GGACR/Sol Badguy/EX

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EX characters are not tournament legal. They only see play in novelty events and casual play between consenting parties.
Overview

Overview

EX Sol Badguy takes cues from his son-in-law and changes large amount of his tools to strengthen his neutral game. He now has a multitude of fireballs that travel fullscreen, a Stun Dipper clone that low profiles and can convert midrange confirms into a knockdown, and a forward moving overhead that's safe on block. He also gets some minor changes to his Fafnir and j.D that helps him rack up damage off of multiple confirms.

The downside to all this is he lacks his air knockdown tools that let him loop pressure back into itself. His overhead kick out of Volcanic Viper has been swapped for Sidewinder, and Air Bandit Revolver doesn't exist. So while he gets great reward off of his offense, he has to consistently win neutral to get back in.

Playstyle
EX Sol Badguy
Pros Cons
  • Better neutral and fireballs
  • j.D now wallbounces
  • Fafnir is now exculsively a force break, but has great frame advantage and has a better Clean Hit effect.
  • Can actually convert midrange hits thanks to Flame Dipper
  • Air Bandit Revolver and Overhead Kick removed, can't get knockdown off of air combos
  • Can't use Gunflame pressure up close without 25% meter
  • Sidewinder combos are even harder

Clean Hits

Some of Sol's moves change properties depending on how they hit the opponent. Sol's damage output comes from Clean Hits, which involve hitting the opponent at a position specific to the move in question, the opponent, and the opponent's position.

Three moves deal clean hits: Sidewinder, Grand Viper, and Fafnir. Landing a clean hit with any one of these changes the effects of the move:

  • Sidewinder: Doubled untechable time. Damage increases with the number of clean hits per combo.
  • Grand Viper: Increased untechable time, leads to a full combo. Launches higher.
  • Fafnir: Wallbounces as opposed to regular knockdown. Full conversions anywhere.

Clean hits are always optimal. They lead to better combo extensions in every instance. Clean Hit Diagrams can be found here: http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html

Note: Sol's Sidewinder Loop is not present. While characters can be Clean Hit with the SW followup off VV, this has almost zero potential for any "loop". Sidewinder Loops are a significant part of what makes Normal Sol strong and their absence on EX Sol is an adjustment to be gotten used to. However, EX Sol's dustloops and the many ways to convert into them given a wall allow him a less accessible but frankly grotesque reward, reaching into the realm of 300+ damage on certain characters.

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 4 4 6 0

Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.

  • Better than average startup. Can tag a lot of beefier moves during their startup or cooldown.
  • Clutch Anti-air, but lacks the vertical coverage of 5K/2H.
  • Strong burst bait tool due to its overall low recovery time and jump cancel.
  • Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.

Establishes offense. Gatling into it from 2P > 2K, if the opponent has been conditioned to block high in reaction to standing animations.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 3 8 1 10 10

5K

Damage Guard Startup Active Recovery On-Block Invuln
14×2 Mid 3 2,6 13 -7

Privileged 3f normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.

  • Works as a frame trap tool after Sol does a safe poke.
  • Preferred normal to OS with Sol's throw.
  • Note: a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.

On air hit, 5K is confirmed from with 2H or a j.P/j.K into a standard air combo > VV for knockdown. On air CH, 5K has enough hitstun to combo to Sidewinder from an IAD j.S or j.D with stricter timing.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6×2 7×2 2 12 12

c.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 5 2 12 0

Sol's main punish starter for meterless and non-counter hit combos. Versatile gatlings from all of Sol's lower level buttons, useful mid combo as a confirm/filler/stopping point.

  • Recovers quickly enough that 5K(1) > c.S lets you confirm a hit or a burst.
  • Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles)

Can lead to Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a j.D for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with c.S > 6P.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14

f.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 7 1 24 -11

Extremely fast for its range, f.S is good for gaining initiative round start or establishing offense in neutral.

  • Confirms into 5H or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.
  • Gatling into 2S makes f.S 2S pressure very safe and lets Sol make his way in.
  • For meter, converts at a decent range leads to 5H > Fafnir, can go into Tyrant Rave for some extra damage.

Be careful, Sol extends his hurtbox on the first frame. Due to only being active for one frame, it's easily backdashed, but can be preemptively canceled to 2S to make it safer.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14

5H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 11 2 26 -9

Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.

  • Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.
  • Confirms into (FB) Fafnir to let Sol get in from midscreen.
  • Can frame trap out of 6P's extended cancel window.

On CH against standing opponents, leads to Instant Air Dash > j.S > stuff > Sidewinder Loop, Confirms into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. 5H goes into IAD j.P or j.K against airborne opponents, or after a confirm of xx > 6P > 5H when the 6P is landed somewhat close. Just don't get predictable with airdash pressure.

Gatling Options: 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 19 18

5D

Damage Guard Startup Active Recovery On-Block Invuln
17 High 22 3 24 -13

Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest 5Ds in the game. Sol's only grounded overhead.

  • Leads to significant damage and a knockdown, especially with an Impossible Dust.
  • Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.
  • A whopping 2(!) frames faster, on account of being based on AC instead of +R.
  • No DI means you lose access to the nearly unreactable 18 frame version.

Don't get predictable. 5D's range is only slightly farther than Wild throw and it is highly telegraphed.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 20 3 Launch 48 14
  • Sol is in CH state 1~30F

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 4 4 +2

Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool.

  • Safe to 95% of reversals when properly meatied.
  • Can be OS'd with [2P]~5K/c.S/2H for confirms and baits.

2P mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with 2H or c.S to bait bursts.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 3 8 1 10 10

2K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 6 3 8 -1

Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.

  • Tags people standing or attempting to fuzzy jump.
  • Gatlings into 2H for a Grand Viper conversion.
  • Frame traps into 6P or a late c.S/f.S. Strong natural frame trap in 2K > 2S.

Fairly standard low poke tool, but active enough to serve as a safe meaty. Can still net 200 damage off of this by converting to 2D > FB Fafnir.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
70% 3 8 1 10 10

2S

Damage Guard Startup Active Recovery On-Block Invuln
25 Mid 10 3 8 +3

Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent blockstring ender, neutral button, and baiting tool.

  • Strong low reaching poke due to hitbox/hurtbox ratio.
  • Links into P and K normals and c.S on late hits.
  • OS: 5P/2P/2K > 2S is a natural frame trap on block, will combo on hit. Also works if delayed from 5K.

Discourages button pushing when properly spaced. Timing 2S ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.

Gatling Options: 5H, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14

2H

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 8 6 26 -13

High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.

  • Beats many moves and scores CH due to the strong hitbox. Trades in Sol's favor most of the time. Burst safe if followed with BB or jump cancelled on CH.
  • Fast enough to combo off of level 1 buttons.
  • Special cancel window extends into its recovery frames.
  • Can be OS'd with 5P/2P to bait bursts mid combo.

Works as a slower but stronger Anti Air than 5K, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.

On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. 2H is strong, but don't whiff it.

Gatling Options: 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 20 6 5 19 18
  • Floats opponent on CH (untechable for 40F)

2D

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 7 3 20 -6 4~23F Low Profile

Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.

  • Can go under bursts, Stun Edges, Johnny ranged pokes, other sweeps, etc. Will even score counter hits against some jump-ins.
  • Special cancel window extends into its recovery frames.
  • Free combo on counter hit.
  • Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.
  • Can combo to Clean Hit Grand Viper on normal hit against Jam, Bridget, Millia, and Kliff.
    • Further applies to May and Baiken near the corner, or if 3 or more hits precedes the 2D.

Leads into Bandit Revolver RC for a conversion. CH leads to Gun-Flame > FRC, mashless Grand Viper, or Gun-Flame > FB Fafnir to Sidewinder Loop. Also does a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 11 6 4 Down 16

6P

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 11 3 20 -9 1~8F, 14~21F Upper Body
9~13F Above Knees

Prime corner combo starter and counter hit fishing button, 6P beats out many poke attempts and confirms from nearly anywhere on counterhit.

  • Mid level hitting gut punch which beats many standing buttons. Staggers on hit. Major frame trap button with many gatling options.
  • Can be cancelled at any point during its recovery.
  • Clutch Anti Air.

Vital in frame traps but loses to many lows and low profile moves, pay attention to your spacing and timing. Despite this, with the rewards, you should expect to be using this move a lot.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 10 7 3 Stagger 35 14 + WBounce

6H

Damage Guard Startup Active Recovery On-Block Invuln
40×2 Mid 13 5,1 30 -12

Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself. EX Sol's staggers on hit.

  • Decent stun and damage, but ends your combo without meter.
  • Cancel window lasts until the end of recovery for late frame traps.
  • Pushes Sol's hurtbox pretty far forward, CH state for the whole move.
  • Has a difficult confirm into Grand Viper if it counters on the first hit.

6H will get counter hit very easily if used poorly. It is more difficult to contest in the air though, so air CH confirms lead to Bandit Bringer. Be very cautious about using this move.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10×2 6×2 5 Stagger 35 18
  • Dizzy modifier x1.5 Sol is in CH state during move

j.P

Damage Guard Startup Active Recovery On-Block Invuln
13 High/Air 5 7 4

Fast, general use air normal with a very active hitbox, and which shrinks Sol's hurtbox, letting it beat a lot of moves. One of Sol's best.

  • Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.
  • Can let Sol sneak past some Anti Airs due to the hurtbox change.
  • Easy, if scaled, confirms off of things like Gunflame.
  • Leads to Burst safe, character specific Sidewinder Setups.

The Hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult HJIAD combos. Deceptively excellent.

Gatling Options: j.P, j.K, j.S, j.H

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

j.K

Damage Guard Startup Active Recovery On-Block Invuln
22 High/Air 6 6 17

Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.

  • Mostly for filler in air combos, especially when scaling is too high for j.S/H/D to connect.
  • Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.

Useful j.P or j.S. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a j.P to catch them trying to hit buttons. Try not to whiff it.

Gatling Options: j.P, j.S, j.H

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
5 7 2 12 12

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 9 3 23

Main safe jump tool. Passable jump-in

  • Primary combo tool for Sidewinder Loops
  • Occasionally works as a crossup out of a backwards airdash.
  • Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.

Don't get 6P'd. Landed as a crossup, converts into land > c/f.S > 5H > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash j.S.

Gatling Options: j.K, j.H, j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 14 14

j.H

Damage Guard Startup Active Recovery On-Block Invuln
24×2 High/Air 9 6,8 0

0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.

  • The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.
  • Links into any jumping normal on hit.
  • Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.

Very difficult to contest in any regular fashion. Useful in Sidewinder conversions. The recovery makes opponents tear out their hair. One of Sol's most used air options.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8×2 7×2 3 14 17

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 9 7 10+5 after landing

Large, damaging move with abnormally high untechable time that loops into itself, for the titular DUSTLOOP.

  • Launches on hit, useful in airdash and corner combos.
  • Wallbounces in the corner on normal AND counter hit. About as powerful as it sounds.
  • Fullscreen conversions on counter hit due to extended untechable time.
  • Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.

Partially responsible for Sol's obscene damage output. Works with 5 in a row in one combo with a 3-hit prior starter. Teyah them to death.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 11 6 4 Launch 40 + WBounce

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
55 43 pixels

Average throw. Unspectacular unless done in the corner. Should be OS'd with 5K, or sometimes c.S.

  • Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with 5K.
    • Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.

Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6 Launch 28

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

A decent air throw that knocks down. Can convert in the corner, or with meter.

  • Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.
  • Converts in the corner to 5K > BR Loop/whatever, or (f.S) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6, 7 60
  • Dizzy modifier x1.5

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 11 3 25 -14 1~13F All
14~33F Throw and Upper Body

Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.

  • Uses 6P animation, so it can still be low profiled.
  • Can convert in the corner on counter hit or if hit on the last active frame.
  • Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
50% 10 7 3 Launch 28 + WBounce 14 + WBounce

Special Moves

Gun Flame

236S or 236H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 40 All 12 Total 51 -13
236H 40 All 17 Total 56 -13
j.236S/H 40 All 12 Until landing+12

Ground hugging reppuken-style projectile that compliments EX Sol's game. Can be used for oki, but a bit finicky.

  • S Gunflame comes out faster but travels slower. H Gunflame comes out slower, but travels almost twice as fast as its counterpart.
  • Will cover Sol's approach with an FRC. This FRC also resets pressure and Sol's position when done close enough, as well as making a point blank Gun Flame safe. S Gunflame FRC is particularly useful as an approach tool, as it travels slightly slower than Sol's maximum run speed.
  • Can lead to high damage corner combos when FRC'd.
  • Can be jumped over, but the FRC lets you react and catch them.
  • Counter hit state for the entire duration, making the FRC vital. Note: When GF is cancelled into, the FRC window will be delayed mid-string due to hit/blockstop.

Can be difficult to use to prevent jumpouts, and without FRC, some characters can punish you even after cancelling from a far blocked poke. Utilize the FRC to make the most of this move in your pressure.


Air Gun Flame can be used to stall your air momentum during your approach for a smidge of damage. However, without the FRC, you are in recovery both all the way down and for 12 frames afterwards. Use with caution.

  • S Gunflame fires almost straight down. H Gunflame fires at a 30 degree angle.
  • FRC does not restore air options.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236S 10 7 3 Launch 28
236H 10 7 3 Launch 28
j.236S/H 10 7 3 Launch 28
  • 236S (notes: Sol is in CH state during move FRC timing 15~16F)
  • 236H (notes: Sol is in CH state during move FRC timing 20~21F)
  • j.236S/H (notes: FRC timing 25~26F)

Volcanic Viper

623S or 623H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
623S 20, 36 Mid 7 3(3)11 21+10 after landing -28 1~9F All
10~13F Strike
j.623S 36, 24 All 5 2(3)9 Until landing+10 1~9F Strike
623H 20, 36 Mid 5 2(3)18 29+8 after landing -43 1~6F All
7~11F Strike
j.623H 46, 26 All 5 2(3)18 Until landing+10 1~9F Strike

Godly DP with a massive hitbox.

Ground S: Lower to the ground version.

  • Can be canceled into the Sidewinder on whiff and block, though this doesn't change any landing timings.
  • Leads to a full conversion if the first hit is RC'd, or if the 2nd part counter hits.
  • Tied for the slowest version of the move at 7F, but with some of the most invulnerability.
  • Note - all grounded versions: must be jump installed in order to airdash or double jump on RC.

