(→P.B.B.) |
Final Ultima (talk | contribs) mNo edit summary |
||
Line 15: | Line 15: | ||
==Overview== | ==Overview== | ||
Sol has a tool for every situation, some tools better than others, but his primary goal is to get up close and personal, as his close-range options are where Sol is at his scariest. Fortunately, Sol can do this with the help of Gun Flame, a projectile that can be used to cover Sol’s approach when Roman Cancelled. When up close, Sol has some powerful buttons. {{clr|2|5K}} and {{clr|5|2D}} are very strong normals, a 5 frame poke that can be used as a 6 frame anti-air and a fast, low profile sweep, respectively. While lacking a strong, standing overhead, much of Sol’s close-range mix-up comes from his command throw,Wild Throw, and the fear of getting caught in his command throw opening the opponent up to frame traps. Speaking of fear, Sol possesses the best invincible reversal in the game, Volcanic Viper, a powerful tool which forces the opponent to consider the safety of their offense. Of course, this isn’t to say that his mid-range game is absent. Other moves such as {{clr|3|f.S}} and {{clr|4|5H}} possess a great deal of range, and Fafnir is probably the scariest of them all, a massively vicious, flaming strike that sends the opponent tumbling away on hit and is even plus on block. When the opponent is forced into the corner, that’s when the real fun starts. Sol can deal large amounts of damage near the corner by utilizing his infamous D-Loop (more popularly known as the Dustloop) in combination with Fafnir, and thanks to | Sol has a tool for every situation, some tools better than others, but his primary goal is to get up close and personal, as his close-range options are where Sol is at his scariest. Fortunately, Sol can do this with the help of Gun Flame, a projectile that can be used to cover Sol’s approach when Roman Cancelled. When up close, Sol has some powerful buttons. {{clr|2|5K}} and {{clr|5|2D}} are very strong normals, a 5 frame poke that can be used as a 6 frame anti-air and a fast, low profile sweep, respectively. While lacking a strong, standing overhead, much of Sol’s close-range mix-up comes from his command throw, Wild Throw, and the fear of getting caught in his command throw opening the opponent up to frame traps. Speaking of fear, Sol possesses the best invincible reversal in the game, Volcanic Viper, a powerful tool which forces the opponent to consider the safety of their offense. Of course, this isn’t to say that his mid-range game is absent. Other moves such as {{clr|3|f.S}} and {{clr|4|5H}} possess a great deal of range, and Fafnir is probably the scariest of them all, a massively vicious, flaming strike that sends the opponent tumbling away on hit and is even plus on block. When the opponent is forced into the corner, that’s when the real fun starts. Sol can deal large amounts of damage near the corner by utilizing his infamous D-Loop (more popularly known as the Dustloop) in combination with Fafnir, and thanks to Break - an air-to-ground dive kick, Sol can take his air combos back to the ground and then end them with an extra advantageous knockdown. With that knockdown, he can set up powerful okizeme using a combination of safe jumps and Yellow Roman Cancelled Gun Flames, and bully his way to victory. | ||
===Unique Mechanics=== | ===Unique Mechanics=== | ||
---- | ---- | ||
Line 25: | Line 25: | ||
| pros = | | pros = | ||
* Many strong, versitile normals and specials. | * Many strong, versitile normals and specials. | ||
* Excels at close range with frame traps and [[GGXRD-R2/Sol Badguy# | * Excels at close range with frame traps and [[GGXRD-R2/Sol Badguy#Wild Throw|Wild Throw]]. | ||
* Excellent ability to convert nearly any hit into knockdown. | * Excellent ability to convert nearly any hit into knockdown. | ||
* Good starters lead to high damage combos at no Tension cost. | * Good starters lead to high damage combos at no Tension cost. | ||
Line 473: | Line 473: | ||
{{Description|7|text= | {{Description|7|text= | ||
At neutral, Ground S Volcanic Viper (SVV) can be used at range to counter an opponent’s poke into a knockdown, but it is risky and will only be effective on attacks that extend their hurtbox. It can be used as an invulnerable reversal, but is slower than Ground H Volcanic Viper (HSVV or HVV) and has a much thinner hitbox. It is not as unsafe as HVV, but still easily punishable. | At neutral, Ground S Volcanic Viper (SVV) can be used at range to counter an opponent’s poke into a knockdown, but it is risky and will only be effective on attacks that extend their hurtbox. It can be used as an invulnerable reversal, but is slower than Ground H Volcanic Viper (HSVV or HVV) and has a much thinner hitbox. It is not as unsafe as HVV, but still easily punishable. | ||
