Troll Badguy (talk | contribs) |
Troll Badguy (talk | contribs) |
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If done at distance it's almost safe, because the opponent will be too far to punish. Has invulnerability frames and is unburstable, but if you wanted to use this as reversal, it's a better idea to use VV. One very funny setup is to Tyrant Rave Beta(1)>RC>run up Wild Throw. They'll never see it coming. | If done at distance it's almost safe, because the opponent will be too far to punish. Has invulnerability frames and is unburstable, but if you wanted to use this as reversal, it's a better idea to use VV. One very funny setup is to Tyrant Rave Beta(1)>RC>run up Wild Throw. They'll never see it coming. | ||
1-8 strike invincible, 1st hit causes knockdown, 2nd hit wall bounces, (untechable for 40F), Dizzy modifier: 1st hit: x0.25, 2nd hit: x0 Chip damage: 1st hit: x1.5, 2nd hit: x2.0 2nd hit has 70% forced proration, 2nd hit RCable provided the first attack hits or is blocked, 2nd hit can pass through projectiles. | 1-8 strike invincible, 1st hit causes knockdown, 2nd hit wall bounces, (untechable for 40F), Dizzy modifier: 1st hit: x0.25, 2nd hit: x0 Chip damage: 1st hit: x1.5, 2nd hit: x2.0 2nd hit has 70% forced proration, 2nd hit RCable provided the first attack hits or is blocked, 2nd hit can pass through projectiles. | ||
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This move is mostly bad, but can be good, rarely. If you get knocked down, say goodbye to the round. You lose all tension on knockdown. This move lasts longer the less health you have, and you progressively gain tension automatically. Most of Sol's moves become + on block AND ALL of them are faster (5D becomes a 16 or 17 frame overhead), but less active. Sol also moves extremely fast. | This move is mostly bad, but can be good, rarely. If you get knocked down, say goodbye to the round. You lose all tension on knockdown. This move lasts longer the less health you have, and you progressively gain tension automatically. Most of Sol's moves become + on block AND ALL of them are faster (5D becomes a 16 or 17 frame overhead), but less active. Sol also moves extremely fast. | ||
Frames 1-18 invincible. Frames 19-21 invincible to strikes. During DI, tension increases at a rate of 0.1% per frame. DI cannot be used during DI. DI duration: base time of 360F + 1F for every health point below 210. Dragon Install duration drains during hit stop and super freeze. Recovery animation: 36F total, CH state throughout. Tension reduced to 0, negative penalty effect, tension gain lowered, Sol takes extra dizzy damage, and has a lower dizzy rating. | Frames 1-18 invincible. Frames 19-21 invincible to strikes. During DI, tension increases at a rate of 0.1% per frame. DI cannot be used during DI. DI duration: base time of 360F + 1F for every health point below 210. Dragon Install duration drains during hit stop and super freeze. Recovery animation: 36F total, CH state throughout. Tension reduced to 0, negative penalty effect, tension gain lowered, Sol takes extra dizzy damage, and has a lower dizzy rating. | ||
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Same as regular Dragon Install except it costs 100% tension, lasts the entire round and drains your life to stay active but doesn't kill you. You also don't gradually gain tension. | Same as regular Dragon Install except it costs 100% tension, lasts the entire round and drains your life to stay active but doesn't kill you. You also don't gradually gain tension. | ||
All the same applies to this from normal Dragon Install, except this one drains your life to keep up and is permanent until the round ends. | All the same applies to this from normal Dragon Install, except this one drains your life to keep up and is permanent until the round ends. | ||
Requires 100% tension. After the super-freeze, will Install even if hit. Install mode is permanent. Tension gained is 20% original value. Health steadily decreases. | Requires 100% tension. After the super-freeze, will Install even if hit. Install mode is permanent. Tension gained is 20% original value. Health steadily decreases. |
Revision as of 06:28, 2 August 2012
Overview
Guts Rating: 1
Defense Modifier: x1.00
Stun Resistance: 60
Strengths: Wild Throw(Command Grab), Hands down one of the best DPs in the game Volcanic Viper, Very Good 3 frame Anti Air(5K), Midscreen and corner BnBs are damaging.
Weaknesses:Can't deal with good zoning. Telegraphed blockstrings and overheads.
Movement Options: 1 Double Jump/Air Dash, Run-Type Dash
Move List
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Note: Data in [] refers to Sol in Dragon Install. Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Throws
Throw |
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Air Throw |
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Special Moves
Gun Flame 236P |
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Gun Flame Feint 214P |
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Volcanic Viper 623S/H |
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Knockdown 214K during Volcanic Viper |
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Grand Viper 214S |
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Bandit Revolver 236K or j.236K |
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Bandit Bringer 236[K] |
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Riot Stamp 214K |
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Wild Throw 623K |
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Sidewinder j.236H |
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Force Breaks
Fafnir 41236D |
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Tyrant Rave (46D during Fafnir) |
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Overdrives
Tyrant Rave v.Beta 632146H |
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Dragon Install 214214S |
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Dragon Install Second 214214214214P+H |
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Instant Kill
Napalm Death 236236H |
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Strategy
Tactics
As a rushdown character, you excel in close range. Therefore your gameplan is to get in, and stay in, where your normals reach and do their job. You can also play footsies and poke with your farther range normals. You want to be on the offense and use your lows and other normals in combination with Wild Throw to keep the opponent guessing. 5D should be used sparingly, as it ends your momentum if blocked, or have 50% tension to RC. 5K allows you anti air reliably, as well as Volcanic Viper. You can play Sol in a way where you punish your opponent for doing things, or you can play him in a very offensive, rushdown based way. Hell, you could even play him totally randomly, it's not like a Sol playing that way didn't win a major tournament.
- Basic Combos
Midscreen
5K>5S>2D>Bandit Revolver/Volcanic Viper+Knockdown
xx>5H>Grand Viper Clean Hit>SW Loop
xx>2D>Grand Viper Clean Hit>SW Loop (certain characters only)
5S>2S>5H
2K>2H>2D
5S>2H>Grand Viper Clean Hit>SW Loop
2K>2H>Grand Viper Clean Hit>SW Loop
6H>Grand Viper>SW loop
6H>Gunflame>(jP)>jK>Sidewinder>SW Loop
25% Tension Midscreen
5K>5S>2369K FRC>jS>Sidewinder>SW Loop
Airdash jS>jD>Fafnir>SW loop
Gunflame FRC>Sidewinder Loop
Counter Hit Midscreen Combos
CH 5H>Instant Air Dash jS>jD>Sidewinder>SW Loop
CH 5H>Instant Air Dash jS>jH>land 5K/5S>2H/5H>Grand Viper Clean Hit>SW Loop
CH H Volcanic Viper during later active frames>run up 5K relaunch> SW Loop
25% Tension Counter Hit Midscreen Combos
5K/5S>TK Bandit Revolver(1) FRC>SW (may need to add an air normal depending on character)
CH 2D>Gunflame>Fafnir>SW Loop
CH 2D>Gunflame FRC> Empty Jump Sidewinder(Add air normals if necessary)>SW Loop
50% Tension Combos
xx>2D>Bandit Revolver(1) RC>Sidewinder>SW Loop
Volcanic Viper(1) RC>5K>2H>SW Loop
Volcanic Viper RC>Sidewinder>SW Loop
Sidewinder Loop>Tyrant Rave Beta
Corner Combos
5K/5S>6P>5K/5S>2H>Air normal(character dependent)>Sidewinder>SW Loop
5K/5S>6P>Gunflame>(jP)>jK>Sidewinder>SW Loop
5K/5S>6P>Gunflame FRC>Empty Jump Sidewinder>SW Loop
Sidewinder Loop
Once the opponent is launched you have options depending on where on screen you are and distance to the corner, and what character you're fighting. Most basic loop is forward jump jS>Sidewinder. Other variations include dash 2H>Neutral/Back/Forward Jump Sidewinder (note, not a TK SW), dash 2H>forward jump jH>Sidewinder, Empty Forward (neutral may work once on certain characters after reaching the corner) Jump Sidewinder. jP and jK>Sidewinder also work, but do less damage and prorate badly.
Gatling Chart
Alternate Color Chart
P | K | S | H | D | |
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AC | |||||
EX | |||||
Slash | |||||
#R |