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 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.

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.
Sol Badguy
GGST Sol Badguy Portrait.png
Damage Received Mod
×0.98
Guts Rating
2
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-15F Airborne
Fastest Attack
5K (3F)
Reversals
623S/H (9F/13F)
632146H (9F)

 Sol Badguy , is classified as a Balance type, and is an aggressive character who beats the opponent down with close range attacks.

Pros
Cons
  • Great Damage: Sol's damage output is very high, and he 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 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, and Volcanic Viper, his DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion..
  • Scary Pressure: Sol has potent strike/throw mix-ups, supplemented by Wild Throw and strong plus on block moves like c.S, f.S and Fafnir that build high amounts of R.I.S.C. Level.
  • 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.
  • Strike/Throw Reliant: Sol's most oppressive options involve mixing between frame traps and being close to the opponent, however defensive mechanics such as Faultless Defense, Instant Block and Fuzzy Jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. force Sol to take a lot of risks and make his offense fairly standard to manage. He doesn't have many other reliable sources of mixups otherwise, especially without Tension.
  • Limited Neutral Options: While Sol's neutral game as a whole is not bad by any means, his 2S and 2D have limited range and his 6S advances his hurtbox forward during start-up, making it difficult to approach characters with long or low profile pokes.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The 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
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

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 -2
Total: 17

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, and in some cases is more useful than 5K, being easier to utilise on Counter Hit for short burst damage conversions into Clean Hit H Volcanic Viper. Unfortunately, it is often beaten out by deeper jump-ins, in which case it's better to use 6P due to its upper body invincibility.

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.

  • Can hit certain crouching opponents.
    • Works on: Sol, Ky, Axl, Chipp, Potemkin, Zato, Leo, Nagoriyuki, I-No, Goldlewis, Baiken, Sin
    • Does not work on: May, Faust, Millia, Ramlethal, Giovanna, Anji, Jack-O', Chaos, Testament, Bridget

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 -16
Total: 31

Privileged 3 frame normal that does it all.

At close range, 5K is an extremely fast knee with 3 frames of startup, making it Sol's fastest button and tied for the fastest normal in the game alongside  Chipp's 5PGGST Chipp Zanuff 5P.pngGuardAllStartup3Recovery10Advantage-2. This makes him extremely dangerous in scramble situations, allowing him to escape through small gaps in pressure (such as the 4 frame gap in  Ky's 5KGGST Ky Kiske 5K.pngGuardLowStartup7Recovery6Advantage-2 > 6HGGST Ky Kiske 6H.pngGuardAllStartup15Recovery20Advantage-7), and punish conventionally safe moves.

The fully extended kick is also quite fast at 4 frames, which combined with its tall hitbox and multiple cancel options results in a strong anti-air. On air hit, it floats the opponent for a reliable juggle. As a rule of thumb, it's more reliable to dash cancel the move when anti-airing with it, as additional landing recovery from air blocking will give Sol follow-up pressure while still allowing for a combo should it actually hit. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit.

On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. It also combos into 6S on crouching opponents, but note that the second hit will whiff against crouching opponents if Sol isn't close enough, so don't use it as a poke from far away. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks.

  • Hits twice. Both hits are jump and dash cancelable.

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 +3
Total: 22

Sol's primary pressure tool, and flexible combo starter.

c.S has the most gatling and cancel options of all 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, while on Counter Hit it links into itself, Night Raid Vortex or a Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. H Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner.

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

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 +2
Total: 24

A lunging gut punch. The advancing plus on block mid.

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. The opponent can also 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.

  • Knocks opponent away on air hit.

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 -5
Total: 34

Primary Frame Trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own., and wall bounce combo tool.

5H 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 can make this move safe if properly spaced. Key tool in frametraps, leading to some of Sol's highest damage. Extremely powerful combo tool 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.

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

5D

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
Uncharged 50 High 20 3 26 -15 none
Charged 62 High 28 3 26 -10 none
Total: 48
Total: 56
Uncharged Dust Attack

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.

  • Causes floating crumple on ground hit.
  • Launches opponent on air hit.

Charged Dust Attack

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.

  • 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.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid ±0 1125 3000 [1000] 700 (900) 60%
Charged 100% 2 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

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
22 All 5 4 8 -2
Total: 16

2K

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 Low 5 3 11 -2
Total: 18

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. However, as it hits the floor and is lower commitment, it still has its place as a poke when compared to 2S, allowing Sol to check low-profile attacks with less risk of whiff punishment.

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

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 -7
Total: 30

Low hitting disjoint used to help control neutral.

One of Sol's best pokes, most effective 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. On Counter Hit, confirming to Bandit Revolver will allow Sol to link to 5K for a follow-up combo.

While its range is shorter than f.S, it functions as a good counter poke at the same speed, as it does not move Sol's hurtbox very far forward while sporting a significantly 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 -17
Total: 46

Slow but high reward anti-air that mainly sees use as combo filler.

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.

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

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 -4 5~24F Low Profile
Total: 30

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. Universal Sweep

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. Often safer than 6S as a gatling, requires a slightly longer delay to frametrap with.

  • Hard knockdown on ground hit or Counter Hit.

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 -11 1-2 Upper Body
3-13 Above Knees
Total: 33

Universal Upper Body Invincible Anti-Air A grounded attack that hits the opponent out of the air

A vital tool in Sol's anti-air toolkit that has greater startup than 5K but is more effective against deeper jump-ins due to its upper body invincibility. 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.

  • Knocks opponent away on hit, Counter Hit gives a hard knockdown.

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 -9
Total: 40

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 (in which case the second hit can still be used to take a knockdown), 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.

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.

  • Can be kara canceled into any special move to increase its range.

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 -27
Total: 54

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.pngGuardLowStartup10Recovery18Advantage-10 and even Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 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.

  • Cannot be special canceled.
  • Hard knockdown on hit.
  • Ground bounces on Counter Hit.

j.P

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 High 5 3 8
Total: 15

j.K

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
30 High 6 3 20
Total: 28

j.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
36 High 10 3 23 +2 (IAD)
Total: 35

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 +7 (IAD)
Total: 22

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. Instead, it should be used to control the air, as it easily allows Sol to continue pressure if the opponent air-blocks it, and may score stray hits due to its long active frames.

As both hits are overheads, during air dash setups it is possible to cancel the move into j.D to land early and 2K instead, which makes for a mix-up that is fairly hard to see.

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

Gatling Options: j.D

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 +4 (IAD)
Total: 28

Corner combo staple, and Sol's only disjointed air button.

The high damage and wall bounce property mean 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 usually air dash cancel into another one. Closer to the corner, it's possible to simply link one wall bounce into another if the opponent is positioned correctly. Important tool for landing Clean Hit H Volcanic Viper in the corner. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards.

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

Universal Mechanics

Ground Throw

6D or 4D

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
80 Ground Throw 2 3 38
Total: 42

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.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • Counter Hit state during recovery.

Air Throw

j.6D or j.4D

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
80 Air Throw 2 3 38 or Until Landing+10
Total: 52

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. Roman Canceling the throw on hit can lead to equivalent damage to its grounded counterpart by shifting down into the same basic Red Roman Cancel route mid-screen or canceling directly into a falling j.D and comboing into a Dustloop in or near the corner.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • Counter Hit state during recovery until landing.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Forced 50% HKD +50 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+43 to +56).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

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 -10
Total: 54

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.

  • Has four active windows, but only hits once.
  • Launches opponent on hit.
  • Counter Hit state during recovery.

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
Total: 25

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. If you land 6S on the first active frame, the remaining duration is the same whether you cancel into Gun Flame (Feint) or not, so doing so allows you to build more Tension and pull your hurtbox back, rendering the move more difficult to punish in neutral.

  • Builds a small amount of Tension.

Volcanic Viper

623S (Air OK) or 623H (Air OK)

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
623S 40 All 9 14 18+10 Landing -28 1-11F Strike
623H 35, 40 [35, 100] All 13 5, 11 19+10 Landing -26 7-14F 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 7-14F Strike
Total: 50
Total: 57
Total: 27
Total: 38
All Versions
  • Strike invincible during start-up.
  • Launches opponent on hit.
  • Counter Hit state during recovery.
  • Cannot Roman Cancel unless the opponent is in hitstun or blockstun.
S Volcanic Viper (623S)

Sol's faster strike invincible reversal. Use it to steal momentum against poor okizeme and predictable pressure. It 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)

Sol's slower but more powerful strike invincible reversal. It 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).

  • 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.

Aerial S Volcanic Viper (j.623S)

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

  • Shorter active window compared to the ground version.

Aerial H Volcanic Viper (j.623H)

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.

  • Identical to the ground version.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
623S 60% 2 Mid KD +17 [CH KD +30] 1500 1000 500 60% 25% 50
623H 60% 2 Large, Very Small KD +18 [HKD +54] 700×2 1000 250×2 60%, 80% 25% 50
j.623S 60% 2 Mid KD 1500 1000 500 60% 25% 50
j.623H 60% 2 Large, Very Small KD [HKD] 700×2 1000 250×2 60%, 80% 25% 50

623S:

  • Airborne from 12~40F.
  • If the first hit of a combo, applies an additional +20 Combo Decay. (All versions)


623H:

  • Data in [ ] represents values on Clean Hit. (All versions)
  • Airborne from 15~47F.
  • If the first hit of a combo, applies an additional +20 Combo Decay. (All versions)

Bandit Revolver

236K (Air OK)

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
236K 20 All 12 6 9+6 Landing -7
236KK 25 All 6 2 6+17 Landing -11
j.236K 20 All 10 6 Until Landing+6
j.236KK 25 All 6 2 Until Landing+17
Total: 32
Total: 23
Total: 21
Total: 23

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.

  • Pressing K initiates a follow-up.
  • Follow-up knocks the opponent away on hit.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236K 80% 2 Very Small -4 700 1000 150 80% 25% 150
236KK 80% 2 Very Small KD +21 700 1000 150 80% 25% 0
j.236K 80% 2 Very Small 700 1000 150 80% 25% 150
j.236KK 80% 2 Very Small KD 700 1000 150 80% 25% 0

236K:

  • Horizontal Activation Range: 300
  • Airborne from 6~26F.
  • Can cancel into K follow-up from 13~26F.


236KK:

  • Horizontal Activation Range: 450
  • This move and the 236K it canceled from are considered one multi-hit attack.
  • R.I.S.C. Loss applies only once when either hit connects.


j.236K:

  • Horizontal Activation Range: 300
  • Can cancel into K follow-up from 11~24F.


j.236KK:

  • Horizontal Activation Range: 450
  • This move and the j.236K it canceled from are considered one multi-hit attack.
  • R.I.S.C. Loss applies only once when either hit connects.

Bandit Bringer

214K (Air OK)

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
214K 50 High 30 7 13 -3
j.214K 40 [60] High 22~29 [30] Until Landing Until Landing+18
Total: 48
Total: 39

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.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3,  Faust's 6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21 or most rising DPs.

The hard knockdown can grant good okizeme. It's even possible to perform a safe jump after hitting Bandit Bringer on an airborne opponent by doing a forward jump IAD into delay j.S. Alternatively, you can perform an OTG with low-reaching special cancelable normals such as 2S and cancel into Gun Flame to maintain pressure, or OTG with 6H to maximize 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.

  • Aerial version can be delayed by holding K.
  • Slight ground bounce on hit, hard knockdown upon landing.
  • Crouching state during landing recovery.

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
Total: 48

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.

  • Throw invincible during start-up.
  • Switches sides on hit.
  • Hard knockdown on hit.
  • Counter Hit state during recovery.

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] -17 7-(1F before Active) Low Profile
Total: 48
Total: 67

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.

  • 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.

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 +11
Total: 42

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 which makes it useful to use after a 2D knockdown. 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.

  • 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.

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 -44 1-11F Full
Total: 92

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 will 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.

  • 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.

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
Total: 84

A Dragon Install-powered flying grab that makes Sol lunge fullscreen. 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.

  • Launches opponent and switches sides on hit, hard knockdown upon landing.

Colors

GGST Sol Badguy color 1.png
GGST Sol Badguy color 2.png
GGST Sol Badguy color 3.png
GGST Sol Badguy color 4.png
GGST Sol Badguy color 5.png
GGST Sol Badguy color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Sol Badguy color 7.png
GGST Sol Badguy color 8.png
GGST Sol Badguy color 9.png
GGST Sol Badguy color 10.png
GGST Sol Badguy color 11.png
GGST Sol Badguy color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Sol Badguy color 13.png
GGST Sol Badguy color 14.png
GGST Sol Badguy color 15.png
GGST Sol Badguy color EX.png
Color 13
Color 14
Color 15
EX1
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

1Pre-order exclusive

Navigation

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