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Revision as of 00:19, 13 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums |
overview
Sol Badguy is a hard hitting, close to mid range character with a variety of odd moves that make him deceptively tricky.
Sol thrives in the opponent's face with fast pokes, moves that go under others, and the best Dragon Punch period. His high/low mixup is very poor, but his tick throws, frame traps, and abundance of meter give him plenty of other tricky tools and means of opening up the opponent. Outside of his optimal range, he has some other decent midscreen tools, too, such as his f.S which is very fast for its range, and 5H which covers a good amount of space with an excellent hit/hurtbox ratio. Sol also has some very notably unique tools: several low profile options (including dashing), a normal which has zero recovery frames, unexpected burst of (partial) invincibility on many moves (including backdash), and several normals which can be cancelled during their recovery frames.
Though his main BnB, Sidewinder Loop, requires character specific precision, his combos generally deal high amounts of damage and are very freestyle. This makes Sol terrifying to defend against once he gets in and opens up the opponent for a beefy combination. But in order to get to those combos, Sol players will need to extend beyond the basic DP/Command Grab mixup into more layered mental territory, and/or learn to become so wild as to be impossible to predict.
Sol Badguy Sol Badguy is a hard hitting, close to mid range character with a variety of moves that make him deceptively tricky.
- Powerful in Close Range: 3 frame 5K, Volcanic Viper, and Wild Throw. Benefits heavily off of fishing for counter hits and Frame Traps with full screen conversions.
- Good Midrange Buttons: f.S, 2S, 5H, and 2H can be very difficult or risky for opponents to contest.
- Strong Combos: highly damaging, meterless combos that knock down from anywhere.
- Expanded Cancel Windows: 6P, 2H, 6H, 2D, and j.D can be gatling'd or special cancelled during their recovery frames.
- Tricky Movement: 2D, Grand Viper, Riot Stomp, and Bandit Revolver/Bringer can be used to simply go around an opponent's offense.
- Annoying Airborne Hurtboxes: Sol is notoriously difficult to combo and some of his air moves have retracted hurtboxes.
- Limited ranged conversion: Sol has trouble turning his longer ranged tools into bigger damage without meter or a counter hit.
- Struggles against zoning: Despite his myriad of tricky movement options, Sol must play patient or risky to get in.
- Subpar meterless high/low mixup: With very slow and obvious grounded overheads, Sol has few mixup options outside of strike/throw.
- Limited blockstring pressure: Sol will generally need to spend meter to keep the heat on, and will tend to prefer going for the mixup fairly quickly.
- Extensive reliance on character specifics for Sidewinder Loop: Requires solid execution, height management, and matchup familiarity for Clean Hit Combos. See note:
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.
Four moves deal clean hits: Sidewinder, Grand Viper, Bandit Bringer, and Force Break 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. The cornerstone of Sol's most damaging BnB.
- Grand Viper: Increased untechable time, leads to a full combo. Launches higher. Has no forced prorate.
- Bandit Bringer: Floats slightly higher, increased untechable time. Comes with no forced prorate.
- Force Break Fafnir: Floor slides as opposed to regular knockdown. Full conversions near the corner.
- Force Break Tyrant Rave: Does not have a clean hit, but gains a damage boost based on clean hit count similarly to Sidewinder.
Clean hits are always optimal. They lead to better combo extensions in every instance. The damage bonuses to Sidewinder and Force Break Tyrant Rave allow Sol to deal over 50% damage to the opponent off of one conversion.
Clean Hit Diagrams can be found here: http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.htmlNormal Moves
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.
Ground Normals
5K |
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c.S |
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f.S |
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5H |
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5D |
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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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6P |
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6H |
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Air Normals
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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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Special Moves
Gun Flame
Gun-Flame 236P |
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Gun-Flame (Feint) 214P |
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Volcanic Viper 623S/H (Air OK) |
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Knockdown Volcanic Viper -> 214K |
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Grand Viper 214S |
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Bandit Revolver 236K (air OK) |
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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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Fafnir 41236H |
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Slam (Kudakero) During Dragon Install, j.214K |
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How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit with the far end of his arm. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne except with FB Sidewinder and sometimes Bandit Bringer. Hitstop from a Clean Hit is 27F.
- 1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits). Force Break Sidewinder automatically adds in 1 Clean Hit.
- 2: Damage of Tyrant Rave is [25 + 30 * (# of Clean Hits)] * 3 + 84.
- 3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.
Force Breaks
FB Fafnir 41236D |
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Tyrant Rave Fafnir -> 64D |
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FB Sidewinder j.236D |
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How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit, regardless of opponent's position. Hitstop from a Clean Hit is 27F.
- 1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits). Force Break Sidewinder automatically adds in 1 Clean Hit.
- 2: Damage of Tyrant Rave is 25 + 30 * (# of Clean Hits) * 3 + 84.
- 3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.
Overdrives
Tyrant Rave ver.Beta 632146H |
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Dragon Install
Dragon Install 214214S |
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Dragon Install 2nd 214214214214P+H |
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Instant Kill
Napalm Death in IK Mode: 236236H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
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Uki | enter | Japan | A-Cho | - | Retired to Xrd | Strong, aggressive player with some wacky setups | - |
Kishitaka | Japan | A-Cho | - | Retired | Balanced player with strong, high-end conversions | Link | |
Hossa (Sub) | Japan | A-Cho | - | Active | Nutty Justice player using Sol on the side | - | |
NOB | enter | Japan | Mikado | - | Retired to Xrd | Straightforward player focused on neutral | - |
012 | Japan | - | - | Retired | Patient, Strong combo game player | Link | |
Roi | Japan | Mikado, A-Cho | - | Retired to Xrd | Overextending player with good conversions | Link | |
Kusoru | enter | Japan | - | - | Retired | The one and only Troll Badguy. Crazy to the extreme. | AC Footage |
Eiji | US West | - | - | Retired to Xrd | US Setplay monster and with strong conversions | [] | |
RS | enter | US West | Super Arcade (Defunct), Switch Netplay | - | Active | Kusoru Junior | Link |
DQRF | US West | Game Realms, Super Arcade (Defunct) | - | Semi-Retired | Shitlord | Link |
Roadmap
Navigation
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •