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| summary = is a powerful, aggressive Master that discards the fundamentals to destroy his enemies. | | summary = is a powerful, aggressive Master that discards the fundamentals to destroy his enemies. | ||
| pros = | | pros = | ||
*''' | *'''Overwhelming''': At one point, Sol had ''seven'' different Pros explaining his dominance in {{Tt|Mob-clearing|When a Master takes time to clear massive swathes of enemy Minions, often by abusing strong single-hitting attacks with wide reach.}}, Master-to-Master combat, damage output, pressure, and his unique efficiency in all of these areas. He is powerful, incredibly hard to stop, and all-around overwhelming. | ||
*'''Good Elite Units''': Sol possesses Elite units that are impactful on the battle and cost effective. These being The Queen, Fire Wheel, and Engulfer. | *'''Good Elite Units''': Sol possesses Elite units that are impactful on the battle and cost effective. These being The Queen, Fire Wheel, and Engulfer. | ||
| cons = | | cons = | ||
*'''Junkyard''': Sol's tribe, Junkyard, is | *'''Junkyard''': Sol's tribe, Junkyard, is below par. It's more expensive than its competition and has little unit variety outside of its Elites, but doesn't gain much in return for this downside. As a result, he has to push harder to take and maintain Ghosts than he might want as to not fall behind on Mana. | ||
*'''Hands-on''': | *'''Hands-on''': Junkyard is somewhat inoperable without Sol present to get them across the finish line. Their high cost and low numbers means they fall flat in skirmishes. | ||
}} | }} | ||
Revision as of 02:42, 7 August 2022
Meant to be the beginner-friendly character of the roster, Sol Badguy is the antithesis of Guilty Gear 2. As the strongest possible combatant, he bulldozes through enemies with very little effort and makes massive waves wherever he goes during a battle. Compared to much of the roster, he's almost unstoppable with enough burst damage to wipe out units that threaten his game-plan.
However, this doesn't mean he's without fault. To balance out his extreme strength, Sol's tribe, Junkyard, is almost undoubtedly the worst in the game. Possessing a good selection of Elites, it can be versatile, but often loses a battle of numbers due to how expensive they can be. As well, with his only Mobile-type Servant being a mediocre Elite, the only way Sol has to defeat Armored Units is with his own Armored Units- or himself.
This lends itself to a paradoxical "shoto". While Sol is meant to familiarize the player with -Overture- as a whole, his playstyle is completely opposite to many of the game's mechanics. He doesn't encourage thoughtful strategy or Mana expenditure. As always, Sol charges head-first with reckless abandon and tears his opposition apart.
Sol Badguy Sol Badguy is a powerful, aggressive Master that discards the fundamentals to destroy his enemies.
- Overwhelming: At one point, Sol had seven different Pros explaining his dominance in Mob-clearingWhen a Master takes time to clear massive swathes of enemy Minions, often by abusing strong single-hitting attacks with wide reach., Master-to-Master combat, damage output, pressure, and his unique efficiency in all of these areas. He is powerful, incredibly hard to stop, and all-around overwhelming.
- Good Elite Units: Sol possesses Elite units that are impactful on the battle and cost effective. These being The Queen, Fire Wheel, and Engulfer.
- Junkyard: Sol's tribe, Junkyard, is below par. It's more expensive than its competition and has little unit variety outside of its Elites, but doesn't gain much in return for this downside. As a result, he has to push harder to take and maintain Ghosts than he might want as to not fall behind on Mana.
- Hands-on: Junkyard is somewhat inoperable without Sol present to get them across the finish line. Their high cost and low numbers means they fall flat in skirmishes.
Sol Badguy | |
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Health | |
500 | |
Skills | |
Dragon Install, Crimson Jacket, Hunchback Summons, Gigant Kits | |
Tribe | |
Junkyard |
Lock-off Attacks
F5X
- GG2 Sol X A Hitbox.png
overpowered hitbox
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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Useful as combo filler
F5XX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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Move description should go here
F5XXX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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Placeholder
F8X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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A high damage AoE attack with good knockdown. One of Sol's more useful free attacks. Use this to deal with large groups of units allowing you to focus on whoever is left standing as the first group wakes up from knockdown.
Can absolutely melt enemy units with Super-Armor like Dr Paradigm's Elite Armor (Bonebitter) and Izuna's Normal Kappa's during their counter.
F5XXXY
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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Move description should go here
F5XY/F5XXY
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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Used as combo filler after LXXX. Is jump cancelable for a burst safe route and can go into L2X loops x 5 for high damage.
F5XYY
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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Move description should go here
F5XXYY
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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Move description should go here
F5XYX/F5XXYX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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Lock-on Attacks
5X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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Good range for how fast it comes out. Can be sidestepped but also can whiff cancel into 4Y or 6Y to catch sidesteps. One of Sol's most common combo starters.
5XX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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5XXX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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A solid launcher which has several different meterless followups like walk forward F.XY into L.2X loops
4X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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Move description should go here
6X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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4XX/6XX
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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Move description should go here
2X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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A staple in Sol's high damage combos due to it's very high untechable hitstun. Can be sidestep canceled and repeated around 5 times in a single combo with the right setup.
8X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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5X2X
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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Specials
5.Y Gunflame
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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L.6Y Bandit Revolver
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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L.2Y Volcanic Viper
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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Sol's classic DP now in 3D. Can be modern canceled for air combo followups or special canceled into J.Y. A good combo ender due to the damage.
L.4/6Y Brute Force Sweep
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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AoE sweeps that knockdown and combo into each other once.
J.Y Break Down
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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X+A Tyrant Rave
Damage Damage values here are to Masters. Servants take roughly 200% damage in normal conditions. | Attack LevelThis determines Guard Break damage and blockstun When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.. | OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." | KnockdownNone/No - opponent is left standing Normal/Yes - untechable in the air, but knockdown is techable |
Movement CancelsSome moves can be Jump or Step cancelable. If a move is Step cancelable then it can be Backstep, Sidestep, Forwardstep, or any combination of the three. | Tension Change The amount of tension a Special Move or Skill cost to use or the amount a normal attack gains on hit. |
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A very high damage way to dump all of your meter. Does amazing damage to a unshielded Master Ghost and thus can end a game in an instant.
Combos
To do: fix notation combos involving jumps and air combos. -Basic Combos-
5X, X, X This 3 hit combo will launch most of your opponents aside from very huge servants. This is your primary go to when in the face of your enemy, its flexible and allows you to string into other moves. Easily side stepped by enemy masters. So don't do the full string unless you confirm the first hit.
5X, 4X, 2X or 5X, 6X, 2X This 3 hit combo will end up tripping your opponent. It tracks either to the left or right to stop side stepping. Use on Master's weak side (Izuna's will side step to your right a lot for example).
8X This is a very short slide kick which is extremely useful for extending combos and should really only be used in the purpose of extending one.
4X, 6X or 6X, 4X This is a left to right slash attack or vice versa, very good for crowd control and servant slaying, not so much for fighting masters.
4X, 5X The best minion slaying tool. Side step and repeat.
-Advanced Combos-
5X, X, X, 5X, X, X, 8Y Walk forward slightly before the next 5X. Delay the 8Y. 280 Damage.
5X, X, X, 8X, 8Y 222 Damage.
5X, X, X, 8X, 2Y 247 Damage.
5X, X, X, 8X, (MC), 5X, X, X, 8Y Delay the 8Y. 285 Damage.
5X, X, X, 8X, (MC), 5X, X, 2X, side step left, 2X, side step left, 2X, side step left 2Y. 323 Damage.
5X, 2X, 2X, 2X, 2Y 215 Damage.
5X, X, X, 5Y, j. ad. 2Y 270 Damage.
5X, 4X, 2X, (MC), 5X, X, X, 8Y Delay the next 5X, and the 8Y input Catches side step left. 223 Damage.
5X, 6X, 2X, (MC), 5X, X, X, 8Y Delay the 8Y input Catches side step right. 224 Damage.
5X, 4X, 2X, (MC), 5X, X, 2X, side step left, 2X, side step left, 2X, side step left, 2X, side step left, 2Y. 280 Damage.
2X, dj. 5X, X, ad, 5X, 2Y 227 Damage.
-Overdrive Combos-
Requires full tension.
5X, 6X, X+A Can reverse the 4X, 6X and 4Y, 6Y inputs. Going into 6X is more consistent though. 536 Damage.
5X, 4X, 2X, X+A 500 Damage.
5X, X, X+A 547 Damage.
5X, X, X, X+A Part of the Overdrive will whiff. 437 Damage.
6X, 4X, X+A Can start with 4X but part of the Overdrive will whiff. 543 Damage
-Using Dragon install-
When in Dragon Install mode Sol's 8X changes from a slide kick to a standing uppercut.
5X, X, 2Y 361 Damage.
5X, X, 2Y, (MC), 5X, X, X 396 Damage.
5X, X, 2Y, (MC), 5X, X, 8X 403 Damage.
5X, X, 2Y, (MC), 5X, X, 5Y 400 Damage.
5X, X, 2Y, (MC), 5X, X, 2Y 421 Damage.
5X, X, 2Y, (MC early), 5X, X, X, 8Y 418 Damage.
5X, X, 2Y, (MC early), 5X, X, 2Y 515 Damage.