*Hits twice, both hits launch. First hit is fully untechable on Counter Hit. Second hit can be cancelled into | *Hits twice, both hits launch. First hit is fully untechable on Counter Hit. Second hit can be cancelled into Knockdown on hit, block, or whiff. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
*Cannot Yellow or Purple Roman Cancel. | *Cannot Yellow or Purple Roman Cancel. | ||
Line 484: | Line 484: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Aerial S Volcanic Viper ({{clr|3|j.S}}VV) can be used as an anti-anti-air, which becomes particularly strong with Roman Cancel available. Note that its hurtbox reaches much lower than that of Aerial H Volcanic Viper ({{clr|4|j.H}}VV). It can also be used to counter aerial attacks at close range. {{clr|3|j.S}}VV is used frequently to end air combos with knockdown | Aerial S Volcanic Viper ({{clr|3|j.S}}VV) can be used as an anti-anti-air, which becomes particularly strong with Roman Cancel available. Note that its hurtbox reaches much lower than that of Aerial H Volcanic Viper ({{clr|4|j.H}}VV). It can also be used to counter aerial attacks at close range. {{clr|3|j.S}}VV is used frequently to end air combos with knockdown. A close to ground {{clr|3|j.S}}VV can link into {{clr|1|5P}} upon landing, making Tiger Knee {{clr|3|j.S}}VV useful in certain mid-screen confirms. | ||
*Hits twice, both hits launch. Second hit can be cancelled into | *Hits twice, both hits launch. Second hit can be cancelled into Knockdown on hit, block, or whiff. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
*Cannot Yellow or Purple Roman Cancel. | *Cannot Yellow or Purple Roman Cancel. | ||
Line 497: | Line 497: | ||
{{Description|7|text= | {{Description|7|text= | ||
Ground H Volcanic Viper (HSVV or HVV) is Sol’s strongest defensive tool, and has applications for neutral and offense as well. It has fast start-up and is invulnerable instantly, so it can be used on wake-up or at any gap in the opponent’s pressure to counter their attacks. HVV is highly unsafe on block or whiff. Having Roman Cancel (RC) available removes much of the risk associated with it, allowing combos on hit or pressure if it is blocked. If the second hit connects on Counter Hit, it can be followed up with a combo at no Tension cost. HVV is a strong anti-air option that can only fail if the opponent uses Faultless Defense or dodges it somehow. It is particularly useful for punishing forward air dashes, since the opponent must wait until the air dash is complete to Faultless Defense. On offense, HVV can be used as a frame trap and anti-throw option. | Ground H Volcanic Viper (HSVV or HVV) is Sol’s strongest defensive tool, and has applications for neutral and offense as well. It has fast start-up and is invulnerable instantly, so it can be used on wake-up or at any gap in the opponent’s pressure to counter their attacks. HVV is highly unsafe on block or whiff. Having Roman Cancel (RC) available removes much of the risk associated with it, allowing combos on hit or pressure if it is blocked. If the second hit connects on Counter Hit, it can be followed up with a combo at no Tension cost. HVV is a strong anti-air option that can only fail if the opponent uses Faultless Defense or dodges it somehow. It is particularly useful for punishing forward air dashes, since the opponent must wait until the air dash is complete to Faultless Defense. On offense, HVV can be used as a frame trap and anti-throw option. | ||
*Hits twice, both hits launch. Second hit is fully untechable on Counter Hit. Second hit can be cancelled into | *Hits twice, both hits launch. Second hit is fully untechable on Counter Hit. Second hit can be cancelled into Knockdown on hit, block, or whiff. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
*Cannot Yellow or Purple Roman Cancel. | *Cannot Yellow or Purple Roman Cancel. | ||
Line 508: | Line 508: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Like Aerial S Volcanic Viper ({{clr|3|j.S}}VV), Aerial H Volcanic Viper ({{clr|4|j.H}}VV) can counter aerial attacks, and can be used to end air combos with knockdown | Like Aerial S Volcanic Viper ({{clr|3|j.S}}VV), Aerial H Volcanic Viper ({{clr|4|j.H}}VV) can counter aerial attacks, and can be used to end air combos with knockdown. {{clr|4|j.H}}VV reaches much higher than its S counterpart, so it can be used from farther away. While {{clr|4|j.H}}VV has higher base damage than {{clr|3|j.S}}VV, you need to be closer to land both hits, so which version you go for in combos will ultimately depend on positioning. | ||
*Hits twice, both hits launch. Second hit can be cancelled into | *Hits twice, both hits launch. Second hit can be cancelled into Knockdown on hit, block, or whiff. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
*Cannot Yellow or Purple Roman Cancel. | *Cannot Yellow or Purple Roman Cancel. | ||
Line 524: | Line 524: | ||
{{Description|7|text= | {{Description|7|text= | ||
