GGXRD/Sol Badguy: Difference between revisions

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:::::- (see Blockstrings/Pressure options)
:::::- (see Blockstrings/Pressure options)
:::*'''''Gun Flame(YRC)'''''
:::*'''''Gun Flame(YRC)'''''
::::Gun Flame(GF) Yellow Roman Cancel(YRC) gives Sol his strongest oki, most notably in corner. Following a GF(YRC) after a knockdown, you can forward jump into similar options as Safejump oki at less risk. It is more difficult for the opponent to punish mixup attempts after the jump due to GF being on top of them and the slowdown from the YRC. However, it usually isn’t worth using GF(YRC) midscreen unless you’ve got meter to burn or get a knockdown which isn’t ideally spaced for regular Safejump oki. Examples:
::::Gun Flame(GF) Yellow Roman Cancel(YRC) gives Sol his strongest oki, most notably in corner. Following a GF(YRC) after a knockdown, you can forward jump into similar options as Safejump oki at less risk. It is more difficult for the opponent to punish mixup attempts after the jump due to GF being on top of them and the slowdown from the YRC. However, it usually isn’t worth using GF(YRC) midscreen unless you’ve got meter to burn or get a knockdown which isn’t ideally spaced for regular Safejump oki.
:::::- (see Safejump options)
:::::- (see Safejump options)
::::From closer knockdowns, GF(YRC) can be used as a safe confirm into combos, pressure, or punishes depending on what the opponent does on wake-up. You can block immediately following the YRC to confirm whether the opponent got hit, blocked, or did a reversal, then act accordingly. This can also be used to bait and punish Dead Angle attack attempts. Examples:
::::From closer knockdowns, GF(YRC) can be used as a safe confirm into combos, pressure, or punishes depending on what the opponent does on wake-up. You can block immediately following the YRC to confirm whether the opponent got hit, blocked, or did a reversal, then act accordingly. This can also be used to bait and punish Dead Angle attack attempts.
:::::- (see Blockstrings/Pressure options)
:::::- (see Blockstrings/Pressure options)
::::From corner knockdowns, GF(YRC) is the oki of choice. Following corner knockdowns, hit and off-the-ground (OTG) normal at point blank range and cancel it to GF(YRC) immediately, then forward jump into an airtight high-low mixup. Normally, the opponent can air tech the OTG  to escape the GF to a safe distance. In corner, if the opponent air techs they can always be air thrown back into corner following the YRC, which will be low enough to link 5K into combos. Simply get into point blank range, OTG 2K (or 2K>c.S, or 2D) > GF(YRC) > forward jump, confirm whether or not they air teched, then act accordingly. If they air teched, air throw them on the way up in your jump. If they didn’t air tech, proceed into high-low mixup. Examples:
::::From corner knockdowns, GF(YRC) is the oki of choice. Following corner knockdowns, hit and off-the-ground (OTG) normal at point blank range and cancel it to GF(YRC) immediately, then forward jump into an airtight high-low mixup. Normally, the opponent can air tech the OTG  to escape the GF to a safe distance. In corner, if the opponent air techs they can always be air thrown back into corner following the YRC, which will be low enough to link 5K into combos. Simply get into point blank range, OTG 2K (or 2K>c.S, or 2D) > GF(YRC) > forward jump, confirm whether or not they air teched, then act accordingly. If they air teched, air throw them on the way up in your jump. If they didn’t air tech, proceed into high-low mixup. Examples:

Revision as of 20:29, 30 September 2014

Sol Badguy

Overview

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Strengths
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Weaknesses
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Movement Options
Double Jump, 1 Airdash, Dash Type: Run

Defense Modifier: x1.00

Guts Rating: 1

Stun Resistance: 60

Jump Startup: 3F

Backdash Time: 16F

Backdash Invincibility: 1-8F


Move List

See also: Sol Full Frame Data

Note: Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.

Normal Moves

5P
GGXRD Sol 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for pressure and tick throws.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

5P doesn’t see much use outside of pressure. As a standalone poke, it has limited use since other normals can do some of the same things more effectively. It recovers fast and has slightly longer horizontal range than 5K, so it can be used as a low risk counter to attacks which put the opponent’s hurtbox far out. For pressure, it can be used for tick throws and gatlings to lows. On characters with smaller crouching hurtboxes, it will whiff over and makes for a potentially tricky throw setup.

5K
GGXRD Sol 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for pressure, frame traps, punishing, and anti-airing.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

5K is one of the main reasons Sol is powerful in close quarters. Sol’s fastest attack, with the first hit active at frame 3 and second hit at frame 5. Ideal for quick punishes, closing gaps in pressure, and counter poking out of gaps in the opponent’s pressure. As a starter, 5K leads to good combo routes on hit and multiple pressure options on block. The second hit has far vertical and horizontal reach and relatively decent recovery on whiff, which makes it extremely useful for anti-airing and catching jumps. 5K is commonly used when option-selecting forward throw as 6K+HS to perform 5K if the opponent is not throwable, and throw if they are throwable.

c.S
GGXRD Sol cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for pressure, frame traps, and punishing.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

c.S is a strong pressure tool since it gatlings from almost every non-HS and D normals, and is one of Sol’s best starters. It leads to high damage combos on hit and decent pressure on block. It is Sol’s most common punisher on highly unsafe attacks.

f.S
GGXRD Sol fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used as a fast, long range poke. Also useful for ranged pressure and punishes.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

f.S is Sol’s main long range poke, at 7 frames it’s very fast for how far it reaches. Useful for counter poking an opponent’s slower attacks at long range and catching opponents out of jump startup or forward movement. Also used as a fast punisher for slightly unsafe attacks at a distance. On block, f.S should be cancelled to specials or 2S, since a whiffed or blocked 2S will leave Sol at advantage. On hit f.S can be cancelled to 5HS for long range confirms with tension. f.S has significant recovery on whiff so if the opponent jumps over or avoids it somehow, it is likely to be punished. It also extends Sol’s hurtbox out very far so it can be counter poked with fast short range attacks.

5HS
GGXRD Sol 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for counter poking and ranged pressure or combos after f.S.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Sol’s other long range poke. 5HS is slower than f.S, but much more rewarding on Counter Hit since it leads to combos at no Tension cost. Options after a blocked 5HS are limited. In general it should be cancelled to something because it has significant recovery. It gatlings into 2D for a low, but typically connects outside 2D range. It can be jump or special cancelled for a return to neutral or attempt to press the offensive.

6P
GGXRD Sol 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for counter poking, frame traps, anti-airing, and corner combos.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

6P is strong and used frequently since it has a wide variety of applications. It has upper-body invulnerability so it can counter higher-hitting pokes from the opponent at range and occasionally be used as an anti-air. For anti-airing, it is most effective against opponents jumping in at a shallow angle or airdashing closer to ground. The hitbox reaches farther horizontally than vertically, so it is much less reliable than 5K against steeper aerial approaches. On hit 6P blows the opponent back to the wall and has significant untechable time on Counter Hit, allowing for combos from nearly anywhere on screen at no Tension cost. This makes it a strong frame trap option in pressure, since even on trades it can be followed up as long as it Counter Hit. On block, it has delayable gatling options to specials and any non-P or K normals. The wallbounce on 6P also makes it a staple in corner combos.

6HS
GGXRD Sol 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used as a frame trap gatling from 2S and combo ender option.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

6HS is Sol’s longest range normal, but is rarely used on its own due to slow startup, lengthy recovery, and extended hurtbox. The most common use for it is gatling from 2S for a frame trap. On Counter Hit, it results in significant stun and damaging combos. On block it raises guard bar significantly and should be special cancelled, with Gun Flame (Feint) being the safest option to cut down recovery time. It is usable as a corner combo ender option from air hit 6P or after a Fafnir ground slide.

5D
GGXRD Sol 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used as an overhead attack in pressure.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

5D should be used sparingly; Sol has much stronger options on offense. It hits overhead but has very slow startup and is unsafe on block. Rewards on hit are nothing spectacular. However, while in Dragon Install it becomes much faster and is less likely to be blocked on reaction.

Dead Angle Attack
GGXRD Sol 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used as an anti-pressure option on defense.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Dead Angle is occasionally useful as a relatively low risk anti-pressure option with 50% Tension. It knocks the opponent away and causes knockdown which can be followed up with ground okizeme. Sol has particularly good defensive options otherwise, so he does not need to rely on Dead Angle as much as others.

2P
GGXRD Sol 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for starting pressure, and setting up tick throws or frame traps.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

2P is a staple in Sol’s pressure game. It has slightly delayable gatlings into itself or almost any other attack, and is plus on block. This makes it great for starting pressure and setting up blockstrings, tick throws, and frame traps. On hit it can easily be converted to a knockdown combo.

2K
GGXRD Sol 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used as a quick low hit in pressure and okizeme, as a mid-range poke, and for tick throws.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

2K is Sol’s fastest low attack and important in pressure and okizeme. Using it in blockstrings will discourage opponents from trying to jump or backdash out, and its quick recovery makes it another tick throw option. It can be used in safejump okizeme as an empty jump low option. It also has decent reach for its speed, so it is useful as a standalone poke when outside 5K or c.S range.

2S
GGXRD Sol 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used as a blockstring ender, gatling option from f.S to reduce recovery, and defensive tool in neutral.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

2S is a strong neutral and pressure tool. It has slow startup, but good active frames and recovers nearly instantly on whiff while keeping Sol’s hurtbox far back. It can stop ground approaches and recovers quickly enough to keep Sol safe from opponents jumping over. A particularly strong use for 2S is cancelling to it from f.S to reduce recovery and leave you at advantage. On block it is plus, making it a safe blockstring ender option. Between ending at 2S to gain ground from the frame advantage, or cancelling it to normals and specials, 2S is vital to Sol’s pressure. On hit it will combo into 2D, or 5HS from farther range, and on Counter Hit it combos into 6HS for a far range knockdown.

2HS
GGXRD Sol 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used in combos on airborne opponents.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

2HS is primarily used in combos on airborne opponents to begin air hits. It is impractical on its own due to its slow startup, long recovery, and limited options on block or hit. On block it can be cancelled to specials, jumping, and D normals, but it pushes back significantly. In general it is better to avoid using 2HS in pressure if possible. A Counter Hit results in a launch which can be followed up, but Sol has much better frame trap options. It has situational use as an anti-air on rare occasions.

2D
GGXRD Sol 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for frame traps, low-profiling oncoming attacks, and as a low hit in pressure and okizeme.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

2D is another strong neutral and pressure tool. It low-profiles very early in its startup, making it useful for countering the opponents higher-hitting pokes. It hits low so it is useful in blockstrings and okizeme. Upon connecting, it only cancels to special moves, so on block it is important to keep the opponent guessing with what you cancel to and whether you cancel it at all. A non-cancelled 2D is negative on block, but difficult to react in time to punish since Sol can delay a cancel to specials. On normal hit it knocks down, or combos to Bandit Revolver or Volcanic Viper for extra damage into knockdown when within range. On Counter Hit, the opponent is launched higher and Gun Flame can connect for high damage combos at no Tension cost. This, along with its fast startup and evasive properties, make it a strong frame trap option.

j.P
GGXRD Sol jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for meeting opponents in the air, making air combos burst safe, okizeme, tick throws, and as a quick attack out of an airdash.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

j.P is Sol’s fastest air normal, making it ideal for close-quarters air-to-air encounters. Upon connecting it can cancel into itself or any air normal except j.D, and can easily combo to air Volcanic Viper to convert to a knockdown. It cancels to itself even on whiff which is useful for covering space with a series of active hitboxes. Rising j.P is a particularly low risk space control option due to its quick recovery allowing you to react to any situation accordingly. It is effective for punishing aerial approaches or attempts to escape the corner. Air Dash j.P is useful for approaching characters with taller standing hurtboxes, and can sometimes clash with certain 6P’s since it shifts Sol’s hurtbox forward. Following knockdowns, j.P is the easiest air normal to safejump with and puts the opponent in short blockstun, so it is a common tick throw option. In combos, j.P delayed gatling to itself will combo and is safe to bursts.

j.K
GGXRD Sol jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for cross-ups, air combos, as a long range air-to-air attack.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

j.K has the farthest horizontal reach of Sol’s air normals so it can be used at long distance in air-to-air situations. It has a large hitbox behind Sol allowing it to crossup, making it useful for okizeme following closer knockdowns. It cancels into double jump, air specials, and any air normal except j.H upon connecting.

j.S
GGXRD Sol jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for okizeme, air combos, and as a low reaching air-to-ground attack.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

j.S is Sol’s best air starter for combos, so it is commonly used in safejump and Gun Flame(YRC) okizeme as a high hit. It is also used frequently used to extend combos on airborne opponents due to being jump cancellable. j.S reaches far downward with relatively quick startup, so it can be used after jumping or instant airdashing in to whiff punish or catch grounded opponents off guard at neutral. However, it is not difficult to anti-air, so it must be used with caution.

j.HS
GGXRD Sol jH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for okizeme, air combos, and as an air-to-ground or air-to-air attack.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

j.HS has utility in a wide variety of areas; in general it is Sol’s most commonly used air normal. While it doesn’t gatling to any other air normals, it recovers instantly. On hit, block, or whiff it can easily be followed up with anything in the air. j.HS followed by j.P is particularly strong from a blocked j.HS to continue pressure. j.HS is useful as both an air-to-air and air-to-ground attack due to its good hitbox, long active frames, and evasive hurtbox. On high air-to-air hits or in combos, it can be canceled to air Volcanic Viper for a knockdown. Closer to ground air-to-air hits can be converted to extended air combos by using 5K immediately upon landing to relaunch. At neutral, rising j.HS has similar utility to rising j.P as a safe method of covering space. For okizeme, j.HS is useful as a safejump that can hit high twice.

j.D
GGXRD Sol jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for gatling from j.K or j.S, air combos, dustloops, and as an air-to-air attack.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

j.D is primarily used in combos on airborne opponents to maximize damage, such as dustloops near corner. It knocks the opponent back with long untechable time on hit, and wall bounces on Counter Hit. In corner, it can be used after a blocked j.K or j.S as a second high hit into strong combos. 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 has slow startup but can occasionally be useful as an air-to-air, mainly near corner so it can be followed up.

Throws

Ground Throw
GGXRD Sol GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used in any situation where the opponent is throwable on ground, primarily while on the defensive.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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 will knockdown upon connecting, and can only be followed up with combos using Roman Cancel.

Air Throw
GGXRD Sol AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used in any situation where the opponent is throwable in the air.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Sol’s air throw is useful in multiple situations, since air throws are strong in general. Sol makes use of it particularly during offense and okizeme during Gun Flame(YRC) pressure to grab opponents who attempt to escape by jumping out. It knocks down upon connecting and must be Roman Cancelled to follow up, except from a very close to ground air throw in corner it links to 5K.

Special Moves

Gun Flame
236P
GGXRD Sol GunFlame.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used for controlling space, pressuring, okizeme, and combos.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Gun Flame(GF) is a vital neutral and offensive tool, and is especially powerful when Yellow Roman Cancelled(YRC). GF will launch on hit and cause untechable to the ground on Counter Hit, so it can be followed up with various combos depending on spacing. On block, frame advantage of GF depends on how late the opponent blocked it. The later flames are more advantage, the earlier flames are less. At neutral, it covers a huge area for a long time making it ideal for ground space control. It will stop opponents from approaching or attacking on ground when within its range. They must either back off or take to the air to avoid it. GF has significant recovery which leaves Sol in Counter Hit state, so if it is jumped over it can lead to punishes on Sol. In general, GF usage will encourage the opponent to jump, which is valuable in itself. With YRC, Sol is safe and can meet the opponent in air with pressure if they jumped over it. GF(YRC) followed by running, jumping, or airdashing is Sol’s most effective method of safely approaching opponents. On offense, GF can be used to frame trap or as a pressure reset using YRC. The opponent must leave block stun to allow YRC so it is more commonly cancelled into from non-HS normals in pressure, most notably 2D. GF(YRC) can lead to high/low/throw mixups in pressure and okizeme, and is particularly strong in corner okizeme.

Dragon Install - - - - - - - -

Placeholder

Gun Flame (Feint)
214P
GGXRD Sol GunFlameFeint.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for reducing the recovery of 5HS or 6HS, building tension, and tricking opponents into jumping for expecting a Gun Flame.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Gun Flame (Feint)(GF(F)) has few practical uses. It is primarily used for cancelling the recovery of 5HS or 6HS on block to leave Sol at better frame advantage. It also builds a small amount of Tension and recovers relatively quick, so it can be used at safe distances and times for Tension gain. In pressure, it is a risky but occasionally useful method of tricking the opponent into jumping in anticipation of a Gun Flame, then either anti-airing or meeting them in air. GF(F) will take Counter Hits for the entire duration, so it is dangerous to use often in pressure, especially when there are more practical pressure options.

Volcanic Viper
623S/HS (air OK)
GGXRD Sol VolcanicViper.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground GGS.png - - - - - - - -
Aerial GGS.png - - - - - - - -
Ground GGH.png - - - - - - - -
Aerial GGH.png - - - - - - - -
  • Used as an invulnerable reversal on wake-up or while being pressured. Also useful for offense, anti-airing, anti-anti-airing, and ending combos.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Volcanic Viper(VV) is Sol’s strongest defensive tool, and has applications for neutral and offense as well. The second hit of VV can delayable cancel to Tataki Otoshi(TO) upon connecting or whiffing. It has fast startup 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. However, it is highly unsafe on block or whiff. An opponent successfully baiting it will get a strong punish. Roman Cancel(RC) makes VV less risky since you will be safe and can continue pressure if it is blocked, or convert to a combo if it hits. VV must connect to be cancelled, you cannot Yellow or Purple Roman Cancel VV. At neutral, GGS.png VV 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. Running GGH.png VV is a strong but high risk method of breaking through an opponent’s attempts to keep you out with pokes, and is especially good when opponents are in air. An aerial Counter Hit from only the second hit of VV will be untechable to the floor and can be followed up with combos at no Tension cost. VV is a strong anti-air option that can only fail if the opponent uses Faultless Defense(FD) or dodges it somehow. It is particularly useful for punishing forward airdashes, since the opponent must wait until the airdash is complete to FD. While effective as an anti-air, VV can also act as a high risk high reward anti-anti-air as Sol approaches from air. Air VV has invulnerability as well and will typically defeat anti-air attempts, or at least clash. GGS.png version is more useful here since at the proper height and spacing, it can be followed up with 5K for combos at no Tension cost. On offense, VV can be used as a high risk or expensive frame trap and anti-throw option, depending on whether Tension is available to RC. VV is used frequently to end combos into knockdown with TO.

(DI) Ground GGS.png - - - - - - - -
(DI) Aerial GGS.png - - - - - - - -
(DI) Ground GGH.png - - - - - - - -
(DI) Aerial GGH.png - - - - - - - -

Placeholder

Tataki Otoshi
(translated as "Knockdown")

Volcanic Viper -> 214K

GGXRD Sol Knockdown.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used after Volcanic Viper on hit to knockdown the opponent, and on block to throw off an opponent's Volcanic Viper punish timing.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Tataki Otoshi(TO) is the add-on to Volcanic Viper(VV) which is used to knock the opponent down after a VV hits. The cancel to TO is delayable, so depending on the height at which VV connects, a difference in timing may be required for it to connect. Whiffing a TO after VV connects will leave Sol at disadvantage, and is often even punishable if the opponent air techs properly. Delay cancel into TO 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. There are countless option-select VV punishes that take a delayed TO into account, so this option is rarely helpful outside low level play.

Dragon Install - - - - - - - -

Placeholder

Bandit Revolver
236K (air OK)
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground - - - - - - - -
Aerial - - - - - - - -
  • Used for combos and ranged pressure.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Bandit Revolver(BR) is primarily used to end combos into Sol’s most advantageous knockdown. From a 2D hit, it can be Roman Cancelled to extend ground combo damage and corner carry. The second hit of BR has a large hitbox and knocks down on air hit. It must be blocked with Faultless Defense in air, so it is useful at neutral or in ranged pressure to catch opponents trying to jump, such as after 2D. Typically, this will be in anticipation of a Gun Flame. Using too much BR is dangerous though, since the opponent can 6P, use an invulnerable reversal, Blitz Shield, or sometimes simply Instant Block(IB) to punish it. Frame advantage of a blocked BR depends on distance and whether it is crouch or stand blocked. From far range on stand block, BR will be slightly advantage, but in other situations it is slightly negative and punishable on IB. On rare occasions, BR can be used at neutral to catch an opponent’s extended hurtbox pokes or evade lower-hitting pokes to whiff punish with a crouch hit of the second hit only, which will link to 5K. In air, BR can be Yellow Roman Cancelled to give Sol forward momentum, acting as another aerial movement option.

(DI) Ground - - - - - - - -
(DI) Aerial - - - - - - - -

Placeholder

Bandit Bringer
236[K]
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used as an evasive attack to punish high recovery moves on whiff or catch movement. Also used in certain combos.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Bandit Bringer(BB) should be used sparingly outside combos. It has very slow and telegraphed startup, so it can easily be anti-aired or air thrown if the opponent is ready. It is also throwable on Instant Block within range. It hits overhead, but is too slow for it to realistically hit an opponent for crouch blocking. The main use of BB is as an evasive attack at neutral to dodge and whiff punish an opponent’s attacks at long range, but this will typically be done in anticipation rather than reaction. It can also catch backdashes or jump startup. On normal hit it will floor bounce, allowing for follow-up combos at no Tension cost, and on Counter Hit it bounces higher.

