GGACR/Sol Badguy: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
|overview=Sol Badguy is a hard hitting, close to mid range character with a variety of odd moves that make him deceptively tricky. Sol rewards players with a good grasp of {{keyword|yomi}}.
|overview=Sol Badguy is a hard hitting, close-to-mid-range character who can either play a fundamentals gameplan structured around frame traps and counter-hits, or a wild style that leverages his riskier options. No matter the style, Sol rewards players with a good grasp of {{keyword|yomi}}.


Sol thrives in the opponent's face with fast pokes, moves that go under others, and a powerful {{keyword|DP}}. His high/low mixup is poor, but his tick throws, and frame traps give him plenty of ways of opening up the opponent. Outside of his optimal range, he has some other decent midscreen tools, too, such as his {{clr|3|f.S}} which is very fast for its range, and {{clr|4|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 bursts of (partial) invincibility on many moves, and several normals which can be cancelled during their ''recovery frames''.
Sol has decent footsies potential, but his party really starts once he is in close range — once he's close enough to make the opponent block {{MMC|input=2P|label={{clr|1|2P}}}} and {{MMC|input=2S|label={{clr|3|2S}}}} he can enforce his offense. Sol has wide cancel windows and flexible gatling options which let Sol create frame traps and mix up timings. If Sol can get the opponent to attack into a frame trap, or to take his command grab, {{MMC|input=623K|label=Wild Throw}}, then he gets to decimate their lifebar with his iconic {{MMC|input=j.236H|label=Sidewinder}} Loops. Sidewinder is a satisfying, rewarding, and fun button to land which acts as the big reward for playing Sol well. The combos which use it are very specific, but reward so handsomely that Sol frequently routes into it.


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 is usually played with one of two opposing ideologies. There's the fundamental Sol who leans into the frame traps and patience, and there's the "Kusoru" Sol — the Sol who uses hard reads and unexpected attacks like {{MMC|input=214K|label=Riot Stamp}} and {{MMC|input=214S|label=Grand Viper}} and more to overwhelm the opponent's mental stack, or die trying.
 
Whichever camp you might choose to side with, Sol has a few moves that are universally helpful. {{MMC|input=623H|label=Volcanic Viper}} is a fantastic {{keyword|DP}} that allows Sol to disrespect and challenge gaps in the opponent's offense and force them to play around it. {{MMC|input=236P|label=Gun Flame}}, especially when paired with FRC, is a good projectile that rewards Sol greatly on counter hit and helps him re-buy his offense. Finally, Wild Throw gives Sol a rewarding way to crack an opponent who is content to hold his frame traps. Mastery of these tools, as well as his character specific combo routes, lets you pilot a powerful and expressive character.
|lore= Sol hates working any harder than he has to, which means he rarely puts much effort into anything. A man of few words, he says only as much as he absolutely has to in order to get his point across. Consequently he’s not very good at expressing himself, and tends to compensate by bullying people into line or simply steamrolling them. Most people see him as crude and self-centered...even people who might call him a friend.
|lore= Sol hates working any harder than he has to, which means he rarely puts much effort into anything. A man of few words, he says only as much as he absolutely has to in order to get his point across. Consequently he’s not very good at expressing himself, and tends to compensate by bullying people into line or simply steamrolling them. Most people see him as crude and self-centered...even people who might call him a friend.
|voice_actor= Jouji Nakata/Daisuke Ishiwatari
|voice_actor= Jouji Nakata/Daisuke Ishiwatari
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|summary= is an aggressive close-to-mid range character with a number of unconventional ways to break opens his opponents defenses and subvert their attempts at zoning.  
|summary= is an aggressive close-to-mid range character with a number of unconventional ways to break opens his opponents defenses and subvert their attempts at zoning.  
|pros=
|pros=
* '''Powerful in Close Range''': 3 frame {{clr|2|5K}}, Volcanic Viper, and Wild Throw. Benefits heavily off of fishing for counter hits and Frame Traps with full screen conversions.
* '''Slugger''': Sol's close range options, such as {{clr|1|2P}}, +3 on block {{clr|3|2S}}, Volcanic Viper, and Wild Throw are scary tools. His frame traps and counter hit conversions are incredibly damaging in skilled hands and can usually score a knockdown to set up another favorable sequence.
* '''Strong Combos''': highly damaging, meterless combos that knock down from anywhere.
* '''Strong {{keyword|Abare}}''': Sol has a lot of good ways to contest the opponent's advantage. Sol has staples such as a 3 frame anti-air {{clr|2|5K}} and Volcanic Viper, as well as tricky evasive options — {{clr|5|2D}} and Grand Viper are incredibly low profile, and Riot Stamp in the corner can catch people off guard by high profiling their attacks.
* '''Expanded Cancel Windows''': {{clr|1|6P}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, and {{clr|5|j.D}} can be gatling'd or special cancelled during their recovery frames.
* '''Scary Conversions''': Sol's pokes, namely {{clr|3|f.S}} and {{clr|4|5H}}, are all around solid and have great conversions into combos. Even his riskier option, Grand Viper, leads to such terrifying damage on clean hit that people can be forced to respect the option.
* '''Strong Defense''': In addition to {{clr|2|5K}} and Volcanic Viper, which are already good options for challenging offense, Sol has several tricky options which allow to go around the opponenet's options. {{clr|5|2D}} and Grand Viper have incredible low profiles and sometimes high reward. Riot Stamp can gimmick people who aren't ready to deal with it.
* '''Expanded Cancel Windows''': {{clr|1|6P}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, and {{clr|5|j.D}} can be cancelled during their recovery frames, which can be used to bait a response and punish with a frametrap.
* '''Annoying Airborne Hurtboxes''': Sol is notoriously difficult to combo and some of his air moves have retracted hurtboxes.
* '''No Legs''': Sol is notoriously difficult to combo thanks to a weird air-hurtbox and some of his air moves have retracted hurtboxes.
|cons=
|cons=
* '''Unimpressive Okizeme''': Although sol's reward can be quite high, Sol's actual mixup game isn't particularly special. A lot of his scariest pressure ties into frame traps and punishing the opponent's decisions. Outside of frame traps, Sol usually relies on basic safe jumps.
* '''Unimpressive Okizeme''': Although his reward for landing a combo can be quite high, Sol's actual mixup game isn't particularly special. A lot of his scariest pressure ties into frame traps and punishing the opponent's decisions. Outside of frame traps, Sol usually relies on basic safe jumps or FRC Gunflame to help keep the pressure on.
* '''Struggles against zoning''': Despite his myriad of tricky movement options, Sol must play patient or risky to get in.
* '''Funky Neutral''': In order to bypass the pokes of characters with better footsies, Sol may have to lean on riskier approach options. Fortunately, the reward for being correct is suitably high.
* '''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.
* '''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.
|footnote=Sol's Sidewinder Loop requires character specific precision. While characters can be grouped into clean hit categories, it is still difficult to perform and every additional Sidewinder attempt is an added risk. Sidewinder Loops are a significant part of what makes Sol strong and failing to capitalize on them is a significant issue.
|footnote=Sol's Sidewinder Loop requires character specific precision. While characters can be grouped into clean hit categories, it is still difficult to perform and every additional Sidewinder attempt is an added risk. Sidewinder Loops are a significant part of what makes Sol strong and failing to capitalize on them is a significant issue.
|unique_mechanic1_name= Clean Hits
|unique_mechanic1_name= Clean Hits
|unique_mechanic1= Some of Sol's moves change properties depending on how they hit the opponent.
|unique_mechanic1= 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. Moves that inflict Clean Hits have a * in their name for quick reference.
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. Moves that inflict Clean Hits have a * in their name for quick reference.
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.html
During a combo, the Clean Hit collision box will shrink as the number of Clean Hits increases. Its size will reset after the combo ends. This means that the fourth Clean Hit will need to be more precise than the first Clean Hit, for example.


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:
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:
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**''Force Break Tyrant Rave'': Does not have a clean hit, but gains a damage boost based on clean hit count similarly to Sidewinder.
**''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 Bonus Damage Formula: 25+(30+''Numebr Of Clean Hits'')x3+84
 
Clean Hit Diagrams can be found here: http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.html
 
During a combo, the Clean Hit collision box will shrink as the number of Clean Hits increases. Its size will reset after the combo ends. This means that the fourth Clean Hit will need to be more precise than the first Clean Hit, for example.
 
'''<sup><small>★</small></sup>Note:''' Sol's Sidewinder Loop requires character specific precision. While characters can be grouped into clean hit categories, it is still difficult to perform and every additional Sidewinder attempt is an added risk. Sidewinder Loops are a significant part of what makes Sol strong and failing to capitalize on them is a significant issue.
}}
}}
{{FP Box|header=Guilty Bits Character Intro
{{FP Box|header=Guilty Bits Character Intro
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</div>
</div>
<div id="movelist-1" class="movelist">
<div id="movelist-1" class="movelist">
===Ground Normals===
====<big>{{clr|1|5P}}</big>====
====<big>{{clr|1|5P}}</big>====
<div class="attack-container">
<div class="attack-container">
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Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations.
Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations.


*80% proration.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''
</div>
</div>
</div>
</div>
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Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_5K-1-Hitbox.png|1st hit (frames 3-4)
GGXXACPR_Sol_5K-1-Hitbox.png|1st hit (Frames 3-4)
GGXXACPR_Sol_5K-2-Hitbox.png|2nd hit (frames 5-6)
GGXXACPR_Sol_5K-2-Hitbox.png|2nd hit (Frames 5-6)
GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (frames 7-10)
GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (Frames 7-10)
</gallery>
</gallery>
</tabber>
</tabber>
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|}
|}
==== ====
==== ====
Privileged 3f normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.
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.
*Works as a frame trap tool after Sol does a safe poke.
*Preferred normal to OS with Sol's throw.
*Preferred normal to OS with Sol's throw.
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On air hit, {{clr|2|5K}} is confirmed from with {{clr|4|2H}} or a {{clr|1|j.P}}/{{clr|2|j.K}} into a sidewinder loop or an aircombo into VV knockdown. On air CH, {{clr|2|5K}} has enough hitstun to combo to Sidewinder from an IAD {{clr|3|j.S}} or {{clr|5|j.D}} with stricter timing.
On air hit, {{clr|2|5K}} is confirmed from with {{clr|4|2H}} or a {{clr|1|j.P}}/{{clr|2|j.K}} into a sidewinder loop or an aircombo into VV knockdown. On air CH, {{clr|2|5K}} has enough hitstun to combo to Sidewinder from an IAD {{clr|3|j.S}} or {{clr|5|j.D}} with stricter timing.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''
 
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>
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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.
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 {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst.
*Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|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)
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles).
*0 On block with very little pushback, amazing tick throw tool.
*0 on block with very little pushback, amazing tick throw tool.
 
Can lead to Dustloops, Sidewinders, and TK Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}.  


Can lead to Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''
</div>
</div>
</div>
</div>
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Extremely fast for its range, {{clr|3|f.S}} is good for gaining initiative round start or establishing offense in neutral.
Extremely fast for its range, {{clr|3|f.S}} is good for gaining initiative round start or establishing offense in neutral.
*Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.
*Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} {{clr|3|2S}} pressure very safe and lets Sol make his way in.
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} > {{clr|3|2S}} pressure very safe and lets Sol make his way in.
*For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage.  
*For meter, converts at a decent range leads to {{clr|4|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 {{clr|3|2S}} to make it safer.
Be careful, Sol extends his hurtbox on the first frame. Active only for one frame and is easily backdashed, but can be preemptively canceled to {{clr|3|2S}} to make it safer.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''
 
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>
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On CH against standing opponents, leads to Instant Air Dash > {{clr|3|j.S}} > stuff > Sidewinder Loop, Confirms into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. {{clr|4|5H}} goes into IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure.
On CH against standing opponents, leads to Instant Air Dash > {{clr|3|j.S}} > stuff > Sidewinder Loop, Confirms into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. {{clr|4|5H}} goes into IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''
 
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>
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*Leads to significant damage and a knockdown, especially with an Impossible Dust.
*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.
*Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.
*Substantially better in DI due to being safe, and on the cusp of unreactable.


Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is highly telegraphed.  
Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is highly telegraphed.  
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
 
{{clear}}
'''Additional Frame Data:''' ''Knocks down face up on CH. Sol is CH state 1~30F.''
----
*Knocks down face up on CH.  
*In CH state from Frames 1-30.
</div>
</div>
</div>
</div>
</div>


====<big>{{clr|1|2P}}</big>====
====<big>{{clr|1|6P}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_2P.png|Poke
GGAC_Sol_6P.png|Bullying 101
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_2P-Hitbox.png
GGXXACPR_Sol_6P-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2P"
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool.  
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit.
*Safe to 95% of reversals when properly meatied.
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits.
*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.


{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}


* 80% proration.
'''Additional Frame Data:''' ''Knocks down face up, face down after wallbounce. Wall bounces on hit (untechable for 30 frames). Initial prorate 90%.''
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''
</div>
</div>
</div>
</div>


====<big>{{clr|2|2K}}</big>====
====<big>{{clr|4|6H}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_2K.png|Use in Wild Throw <br/> and empty jump setups
GGAC_Sol_6H.png|Exercise judgement unless you want to get dizzied
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_2K-Hitbox.png
GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 13)
GGXXACPR_Sol_6H-2-Hitbox.png|First hit (Frame 14)
GGXXACPR_Sol_6H-3-Hitbox.png|First hit (Frame 15)
GGXXACPR_Sol_6H-4-Hitbox.png|First hit (Frame 16)
GGXXACPR_Sol_6H-5-Hitbox.png|First hit (Frame 17)
GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 18)
</gallery>
</gallery>
</tabber>
</tabber>
Line 334: Line 339:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2K"
|where=chara="{{SUBPAGENAME}}" and input="6H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.
*Tags people standing or attempting to fuzzy jump.
*Decent stun and damage, but ends your combo without meter.
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion.
*Cancel window lasts until the end of recovery for late frame traps.
*Frame traps into {{clr|1|6P}} or a late {{clr|3|c.S}}/{{clr|3|f.S}}. Strong natural frame trap in {{clr|2|2K}} > {{clr|3|2S}}.
*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.


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 {{clr|5|2D}} > FB Fafnir.
{{clr|4|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.


* 70% proration.
'''Additional Frame Data:''' ''Dizzy modifier x1.5. Sol is in CH state for entire duration.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''
</div>
</div>
</div>
</div>


====<big>{{clr|3|2S}}</big>====
====<big>{{clr|1|2P}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 357: Line 362:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_2S.png|Save your strings
GGAC_Sol_2P.png|Poke
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_2S-Hitbox.png
GGXXACPR_Sol_2P-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 372: Line 377:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2S"
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent hitconfirm blockstring ender, neutral button, and baiting tool.  
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool.  
*Strong low reaching poke due to hitbox/hurtbox ratio.
*Safe to 95% of reversals when properly meatied.
*Links into P and K normals and {{clr|3|c.S}} on late hits.
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits.
*'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|3|2S}} is a natural frame trap on block, will combo on hit. Also works if delayed from {{clr|2|5K}}.
 
{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts.


Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''
</div>
</div>
</div>
</div>


====<big>{{clr|4|2H}}</big>====
====<big>{{clr|2|2K}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 393: Line 398:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_2H.png|(Re)launch all day
GGAC_Sol_2K.png|Use in Wild Throw <br/> and empty jump setups
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_2H1-Hitbox.png|(frames 8-9)
GGXXACPR_Sol_2K-Hitbox.png
GGXXACPR_Sol_2H2-Hitbox.png|(frames 10-11)
GGXXACPR_Sol_2H3-Hitbox.png|(frames 12-13)
</gallery>
</gallery>
</tabber>
</tabber>
Line 410: Line 413:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2H"
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.
*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.
*Tags people standing or attempting to fuzzy jump.
*Fast enough to combo off of level 1 buttons.
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion.
*Special cancel window extends into its ''recovery frames''.
*Frame traps into {{clr|1|6P}} or a late {{clr|3|c.S}}/{{clr|3|f.S}}. Strong natural frame trap in {{clr|2|2K}} > {{clr|3|2S}}.
*Can be OS'd with {{clr|1|5P}}/{{clr|1|2P}} to bait bursts mid combo.  


Works as a slower but stronger Anti Air than {{clr|2|5K}}, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.
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 {{clr|5|2D}} > FB Fafnir.
:On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. {{clr|4|2H}} is strong, but don't whiff it.