Breaks through even the smallest gaps.


Air S: Easy air combo ender.

  • Also works as an air reversal, but is air blockable without FD, and is only strike invuln.
  • Completely cuts Sol's air momentum when you RC the first hit, leading to airdash mixups or continued strings on block.
    • This RC will make Sol fall straight down. You can TK this move and RC it immediately, and with some very tight timing, you can tag an opponent with a quick overhead before you hit the ground...
  • Can convert to longer combos if the first hit is RC'd.

Ground H: Massive DP version. Big Anti-Air callout, unrivaled in combined speed and vertical reach. Eats up the sky.

  • Slightly faster and more damage than the S version.
  • Similarly converts if the 1st hit is RC'd or the 2nd part counter hits.
  • Can be difficult to punish if done with running momentum: some characters lack the means to reach Sol without meter.
  • On some characters, landing the followup SW on an opponent who was standing will give a Clean Hit.

Air H: Situational tool with slightly more damage. Higher reaching aerial VV, but not as high as the grounded version.

  • Also air blockable without FD.
  • Similarly to j.SVV, cuts air momentum when RC'd on the first hit.

Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
623S 10×2 7×2 3 Launch 28, 26
j.623S 10×2 7×2 3 Launch 36, 27
623H 10×2 7×2 3 Launch 28, 36
j.623H 10×2 7×2 3 Launch 38, 36
  • 623S (notes: Sol is airborne from 10F onwards Can cancel into Sidewinder from 28~40F Sol is in crouching state during landing recovery)
  • j.623S (notes: Can cancel into Sidewindeer from 23~35F Sol is in crouching state during landing recovery)
  • 623H (notes: Sol is airborne from 7F onwards Can cancel into Sidewinder from 32~44F Sol is in crouching state during landing recovery)
  • j.623H (notes: Can cancel into Sidewinder from 32~44F Sol is in crouching state during landing recovery)

Sidewinder

Volcanic Viper > 214H

Damage Guard Startup Active Recovery On-Block Invuln
35 High/Air 10 4 Until landing+13

Volcanic Viper's followup. Utility is consistently inconsistent, as in some cases, you can still get a Clean Hit.

  • Depending on screen position, a clean hit can lead into a hard knockdown via tagging the opponent with jD afterwards. However, this shouldn't be banked on, as if they hit the wall after jD, there won't be enough untech time for the knockdown.
  • After a blocked Volcanic Viper (particularly the S version) you can throw out Sidewinder in an attempt to tag a bad DP punish. If you get a counterhit, you can continue into a full combo.
  • Outside of these cases, Sidewinder is just for an extra tick of damage after a reversal or an air combo.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 70% 15 12 5 Launch 18
  • Untechable on CH or Clean Hit for 56F Hitstop on Clean Hit 27F Sol is in CH state during move Dizzy modifier x0.5 Sol is in crouching state during landing recovery Damage increased with Clean Hit: 35 + 25 * (# of Clean Hits) See note ?1

Grand Viper

214S > Mash Buttons + Directions

Damage Guard Startup Active Recovery On-Block Invuln
8×7, 32 Low×7, Mid 17 4×4,2×2,5(20)3 37 -21 1~4F Above Knees
5~16F Above Feet

Fast, instant low profile travel attack. The ultimate callout, likeliest move in the game to blow out your speakers.

  • Extremely low profile on frame 1: goes under more than 75% of moves in the game.
  • Leads into ridiculous damage on Clean Hit from anywhere on stage.
  • Number of hits changes depending on how many directions/buttons are pressed during the move.
  • Horribly unsafe on block/whiff. Cannot be RC'd if the current hit did not make contact.
  • Can go under bursts, which can score a powerful reset in the corner, but can be suicide midscreen.
  • To use multiple hits, alternate between forward and back while mashing buttons
  • Alternatively, you could alternate between down back and down forward, or up back and up forward
  • For a detailed look at this move, see this tutorial video

Strong tool which requires finesse and recognition to use properly. Can go under things mid-pressure and lead to very damaging conversions. Has some of its best conversions near the corner, and can work midscreen with little/no mashing based on the opponent's character. Don't miss.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80%×7, 100% 8×7, 20 1×6, 7, 6 3×7, 5 24×6, Launch×2 26×6, 28, 42
  • Dizzy modifier x0.25 Final hit (the uppercut) untechable on CH or Clean Hit for 64F Listed frame data is for a Ground Viper that does the maximum number of hits

Flame Dipper

236K

Damage Guard Startup Active Recovery On-Block Invuln
15, 36 Low 7 12(8)3 34 -18 1~2F Above Knees
3~18F, 24~51F Low Profile

A fast sliding low that can go underneath many attacks. Often used to end combos and as a risky last chance jump catch. Can be RC'd to make it safe or to continue a combo. If you're too close to the opponent, the second hit will not combo from the first, as Sol slides a fixed distance.