Dragon Install - - - - - - - -

Placeholder

Kudakero
(translated as "Crush")

j.214K

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used for punishing anti-air attempts, stopping momentum in air, and combos.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Kudakero is an all-round strong aerial attack, and is useful with Yellow Roman Cancel(YRC). It stalls Sol’s momentum in air, making it usable as an anti-anti-air option since it comes down quickly after the delay to whiff punish an opponent’s ground attacks. On hit the dive kick will combo to the flame pillar and knock the opponent far back, which can be followed up near corner or using Roman Cancel. Kudakero will only combo from j.D, as far as going into it from air normals. On block Kudakero is safe, but only if the flame pillar connects. From very close range block (typically Instant Block), the flame pillar can whiff behind the opponent after the dive kick, leaving Sol vulnerable to punishes. Kudakero is difficult to anti-air cleanly, but it is possible to do so. Improper spacing and overuse will result in Sol being punished. After landing from the dive kick, the flame pillar will come out even on whiff, making Kudakero done from farther range difficult to whiff punish. Kudakero is used frequently in corner combos for ending dustloops with Bandit Revolver. Kudakero(YRC) makes Sol drop quickly to the ground, allowing for stronger whiff punishes using falling jump attacks, landing into low or throw setups, and starting general pressure from air without worry of being anti-aired. It also gives Sol slight forward momentum, so it can create ambiguous crossups with falling j.K. Kudakero has a significant minimum height restriction when tiger knee’d.

Dragon Install - - - - - - - -

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Bukkirabou ni Nageru
(translated as "Wild Throw")

623K

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used on offense to grab opponents for blocking.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Wild Throw(WT) is Sol’s command throw, which makes him especially dangerous when within its range. WT is a fundamental part of Sol’s offense. It is fast with startup of 4f, can outrange normal throws, and allows strong follow-up combos on hit at no Tension cost. During pressure it is useful in conjunction with frame traps and lows, depending on whether opponents opt to try countering its startup, 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 startup if done too close. On whiff, there is a recovery animation which can be punished by quick attacks, but it can be Purple Roman Cancelled for safety. It can even be Yellow Roman Cancelled(YRC) on the final startup frame to YRC on whiff and grab otherwise (NEEDS VERIFICATION).

Dragon Install - - - - - - - -

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Riot Stamp
214K
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used as an evasive attack to punish moves on whiff or escape undesirable situations. When backed into corner, it becomes a fast overhead.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Riot Stamp(RS) is high risk but occasionally useful for dodging long recovery attacks at neutral to whiff punish. It also becomes airborne immediately, so it can be used to evade throws or lows with the proper timing. Both hits of RS are overhead and can be followed up with combos. On block, RS recovers quickly and Sol is able to act in air. At midscreen RS is punishable on reaction by 6P, invulnerable attacks, or Blitz Shield, so it is dangerous to use frequently. With Sol’s back to corner it becomes much more practical in general, since Sol has less distance to travel backwards. It becomes a quick overhead or whiff punisher. With a Yellow Roman Cancel following RS, the opponent can be tricked into attempting to punish or blocking high, then they can be whiff punished or hit by lows and throws.

Dragon Install - - - - - - - -

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Grand Viper
(misromanised as "Ground Viper")

214S

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used as a long range instant low-profile attack and midscreen combo ender when opponents do not have Burst.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Grand Viper(GV) is the most risky attack in Sol’s arsenal, but it has applications as an instant low profile attack, combo ender, and low hit late in blockstrings. To achieve the maximum of 10 hits, directions and buttons must be mashed quickly in succession during the entire duration of GV. The following is a consistent method for getting 10 hits: Immediately after the GV input, quickly alternate between left and right (diagonals work as well) while also alternating between any two buttons (not including D). It is advised to use two buttons rather than three since that introduces the possibility of accidentally Roman Cancelling(RC). GV has massive recovery on block or whiff and cannot be Yellow or Purple Roman Cancelled. It can low profile any attack that does not reach all the way to the floor, which can be useful at neutral, on wake-up, or while being pressured. On hit GV will always cause knockdown on the final hit, and with RC it can be followed up with combos. Midscreen ground hits confirmed into 10 hit GV will lead to high damage combos at no Tension cost. However, it is important to keep the opponent’s Burst in mind when using GV. With the proper timing, the opponent can Burst at the point where Sol launches into the sky which makes the Burst whiff, then Sol is punishable as he lands. Cancelling into GV from 2D in blockstrings can occasionally be used as an extra low hit which the opponent was not expecting, but this is extremely risky without Tension and not overly rewarding if it succeeds.

Dragon Install - - - - - - - -

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Fafnir
41236HS
GGXRD Sol Fafnir.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used for covering ground while attacking at neutral, whiff punishing pokes, counter poking, catching movement, pressuring, and combos.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Fafnir is extremely strong and can be used in just about any situation, except when Sol is under pressure. Fafnir’s only real weakness is its relatively slow startup, so at close range it is more likely to get stuffed by other attacks. Although it is a special move, it is unique in that it cannot be cancelled into from normals. Fafnir on ground or air hit will cause tumbling, which can be followed up with combos near corner. On Counter Hit, the tumble is long enough to follow up from literally anywhere on screen, so trades are easy to confirm from. On block, it is significantly plus. Fafnir has far reach due to Sol stepping a significant distance forward during its startup, making it ideal in neutral for counter poking and whiff punishing. Sol’s hurtbox lowers slightly during startup, so it can duck under certain higher-hitting attacks and counter them. It recovers quickly, so if opponents avoided it by jumping, Sol often recovers fast enough to anti-air. Fafnir’s forward momentum coupled with its strong attack properties makes it a strong option for covering ground. It is often useful in pressure after a blocked or whiffed 2S, or following Gun Flame to keep opponents from jumping out. In combos, Fafnir can be used to extend damage and corner carry from midscreen Roman Cancel combos, and during dustloops in corner.

Dragon Install - - - - - - - -

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P.B.B.
j.623K during Dragon Install
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for grabbing opponents in air, and ending Dragon Install combos to put Sol a safe distance away for the exit recovery animation.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Overdrives

Tyrant Rave ver.β
632146HS
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used to do unburstable damage, and as an invulnerable reversal on defense with more horizontal range than Volcanic Viper. Occasionally used on offense.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Tyrant Rave(TR) is primarily used to do unburstable damage in combos, usually when it will kill. It is fully invulnerable, so it can be used as a more costly reversal option on wake-up or in pressure. However, Volcanic Viper(VV) Roman Cancel is almost always a better idea since it is much less risky. TR is slightly unsafe on block, whether the opponent interrupts the second hit with something invulnerable or not. As a reversal, the only benefits TR has over VV are that it has more horizontal range and cannot be Bursted. In corner, TR wall bounces and can be followed up with combos. It can be used on offense similarly to VV as a frame trap and throw punish, but this is rarely practical. TR can be Yellow or Purple Roman Cancelled, unlike VV.

Dragon Install - - - - - - - -

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Dragon Install
214214HS (air OK)
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground - - - - - - - -
Aerial - - - - - - - -
  • Used for significant comebacks, extending combos to maximize damage for the kill, and as an invulnerable reversal.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Instant Kill

Napalm Death
236236HS during Instant Kill Mode
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for comboing into for the kill when opponent is in Hell Fire status and killing stunned opponents.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Strategy

Neutral

Details of Sol's gameplan at neutral depend heavily on the matchup. This section explains Sol neutral in general. Successfully anticipating and reacting to an opponent's actions at neutral is key. Almost every move in Sol's arsenal is useful in some fashion here. Sol excels at close range, his neutral often revolves around working his way into range of his strong close range normals and Wild Throw.

Round Start
  • Making the right decision at round start can put you well on your way to dominating the round. Depending on the matchup, player tendencies, and outcomes of previous round start exchanges, certain options will be stronger or weaker. The goal is to take advantage of how you anticipate the opponent will start the round, while not taking unnecessary risks. The following is a list of common options.
Block or Dash Brake
- Use either of these simple options to see how the opponent starts the round and act accordingly. Staying in place to block will allow you to whiff punish or confirm a chance to gain ground. Dash Brake has the advantage of safely closing distance, which often lets you press the offensive if the opponent started by backing up.
Backdash or Instant Air Backdash
- Use either of these to safely put distance between yourself and the opponent to start the neutral game from afar. This option is very low risk, but can backfire if the opponent immediately goes on the offensive and forces you closer to corner.
Rising j.P or j.HS:
- Use rising j.P or j.HS to catch an opponent jumping in at round start, while allowing yourself to recover if they stayed grounded so you can act accordingly. If they whiffed a poke on ground and you jumped forward, you can often punish it or at least start your offensive. If they stayed in place and are ready to anti-air, you can still use air options to retreat or alter your descent.
5P
- Use 5P as a counter to opponent’s poking with extended hurtbox attacks at round start. It recovers quickly so it’s unlikely to be whiff punished. 5P will be countered by long range attacks which don’t extend their hurtbox.
f.S
- Use f.S to hit the opponent out of slower pokes, stop forward dashes, and begin ranged pressure. This option is high risk since if the opponent jumps forward or uses an evasive attack they can often punish your recovery. f.S can also be countered by quick short range pokes since it extends Sol’s hurtbox.
5HS
- Use 5HS to counter slower pokes with more reward than f.S. It will also counter quick short range pokes since 5HS doesn’t extend Sol’s hurtbox. This is also a high risk option, but combos on Counter Hit lead to good damage and corner carry making it an excellent way for the round to begin.
6P
- Use 6P to counter higher-hitting pokes and push the opponent to the corner with follow-up combos. On trades, this option will usually still be in your favor. 6P will lose to an opponent’s faster, lower-hitting attacks and is whiff punishable.
2D or dashing 2D:
- Use 2D to low-profile under an opponent’s higher-hitting pokes for a Counter Hit into follow-up combo. 2D will not reach from round start, so unless you dash into it, it will only hit attacks which extend their hurtbox. Dashing makes you vulnerable to quick pokes hitting you out of the dash.
Fafnir
- Use Fafnir to counter higher-hitting pokes while at the same time gaining ground and potentially starting pressure. If the opponent jumped or backdashed to avoid it, you recover instantly and can continue with your pursuit. If the opponent blocks, you are at frame advantage. Fafnir will lose to fast pokes which hit low enough, although if the attack trades it will be in your favor. This option is risky but rewarding on hit, especially Counter Hit which starts the round with a full screen carry combo into knockdown.
Ground Game/Footsies
  • Dash Brake is a strong method of ground movement and is essential. Use it to block oncoming attacks instantly out of running or stop just outside their range to make them whiff, which can lead to punishes or a chance to gain ground.
  • Use f.S to poke at long range. Timed properly, it can counter an opponent’s pokes out of startup, hit them out of jump startup, or force them to stop forward movement. You can also use it to whiff punish.
f.S should always be cancelled to something, whether it hits or is blocked. On hit it combos to 5HS which can be Roman Cancelled into further combos, however 5HS will not reach from a max range f.S hit. f.S cancelled into 2S is the most common choice. It leaves you at advantage after a f.S hit or block whether the 2S is in range to connect or whiffs. This gives you a chance to gain ground, or counter an opponent attacking to keep you from doing that. The following are some examples of how to use f.S > 2S.
- f.S > 2S(whiff) > Dash Brake is a safe way to gain ground. f.S > 2S(whiff) > block is a similar option which lets you confirm how the opponent reacted and act accordingly.
- f.S > 2S(whiff) > (dash) f.S can catch the opponent out of attacking or moving, and allows you to reapply f.S pressure options.
- f.S > 2S(whiff) > 5HS can counter an opponent’s attacks with high reward. f.S > 2S(whiff) > Fafnir is similar option which also gains ground and allows for continued pressure on block.
Conditioning opponents into looking for f.S > 2S(whiff) can introduce the opportunity to use special cancel options when f.S connects, which are more risky without Tension but can be rewarding. Gun Flame(GF) and Bandit Revolver(BR) following a f.S complement each other’s strengths and weaknesses. With Tension, the GF can be Yellow Roman Cancelled(YRC) for a stronger option which is covered later. Mixing these two options together well, along with 2S options, can keep the opponent guessing with how to react after f.S. This tactic is useful unless the opponent is truly reacting to BR or GF startup consistently, and punishing them accordingly.
- f.S > GF can encourage blocking and jumping, since they can punish a non-YRC’d GF by jumping or airdashing over it. The fact that GF will be advantage on block at this distance and deal chip damage are more incentives to jump. GF can counter attacks, so attacking in anticipation of BR is risky for the opponent.
- f.S > BR can encourage attacking or staying grounded, since they can punish BR startup with upper-body or otherwise invulnerable attacks. BR has a large hitbox which can catch opponents out of air into knockdown unless they Faultless Defense, which also encourages staying grounded. BR blocked from far range will be advantage on block, so the opponent is inclined to counter it’s startup with attacks, which loses to GF.
  • ...
Approaching from Air
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Anti-Airing
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Offense