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
{{clear}}
----
*Knocks down face down on CH.
*Floats on CH (untechable for 60F) (DI version doesn't float).
*90% proration.
</div>
</div>
</div>
</div>
</div>


====<big>{{clr|5|2D}}</big>====
====<big>{{clr|3|2S}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 441: Line 435:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_2D.png|Get down, make love
GGAC_Sol_2S.png|Save your strings
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_2D-Hitbox.png
GGXXACPR_Sol_2S-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 456: Line 450:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2D"
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent hitconfirm blockstring ender, neutral button, and baiting tool.  
*Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins.
*Strong low reaching poke due to hitbox/hurtbox ratio.
*Special cancel window extends into its ''recovery frames''.
*Links into P and K normals and {{clr|3|c.S}} on late hits.
*Free combo on counter hit.
*'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|3|2S}} is a natural frame trap on block, will combo on hit. Also works if delayed from {{clr|2|5K}}.
*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.  
Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.
**Further applies to May and Baiken near the corner, or if 3 or more hits precedes the {{clr|5|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.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}  
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
{{clear}}
----
*Knocks down face down.
*Frames 4-23 [3-15] low stance.
*90% Proration.
</div>
</div>
</div>
</div>
</div>


====<big>{{clr|1|6P}}</big>====
====<big>{{clr|4|2H}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 486: Line 472:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_6P.png|Bullying 101
GGAC_Sol_2H.png|(Re)launch all day
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_6P-Hitbox.png
GGXXACPR_Sol_2H1-Hitbox.png|Frames 8-9
GGXXACPR_Sol_2H2-Hitbox.png|Frames 10-11
GGXXACPR_Sol_2H3-Hitbox.png|Frames 12-13
</gallery>
</gallery>
</tabber>
</tabber>
Line 501: Line 489:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6P"
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit.
High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.
*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.
*Can be cancelled at '''any''' point during its recovery.
*Fast enough to combo off of level 1 buttons.
*Clutch Anti Air.
*Special cancel window extends into its ''recovery frames''.
*Can be OS'd with {{clr|1|5P}}/{{clr|1|2P}} to bait bursts mid combo.  
*On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst.
 
Works as a slower but stronger Anti Air than {{clr|2|5K}}, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice. {{clr|4|2H}} is strong, but don't whiff it.


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.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|5|5D}}, {{clr|5|2D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
{{clear}}
----
*Knocks down face up, face down after wallbounce.
*Frames 1-8 [1-4], Frames 14-21 [8-11] upper body invincibility.
*Frames 9-13 [5-7] above the knees invincibility.
*Wall bounces on hit (untechable for 30 frames).
*90% proration.
</div>


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''
'''Additional Frame Data:''' ''Knocks down face down on CH. Floats on CH (untechable for 60F). Initial prorate 90%.''
</div>
</div>
</div>
</div>


====<big>{{clr|4|6H}}</big>====
====<big>{{clr|5|2D}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 532: Line 515:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_6H.png|Exercise judgement unless you want to get dizzied
GGAC_Sol_2D.png|Get down, make love
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 13)
GGXXACPR_Sol_2D-Hitbox.png
GGXXACPR_Sol_6H-2-Hitbox.png|First hit (Frame 14)
GGXXACPR_Sol_6H-3-Hitbox.png|First hit (Frame 15)
GGXXACPR_Sol_6H-4-Hitbox.png|First hit (Frame 16)
GGXXACPR_Sol_6H-5-Hitbox.png|First hit (Frame 17)
GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 18)
</gallery>
</gallery>
</tabber>
</tabber>
Line 552: Line 530:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6H"
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.
*Decent stun and damage, but ends your combo without meter.
*Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins.
*Cancel window lasts until the end of recovery for late frame traps.
*Special cancel window extends into its ''recovery frames''.
*Can be used in Dragon Install for higher Dizzy damage combos.
*Free combo on counter hit.
*Pushes Sol's hurtbox pretty far forward, CH state for the whole move.
*Near-corner conversions into FB Fafnir when too far for regular meterless juggles to work.
*Has a difficult confirm into Grand Viper if it counters on the first hit.
*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 {{clr|5|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.


{{clr|4|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.
'''Additional Frame Data:''' ''Knocks down face down. Initial prorate 90%.''
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
{{clear}}
----
*Dizzy modifier x1.5.  
*In CH state for entire duration.
</div>
</div>
</div>
</div>
</div>


===Air Normals===
====<big>{{clr|1|j.P}}</big>====
====<big>{{clr|1|j.P}}</big>====
<div class="attack-container">
<div class="attack-container">
Line 586: Line 560:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_jP1-Hitbox.png|(Frames 5-7)
GGXXACPR_Sol_jP1-Hitbox.png|Frames 5-7
GGXXACPR_Sol_jP2-Hitbox.png|(Frames 8-12)
GGXXACPR_Sol_jP2-Hitbox.png|Frames 8-12
</gallery>
</gallery>
</tabber>
</tabber>
Line 608: Line 582:
*Leads to burst safe, character specific Sidewinder setups.
*Leads to burst safe, character specific Sidewinder setups.


The hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult super jump IAD combos.
The hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult SJIAD combos.


''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}''
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}
</div>
</div>
</div>
</div>
Line 644: Line 618:
*Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.
*Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.


Useful {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it.
Useful with {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it.


''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}''
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
</div>
</div>
</div>
</div>
Line 681: Line 655:
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.


Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > c/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}.
Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > {{clr|3|c.S}}/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}.


''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}''
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
</div>
</div>
</div>
Line 721: Line 695:


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.
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.
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
 
{{clear}}
'''Additional Frame Data:''' ''Untechable on air hit for 17F.''
----
*Untechable on air hit for 17F.
</div>
</div>
</div>
</div>
</div>
Line 762: Line 733:


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.
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.
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
 
{{clear}}
'''Additional Frame Data:''' ''Blowback on normal hit (untechable for 27F). Wall bounces on CH (untechable for 54F). Initial prorate 90%.''
----
*Blowback on normal hit (untechable for 27F).
*Wall bounces on CH (untechable for 54F).
*Additional 5F landing recovery.
*90% proration.
</div>
</div>
</div>
</div>
</div>
Line 802: Line 767:
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}.
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}.
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/S] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/D] > SW.</br>
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/{{clr|3|j.S}}] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/{{clr|5|j.D}}] > SW.</br>


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


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Knocks down face down (character specific). Floats on hit. Forced prorate 50%.''
{{clear}}
----
*Knocks down face down (character specific).
*Floats on hit.
*50% forced proration.
</div>
</div>
</div>
</div>
</div>
Line 844: Line 803:
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.
*Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.
*Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.
*On CH floats higher. Allows easy midscreen conversions.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. Forced prorate 50%.
{{clear}}
----
*Knocks down face up.
*Floats on hit (untechable for 60F).
*Dizzy modifier x1.5.
*50% forced proration.
</div>
</div>
</div>
</div>
</div>
Line 886: Line 839:
*Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.
*Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Knocks down face up. Wall bounces on hit (untechable on ground hit for 28F). 50% prorate.''
{{clear}}
----
*Knocks down face up.
*Frames 1-13 invincible.
*Frames 14-33 invincible to throws.
*Frames 14-23 upper body invincibility.
*Wall bounces on hit (untechable on ground hit for 28F).
*50% proration.
</div>
</div>
</div>
</div>
</div>
Line 932: Line 876:
*Can be jumped over, but the FRC lets you react and catch them.
*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.
*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.
*'''Advanced tech''': Gunflame can be combo'd into against a grounded, crouching opponent, by cancelling into GF from a level 5 move, FRC'ing it, and linking an, at slowest 5F normal before the Gunflame goes active. E.g: xx > 2H > GF FRC > 5P > (GF hits) > xx
*'''Advanced tech''': Gunflame can be combo'd into against a grounded, crouching opponent, by cancelling into GF from a level 5 move, FRC'ing it, and linking an, at slowest 5F normal before the Gunflame goes active. E.g: xx > {{clr|4|2H}} > GF FRC > {{clr|1|5P}} > (GF hits) > xx