  • FRC point at the end of the slide.
  • Can allow for meterless knockdowns off of some pokes.
  • Will always combo if the first hit is a CH.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
15×2 6×2 5 18, Down 18
  • FRC timing 21~22F

Bandit Revolver

214K

Damage Guard Startup Active Recovery On-Block Invuln
32 High/Air 25 3 10+9 after landing -3

An overhead with a running start, leading to a knockdown midscreen and full meterless conversions in the corner. This move (similar to its progenitor Greed Sever) is an overhead that crushes lows, but doesn't go high enough to beat things like Gunflame, and is very easy to be jabbed out of once your opponent catches onto your tactics. Never get predictable!

  • Groundslides on hit, can be combo'd into from Gunflame FRC or a counterhit 5H.
  • Running startup allows for an interesting high/low/throw mixup off of things like a blocked Gunflame FRC, though the high route is much more committal.
  • Can be jump installed for RC airdash pressure and mixups on block.
  • One of the higher damage starters for EX Sol's dustloop in the corner.
  • Dangerous when paired with Gunflame: Charge to make its startup safe.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
15 6 5 Launch 32 + Slide 30
  • Sol is airborne from 7F Sol is in crouching state during landing recovery

Wild Throw

623K

Damage Guard Startup Active Recovery On-Block Invuln
30 70 pixels 4 1 31

Great command grab with average command throw range but great startup. Sol's main mixup tool.

  • Full, (somewhat less) damaging conversions from anywhere on stage.
  • No SW loop means damage potential is cut by a sizable margin, but still a useful tool to have.
  • Also has character specific, meterless burst safe setups.
  • Only in CH state for a short segment of its recovery.

Makes people wince a little bit when it lands. Meterless conversions can(maybe?) do 25%-55% damage.

  • Some meterless burst safe followups include:
    • 2H > late j.H/Burst Throw OS
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 55% 6 Down + GBounce
  • Sol is in CH state 1~14F

Force Breaks

Fafnir

63214D

Damage Guard Startup Active Recovery On-Block Invuln
60 Mid 11 3 17 +7 1~10F Throw

Fast, throw invincible sucker punch which wallbounces in the corner. Due to the absence of regular Fafnir and the presence of Overdrive Tyrant Rave, this tool's usage in combos appears to have deprecated somewhat, but the wallbounce can lead to some fear-inducing damage.

  • Has some invincibility on Sol's front leg, can low crush. Beats throws until active.
  • Input reversed entirely arbitrarily.
  • Fullscreen wallbounce with high untech time and velocity on Counter Hit or Clean Hit (works from 2D, 236K FRC, or against jump out attempts), and converts to juggle combos from anywhere.
    • Still very useful as a delayed Frame Trap tool
  • Note: will whiff against crouchers off of max range 5H, due to opponent hurtboxes.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 70% 20 10 5 Launch 32 + WBounce
  • On CH or Clean Hit untechable for 64F Can cancel into Tyrant Rave from 12~17F Attack Level 6

Tyrant Rave

63214D > 46D

Damage Guard Startup Active Recovery On-Block Invuln
40×3, 84 All 3+1 33 21 +8

A version of Sol's original Tyrant Rave from GG1 and X. Now wallbounces (functions like Accent Core's), though midscreen combos are restrictive. Can only be accessed from a metered Fafnir now, making it cost a minimum of 50% instead of 25%.

  • Large hitbox, multi hit move which is difficult to contest or punish. Converts, though with less untech time than a Clean Hit or Counter Hit Fafnir.
  • Costs as much as Overdrive Tyrant Rave though is a bit less scary than it. Leads to a lot of damage in the corner but requires you to be close to it to get anything good.
  • Inversely, Overdrive TR has difficulty leading into a combo when used in the corner. Interchange these based upon your spacing.
  • Midscreen, the untech time is short and your best option(s) likely include 632146H due to EX Sol's reduced air options, which is very expensive.

A max range Fafnir into this midscreen will whiff, but the last hit will land if they burst.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80%×3, 100% 10×4 7×4 3 Launch 40×3, 40 + WBounce
  • Disables opponent's Burst on hit Dizzy modifier x0 Chip damage x2 2nd~4th hits can pass through projectiles First 3 hits each do more damage with Clean Hit: 25 + 30 * (# of Clean Hits) per hit

Gunflame: Charge

236D

Damage Guard Startup Active Recovery On-Block Invuln
24×4 All 24 8(4)×N Total 54 +55

EX Sol's equivalent to Ky's Charged Stun Edge, Gunflame: Charge is a 4 hit wave of fire that travels across the screen until it gets its job done. A combo starter on hit and a suffocating option in pressure, especially with its FRC point.

  • Travels until it either leaves the screen, Sol is hit, or all 4 hits connect either on hit or block.
  • Cranks the guard bar like hell, inflating EX Sol's damage output even more.
  • Hitbox is not as tall as it looks, can be jumped over.
  • Leads to a full combo on hit.
  • There is no restriction on how many instances of GFC can be on screen at once.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20×4 6×4 ?? Launch 20
  • Remains active until it connects 4 times or reaches edge of stage FRC timing 26~27F

FB Grand Viper

623D > Mash Buttons + Directions

Damage Guard Startup Active Recovery On-Block Invuln
7×12, 20×3 Low×12, Mid×3 13 ??,10(2)2(2)20 35+11 after landing -56

Reload & prior-esque Grand Viper. Doesn't Clean Hit or convert into a combo. Difficult to go into a combo even with RC if you mash. Hits a lot, 15 times with a full mash.

  • Starts up a few frames faster than regular GV & does relatively decent damage standalone or as an ender. Even without accessible Sidewinders, though, meterless Grand Viper usually leads to more damage.
    • Faster startup allows it to combo from S normals and be generally more accessible in combos.
  • Does give a knockdown when it ends and has entire-stage corner carry, whereas airborne regular Grand Viper followups will usually end in the opponent being able to Air Tech midscreen.

Strange and eclectic in its purpose. The additional hits may be good for chip.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80%×10, 100%×3 8×12, 10×3 1×12, 7×3 3 ??, Launch×3 26×12, 20×2, 60
  • 1st portion has Low Profile, 3rd portion has some inuln frames Listed frame data is for a FB Grand Viper that does the maximum number of hits

Overdrives

Tyrant Rave ver. Alpha

632146H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
632146H 120 All 7+0 25 17+10 after landing -36 1~3F Upper Body
4~9F Strike
j.632146H 120 All 7+0 25 Until landing+10 1~3F Upper Body
4~9F Strike

The money-maker. This is the super you'll use to trade in your meter for some of the highest damage EX Sol has to offer. Use it wisely.

  • Wallsticks on hit, and has strong enough corner carry to lead into said wallstick from 3/4s of the screen away.
  • Converts off of 5H into dustloops for 300+ bare minimum. The very concept of a fS>5H>Tyrant Rave whiff punish should shake your opponent's knees.
  • Zero frames post flash on the ground and only one in the air, but if they're far enough away, you won't snipe any gaps.
  • Very high single hit damage, and your highest damage air combo ender.
  • Difficult to convert off of when the opponent is already in the corner due the to charge forward continuing for a set amount of time.
  • Extremely unsafe on block and loses on wakeup to meaties that hit low to the ground, such as ABA's Moroha 2H and Ky's 3H. NOT a reversal.
  • Hitbox counts as a projectile and can cancel out single hit projectiles while keeping its hitbox, however its interactions with projectiles are inconsistent. If you have 50%, don't forget this is in your back pocket.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
632146H 10 7 3 Launch 60 + WStick 43
j.632146H 10 7 3 Launch 60 + WStick 43
  • 632146H (notes: Sol is Airborne from 1F Sol is in CH state until landing)
  • j.632146H (notes: Sol is in CH state until landing)

Wild Punch

214214S

Damage Guard Startup Active Recovery On-Block Invuln
72×2 Mid 7+2 3(22)3 24 -8 1~13F All

Tyrant Rave Ver. Beta, but also not. Launches across the screen when it connects fully, and has enough time for you to throw a Gunflame out on top of the opponent or try for a safejump.

  • Reversal super, but unlike Tyrant Rave Ver. Alpha, is not 0 after superflash.
  • Cannot be RC'd on the second hit.
  • Leads to conversions in the corner, and one of the few ways to end a dustloop in a hard knockdown.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20×2 12, 6 5 Down Stand, 28
  • Plays special animation if first part of attack hits

Savage Fang

236236P

Damage Guard Startup Active Recovery On-Block Invuln
40×3 All 7+10 3×3 30 +1

A decent conversion tool from short knockdowns, leading into dustloops depending on screen position.

  • Removes OTG on hit and launches for big conversions, especially in the corner.
  • Has poor invuln, and depending on how far the opponent is from you, cannot be converted. Still provides decent damage off of a stray 2D, as well as preserving the knockdown.
  • Slightly plus, with solid chip damage.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20×3 6×3 5 Launch 45
  • Ignores OTG

Instant Kill

Napalm Death

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 7+8 12 26 -19

Bottom 5 IK. Goodbye, Meter.

  • Short range and horribly unsafe. Whiffs on the entire cast crouching.
  • Will whiff against several characters in their stun animations (Sol, Axl, Jam, Kliff, Baiken, Zappa, Dizzy, HOS). Very rarely worth it.
  • Useful against ABA and Chipp, otherwise rarely used due to the aforementioned, and Sol's general lack of stun setups.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 5
  • IK Mode activation: 76F Sol is in CH state during move

Full Frame Data

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 10 3 8 80% Mid 1 CSJR 1.44 4 4 6 0 9 10 10 11
5K 14×2 6×2 7×2 Mid 2 SJR 2.64 3 2,6 13 -7 11 12 12 12
c.S 30 10 7 Mid 3 SJR 2.64 5 2 12 0 13 14 14 13
f.S 30 10 7 Mid 3 SR 2.64 7 1 24 -11 13 14 14 13
5H 40 20 6 Mid 5 SJR 3.84 11 2 26 -9 18 19 18 15
5D 17 8 20 High 3 R 2.64 22 3 24 -13 13 Launch 48 14 13
6P 32 10 7 90% Mid 3 SR 2.64 11 3 20 -9 1~8F, 14~21F Upper Body
9~13F Above Knees
13 Stagger 35 14 + WBounce 13
6H 40×2 10×2 6×2 Mid 5 SR 5.76×2 13 5,1 30 -12 18 Stagger 35 18 15
2P 8 3 8 80% Mid 1 CSR 1.44 5 4 4 +2 9 10 10 11
2K 12 3 8 70% Low 1 SR 1.44 6 3 8 -1 9 10 10 11
2S 25 10 7 Mid 3 SR 2.64 10 3 8 +3 13 14 14 13
2H 36 20 6 90% Mid 5 SJR 3.84 8 6 26 -13 18 19 18 15
2D 28 11 6 90% Low 4 SR 3.84 7 3 20 -6 4~23F Low Profile 16 Down 16 14
j.P 13 3 8 High/Air 1 CSR 1.44 5 7 4 9 10 10 11
j.K 22 5 7 High/Air 2 SR 2.64 6 6 17 11 12 12 12
j.S 28 8 7 High/Air 3 SJR 2.64 9 3 23 13 14 14 13
j.H 24×2 8×2 7×2 High/Air 3 SR 2.64×2 9 6,8 0 13 14 17 13
j.D 40 11 6 90% High/Air 4 SJR 3.84 9 7 10+5 after landing 16 Launch 40 + WBounce 14


Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 55 6 Forced 50% 43 pixels 4.00 Launch 28
Air Throw Air Throw 60 6, 7 Forced 50% 88 pixels 4.00 60
DAA Dead Angle Attack 25 10 7 50% All 3 R 0.52 11 3 25 -14 1~13F All
14~33F Throw and Upper Body
13 Launch 28 + WBounce 14 + WBounce 13


Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236S S Gun Flame 40 10 7 All 3 F 2.00/1.20 12 Total 51 -13 13 Launch 28 13
236H H Gun Flame 40 10 7 All 3 F 2.00/1.20 17 Total 56 -13 13 Launch 28 13
j.236S/H Air Gun Flame 40 10 7 All 3 F -/1.20 12 Until landing+12 13 Launch 28 13
623S S Volcanic Viper 20, 36 10×2 7×2 Mid 3 R 2.00/4.80×2 7 3(3)11 21+10 after landing -28 1~9F All
10~13F Strike
13 Launch 28, 26 13
j.623S Air S Volcanic Viper 36, 24 10×2 7×2 All 3 R 2.00/3.60×2 5 2(3)9 Until landing+10 1~9F Strike 13 Launch 36, 27 13
623H H Volcanic Viper 20, 36 10×2 7×2 Mid 3 R 3.00/4.80×2 5 2(3)18 29+8 after landing -43 1~6F All
7~11F Strike
13 Launch 28, 36 13
j.623H Air H Volcanic Viper 46, 26 10×2 7×2 All 3 R 2.50/4.80×2 5 2(3)18 Until landing+10 1~9F Strike 13 Launch 38, 36 13
623X > 214H Sidewinder 35 15 12 Forced 70% High/Air 5 R 1.50/2.40 10 4 Until landing+13 18 Launch 18 15
236K Flame Dipper 15, 36 15×2 6×2 Low 5 RF 2.00/4.80, 7.20 7 12(8)3 34 -18 1~2F Above Knees
3~18F, 24~51F Low Profile
18 18, Down 18 15
214K Bandit Revolver 32 15 6 High/Air 5 R 2.00/6.00 25 3 10+9 after landing -3 18 Launch 32 + Slide 30 15
623K Wild Throw 30 6 Forced 55% 70 pixels -/6.00 4 1 31 Down + GBounce
214S Grand Viper 8×7, 32 8×7, 20 1×6, 7, 6 80%×7, 100% Low×7, Mid 3×7, 5 R 3.00/1.20×6, 7.20×2 17 4×4,2×2,5(20)3 37 -21 1~4F Above Knees
5~16F Above Feet
13×7, 18 24×6, Launch×2 26×6, 28, 42 6×7, 15


Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
63214D Fafnir 60 20 10 Forced 70% Mid 5 R 11 3 17 +7 1~10F Throw 26 Launch 32 + WBounce 15
63214D > 46D Tyrant Rave 40×3, 84 10×4 7×4 80%×3, 100% All 3 3+1 33 21 +8 13 Launch 40×3, 40 + WBounce 13
236D Gun Flame: Charge 24×4 20×4 6×4 All ?? RF 0.40/- 24 8(4)×N Total 54 +55 ?? Launch 20 7
623D FB Grand Viper 7×12, 20×3 8×12, 10×3 1×12, 7×3 80%×10, 100%×3 Low×12, Mid×3 3 R 13 ??,10(2)2(2)20 35+11 after landing -56 13 ??, Launch×3 26×12, 20×2, 60 6×12, 13×3


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146H Tyrant Rave ver. Alpha 120 10 7 All 3 R 7+0 25 17+10 after landing -36 1~3F Upper Body
4~9F Strike
13 Launch 60 + WStick 43 6
j.632146H Air Tyrant Rave ver. Alpha 120 10 7 All 3 R 7+0 25 Until landing+10 1~3F Upper Body
4~9F Strike
13 Launch 60 + WStick 43 6
214214S Wild Punch 72×2 20×2 12, 6 Mid 5 R 7+2 3(22)3 24 -8 1~13F All 18 Down Stand, 28 7
236236P Savage Fang 40×3 20×3 6×3 All 5 7+10 3×3 30 +1 18 Launch 45 15


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Napalm Death Fatal 20 All 5 7+8 12 26 -19 18 15


  • How to score Clean Hits: For Ground Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For Fafnir, hit with the upper part of the fist. Hitstop from a Clean Hit is 27F.
  • *1: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.
  • *2: Damage of Tyrant Rave is 25 + 30 * (# of Clean Hits) * 3 + 84

Gatling Table

Loses f.S > 6H gatling. Otherwise identical to normal Sol.

Ground Gatlings
P K S H D Cancel
5PGGAC Sol 5P.pngGuard:
Mid
Startup:
4
Recovery:
6
Advantage:
0
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
2PGGAC Sol 2P.pngGuard:
Mid
Startup:
5
Recovery:
4
Advantage:
+2
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special
6PGGAC Sol 6P.pngGuard:
Mid
Startup:
11
Recovery:
20
Advantage:
-9
- - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
5KGGAC Sol 5K.pngGuard:
Mid
Startup:
3
Recovery:
13
Advantage:
-7
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special
2KGGAC Sol 2K.pngGuard:
Low
Startup:
6
Recovery:
8
Advantage:
-1
6P - c.S, f.S, 2S 2H 5D, 2D Special
c.SGGAC Sol cS.pngGuard:
Mid
Startup:
5
Recovery:
12
Advantage:
0
6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special
f.SGGAC Sol fS.pngGuard:
Mid
Startup:
7
Recovery:
24
Advantage:
-11
- - 2S 5H, 2H 5D, 2D Special
2SGGAC Sol 2S.pngGuard:
Mid
Startup:
10
Recovery:
8
Advantage:
+3
- - - 5H, 2H 5D, 2D Special
5HGGAC Sol 5H.pngGuard:
Mid
Startup:
11
Recovery:
26
Advantage:
-9
- - - 2H 5D, 2D Jump, Special
2HGGAC Sol 2H.pngGuard:
Mid
Startup:
8
Recovery:
26
Advantage:
-13
- - - - 5D, 2D Jump, Special
5HGGAC Sol 5H.pngGuard:
Mid
Startup:
11
Recovery:
26
Advantage:
-9
- - - - - Special
5DGGAC Sol 5D.pngGuard:
High
Startup:
22
Recovery:
24
Advantage:
-13
- - - - Homing Jump
2DGGAC Sol 2D.pngGuard:
Low
Startup:
7
Recovery:
20
Advantage:
-6
- - - - - Special
Air Gatlings
P K S H D Cancel
j.PGGAC Sol jP.pngGuard:
High/Air
Startup:
5
Recovery:
4
Advantage:
-
j.P[+] j.K[+] j.S j.H - Special
j.KGGAC Sol jK.pngGuard:
High/Air
Startup:
6
Recovery:
17
Advantage:
-
j.P - j.S - j.D Special
j.SGGAC Sol jS.pngGuard:
High/Air
Startup:
9
Recovery:
23
Advantage:
-
- j.K - j.H j.D Jump, Special
j.HGGAC Sol jH.pngGuard:
High/Air
Startup:
9
Recovery:
0
Advantage:
-
- - - - - Special
j.DGGAC Sol jD.pngGuard:
High/Air
Startup:
9
Recovery:
10+5 after landing
Advantage:
-
- - - - - Jump, Special
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

Sol Badguy
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