GG2/Sol Badguy: Difference between revisions

From Dustloop Wiki
< GG2
(→‎Overview: Merged the 1000 pros)
Line 12: Line 12:
| 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 =
*'''HP Eater''': Possessing the strongest Overdrive, highest Special damage, and Dragon Install, Sol's damage output is unparalelled, allowing him to kill enemies through any buffs or debuffs they may apply.
*'''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.
*'''Guard Breaker''': With a Lock-off 8X that always Guard Breaks, a 2X which reduces Guard Health dramatically, and multiple ways to step cancel his normals, the opponent has to take risks while Sol is on the offense.
*'''Meter Monster''': Sol can utilize every offensive mechanic to its fullest, with both Modern Cancels and Step Cancels making his already terrifying damage more threatening.
*'''Consistent''': In a game where some characters struggle to perform basic combos, all of Sol's strings are completely true, and so are his Specials. If it looks like it hits, it hits.
*'''Dominant''': His attacks are fast, far-reaching, and on top of it, his {{keyword|DP}} gives him the extremely unique option to break enemy pressure freely. In a head-on fight, Sol makes the pace.
*'''Fast Unit Clear''': Sol has many ways of putting alot of damage out over a large area very quickly. Being able to demolish armies single-handedly in an instant allows Sol's army to spread across the map unopposed to generate Mana and Dragon Install Resources for Sol.
*'''Buffs + Install''': Sol Badguy's Crimson Jacket provides a strong defense buff making him the tankiest master. When used while Sol has 25, 50, or 100 Gear Resource Sol's Dragon Install provides different buffs for Sol's attacks which increases Sol's Damage output and/or range.
*'''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 not good by any means. It's expensive, ineffective, and can't put many useful units on the field. It is most definitely the hardest army to make work, and the payoff is that you don't get destroyed by the opposing army. Unlike many other armies in this game, Junkyard has a single pro and only cons. It is a limiter on what Sol can do.  
*'''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''': If Sol wants to make any major pushes, he has to be there. His army isn't strong enough or fast enough to advance against opposing armies on their own, meaning that he can usually only push one side at a time which makes playing larger maps more difficult.
*'''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.
*'''Mana Inefficient''': Despite his army's inability to capture Ghosts effectively, Sol needs them the most, as his unit costs will drive him up the wall in no time if he can't capture the majority.
|footnote = EX Sol functions identically to Sol Badguy, but features his outfit from GG2's final boss fight, as well as a slightly altered Dragon Install appearance. In gameplay, there are no practical differences.
}}
}}



Revision as of 02:42, 7 August 2022

Overview
Overview

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.

Pros
Cons
  • 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
GG2 Sol Portrait.png
Health
500
Skills
Dragon Install, Crimson Jacket, Hunchback Summons, Gigant Kits
Tribe
Junkyard

Lock-off Attacks

F5X

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

Useful as combo filler

F5XX

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

F5XXX

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

Placeholder

F8X

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

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

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

F5XY/F5XXY

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

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

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

F5XXYY

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

F5XYX/F5XXYX

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

Lock-on Attacks

5X

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

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

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

5XXX

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

A solid launcher which has several different meterless followups like walk forward F.XY into L.2X loops

4X

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

6X

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

4XX/6XX

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

2X

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

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

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

5X2X

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

Specials

5.Y Gunflame

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

L.6Y Bandit Revolver

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

L.2Y Volcanic Viper

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

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

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

AoE sweeps that knockdown and combo into each other once.

J.Y Break Down

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

  • Placeholder

Move description should go here

X+A Tyrant Rave

Error: No field named "modernCancelWindow" found for any of the specified database tables.
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
Launch - can be teched before hitting the ground
Long - longer than a normal knockdown
Untechable - cannot be air or ground teched

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.

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.


Navigation

Guilty Gear 2 -Overture-/Navigation