The Dragon Install (DI) versions of Ground S Volcanic Viper (SVV) and Aerial S Volcanic Viper ({{clr|3|j.S}}VV) are used in much the same way as a regular SVV and {{clr|3|j.S}}VV. The additional hit increases combo damage and decreases disadvantage on block, although not enough to prevent it from being highly punishable. (DI) {{clr|3|j.S}}VV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular {{clr|3|j.S}}VV. That being said, neither (DI) SVV nor (DI) {{clr|3|j.S}}VV see much use during DI, due to the far higher reward on the H versions. | The Dragon Install (DI) versions of Ground S Volcanic Viper (SVV) and Aerial S Volcanic Viper ({{clr|3|j.S}}VV) are used in much the same way as a regular SVV and {{clr|3|j.S}}VV. The additional hit increases combo damage and decreases disadvantage on block, although not enough to prevent it from being highly punishable. (DI) {{clr|3|j.S}}VV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular {{clr|3|j.S}}VV. That being said, neither (DI) SVV nor (DI) {{clr|3|j.S}}VV see much use during DI, due to the far higher reward on the H versions. | ||
*Hits 3 times, all hits launch. Third hit can be cancelled into | *Hits 3 times, all hits launch. Third hit can be cancelled into Knockdown on hit, block, or whiff. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
*Cannot Yellow or Purple Roman Cancel. | *Cannot Yellow or Purple Roman Cancel. | ||
Line 540: | Line 540: | ||
{{Description|7|text= | {{Description|7|text= | ||
In Dragon Install (DI), Ground H Volcanic Viper (HSVV or HVV) and Aerial H Volcanic Viper ({{clr|4|j.H}}VV or {{clr|4|j.H}}VV) boast greatly enhanced firepower. Dealing a total of 10 hits, connecting with either version results in a large amount of damage, especially if it hits raw. With all 9 rising hits building a base 7.2% Tension on hit, (DI) HVV has the highest Tension Gain of any attack in the game. A successful (DI) HVV almost always builds enough Tension to pay for a Roman Cancel (RC), at which point Sol can convert the already powerful attack into a full combo. (DI) {{clr|4|j.H}}VV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular {{clr|4|j.H}}VV. Of course, the move is not without its weaknesses. Both versions are massively unsafe on block or whiff, putting Sol at a greater disadvantage than any other attack he has. For that reason, you should never go for a (DI) HVV in unconfirmable situations without the necessary 50% Tension required to RC. With an RC available, however, there is another interesting use for (DI) HVV. The first hit alone deals 60 damage, launches, is completely untechable and only decreases the R.I.S.C. Level by one, making it perhaps the most dangerous single hit in the game. RCing the first hit and continuing with a combo can result in massive damage, especially off a 7 frame attack with invulnerable start-up. | In Dragon Install (DI), Ground H Volcanic Viper (HSVV or HVV) and Aerial H Volcanic Viper ({{clr|4|j.H}}VV or {{clr|4|j.H}}VV) boast greatly enhanced firepower. Dealing a total of 10 hits, connecting with either version results in a large amount of damage, especially if it hits raw. With all 9 rising hits building a base 7.2% Tension on hit, (DI) HVV has the highest Tension Gain of any attack in the game. A successful (DI) HVV almost always builds enough Tension to pay for a Roman Cancel (RC), at which point Sol can convert the already powerful attack into a full combo. (DI) {{clr|4|j.H}}VV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular {{clr|4|j.H}}VV. Of course, the move is not without its weaknesses. Both versions are massively unsafe on block or whiff, putting Sol at a greater disadvantage than any other attack he has. For that reason, you should never go for a (DI) HVV in unconfirmable situations without the necessary 50% Tension required to RC. With an RC available, however, there is another interesting use for (DI) HVV. The first hit alone deals 60 damage, launches, is completely untechable and only decreases the R.I.S.C. Level by one, making it perhaps the most dangerous single hit in the game. RCing the first hit and continuing with a combo can result in massive damage, especially off a 7 frame attack with invulnerable start-up. | ||
*Hits 10 times, all hits launch. Tenth hit can be cancelled into | *Hits 10 times, all hits launch. Tenth hit can be cancelled into Knockdown on hit, block, or whiff. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
*Cannot Yellow or Purple Roman Cancel. | *Cannot Yellow or Purple Roman Cancel. | ||
Line 549: | Line 549: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0"> | ======<font style="visibility:hidden" size="0">Knockdown</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Knockdown | |name=Knockdown | ||
Line 567: | Line 567: | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Knockdown | Knockdown (KD) is the add-on to Volcanic Viper (VV) which is used to knock the opponent down after a VV hits. | ||
The cancel to | The cancel to KD is delayable, so depending on the height at which VV connects, a difference in timing may be required for it to connect. Whiffing a KD after VV connects will leave Sol at disadvantage, and is sometimes even punishable. Delay cancel into KD can also be used in an attempt to throw off the opponent’s punish timing when they block or dodge a VV, but doing so puts Sol in Counter Hit state, leaving VV even more punishable if it fails. | ||
During Dragon Install, Sol will fall to the ground quickly after | During Dragon Install, Sol will fall to the ground quickly after KD making him less vulnerable and allowing for better followups. | ||
*Knocks down on hit, can be cancelled into from Volcanic Viper on hit, block, or whiff. | *Knocks down on hit, can be cancelled into from Volcanic Viper on hit, block, or whiff. | ||
Line 672: | Line 672: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
In neutral, the Dragon Install (DI) version of Bandit Bringer (BB) carries the usual risks, despite the miniscule improvement to start-up and the seemingly larger hitbox. Of course, being in DI, the reward for landing it is potentially greater, as it lacks the initial proration attached to the regular version. Because (DI) BB tumbles on hit, it is often used in combos after a mid-screen (DI) | In neutral, the Dragon Install (DI) version of Bandit Bringer (BB) carries the usual risks, despite the miniscule improvement to start-up and the seemingly larger hitbox. Of course, being in DI, the reward for landing it is potentially greater, as it lacks the initial proration attached to the regular version. Because (DI) BB tumbles on hit, it is often used in combos after a mid-screen (DI) Break for the additional corner carry required to take the opponent all the way to the corner. Interestingly, if you land (DI) BB without any preceeding tumbles, it will tumble, but landing it after a tumble in the same combo will cause a ground bounce instead, as combos have a one tumble limit. | ||
*Tumbles on hit during first tumble in a combo, ground bounces after a tumble. | *Tumbles on hit during first tumble in a combo, ground bounces after a tumble. | ||
*Sol is crouching during landing recovery. | *Sol is crouching during landing recovery. | ||
Line 679: | Line 679: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0"> | ======<font style="visibility:hidden" size="0">Break</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Break | |name=Break | ||
Line 700: | Line 700: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Break | Break is an all-around strong dive kick. It stalls Sol’s momentum in mid-air, making it usable as an anti-anti-air option since it comes down quickly after the delay to whiff punish. It can be followed up on hit near corner, or mid-screen using Roman Cancel. It is used frequently in corner combos. On block, Break is safe, but only if the flame pillar connects. From a close-range block (often caused by Instant Block), the flame pillar will whiff behind the opponent after the dive kick, leaving Sol vulnerable. Break done from farther ranges is difficult to whiff punish since the flame pillar will still come out upon whiffing the dive kick. Using Yellow Roman Cancel (YRC) as Sol’s begins descending makes him quickly drop to the ground, making for a particularly strong approach from the air. | ||
*Launches on hit, Counter Hit is untechable. | *Launches on hit, Counter Hit is untechable. | ||
*Cannot be performed close to the ground. | *Cannot be performed close to the ground. | ||
Line 710: | Line 710: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Once Sol enters Dragon Install (DI), | Once Sol enters Dragon Install (DI), Break’s all-around usefulness increases greatly, even though its damage does not. Firstly, start-up becomes noticably faster, further enhancing its viability in neutral situations. While Sol does not hang in the air for as long to bait out anti-air attempts, the speed of the move and the danger of DI in general make it risky to challenge. Secondly, the flame that normally appears upon hitting the ground is replaced by a large explosion, granting Sol even greater advantage without the possibility of the second hit whiffing at point-blank. The explosion even hits behind Sol, creating potential cross-ups, although the minimum height requirement usually restricts this function to okizeme or other situations in which Sol is able to get high above the opponent. On hit, the explosion launches the opponent high and far, sporting a massive amount of untechable time. This allows Sol to easily follow-up with the jumping normal of his choice (including after an Instant Air Dash), or even (DI) Bandit Bringer during low untechable time decay. Because of this, (DI) Break is a very versatile combo part during DI combos, both mid-screen for corner carry and in the corner for {{clr|5|j.D}} > (DI) Break loops. That being said, using it in combos limits your maximum damage considerably, so if you can avoid using it in that context, do so. | ||
