GGST/Sol Badguy: Difference between revisions

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Revision as of 18:50, 6 September 2021



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 traps, and 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 5K 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 DP Dragon 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 profile When 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.

If you want a character who excels at close range pressure without sacrificing versatility, you'll feel right at home with Guilty Gear's poster boy.

 Sol Badguy  Sol Badguy , classified as a Balance type, 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.[1][2]
  • Great Defense: Many abare options, such as a 3 frame 5K, a meterless DP, and a low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. 2D, alongside many strong anti-airs.
  • Oppressive: Sol has multiple plus-on-block attacks such as f.S and Fafnir, simple frame traps with high reward, and powerful hit/throw supplemented by Wild Throw.
  • Exceptional Tension Usage: Sol can create rewarding F-Shiki Sometimes 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,[3] as well as ambiguous left/right mix-ups.[4][5]
  • Close Range Brawler: Sol's most oppressive options involve being close to the opponent, but due to high pushback on his normals, Sol can frequently get pushed out of his effective range. He can use options like Night Raid Vortex to get back in, or Bandit Bringer and 6S to cheat a turn, but they carry significant risk and and require Sol to make effective reads.
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Sol Badguy

Normal Moves

5P

Damage GuardHow this attack can be blocked. 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. Invuln
28 All 4 5 9 -

  • Can hit crouching opponents. (Exceptions: May, Faust, Millia, Ramlethal, Giovanna, Anji, Jack-O')
  • 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.

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

5K

Damage GuardHow this attack can be blocked. 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. Invuln
14, 28 All 3 1, 3 25 -

  • Sol's fastest normal.
  • Hits twice. Both hits are jump and dash cancelable.
  • 90% 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 Pierce), 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 either 6S for damage or 2D for a knockdown. 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 natural frame trap, unless in throw range.

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

c.S

Damage GuardHow this attack can be blocked. 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. Invuln
44 All 7 6 10 -

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

Sol does an uppercut. Can cancel the move into another action at any point during its recovery, making it very flexible within both blockstrings and combos. If it hits a grounded opponent, they will be put into a unique stun animation 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. 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. Invuln
29 All 10 2 13 -

  • 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. 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. Invuln
52 All 11 4 20 -

  • 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, useful for frame traps. Extremely powerful combo part in the corner thanks to its high damage, good scaling, and wall bounce. Links into f.S and Night Raid Vortex on a grounded Counter Hit.

5D

Damage GuardHow this attack can be blocked. 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. Invuln
50 High 20 3 26 - none

  • Data in [] represents values when fully charged.
  • Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
  • Deals more damage when fully charged, launches opponent on hit if combo'd into.
  • Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
  • 80% proration if not fully charged.

Upward swipe that hits overhead. Can be charged for more damage and a full combo on hit. 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. The charged version is Sol's most damaging normal, which makes it a powerful option after a Red Roman Cancel.

6P

Damage GuardHow this attack can be blocked. 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. Invuln
36 All 9 5 20 - 1-2 Upper Body
3-13 Above Knees

  • Upper body invincible.
  • Knocks opponent away on hit.
  • Wall bounces opponents in the corner.
  • 90% proration.

Sol's primary anti-air that can also be used to stuff pokes with extended hurtboxes. Hurtbox goes lower than 2D and faster, so with proper 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 on Counter Hit. The corner wall bounce gives Sol more potential follow-ups but the wall bounce doesn't launch opponents any higher so he'll need to launch them before hand.

6S

Damage GuardHow this attack can be blocked. 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. Invuln
45 All 15 6 20 -

  • 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. Often used to combo directly from the second hit of 5K. 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 single hit Bandit Revolver, Bandit Bringer, and even Gun Flame in the corner. The launch on Counter Hit grants even more combos, notably into Night Raid Vortex.

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. 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. Invuln
60 All 9 3 43 -

  • 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 it has poor vertical range, long recovery on whiff, very unsafe on block, and it 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 for moderate damage at any range or 6S into a Red Roman Cancel for massive damage. Also links into dash 5K in the corner. 6H is very helpful in particular match-ups where Sol can punish moves which are normally safe due to push back, such as  Ky's Dire Eclat, max range uncanceled f.S and 2D, and even Stun Edge at some spacings[6].

This is his highest damage OTG though doing so will sacrifice okizeme, so only do it if it will close out a round. Use this to break the wall if Fafnir won't combo in time.

2P

2K

2S

Damage GuardHow this attack can be blocked. 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. Invuln
34 All 10 6 15 -

  • 90% proration.

Sol sweeps his sword along the ground. Strong tool for poking the opponent when paired with 6S and 6H due to its speed and safety. Combos into 5H as far as near max range or 2H at close range. While its range is shorter than f.S, it functions as a good counter poke at the same speed as it does not move his hurtbox very far forward coupled with a disjointed hitbox.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. 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. Invuln
46 All 11 5 31 -

  • 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 (about as high as 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.

2D

Damage GuardHow this attack can be blocked. 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. Invuln
36 Low 10 3 18 - 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. Legendary low profile sweep that beats or evades just about any move that doesn't hit the ground, must be blocked low, can hard knockdown for strong okizeme, and leads into a full combo on Counter Hit. Can set-up a meaty with Gun Flame by slightly delaying the special cancel on hit. 5P and 5K are better buttons against fast or low-reaching moves so don't default to 2D when on the defensive. Do note though that its hurtbox is Sol's entire body, which actually makes it a little bit taller than 6P's is.

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be blocked. 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. Invuln
24×2 High 11 4, 8 0 -

  • Hits twice.
  • 80% proration.

Sol stabs downward with his sword. Cannot be canceled into anything other than specials. However, this move recovers as soon as 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.

j.D

Damage GuardHow this attack can be blocked. 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. Invuln
45 High 9 3 17 -

  • Air jump and air dash cancelable.
  • Launches opponent 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. With proper timing it can loop into itself (i.e. a dustloop), but note that using it multiple times will decrease wall durability rapidly leading to shorter and less damaging combos. Important tool for landing Clean Hit H Volcanic Viper in the corner.

Universal Mechanics

Ground Throw

6D or 4D

No results
Damage GuardHow this attack can be blocked. 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. Invuln

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 50% forced proration.

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. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. Can lead into a full combo with a Red Roman Cancel, though it must hit before the opponent touches the ground.

Air Throw

j.6D or j.4D

No results
Damage GuardHow this attack can be blocked. 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. Invuln

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 50% forced proration.

Sol grips the opponent with his fist, detonating it with flames. Used to call out opponents who make predictable jump-ins or keep chicken blocking. Cannot act after the throw until Sol touches the ground. Can also lead into a full combo on hit with a Red Roman Cancel.

Special Moves

Gun Flame

236P

Damage GuardHow this attack can be blocked. 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. Invuln
40→35→30→30 All 18 8, 8, 8, 8 Total 54 -

  • Launches opponent on hit.
  • Counter Hit state for entire duration.
  • Attack power changes with each set of 10 active frames.
  • 80% proration.

Sol releases a pillar of flame that slowly crawls along the ground. This is his only projectile, making it a vital part of Sol's neutral game. 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. Very strong combo tool against airborne opponents, giving Sol time to hit with Night Raid Vortex mid-screen 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 (Feint)

214P

Damage GuardHow this attack can be blocked. 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. 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 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.

Volcanic Viper

623S/H (Air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

All Versions
  • Strike invincible during start-up.
  • Launches opponent on hit.
  • Crouching state recovery.
  • Counter Hit state recovery.
  • Cannot Roman Cancel unless the opponent is in hitstun or blockstun.
  • 80% proration.
623S
  • Has two active windows, but only hits once.

Sol's faster strike invincible reversal with relatively low recovery. 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. Is safe on block if the opponent air blocked, making it a useful anti-air. 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.


623H
  • Data in [] represents values on Clean Hit.
  • Hits twice, both hits launch.
  • Second hit can Clean Hit at close range.
  • Clean Hit greatly improves 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. Can be used to anti-air opponents due to its high reach and its safety on air block. If the opponent is cornered and was high enough when they blocked it, it can true blockstring into normals. The Clean Hit deals absolutely massive damage, so it should be used to end combos whenever possible. The hard knockdown leads into strong okizeme, though it can be sacrificed in exchange for even more damage with an OTG 6H (useful for closing out rounds).


j.623S
  • Identical to the ground version.

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


j.623H
  • Identical to the ground version.

Ideal combo ender. 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 quickly enough from a jump cancelable normal in the corner (either from an air hit 5K/c.S or a CH c.S), 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.

Bandit Revolver

236K (Air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

  • Hits twice. First hit launches the opponent, second hit knocks them away, short tumble into soft knockdown on landing.
  • Second hit only occurs if the first hits the opponent.

Flying knee with an automatic follow-up kick on hit. Sol's main combo ender mid-screen when H Volcanic Viper won't Clean Hit. The high knock back of the second hit provides good corner carry and it leads into good damage if Red Roman Canceled. If the knee attack connects at its maximum vertical range, the follow-up will whiff. However, Sol is plus enough that he can land and link into 5K which can be done intentionally to extend combos. The tumble state on the second hit can link into 5K if they were high enough when it hit, making it a strong combo part in the corner. Avoid using this to end corner combos as the second hit cannot reliably cause Wall Stick. If the first does, the second will cause a Wall Break without giving Sol a chance to use a stronger ender like 6S, Fafnir, or Tyrant Rave.

Bandit Bringer

214K (Air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

  • Air 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 air version is always minus on block due to its greater landing recovery. Either way, the opponent will be pushed away. The air version can be delayed to halt Sol's aerial momentum, useful for baiting out an opponent's anti-air attempts, although it will lose to attacks with high vertical reach like  Potemkin's Heat Knuckle,  Faust's 6P or most rising DPs.

The hard knockdown can either grant good okizeme or lead into an OTG (2S can be canceled into Gun Flame to maintain pressure, while 6H maximizes damage). 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. 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. Invuln
100 Ground Throw 6 2 41 - 1-7F Throw

  • Throw invincible during start-up.
  • Switches sides on hit.
  • Hard knockdown on hit.
  • 50% forced proration.

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 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. 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. Invuln
45 [55] All 15~31 [32] 2 [8] 32 [26] - 7-(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.

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. 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. Invuln
65 All (Guard Crush) 24 3 16 -

  • Cannot be special canceled from any move.
  • Ground bounces on hit, hard knockdown upon landing.

Sol lunges forward half-screen with a flaming straight punch. Guard crushes on block, leaving Sol at a 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. This is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage and single hit nature.

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. 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. Invuln
58, 82 [58, 112] All 7+2 3(20)20 41 - 1-11F 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, putting the opponent into a tumble state on hit. Only occurs if the first hit successfully connected.
  • 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 his 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. 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. Invuln
40, 161 Ground Throw 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, he will continue to move and remain active during hitstop, making it next to impossible for the opponent to escape if they're on the ground. If the opponent doesn't trigger guardpoint, any jump or Roman Cancel shifted upward can evade it if timed well, so its usefulness is low if the opponent isn't commited to an action or has 50% Tension to stop themselves. This move travels very far very quickly, making it difficult to punish on whiff.

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 5D even after switching sides.


98% complete
Page Status %
Overview Complete. 20/20
Combos Beginner and optimal combos, all listed by starter. Combo theory is up-to-date. Missing video examples of optimal routes. 9/10
Strategy Needs video examples of Sol's general game plan. 19/20
Frame Data Complete. 50/50
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To edit frame data, edit values in GGST/Sol Badguy/Data.

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