Overview explanation

Blockstrings/Pressure
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  • Topic 1
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- Topic 1.1
- Topic 1.2
  • Topic 2
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- Topic 2.1
- Topic 2.2
Okizeme
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  • Basic
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- Basic 1
- Basic 2
  • Safejump
Safejump oki is Sol’s most common follow-up to knockdowns, namely after Bandit Revolver(BR) and Volcanic Viper(VV). It is a safe way of establishing pressure on opponents waking up at no Tension cost. Once respected, it can lead to potential mixups and rewarding punishes. Following a knockdown, forward jump (or dash neutral jump) with timing such that a meaty jump-in will be safe to reversals. From very far knockdowns, a dash forward jump may be required. From closer knockdowns at midscreen (typically VV), a forward jump may put you behind the opponent, so you can use crossup options or neutral jump instead. In corner, safejump oki is stronger since you can use a neutral jump at an ideal spacing. The following are common example options for each situation:
- meaty j.P/j.K/j.S/j.HS
This option will enforce that the opponent must block high on wake-up, unless they choose to reversal with invulnerable moves, which you will be safe to and can punish. j.P is easiest to time but least rewarding on hit and has the least blockstun. It is mostly used to set up tick throws, and against very fast invulnerable reversals which are hard or impossible to get the safe timing on with other air normals. j.K is mostly used when attempting to make crossups more ambiguous. It is faster than j.S, but less rewarding on hit and doesn’t reach as low. j.S and j.HS are the most common options. j.S is most rewarding on hit and reaches lowest. j.HS is easier to time and allows for altering timing such that the first, second, or both hits connect. Following any of these jump-ins on hit, you can convert to ground combos. On block, you can use them as a tick throw set up or convert to pressure.
- crossup j.K
j.K crossup is useful after closer knockdowns, typically from VV. It allows you to land close to the opponent on knockdowns in which a forward jump will cross over the opponent, rather than neutral jumping and landing too far away for effective follow-up combos or pressure. You can be use it similarly to the above options, but it also forces the opponent to block in the other direction. The crossup also helps when you want an advantageous change in position to corner the opponent.
- empty jump 2K/2D/Throw/WT
These can hit opponents for blocking high in anticipation of a meaty jump-in. 2K is the faster low, but doesn’t reach as far as 2D. 2D will reach farther and is a much stronger starter with Tension available. Throw is faster than WT, but shorter range and much less rewarding. At midscreen, these options require a high level of respect from the opponent. They are all susceptible to being thrown the instant you land. It is difficult to space yourself such that you land outside throw range at midscreen. The opponent’s throw attempt is punishable, but without properly anticipating their reaction to not blocking a jump-in, these options can fail and put you on the defensive.
- empty jump VV
This is high risk without Tension, but will punish opponents attempting to throw you as you land. Note that you can still be thrown the frame you land, but if the opponent reacts to not blocking a jump-in with throw, typically they will not get their throw out before you can VV. Tyrant Rave(TR) and Dragon Install(DI) work as well since they are also throw invulnerable instantly.
- close-to-ground airdash j.P/j.S
j.P acts mainly as a throw attempt punish here. When opponents react to not blocking a jump-in with throw, j.P can Counter Hit them out of their throw whiff normal. Close-to-ground j.P is also good for punishing backdashes since it cancels into itself on whiff. j.S can punish throw attempts here as well, but since it is slower, it is more likely to lose to certain throw whiff option-selects (such as 6P+HS, anti-air/throw OS). j.S is primarily used here to hit opponents who crouch block in reaction to not blocking a jump-in (in anticipation of a low), however this relies on a high level of respect from the opponent, namely if their throw attempts have been punished regularly.
- corner far range j.D
From corner knockdown, space yourself outside throw range and use j.D to hit opponents for not blocking on wake-up. j.D has extra landing recovery, but in corner it can be followed up easily on hit. It is also harder to convert into strong combos from j.S or j.H at this range. Use this option in conjunction with the following option.
- corner far range 2K
When spaced outside throw range, empty jump 2K becomes much stronger since it removes a common option for dealing with it. It will combo to 6P into a full corner combo at this range.
  • Gun Flame
Gun Flame(GF) oki doesn’t permit any mixups, but is a relatively safe method of starting ground pressure following knockdowns. Use GF oki when you don’t have enough time to use Safejump oki. After a close knockdown, perform GF such that it will be meaty, but not so early that it hits OTG. The earlier you can do GF such that the flames will still connect, the better, because that will leave you at more frame advantage. Reversal backdash will typically get caught by the later active frames of GF, so the only options the opponent has are blocking or using an invulnerable reversal. Depending on the reversal, you can use this oki at a distance which the reversal will not reach. Upon blocking the GF, you can frame trap with f.S to catch movement or attacks that aren’t invulnerable, or use the frame advantage to gain ground. Fafnir following a blocked GF is also useful here since it moves you forward, puts you at frame advantage once again if blocked, and acts as a frame trap. At closer range, you can start regular ground pressure after the GF. If the opponent uses invulnerable attacks after blocking GF to beat your frame traps, you can simply block to bait them.
- (see Blockstrings/Pressure options)
  • Gun Flame(YRC)
Gun Flame(GF) Yellow Roman Cancel(YRC) gives Sol his strongest oki, most notably in corner. Following a GF(YRC) after a knockdown, you can forward jump into similar options as Safejump oki at less risk. It is more difficult for the opponent to punish mixup attempts after the jump due to GF being on top of them and the slowdown from the YRC. However, it usually isn’t worth using GF(YRC) midscreen unless you’ve got meter to burn or get a knockdown which isn’t ideally spaced for regular Safejump oki.
- (see Safejump options)
From closer knockdowns, GF(YRC) can be used as a safe confirm into combos, pressure, or punishes depending on what the opponent does on wake-up. You can block immediately following the YRC to confirm whether the opponent got hit, blocked, or did a reversal, then act accordingly. This can also be used to bait and punish Dead Angle attack attempts.
- (see Blockstrings/Pressure options)
From corner knockdowns, GF(YRC) is the oki of choice. Following corner knockdowns, hit and off-the-ground (OTG) normal at point blank range and cancel it to GF(YRC) immediately, then forward jump into an airtight high-low mixup. Normally, the opponent can air tech the OTG to escape the GF to a safe distance. In corner, if the opponent air techs they can always be air thrown back into corner following the YRC, which will be low enough to link 5K into combos. Simply get into point blank range, OTG 2K (or 2K>c.S, or 2D) > GF(YRC) > forward jump, confirm whether or not they air teched, then act accordingly. If they air teched, air throw them on the way up in your jump. If they didn’t air tech, proceed into high-low mixup. Examples:
- corner OTG 2K > GF(YRC) > forward jump > land 2K hit/block > 6P into combo/pressure (video example)
Hits the opponent low for anticipating a high from the jump or a close-to-ground airdash.
- corner OTG 2K > GF(YRC) > forward jump > close-to-ground airdash j.S hit/block > j.D into combo/pressure (video example)
Hits the opponent high for anticipating a low when they notice that you didn’t attack initially from the jump (acts as a fake low).
- corner OTG 2K > c.S > (opponent air techs) GF(YRC) > forward jump > air throw > 5K into combo (video example)
Hits the opponent for air teching after OTG 2K, which will enforce that they cannot air tech and must deal with the above high-low mixup.

Defense

Overview explanation

Category 1
  • ...
Category 2
  • ...

Combos

Combo Notation Guide:
> = Progress from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
|> = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
(JC) = Jump Cancel
(HJC) = High Jump Cancel
(RC) = (Red) Roman Cancel
(YRC) = Yellow Roman Cancel
(PRC) = Purple Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
Special/Overdrive Abbreviations:
GF = Gun Flame
GF(F) = Gun Flame (Feint)
VV = Volcanic Viper
SVV = GGS.png Volcanic Viper
HSVV = GGH.png Volcanic Viper
TO or KD = Tataki Otoshi or Knockdown
BR = Bandit Revolver
BB = Bandit Bringer
WT = Bukkirabou ni Nageru (Wild Throw)
RS = Riot Stamp
GV = Grand Viper
TR = Tyrant Rave ver.β
DI = Dragon Install
IK = Instant Kill

Midscreen

Midscreen to Corner

Corner


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc