throw or Throw Clash attempt.

Night Raid Vortex

214S (Hold OK)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 [55] All 15~31 [32] 2 [8] 32 [26] -17 7F til 1F before active Low Profile

  • Data in [] represents values when fully charged.
  • Cannot be special canceled from any move.
  • Can extend range by holding S.
  • Low profiles until the attack comes out.
  • Launches opponent on hit, hard knockdown upon landing.
  • 90% proration.

Sol rushes forward low to the ground and delivers an uppercut. Its start-up and travel distance increases the longer S is held. Moves forward about one character length at no charge to fullscreen at max charge. This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if Purple Roman Cancels are available. Combos directly into c.S, though 5K should be used instead if the forward movement doesn't bring Sol close enough for c.S or the gravity is too severe. The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit.

Fafnir

41236H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
65 All (Guard Crush) 24 3 16 +11 -

  • Cannot be special canceled from any move.
  • Guard crushes on block.
  • Ground bounces on hit, hard knockdown upon landing.
  • Sol's strongest meterless ender for Wall Break.
  • 90% proration.

Sol lunges forward half-screen with a flaming straight punch. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. Level. On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into Night Raid Vortex. Bounces higher on Counter Hit, allowing the follow-up Night Raid Vortex to combo into c.S rather than 5K or 2K. This is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage, single hit nature.

A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. Keep in mind that Fafnir's slow start-up means that using it in neutral presents a certain amount of risk of being counter poked, especially by the opponent's 6P. Note that non-meaty timings for okizeme will render it vulnerable to throws at close range, and later timings will render them vulnerable to a 6P.

Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. It can also be kara canceled from 6S for another range increase. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options.

Overdrives

Tyrant Rave

632146H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70, 100 [70, 130] All 7+2 3(20)20 41 -44 1~8F Full

  • Data in [] represents values on Clean Hit.
  • Fully invincible during start-up.
  • Hits twice. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing.
  • Second hit can Clean Hit at close range. Only occurs if the first hit successfully connected.
    • Clean Hit deals enhanced damage and puts the opponent into a tumble state on hit.
  • Will force a Wall Break if the opponent touches the corner.
  • Will hard knockdown after an Area Shift.

Sol does an uppercut followed by a fiery straight punch. This is Sol's only fully invincible reversal, but the first hit has poor range and the entire attack is unsafe on block or whiff. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. Thus, if a Roman Cancel is available to make it safe, avoid only using it after the second hit. A Roman Canceled H Volcanic Viper can lead into similar damage and okizeme while being safer and leading into a potential mix-up, so consider doing that instead.

This Overdrive is primarily meant to be a high damage combo ender, especially in the corner where Sol receives increased damage, strong okizeme, and regenerating Tension after the forced Wall Break. If the first hit connects at close proximity, the second hit with Clean Hit, dealing even more damage and making it highly potent at overpowering Guts to end rounds. Roman Cancels can be used to combo after it connects for even more damage. However, the short range of the first hit, the high knockback of the second, and the forced Wall Break in the corner makes this difficult mid-screen and impossible in the corner.

Heavy Mob Cemetery

214214H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40, 161 Ground Throw: 150 13+7 16 49 - 14~35F Throw, Guardpoint

  • Cannot be special canceled from any move.
  • Full guardpoint after super freeze until the end of active frames.
  • Launches opponent and switches sides on hit, hard knockdown upon landing.

Sol activates his Dragon Install before lunging fullscreen. If the opponent is hit, Sol drags them into the air and dives into the ground, creating a huge explosion. Will lose to any attack before the super freeze but will not waste any Tension in doing so. After the super freeze, Sol has constant full guardpoint for as long as the move remains active, and if an opponent hits Sol during this time, Sol will experience pushback, but then continue to move and remain active during hitstop.

If Sol guardpoints through a strike, the opponent will be stuck in hitstop while Sol continues to move, making it next to impossible for them to escape if they're on the ground. Projectiles do not impart hitstop on the attacker, however, so powering through a projectile will not prevent the opponent from recovering or making evasive maneuvers. This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. Any airborne action can evade Heavy Mob Cemetery if timed well, so its usefulness is low if the opponent isn't committed to an action or has 50% Tension to stop themselves. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all.

Keep in mind that while this Overdrive cannot be blocked, it also cannot be canceled into or used during a combo. Leads into absurd damage with Roman Cancel by shifting either a whiffed or a canceled Red Roman Cancel downward, giving Sol time to run underneath the opponent and fully charge 5[D] even after switching sides.

External References

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