*Second hit has a massive amount of untechable time on hit. | *Second hit has a massive amount of untechable time on hit. | ||
*Cannot be performed close to the ground. | *Cannot be performed close to the ground. | ||
Line 716: | Line 716: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0"> | ======<font style="visibility:hidden" size="0">Wild Throw</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Wild Throw | |name=Wild Throw | ||
Line 737: | Line 737: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
WT makes Sol especially dangerous when within its range, and is a fundamental part of Sol’s offense. It boasts a start-up of only 4 frames, and can outrange normal throws. It allows strong Tension-free follow-up combos. During pressure, WT is used most effectively in conjunction with frame traps and lows, with the outcome depending on whether opponents opt to try either countering its start-up or jumping and backdashing to avoid it. Opponents using Faultless Defense excessively to keep Sol out are extra susceptible to WT. It is important to space WT well, because it can be thrown out of start-up if done too close. On whiff, there is a recovery animation which can be easily punished, but it can be Purple Roman Cancelled for safety. | Wild Throw (WT) makes Sol especially dangerous when within its range, and is a fundamental part of Sol’s offense. It boasts a start-up of only 4 frames, and can outrange normal throws. It allows strong Tension-free follow-up combos. During pressure, WT is used most effectively in conjunction with frame traps and lows, with the outcome depending on whether opponents opt to try either countering its start-up or jumping and backdashing to avoid it. Opponents using Faultless Defense excessively to keep Sol out are extra susceptible to WT. It is important to space WT well, because it can be thrown out of start-up if done too close. On whiff, there is a recovery animation which can be easily punished, but it can be Purple Roman Cancelled for safety. | ||
*Cannot be cancelled into from normals. | *Cannot be cancelled into from normals. | ||
*60% forced proration. | *60% forced proration. | ||
Line 797: | Line 797: | ||
}} | }} | ||
======<font style="visibility:hidden" size="0"> | ======<font style="visibility:hidden" size="0">Ground Viper</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Ground Viper | |name=Ground Viper |
Revision as of 19:33, 21 February 2020
Sol Badguy |
---|
|
Overview
Sol has a tool for every situation, some tools better than others, but his primary goal is to get up close and personal, as his close-range options are where Sol is at his scariest. Fortunately, Sol can do this with the help of Gun Flame, a projectile that can be used to cover Sol’s approach when Roman Cancelled. When up close, Sol has some powerful buttons. 5K and 2D are very strong normals, a 5 frame poke that can be used as a 6 frame anti-air and a fast, low profile sweep, respectively. While lacking a strong, standing overhead, much of Sol’s close-range mix-up comes from his command throw, Wild Throw, and the fear of getting caught in his command throw opening the opponent up to frame traps. Speaking of fear, Sol possesses the best invincible reversal in the game, Volcanic Viper, a powerful tool which forces the opponent to consider the safety of their offense. Of course, this isn’t to say that his mid-range game is absent. Other moves such as f.S and 5H possess a great deal of range, and Fafnir is probably the scariest of them all, a massively vicious, flaming strike that sends the opponent tumbling away on hit and is even plus on block. When the opponent is forced into the corner, that’s when the real fun starts. Sol can deal large amounts of damage near the corner by utilizing his infamous D-Loop (more popularly known as the Dustloop) in combination with Fafnir, and thanks to Break - an air-to-ground dive kick, Sol can take his air combos back to the ground and then end them with an extra advantageous knockdown. With that knockdown, he can set up powerful okizeme using a combination of safe jumps and Yellow Roman Cancelled Gun Flames, and bully his way to victory.
Unique Mechanics
Dragon Install
- Dragon Install is an Overdrive which changes the properties, frame data, and damage of every move in Sol's kit for a limited time.
During Dragon Install, Sol's attacks all become faster, and generally more damaging. Dragon Install will also increase Sol's Tension Gain significantly. After a short period of time, Sol will return to his normal state with a lengthy recovery animation.
Sol Badguy Sol Badguy is a well-rounded, yet very rushdown-focused character.
- Many strong, versitile normals and specials.
- Excels at close range with frame traps and Wild Throw.
- Excellent ability to convert nearly any hit into knockdown.
- Good starters lead to high damage combos at no Tension cost.
- Volcanic Viper is the best meterless reversal in the game.
- Makes very good use of both Yellow and Red Roman Cancels.
- High stun damage. Can easily guarantee dizzy out of Counter Hit combos.
- Has difficulty dealing with strong zoning.
- Must sometimes take risks to break into his ideal attack range.
- Mix-ups are very basic. Requires strong reads and conditioning.
Normal Moves
- Data in [ ] refers to Sol in Dragon Install (DI).
5P
5P |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5P is useful as a low-risk counter poke tool. It is a strong pressure tool, leading into easy hit confirms, frame traps, and tic-throws. Due to its quick recovery, it can create Burst-safe points in combos. 5P will whiff against some characters' crouching hurtboxes.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D |
5K
5K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5k is a great combo and pressure starter which leads into many different routes. The second hit has great vertical and horizontal reach and relatively fast recovery on whiff, which makes it extremely useful for anti-airing and catching jump-ins. 5K is commonly used as an option select with forward throw.
Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D |
c.S
c.S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
c.S is a strong pressure and hit confirming tool. It is one of Sol’s most damaging starters, making it a strong frame trap option and punisher on highly unsafe attacks. c.S will combo into j.D on air hit, so it can be used to set up Dust Loops. Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D |
f.S
f.S |
| ||||
---|---|---|---|---|---|
f.S is Sol’s main long-range poke, it boasts an excellent combination of speed and horizontal reach. It is useful for countering attacks at long range, catching the opponent's attempts to move, and punishing unsafe attacks at a distance. On block, f.S can be cancelled to specials to apply pressure, or gatling into 2S to reset the situation. On hit, f.S can gatling into 5H for long-range confirms with Tension. The only drawbacks to f.S are its significant recovery and extended hurtbox. Gatling Options: 2S, 5H, 2H, 5D, 2D |
5H
5H |
| ||||
---|---|---|---|---|---|
Sol’s other long-range poke, 5H is primarily useful in attempts to counter the opponent's attacks since it leads to Tension-free combos on Counter Hit. Its hurtbox does not extend far relative to its max range, making it strong when used in conjunction with Sol's other pokes that do greatly extend his hurtbox (such as f.S and 2D). In pressure, it can gatling from 6P as a far range frame trap. If blocked, it can be jump or special cancelled for a return to neutral or attempt to press the offensive. From farther air hits, it combos into Instant Air Dash j.P/j.K, or can be Roman Cancelled into Bandit Bringer to allow follow-up combos. 5H will combo into j.D on air hit, so it is used frequently to set up Dust Loops in corner.
Gatling Options: 2H, 5D, 2D |
6P
6P |
| ||||
---|---|---|---|---|---|
6P has upper body invulnerability so it can counter higher-hitting pokes at range. For anti-airing, it is most effective against shallow angle jump angles or low air dashes, but it can also counter air attacks used early in descent (in attempts to stuff 5K anti-air). 6P is a strong pressure tool, leading to a multitude of easily hit confirmable and delayable options upon connecting. It can covert to combos on trades, as long as it hit near corner or Counter Hit. The wall bounce on 6P also makes it a staple in corner pressure and combos. Sol can even 6P>short delay 6H for sneaky crossup setups.
Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D Supplemental Frame Data:
|
6H
5D
5D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D should be used sparingly. It hits overhead, but can be reacted to easily and is unsafe on block. Rewards on hit are small outside of corner. 5D can be used as a combo part for Dragon Install combo enders, due to the wall stick it causes in the corner. Yellow Roman Cancelling 5D on startup can lead to some particularly tricky setups.
|
2P
2P |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2P is a staple in Sol’s pressure game, it has similar utility to 5P but is plus on block as well. It can set up tick throws or frame traps, and can be hit confirmed easily. Due to its quick recovery, it can create Burst-safe points in combos.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D |
2K
2K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2K is Sol’s fastest low attack and important in pressure and okizeme. Its quick recovery makes it a decent tick throw option. It also has decent reach for its speed, so it is useful as a standalone poke. It is useful as an empty jump low option for okizeme, and with proper spacing it can outrange throws.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D |
2S
2S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2S is a strong neutral and pressure tool. It has a relatively slow start-up, but recovers incredibly fast while keeping Sol’s hurtbox far back, making it great for stopping ground approaches and countering shorter pokes. Gatling a f.S into 2S whiff is a common technique which brings Sol's hurtbox back to a safer distance, essentially resetting the situation. 2S is advantageous on block, making it a great way to safely end blockstrings or lead into extended pressure. Gatling Options: 5H, 2H, 6H, 5D, 2D |
2H
2H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2H is primarily used in combos on airborne opponents, such as from anti-air 5K and corner 6P. It is rarely useful on its own due to its slow start-up, long recovery, and large hurtbox. On rare occasions it can be used in anticipation to anti-air for a rewarding Counter Hit launch. From farther air hits, it combos into Instant Air Dash j.P/j.K to allow follow-up combos that result in a knockdown that would otherwise not reach. 2H will combo into j.D on air hit, so it is used frequently to set up Dust Loops in corner.
Gatling Options: 5D, 2D |
2D
2D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2D is a powerful normal, boasting an exceptional combination of speed, reach, evasive properties, and rewards on hit. Its low profile ability makes it useful for countering pokes that don't reach the floor. On Counter Hit, it will combo into Gun Flame for high damage, Tension-free combos. On normal hit it leads to multiple combo options depending on range and resources. It is a strong frame trap option as well since it can low profile many fast pokes. It is useful as an empty jump low option for okizeme since it can easily outrange throws.
Supplemental Frame Data:
|
j.P
j.P |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.P is Sol’s fastest air normal, making it ideal for close-quarters air-to-air encounters. It cancels to itself even on whiff which is useful for covering space with a long series of active hitboxes. This, along with its quick recovery, make rising j.P a low-risk space control option. j.P shifts Sol's hurtbox forward and upwards, so it can be difficult to anti-air, and can potentially evade aerial attacks from below. Following knockdowns, j.P can be used as a safe jump and puts the opponent in short blockstun, making it a common tick throw option. In combos, j.P can be used to create Burst-safe points. Gatling Options: j.P, j.K, j.S, j.H |
j.K
j.K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
It can be used in long distance air-to-air, or apply pressure on opponents attempting to jump away. In combos, j.K is frequently used from long range hits and can be used to increase corner carry in many confirms. It has a large hitbox behind Sol allowing it to cross-up, making it useful for okizeme following closer knockdowns. The hitbox of j.K does not reach low, so certain characters can crouch to make it whiff.
Gatling Options: j.S, j.D |
j.S
j.S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.S is Sol’s best air starter for combos, so it is commonly used in okizeme as a high hit. It is also used to extend combos on airborne opponents due to being jump cancellable. j.S reaches far downward with relatively quick start-up making it a great air-to-ground button.
Gatling Options: j.K, j.H, j.D |
j.H
j.H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.H has utility in a wide variety of areas. in general it is Sol’s most commonly used air normal. For okizeme, j.H is useful as a safe jump that can hit high twice. While it doesn’t gatling to any other air normals, it recovers instantly, so it is possible to link j.P or j.K afterwards. j.H is useful as both an air-to-air and air-to-ground attack due to its large hitbox, long active frames, and evasive hurtbox. Sol's hurtbox shifts up far above the lower limit of j.H's hitbox, making it a great way to counter anti-airs and help approach from the air. As a jump in, the only drawback it has is that it doesn't reach quite as deep as j.S, so it can be low profiled. At neutral, rising j.H has similar utility to rising j.P as a method of covering space. j.H can be used to create Burst-safe points in combos due to its instant recovery. |
j.D
j.D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.D is primarily used in combos on airborne opponents to maximize corner carry and damage, such as Dust Loops near corner. It is also commonly used as a gatling from j.S to launch the opponent. On its own, j.D has limited use as an air-to-ground attack, the hitbox has more range horizontally and upward vertically than downward. In addition, it has extra landing recovery which makes follow-up pressure after it is blocked not as strong. It can occasionally be useful as an air-to-air with decent active frames and horizontal reach.
|
Universal Mechanics
Ground Throw
Ground Throw |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sol’s ground throw is used much more frequently on defense than offense. Typically, using Wild Throw is a stronger and more rewarding option on offense. Throw is faster though, so it can be used in situations which the opponent makes themselves throwable for a brief period of time. It can only be followed up with combos using Roman Cancel. Performing throw as 6K+H acts as a useful option select to perform 5K if the opponent is not throwable, and throw if they are. This cannot be used for throwing opponents behind due to Faultless Defense, but is much safer than using 6H.
|
Air Throw
Air Throw |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sol’s air throw is useful in multiple situations, since air throws are strong in general. Sol makes use of it particularly during offense to grab opponents who attempt to escape by jumping. It knocks down upon connecting and usually has to be Roman Cancelled to enable any follow-up. Sol's air throw does significant stun damage, so succeeding with a tech trap can often result in a stunned opponent.
|
Dead Angle Attack
Dead Angle Attack |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dead Angle Attack is an anti-pressure option that costs 50% Tension. It knocks the opponent away on hit and causes knockdown which can be followed up with ground okizeme. While occasionally useful, Sol has particularly good defensive options otherwise, so he does not need to rely on Dead Angle Attack as much as others. Especially due to the fact that it is highly unsafe on block or whiff.
|
Blitz Attack
Blitz Attack |
---|
Special Moves
Gun Flame
Gun Flame 236P Normal |
---|
Gun Flame (Feint)
Gun Flame (Feint) 214P |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gun Flame (Feint) (GF(F)) is often used as a cancel option from 5H or 6H on block. This doesn’t improve his frame advantage, but it brings Sol's hurtbox back to a safer distance. It builds a small amount of Tension, so it can be used at a safe distance during down time to build meter for free. In pressure, GF(F) is a risky but occasionally useful method of getting the opponent to flinch that can be punished.
|
Volcanic Viper
Volcanic Viper 623S/H (air OK) Normal |
---|
Knockdown
Knockdown (Tataki Otoshi) During Volcanic Viper: 214K Normal |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Knockdown (KD) is the add-on to Volcanic Viper (VV) which is used to knock the opponent down after a VV hits. The cancel to KD is delayable, so depending on the height at which VV connects, a difference in timing may be required for it to connect. Whiffing a KD after VV connects will leave Sol at disadvantage, and is sometimes even punishable. Delay cancel into KD can also be used in an attempt to throw off the opponent’s punish timing when they block or dodge a VV, but doing so puts Sol in Counter Hit state, leaving VV even more punishable if it fails. During Dragon Install, Sol will fall to the ground quickly after KD making him less vulnerable and allowing for better followups.
|
Bandit Revolver
Bandit Revolver 236K (air OK) Normal |
---|
Bandit Bringer
Bandit Bringer 236[K] Normal |
---|
Break
Break (Kudakero) j.214K Normal |
---|
Wild Throw
Wild Throw (Bukkirabou ni Nageru) 623K Normal |
---|
Riot Stamp
Riot Stamp 214K Normal |
---|
Ground Viper
Ground Viper (Grand Viper) 214S Normal |
---|
Fafnir
Fafnir 41236H Normal |
---|
P.B.B.
P.B.B. During Dragon Install: j.623K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
P.B.B. is Sol’s Dragon Install (DI) exclusive special, used primarily as a combo ender during the final moments of DI to allow Sol to safely recover without repercussion by causing knockdown and creating distance between Sol and the opponent. Uniquely, despite being classified as an air throw, it is possible to land P.B.B. on grounded opponents, but only while they’re already in hitstun. Combined with its fast start-up and short burst of horizontal movement, this allows Sol to end almost any DI combo with P.B.B. without needing to add any unnecessary filler, maximising combo damage. Due to its nature as an air throw, there is the potential to use P.B.B. for resets on an opponent attempting to air tech away, or to use it to throw someone out of Burst start-up.
Supplemental Frame Data:
|
Overdrives
Tyrant Rave ver.β
Tyrant Rave ver.β 632146H (632146D) Normal |
---|
Dragon Install
Dragon Install 214214H (air OK) |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dragon Install (DI) is a situational, high-risk, high-reward Overdrive in which Sol’s movement speed is increased, his normals become noticably faster and safer, and his specials are all buffed significantly. If used in neutral, Sol gains a great amount of initiative: He recovers instantly once the super freeze ends, and the combination of his speed advantage and his reward off any given hit is large enough that it becomes very risky for opponents to attempt to force the pace of the match into their favour. Of course, DI itself carries a large risk. When the mode’s natural duration ends and Sol returns to neutral on the ground, he is forced into a lengthy recovery animation, making him incredibly vulnerable to a counter-offensive. Due to this, DI is only really recommended in situations where the recovery animation will not come into play, either to make a last minute comeback, to quickly finish off an opponent hanging on by a thread, or in a combo that can guarantee a safe exit out of DI. With proper timing, the invulnerability on DI allows it to be used after a knockdown as a big call-out against reversal attempts, especially those intending to Roman Cancel upon connecting. DI can also be used to create Burst-safe points in certain situations. Can be roman canceled just as the animation starts, only burns the meter for the cancel and cancels the transformation.
Supplemental Frame Data:
|
Instant Kill
Branding Breach During IK Mode: 236236H |
---|
Roadmap
Dustloop Wiki:Roadmap/GGXRD-R2
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.