Very useful tool when used properly. Must be spaced closely to prevent jump outs and allow Sol back in safely mid pressure, but sharper opponents will recognize and reversal through this.
Very useful tool when used properly. Must be spaced closely to prevent jump outs and allow Sol back in safely mid pressure, but sharper opponents will recognize and reversal through this.
Line 1,030: Line 974:
*Also air blockable without FD.
*Also air blockable without FD.
*Lacks the same leniency to the followup as the ground H version.
*Lacks the same leniency to the followup as the ground H version.
*Similarly to {{clr|3|j.S}}VV, cuts air momentum when RC'd on the first hit.
*Similarly to j.SVV, cuts air momentum when RC'd on the first hit.
</div>
</div>
</div>
</div>
Line 1,084: Line 1,028:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_BR-1-Hitbox.png|First hit (Frame 9-13)
GGXXACPR_Sol_BR-1-Hitbox.png|First hit (Frames 9-13)
GGXXACPR_Sol_BR-2-Hitbox.png|Second hit (Frame 24-25)
GGXXACPR_Sol_BR-2-Hitbox.png|Second hit (Frames 24-25)
GGXXACPR_Sol_BR-3-Hitbox.png|Second hit (Frame 26-27)
GGXXACPR_Sol_BR-3-Hitbox.png|Second hit (Frames 26-27)
GGXXACPR_Sol_BR-4-Hitbox.png|Second hit (Frame 28-30)
GGXXACPR_Sol_BR-4-Hitbox.png|Second hit (Frames 28-30)
GGXXACPR_Sol_BR-5-Hitbox.png|Second hit (Frame 31-32)
GGXXACPR_Sol_BR-5-Hitbox.png|Second hit (Frames 31-32)
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,106: Line 1,050:
Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.
Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.
*Leads to a safejump setup on knockdown.
*Leads to a safejump setup on knockdown.
*Minute startup invul can make it a psuedo-reversal.
*Minute startup invul can make it a pseudo-reversal.
*Keeps opponents grounded, though throw punishable if blocked standing.  
*Keeps opponents grounded, though throw punishable if blocked standing.  
*Use caution: the second hit is unsafe on hit if the opponent is (still) grounded.
*Use caution: the second hit is unsafe on hit if the opponent is (still) grounded.
Line 1,117: Line 1,061:
*FRC also used to extend aerial pressure strings, [https://www.youtube.com/watch?v=IH9nY0ma0jo combos,] or set up mixups.
*FRC also used to extend aerial pressure strings, [https://www.youtube.com/watch?v=IH9nY0ma0jo combos,] or set up mixups.


Main conversion tool out of farther hitting {{clr|5|j.D}}s where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself.
Main conversion tool out of farther hitting {{clr|5|j.D}}s where SW Loop isn't possible. When close to the opponent, can be TK'd to start a longer combo. Tends to have more utility between moves than as a move by itself.
</div>
</div>
</div>
</div>
</div>
 
<div id="movelist-2" class="movelist">
===<big>Bandit Bringer*</big>===
===Ground Normals===
<span class="input-badge">'''{{clr|2|236[K]}}'''</span>
====<big>{{clr|1|5P}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,129: Line 1,072:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_5P.png|Ora
GGAC_Sol_236Khold.png|...to get those crazy notions<br> right out of your head
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_5P-Hitbox.png
GGXXACPR_Sol_236K-Hold_Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"  
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5P DI"
|where=chara="{{SUBPAGENAME}}" and input="236[K] "
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.
Button check and big, slow overhead. Slightly plus, big damage combo tool.
*Better than average startup. Can tag a lot of beefier moves during their startup or cooldown.  
*Goes over a lot of things very, very slowly.
*Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}.
*Large ground bounce makes conversions extremely easy.
*Strong burst bait tool due to its overall low recovery time.
**Works best off of Gunflame FRC in the corner, works off of max-range, crouching CH {{clr|4|5H}} against most of the cast.
*Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.
*Has a Clean Hit, with no forced prorate.


Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations.
Occasional FRC use leads to unusual mixups. Can also be RC'd on contact if Jump Installed for an airdash mixup. This move can work well to catch some fuzzy backdash attempts, and it can be very hard for some characters to 6P. As a result, one must usually IB Airthrow it or risng j.{{clr|1|P}} in orther to beat it, IB Throw works depending on the range.


* No proration.
Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''
</div>
</div>
</div>
</div>
</div>


====<big>{{clr|2|5K}}</big>====
<div id="movelist-2" class="movelist">
====<big>{{clr|1|5P}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,168: Line 1,112:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_5K.png|Only '''I''' get to push buttons
GGAC_Sol_5P.png|Ora
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_5K-1-Hitbox.png|1st hit (frames 3-4)
GGXXACPR_Sol_5P-Hitbox.png
GGXXACPR_Sol_5K-2-Hitbox.png|2nd hit (frames 5-6)
GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (frames 7-10)
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,185: Line 1,127:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5K DI"
|where=chara="{{SUBPAGENAME}}" and input="5P DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Privileged 3f normal that does it all: anti-air, abare, punishes, and active enough to catch backdashes on reaction or OS.
Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc.
*Works as a frame trap tool after Sol does a safe poke.
*Better than average startup. Can tag a lot of beefier moves during their startup or cooldown.
*Preferred normal to OS with Sol's throw.
*Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}.
*''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.
*Strong burst bait tool due to its overall low recovery time.
*Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.
*Fast, plus on block and loses initial prorate. Low commitment way to catch mashing/jump outs.


On air hit, {{clr|2|5K}} is confirmed from with {{clr|4|2H}} or a {{clr|1|j.P}}/{{clr|2|j.K}} into a standard air combo > VV for knockdown. On air CH, {{clr|2|5K}} has enough hitstun to combo to Sidewinder from an IAD {{clr|3|j.S}} or {{clr|5|j.D}} with stricter timing.
Establishes offense. Gatling into it from {{clr|1|2P}} > {{clr|2|2K}}, if the opponent has been conditioned to block high in reaction to standing animations.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''
 
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>


====<big>{{clr|3|c.S}}</big>====
====<big>{{clr|2|5K}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,206: Line 1,151:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_cS.png|Punish and Frame Trap Starter
GGAC_Sol_5K.png|Only '''I''' get to push buttons
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_cS-Hitbox.png
GGXXACPR_Sol_5K-1-Hitbox.png|1st hit (Frame 2)
GGXXACPR_Sol_5K-2-Hitbox.png|2nd hit (Frames 3-4)
GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (Frames 5-6)
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,221: Line 1,168:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="c.S DI"
|where=chara="{{SUBPAGENAME}}" and input="5K DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
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.
Privileged 2F normal that does it all: anti-air, abare, punishes, and fast enough to catch OS backdashes.
*Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst.
*Works as a frame trap tool after Sol does a safe poke.
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles)
*Preferred normal to OS with Sol's throw.
*0 On block with very little pushback, amazing tick throw tool.
*''Note'': a large chunk of the cast can crouch under the second hit, especially when hit or blocked from farther out.
*Loses jump cancel. Hard to convert from succesfull anti-air. {{clr|4|2H}} is faster during DI making it preferable option.
 
On air hit can still be confirmed from with {{clr|4|2H}}, but will only do so at low height. Mostly useful against grounded opponents.


Can lead to Dustloops, Sidewinders, and tk.Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''
</div>
</div>
</div>
</div>


====<big>{{clr|3|f.S}}</big>====
====<big>{{clr|3|c.S}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,242: Line 1,191:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_fS.png|Go-to spacing tool
GGAC_Sol_cS.png|Punish and Frame Trap Starter
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_fS-Hitbox.png
GGXXACPR_Sol_cS-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,257: Line 1,206:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="f.S DI"
|where=chara="{{SUBPAGENAME}}" and input="c.S DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Extremely fast for its range, {{clr|3|f.S}} is good for gaining initiative round start or establishing offense in neutral.
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.
*Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.
*Recovers quickly enough that {{clr|2|5K}}(1) > {{clr|3|c.S}} lets you confirm a hit or a burst.
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} {{clr|3|2S}} pressure very safe and lets Sol make his way in.
*Leans forward during startup, letting Sol move past some hitboxes depending on spacing (e.g. Dead Angles)
*For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage.  
*+3 on block with very little pushback, still good for tick throws.
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 {{clr|3|2S}} to make it safer.
 
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''
Can lead to Dustloops, Sidewinders, and TK Bandit Revolvers. Mid-corner combo against airborne opponents, can be jump canceled into a {{clr|5|j.D}} for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with {{clr|3|c.S}} > {{clr|1|6P}}.  
 
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>


====<big>{{clr|4|5H}}</big>====
====<big>{{clr|3|f.S}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,277: Line 1,228:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_5H.png|Counter Hit > Pain
GGAC_Sol_fS.png|Go-to spacing tool
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_5H-Hitbox.png
GGXXACPR_Sol_fS-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,292: Line 1,243:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5H DI"
|where=chara="{{SUBPAGENAME}}" and input="f.S DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.
Extremely fast for its range, {{clr|3|f.S}} is good for establishing offense in neutral.
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.
*Confirms into {{clr|4|5H}} or FB Fafnir from max range, gaining positional advantage or some moderate poke damage.
*Confirms into (FB) Fafnir to let Sol get in from midscreen.
*Gatling into {{clr|3|2S}} makes {{clr|3|f.S}} > {{clr|3|2S}} pressure very safe and lets Sol make his way in.
*Can frame trap out of {{clr|1|6P}}'s extended cancel window.
*For meter, converts at a decent range leads to {{clr|4|5H}} > Fafnir, can go into Tyrant Rave for some extra damage.
Be careful, Sol extends his hurtbox on the first frame. Active only for one frame and is easily backdashed, but recovers fast enough to maintain pressure on most characters.


On CH against standing opponents, leads to Instant Air Dash > {{clr|3|j.S}} > stuff > Sidewinder Loop, Confirms into Bandit Bringer against most crouching opponents, though Grand Viper remains the most reliable combo afterward. {{clr|4|5H}} goes into IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''
</div>
</div>
</div>
</div>


====<big>{{clr|5|5D}}</big>====
====<big>{{clr|4|5H}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,313: Line 1,264:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_5D.png|The Great American Unblockable
GGAC_Sol_5H.png|Counter Hit > Pain
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_5D-Hitbox.png
GGXXACPR_Sol_5H-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,328: Line 1,279:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5D DI"
|where=chara="{{SUBPAGENAME}}" and input="5H DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Decent damage combo starter, but awful range, and slow and easily reactable, despite being one of the fastest {{clr|5|5D}}s in the game. Sol's only grounded overhead.
Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest.
*Leads to significant damage and a knockdown, especially with an Impossible Dust.
*Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops.
*Horrid range, very unsafe, and huge CH state window. Keep meter on hand to cancel it.
*Confirms into (FB) Fafnir to let Sol get in from midscreen.
*Substantially better in DI due to being safe, and on the cusp of unreactable.
 
On CH against standing opponents, leads to Instant Air Dash > {{clr|3|j.S}} > stuff > Sidewinder Loop, though Grand Viper remains the most reliable combo afterward. {{clr|4|5H}} goes into IAD {{clr|1|j.P}} or {{clr|2|j.K}} against airborne opponents, or after a confirm of xx > {{clr|1|6P}} > {{clr|4|5H}} when the {{clr|1|6P}} is landed somewhat close. Just don't get predictable with airdash pressure.


Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is highly telegraphed.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
{{clear}}
----
*Knocks down face up on CH.
*In CH state from Frames 1-30.
</div>
</div>
</div>
</div>
</div>


====<big>{{clr|1|2P}}</big>====
====<big>{{clr|5|5D}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,354: Line 1,300:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_2P.png|Poke
GGAC_Sol_5D.png|The Great American Unblockable
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_2P-Hitbox.png
GGXXACPR_Sol_5D-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,369: Line 1,315:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2P DI"
|where=chara="{{SUBPAGENAME}}" and input="5D DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool.  
Decent damage combo starter, but awful range. During DI tied for the fastest {{clr|5|5D}} in the game. Sol's only grounded overhead.
*Safe to 95% of reversals when properly meatied.
*Leads to significant damage and a knockdown, especially with an Impossible Dust.
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits.
*Horrid range and huge CH state window, but fast enough that whiff punishing can be tricky.
*Substantially better in DI due to being safe, and on the cusp of unreactable.


{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts.
Don't get predictable. {{clr|5|5D}}'s range is only slightly farther than Wild throw and it is still somewhat telegraphed.  


* No proration.
'''Additional Frame Data:''' ''Knocks down face up on CH. Sol is CH state 1~20F.''
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''
</div>
</div>
</div>
</div>


====<big>{{clr|2|2K}}</big>====
====<big>{{clr|1|6P}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,391: Line 1,337:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_2K.png|Use in Wild Throw <br/> and empty jump setups
GGAC_Sol_6P.png|Bullying 101
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_2K-Hitbox.png
GGXXACPR_Sol_6P-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,406: Line 1,352:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2K DI"
|where=chara="{{SUBPAGENAME}}" and input="6P DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit.
*Tags people standing or attempting to fuzzy jump.
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit.
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion.
*On midscreen hit does not knockdown and forces you to go for pressure reset, in exchange wallbounces on CH midscreen.
*Frame traps into {{clr|1|6P}} or a late {{clr|3|c.S}}/{{clr|3|f.S}}. Strong natural frame trap in {{clr|2|2K}} > {{clr|3|2S}}.
*Clutch Anti Air.
*Does not cause prorate anymore.


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 {{clr|5|2D}} > FB Fafnir.
Loses to many lows and low profile moves, pay attention to your spacing and timing. In DI better suited for counterpoking, but frame traps are still present and lead into good damage.


* No proration.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''
</div>
</div>
</div>
</div>


====<big>{{clr|3|2S}}</big>====
====<big>{{clr|4|6H}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,429: Line 1,375:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_2S.png|Save your strings
GGAC_Sol_6H.png|Exercise judgement unless you want to get dizzied
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_2S-Hitbox.png
GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 8)
GGXXACPR_Sol_6H-2-Hitbox.png|First hit (Frame 9)
GGXXACPR_Sol_6H-3-Hitbox.png|First hit (Frame 10)
GGXXACPR_Sol_6H-4-Hitbox.png|First hit (Frame 11)
GGXXACPR_Sol_6H-5-Hitbox.png|First hit (Frame 12)
GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 13)
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,444: Line 1,395:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2S DI"
|where=chara="{{SUBPAGENAME}}" and input="6H DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent blockstring ender, neutral button, and baiting tool.  
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.
*Strong low reaching poke due to hitbox/hurtbox ratio.
*Decent stun and damage, but ends your combo without meter.
*Links into P and K normals and {{clr|3|c.S}} on late hits.
*Cancel window lasts until the end of recovery for late frame traps.
*'''OS''': {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} > {{clr|3|2S}} is a natural frame trap on block, will combo on hit. Also works if delayed from {{clr|2|5K}}.
*Can be used in Dragon Install for higher Dizzy damage combos.
*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.


Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.
{{clr|4|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.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}''  
'''Additional Frame Data:''' ''Dizzy modifier x1.5. Sol is in CH state for entire duration.''
</div>
</div>
</div>
</div>


====<big>{{clr|4|2H}}</big>====
====<big>{{clr|1|2P}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,465: Line 1,418:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_2H.png|(Re)launch all day
GGAC_Sol_2P.png|Poke
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_2H1-Hitbox.png|(frames 8-9)
GGXXACPR_Sol_2P-Hitbox.png
GGXXACPR_Sol_2H2-Hitbox.png|(frames 10-11)
GGXXACPR_Sol_2H3-Hitbox.png|(frames 12-13)
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,482: Line 1,433:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2H DI"
|where=chara="{{SUBPAGENAME}}" and input="2P DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool.
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range 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.
*Safe to 95% of reversals when properly meatied.
*Fast enough to combo off of level 1 buttons.
*Can be OS'd with [{{clr|1|2P}}]~{{clr|2|5K}}/{{clr|3|c.S}}/{{clr|4|2H}} for confirms and baits.
*Special cancel window extends into its ''recovery frames''.
*Loses proration.
*Can be OS'd with {{clr|1|5P}}/{{clr|1|2P}} to bait bursts mid combo.  


Works as a slower but stronger Anti Air than {{clr|2|5K}}, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.
{{clr|1|2P}} mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with {{clr|4|2H}} or {{clr|3|c.S}} to bait bursts.
:On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. {{clr|4|2H}} is strong, but don't whiff it.


<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}''
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
{{clear}}
----
*Knocks down face down on CH.
*90% proration.
</div>
</div>
</div>
</div>
</div>


====<big>{{clr|5|2D}}</big>====
====<big>{{clr|2|2K}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,512: Line 1,455:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_2D.png|Get down, make love
GGAC_Sol_2K.png|Use in Wild Throw <br/> and empty jump setups
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_2D-Hitbox.png
GGXXACPR_Sol_2K-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,527: Line 1,470:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2D DI"
|where=chara="{{SUBPAGENAME}}" and input="2K DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.
*Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins.
*No proration. Even better for tagging people standing or attempting to fuzzy jump.
*Special cancel window extends into its ''recovery frames''.
*Gatlings into {{clr|4|2H}} for a Grand Viper conversion.
*Free combo on counter hit.
*Frame traps into late {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|4|2H}}.
*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.
Fairly standard low poke tool, but fast enough to serve as a safe meaty. Can still net 200 damage off of this by converting to {{clr|5|2D}} > FB Fafnir.
**Further applies to May and Baiken near the corner, or if 3 or more hits precedes the {{clr|5|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.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
{{clear}}
----
*Knocks down face down.
*Frames 4-23 [3-15] low stance.
*90% Proration.
</div>
</div>
</div>
</div>
</div>


====<big>{{clr|1|6P}}</big>====
====<big>{{clr|3|2S}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,557: Line 1,492:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_6P.png|Bullying 101
GGAC_Sol_2S.png|Save your strings
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_6P-Hitbox.png
GGXXACPR_Sol_2S-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,572: Line 1,507:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6P DI"
|where=chara="{{SUBPAGENAME}}" and input="2S DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit.
Decent range, fairly active, very disjointed, low recovery time, and +7 on block make this an excellent blockstring ender, neutral button, and baiting tool.
*Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options.
*Strong low reaching poke due to hitbox/hurtbox ratio.
*Can be cancelled at '''any''' point during its recovery.
*Links into P and K normals and {{clr|3|c.S}} on late hits.
*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.
Discourages button pushing when properly spaced. Timing {{clr|3|2S}} ambiguously on oki especially is very tricky to defend against and can give you information on the opponent's mindset.
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{clear}}
----
*Knocks down face up, face down after wallbounce.
*Frames 1-8 [1-4], Frames 14-21 [8-11] upper body invincibility.
*Frames 9-13 [5-7] above the knees invincibility.
*Wall bounces on hit (untechable for 30 frames).
*No proration.
</div>
 
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}''
</div>
</div>
</div>
</div>


====<big>{{clr|4|6H}}</big>====
====<big>{{clr|4|2H}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,603: Line 1,527:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_6H.png|Exercise judgement unless you want to get dizzied
GGAC_Sol_2H.png|(Re)launch all day
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_6H-Hitbox.png|First hit (Frame 13)
GGXXACPR_Sol_2H1-Hitbox.png|Frame 5
GGXXACPR_Sol_6H-2-Hitbox.png|First hit (Frame 14)
GGXXACPR_Sol_2H2-Hitbox.png|Frame 6
GGXXACPR_Sol_6H-3-Hitbox.png|First hit (Frame 15)
GGXXACPR_Sol_2H3-Hitbox.png|Frame 7
GGXXACPR_Sol_6H-4-Hitbox.png|First hit (Frame 16)
GGXXACPR_Sol_6H-5-Hitbox.png|First hit (Frame 17)
GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 18)
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,623: Line 1,544:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6H DI"
|where=chara="{{SUBPAGENAME}}" and input="2H DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.
High reaching upwards swing which gives you an hour and a half to confirm on counter hit. Sol's main relaunch tool.
*Decent stun and damage, but ends your combo without meter.
*Beats many moves and scores CH due to the strong hitbox. Does not launch from the ground making it better as anti-air.
*Cancel window lasts until the end of recovery for late frame traps.
*Fast enough to combo off of level 1 buttons.
*Can be used in Dragon Install for higher Dizzy damage combos.
*Can be OS'd with {{clr|1|5P}}/{{clr|1|2P}} to bait bursts mid combo.  
*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.
Works as a slower but stronger Anti Air than {{clr|2|5K}}, and late frame trap tool. Can be a nightmarish meaty if they feel like rolling the dice.


{{clr|4|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.
<br/>''[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|5|5D}}, {{clr|5|2D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
{{clear}}
----
*Dizzy modifier x1.5.
*In CH state for entire duration.
</div>
</div>
</div>
</div>
</div>


===Air Normals===
====<big>{{clr|5|2D}}</big>====
====<big>{{clr|1|j.P}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,652: Line 1,566:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_jP.png|Mash
GGAC_Sol_2D.png|Get down, make love
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_jP1-Hitbox.png|(Frames 5-7)
GGXXACPR_Sol_2D-Hitbox.png
GGXXACPR_Sol_jP2-Hitbox.png|(Frames 8-12)
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,668: Line 1,581:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.P DI"
|where=chara="{{SUBPAGENAME}}" and input="2D DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
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.
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend.
*Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.
*Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins.
*Can let Sol sneak past some Anti Airs due to the hurtbox change.
*Special cancel window extends into its ''recovery frames''.
*Easy, if scaled, confirms off of things like Gunflame.
*Free combo on counter hit.
*Leads to Burst safe, character specific Sidewinder Setups.
*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 {{clr|5|2D}}.


The Hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult HJIAD combos. Deceptively excellent.
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.
 
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}''
</div>
</div>
</div>
</div>


====<big>{{clr|2|j.K}}</big>====
====<big>{{clr|1|j.P}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,691: Line 1,604:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_jK.png|Break a leg
GGAC_Sol_jP.png|Mash
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_jK-Hitbox.png
GGXXACPR_Sol_jP1-Hitbox.png|Frames 3
GGXXACPR_Sol_jP2-Hitbox.png|Frames 4-6
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,706: Line 1,620:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.K DI"
|where=chara="{{SUBPAGENAME}}" and input="j.P DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.
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.
*Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} to connect.
*Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts.
*Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.
*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.


Useful {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it.
The Hurtbox shrinkage can let you do lower airdash crossup setups. Vital in Sol's difficult SJIAD combos. Deceptively excellent.


''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}''
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}
</div>
</div>
</div>
</div>


====<big>{{clr|3|j.S}}</big>====
====<big>{{clr|2|j.K}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,727: Line 1,643:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_jS.png|Your premium safejump tool
GGAC_Sol_jK.png|Break a leg
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_jS-Hitbox.png
GGXXACPR_Sol_jK-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,742: Line 1,658:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.S DI"
|where=chara="{{SUBPAGENAME}}" and input="j.K DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Main safe jump tool. Passable jump-in
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively.
*Primary combo tool for Sidewinder Loops
*Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/{{clr|4|H}}/{{clr|5|D}} to connect.
*Occasionally works as a crossup out of a backwards airdash.
*Occasionally useful in airdash pressure. Be careful as it will whiff on some crouchers.
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.


Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > c/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}.
Useful with {{clr|1|j.P}} or {{clr|3|j.S}}. Works sparingly if intentionally whiffed mid-string into land > grab, or late after a {{clr|1|j.P}} to catch them trying to hit buttons. Try not to whiff it.


''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}''
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
</div>
</div>
</div>
</div>


====<big>{{clr|4|j.H}}</big>====
====<big>{{clr|3|j.S}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,764: Line 1,679:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_jH.png|Stone Cold Crazy
GGAC_Sol_jS.png|Your premium safejump tool
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_jH-1-Hitbox.png|Frames 9-14
GGXXACPR_Sol_jS-Hitbox.png
GGXXACPR_Sol_jH-2-Hitbox.png|Frames 15-18
GGXXACPR_Sol_jH-3-Hitbox.png|Frames 19-22
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,781: Line 1,694:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.H DI"
|where=chara="{{SUBPAGENAME}}" and input="j.S DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.
Main safe jump tool. Passable jump-in
*The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.
*Primary combo tool for Sidewinder Loops
*Links into ''any'' jumping normal on hit.
*Occasionally works as a crossup out of a backwards airdash.
*Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.
*Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.
*Self cancellable during DI even on whiff.
 
Don't get {{clr|1|6P}}'d. Landed as a crossup, converts into land > {{clr|3|c.S}}/{{clr|3|f.S}} > {{clr|4|5H}} > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash {{clr|3|j.S}}.


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.
''[[GGACR/Sol_Badguy/Frame_Data#Gatling_Table|Gatling Options]]'': {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
</div>
</div>
</div>


====<big>{{clr|5|j.D}}</big>====
====<big>{{clr|4|j.H}}</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,801: Line 1,717:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_jD.png|''Trust in the Dust''
GGAC_Sol_jH.png|Stone Cold Crazy
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_jD-1-Hitbox.png|Frames 9-11
GGXXACPR_Sol_jH-1-Hitbox.png|Frames 8-9
GGXXACPR_Sol_jD-2-Hitbox.png|Frames 12-15
GGXXACPR_Sol_jH-2-Hitbox.png|Frames 10-11
GGXXACPR_Sol_jH-3-Hitbox.png|Frames 12-15
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,817: Line 1,734:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|where=chara="{{SUBPAGENAME}}" and input="j.H DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Large, damaging move with abnormally high untechable time that loops into itself, for the titular '''DUSTLOOP'''.  
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal.
*Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage.
*The shrunken hurtbox can make this outright impossible to Anti-Air with some moves.
*Fullscreen conversions on counter hit due to wallbounce.
*Links into ''any'' jumping normal on hit.
*Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.
*Hit meaty and high enough off the ground, Sol can airdash immediately afterwards for an airdash mixup.


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.
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.
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
{{clear}}
----
*Blowback on normal hit (untechable for 27F).
*Wall bounces on CH (untechable for 54F).
*Additional 5F landing recovery.
*90% proration.
</div>
</div>
</div>
</div>
</div>


==Universal Mechanics==
====<big>{{clr|5|j.D}}</big>====
====<big>Throw</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,847: Line 1,754:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_throw.png|Rushing Headlong
GGAC_Sol_jD.png|''Trust in the Dust''
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_jD-1-Hitbox.png|Frames 9-11
GGXXACPR_Sol_jD-2-Hitbox.png|Frames 12-15
</gallery>
</gallery>
</tabber>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"  
{{CargoHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Average throw. Unspectacular unless done in the corner. Should be OS'd with {{clr|2|5K}}, or sometimes {{clr|3|c.S}}.
Large, damaging move with abnormally high untechable time that loops into itself, for the titular '''DUSTLOOP'''.  
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}.
*Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage.
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.
*Fullscreen conversions on counter hit due to wallbounce.
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/S] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/D] > SW.</br>
*Can lead to a fuzzy guard setup (too or from), can be the fuzzy guard attack against Potemkin, Eddie, Johnny, Anji, and Justice.


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


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Blowback on normal hit (untechable for 27F). Wall bounces on CH (untechable for 54F). Initial prorate 90%.''
{{clear}}
----
*Knocks down face down (character specific).
*Floats on hit.
*50% forced proration.
</div>
</div>
</div>
</div>
</div>


====<big>Air Throw</big>====
==Universal Mechanics==
====<big>Throw</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,889: Line 1,794:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_airThrow.png|So I got my handgun, and I blew 'em away
GGAC_Sol_throw.png|Rushing Headlong
</gallery>
</gallery>
|-|
|-|
Line 1,903: Line 1,808:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
A decent air throw that knocks down. Can convert in the corner, or with meter.
Average throw. Unspectacular unless done in the corner. Should be OS'd with {{clr|2|5K}}, or sometimes {{clr|3|c.S}}.
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.
*Only knocks down 25% of the cast by itself. Leads to free conversions in the corner against the other 75% with {{clr|2|5K}}. Axl, Dizzy and Justice are comboable only in DI.
*Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.
**Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.
**Sidewinder Loop does similar damage with [{{clr|2|5K}} > {{clr|1|j.P}} > {{clr|2|j.K}}/{{clr|3|j.S}}] or [{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|2H}} > {{clr|3|j.S}}/{{clr|5|j.D}}] > SW.
 
Compared to Wild Throw, it's faster, safer (when OS'd), and is a reversal, but doesn't have WT's conversions or knockdown.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Knocks down face down (character specific). Floats on hit. Forced prorate 50%.''
{{clear}}
----
*Knocks down face up.
*Floats on hit (untechable for 60F).
*Dizzy modifier x1.5.
*50% forced proration.
</div>
</div>
</div>
</div>
</div>


====<big>Dead Angle Attack</big>====
====<big>Air Throw</big>====
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,929: Line 1,830:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_6P.png|Piss Off!
GGAC_Sol_airThrow.png|So I got my handgun, and I blew 'em away
</gallery>
</gallery>
|-|
|-|
Line 1,943: Line 1,844:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="DAA"
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.
A decent air throw that knocks down. Can convert in the corner, or with meter.
*Uses {{clr|1|6P}} animation, so it can still be low profiled.
*Doesn't lock the opponent's burst, but is absolutely burst safe unless done right off the ground.
*Can convert in the corner on counter hit or if hit on the last active frame.
*Converts in the corner to {{clr|2|5K}} > BR/SW Loop/whatever, or ({{clr|3|f.S}}) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.
*Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.
*On CH floats higher. Allows easy midscreen conversions.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. Forced prorate 50%.
{{clear}}
----
*Knocks down face up.
*Frames 1-13 invincible.
*Frames 14-33 invincible to throws.
*Frames 14-23 upper body invincibility.
*Wall bounces on hit (untechable on ground hit for 28F).
*50% proration.
</div>
</div>
</div>
</div>
</div>


==Special Moves==
====<big>Dead Angle Attack</big>====
====<big>Gun Flame</big>====
<span class="input-badge">'''{{clr|1|236P}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,974: Line 1,864:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_236P.png|They call him Mister Fahrenheit; GURLFREEN
GGAC_Sol_6P.png|Piss Off!
</gallery>
</gallery>
|-|
|-|
Line 1,988: Line 1,878:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236P DI"
|where=chara="{{SUBPAGENAME}}" and input="DAA"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Regular Gunflame on roids. Faster, has a massive hitbox, plus, and will combo into itself.  
Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.
*Covers an anti-air angle and makes pressure coverage faster and safer.
*Uses {{clr|1|6P}} animation, so it can still be low profiled.
*Easier to use for chipping out.
*Can convert in the corner on counter hit or if hit on the last active frame.
*The FRC is moved to right as it goes active, changing its use.
*Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.
*Just fast enough to combo out of grounded, crouching, Lvl.5 hits.


Great for scaring opponents in the corner, or catching bad jump out attempts. Mixed in with DI's other tools, it becomes stronger when spaced out.
'''Additional Frame Data:''' ''Knocks down face up. Wall bounces on hit (untechable on ground hit for 28F). 50% prorate.''
</div>
</div>
</div>
</div>


====<big>Gun Flame Feint</big>====
==Special Moves==
<span class="input-badge">'''{{clr|1|214P}}'''</span>
====<big>Gun Flame</big>====
<span class="input-badge">'''{{clr|1|236P}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 2,010: Line 1,900:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_214P.png|Nah
GGACR_Sol_236P_DI.png|They call him Mister Fahrenheit; GURLFREEN
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_214P-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 2,025: Line 1,914:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214P"
|where=chara="{{SUBPAGENAME}}" and input="236P DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Fake Gunflame. Has a hitbox for some reason.
Regular Gunflame on roids. Faster, has a massive hitbox, plus, and will combo into itself.  
*Can make some bigger moves safer on block, or trick the opponent into thinking that you'll Gunflame.
*Covers an anti-air angle and makes pressure coverage faster and safer.
*Can be whiffed to build meter from afar.
*Easier to use for chipping out.
*Used sparingly, can frighten opponents at the end of blockstrings into another setup.
*The FRC is moved to right as it goes active, changing its use.
*Just fast enough to combo out of grounded, crouching, Lvl.5 hits.


Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect.
Great for scaring opponents in the corner, or catching bad jump out attempts. Mixed in with DI's other tools, it becomes stronger when spaced out.
</div>
</div>
</div>
</div>


====<big>Volcanic Viper</big>====
====<big>Gun Flame Feint</big>====
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|1|214P}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 2,047: Line 1,936:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_623S.png|Mom says its my turn to do oki
GGAC_Sol_214P.png|Nah
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_DI-623S-1-Hitbox.png|DI All: 1st hit (Frames 7-9)
GGXXACPR_Sol_214P-Hitbox.png
GGXXACPR_Sol_DI-623S-2-Hitbox.png|DI S: Hits 2/3 (Frames 11-16)</br>DI j.S/H: Hits 2/3 (Frames 12-19)
GGXXACPR_Sol_DI-j623S-2-Hitbox.png|DI H: 2nd hit (Frames 10-63)
</gallery>
</gallery>
</tabber>
</tabber>
Line 2,060: Line 1,947:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="623S DI" or input="623H DI" or input="j.623S/H DI")
|where=chara="{{SUBPAGENAME}}" and input="214P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}


==== ====
==== ====
Godly DP with a massive hitbox. The greatest. Ever.
Fake Gunflame. Has a hitbox for some reason.
----
*Can make some bigger moves safer on block, or trick the opponent into thinking that you'll Gunflame.
'''Ground {{clr|3|S}}:''' Weaker version of VV, but has some altered utility.
*Can be whiffed to build meter from afar.
*Similarly strong hitbox, but cannot cancel into knockdown.
*Used sparingly, can frighten opponents at the end of blockstrings into another setup.
*Same speed as regular {{clr|3|S}}VV, but slightly less damage overall.
*All three hits ''must'' be FD'd if airborne.
*Overall not the strongest version, but usable.
----
'''Ground {{clr|4|H}}:''' The hype machine. One of the meanest moves in the game.
*Absolutely massive wall of hitbox. Reaches to the top of the screen.
*Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown.
*The 1st hit does '''60 damage and GB -1''': one of the single strongest combo starters in the game on RC.
----
'''Air:''' Similarly weaker version as DI-{{clr|3|S}}VV, but the first hit is air unblockable.
*Doesn't cancel to knockdown.
*First hit being air unblockable can win you air-to-air wars.
*Fully invincible compared to normal air VVs being only strike invincible.


Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.
Not particularly useful with the hitbox attached, as it's counter hit state for the entire move. Best used when farther away for ambiguity. Killing with this OTG is extreme disrespect.
</div>
</div>
</div>
</div>


===<big>Knockdown</big> (Tataki Otoshi)===
====<big>Volcanic Viper</big>====
<span class="input-badge">'''Volcanic Viper -> {{clr|2|214K}}'''</span>
<span class="input-badge">'''{{clr|3|623S}}/{{clr|4|H}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 2,100: Line 1,973:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_623S214K.png| Now shown: deceptive hitbox
GGAC_Sol_623S.png|Mom says its my turn to do oki
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_j214K-Hitbox.png
GGXXACPR_Sol_DI-623S-1-Hitbox.png|DI All: 1st hit (Frames 7-9)
GGXXACPR_Sol_DI-623S-2-Hitbox.png|DI S: Hits 2/3 (Frames 11-16)</br>DI j.S/H: Hits 2/3 (Frames 12-19)
GGXXACPR_Sol_DI-j623S-2-Hitbox.png|DI H: Hits 2-9 (Frames 10-63)
</gallery>
</gallery>
</tabber>
</tabber>
Line 2,111: Line 1,986:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
{{CargoHeader-GGACR|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="623H > 214K"
|where=chara="{{SUBPAGENAME}}" and (input="623S DI" or input="623H DI" or input="j.623S/H DI")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
Used after VV to score a knockdown, or delay Sol's descent, throwing off an opponent's punish timing..
Godly DP with a massive hitbox. The greatest. Ever.
*Deceptively large hitbox. Can tag players pressing the wrong button.
----
*Use wisely on VV getting blocked/whiffing, as Sol is put in CH state.
'''Ground {{clr|3|S}}:''' Weaker version of VV, but has some altered utility.
*Hits overhead, but won't tag anybody this way.
*Similarly strong hitbox, but cannot cancel into knockdown.
*Will occasionally hit players pressing a button after VV.
*Same speed as regular SVV, but slightly less damage overall.
*All three hits ''must'' be FD'd if airborne.
*Overall not the strongest version, but usable.
----
'''Ground {{clr|4|H}}:''' The hype machine. One of the meanest moves in the game.
*Absolutely massive wall of hitbox. Reaches to the top of the screen.
*Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown.
*The 1st hit does '''60 damage and GB -1''': one of the single strongest combo starters in the game on RC.
----
'''Air:''' Similarly weaker version as DI SVV, but the first hit is air unblockable.
*Doesn't cancel to knockdown.
*First hit being air unblockable can win you air-to-air wars.
*Fully invincible compared to normal air VVs being only strike invincible.


Note that against heavyweight characters, Knockdown will whiff after some grounded versions of VV, depending on whether it was normal or counter hit. Know your matchups!
Will work if they don't FD while air poking in blockstrings, but otherwise you should use with meter if you want to convert.
</div>
</div>
</div>
</div>


====<big>Bandit Revolver</big>====
===<big>Knockdown</big> (Tataki Otoshi)===
<span class="input-badge">'''{{clr|2|236K}} (Air Ok)'''</span>
<span class="input-badge">'''Volcanic Viper -> {{clr|2|214K}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 2,137: Line 2,026:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_236K.png|Boy you'd better begin...
GGAC_Sol_623S214K.png| Now shown: deceptive hitbox
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_BR-1-Hitbox.png|First hit (Frame 9-13)
GGXXACPR_Sol_j214K-Hitbox.png
GGXXACPR_Sol_BR-2-Hitbox.png|Second hit (Frame 24-25)
GGXXACPR_Sol_BR-3-Hitbox.png|Second hit (Frame 26-27)
GGXXACPR_Sol_BR-4-Hitbox.png|Second hit (Frame 28-30)
GGXXACPR_Sol_BR-5-Hitbox.png|Second hit (Frame 31-32)
</gallery>
</gallery>
</tabber>
</tabber>
Line 2,152: Line 2,037:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="236K DI" or input="j.236K")
|where=chara="{{SUBPAGENAME}}" and input="623H > 214K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
Stronger hitting version of BR with flame effects, and loops into itself easily. Last hit strikes overhead. Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.
Knockdown tool used after ground HVV.
*Larger active window for catching jumpers.
*Useless for delaying landing since it happens so high in the air.
*Knocks down with a bit of pushback for ending combos when DI is about to run out.
*Don't use it on whiff. You will just allow your opponent a free counter hit.
*Leads to a safejump setup on knockdown.
*Minute startup invul can make it a psuedo-reversal.
*Keeps opponents grounded, though throw punishable if blocked standing.
*Use caution: the second hit is unsafe on hit if the opponent is (still) grounded.
----
Combo filler for high meter gain, and tool for shooting across the stage.
*Converts stray air hits into longer combos.
*Loops from {{clr|2|5K}} and {{clr|3|c.S}}, mainly for corner carry and meter gain.
*Can be FRC'd before going active to propel Sol forward.
*FRC also used to extend aerial pressure strings, [https://www.youtube.com/watch?v=IH9nY0ma0jo combos,] or set up mixups.


Main conversion tool out of farther hitting {{clr|5|j.D}}s where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself.
Note that Knockdown will whiff against Johnny, Potemkin and Robo-Ky if they are at insufficent height. They can tech and potentially punish. Know your matchups!
</div>
</div>
</div>
</div>


===<big>Slam</big> (Tataki Otoshi)===
====<big>Bandit Revolver</big>====
<span class="input-badge">'''During Dragon Install, {{clr|2|j.214K}}'''</span>
<span class="input-badge">'''{{clr|2|236K}} (Air Ok)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 2,188: Line 2,061:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGACR_Sol_j214K.png|Vertical Riot Stamp, with actually just the same name as its original version
GGAC_Sol_236K.png|
</gallery>
</gallery>
|-|
|-|
Line 2,198: Line 2,071:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
{{CargoHeader-GGACR|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.214K DI"
|where=chara="{{SUBPAGENAME}}" and (input="236K DI" or input="j.236K")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
Quick, plus, low crush, floor bouncing overhead that is ''+R'' and Dragon Install exclusive. Opponents not familiar with the matchup often forget that this move exists.
Stronger hitting version of BR with flame effects, and loops into itself easily. Last hit strikes overhead. Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.
*Relatively quick, hits 20F when TK'd. Plus 3 on block for continued pressure.
*Larger active window for catching jumpers.
*Bounces higher based on the opponent's height when hit.
*Knocks down with a bit of pushback for ending combos when DI is about to run out.
*Loops into itself or out of {{clr|5|j.D}}.
*Leads to a safejump setup on knockdown.
*Bounces them backwards slightly, can be useful for pushing them away as Dragon Install is about to end.
*Minute startup invul can make it a pseudo-reversal.
</div>
----
Combo filler for high meter gain, and tool for shooting across the stage.
*Converts stray air hits into longer combos.
*Loops from {{clr|2|5K}} and {{clr|3|c.S}}, mainly for corner carry and meter gain.
*Can be FRC'd before going active to propel Sol forward.
*FRC also used to extend aerial pressure strings, [https://www.youtube.com/watch?v=IH9nY0ma0jo combos,] or set up mixups.
 
Main conversion tool out of farther hitting {{clr|5|j.D}}s where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself.
</div>
</div>
</div>
</div>


===<big>Riot Stamp</big>===
===<big>Slam</big> (Tataki Otoshi)===
<span class="input-badge">'''{{clr|2|214K}}'''</span>
<span class="input-badge">'''During Dragon Install, {{clr|2|j.214K}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 2,223: Line 2,105:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_214K.png|You shouldn't use this move,<br> but you will
GGACR_Sol_j214K.png|Vertical Riot Stamp, with actually just the same name as its original version
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_RS-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 2,238: Line 2,119:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214K "
|where=chara="{{SUBPAGENAME}}" and input="j.214K DI"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Silly overhead transport attack. Awful move, except when it's amazing.
Quick, plus, low crush, floor bouncing overhead that is ''+R'' and Dragon Install exclusive. Opponents not familiar with the matchup often forget that this move exists.
*Hits on 14f when cornered, but will push out a lot of the cast and go right over some of them crouching. Starts higher off the ground the further you do it from the corner.
*Relatively quick, hits 20F when TK'd. Plus 3 on block for continued pressure.
*Airborne on frame 1.  That and the high profile will get you out of Dodge against low hitting moves.
*Bounces higher based on the opponent's height when hit.
*Doesn't normally lead to anything on hit, but full conversion on midscreen counter hit.  
*Loops into itself or out of {{clr|5|j.D}}.
*Can be FRC'd right before it goes active to fake into a low, or right as it ''hits'' (if early enough) for unusual conversions.
*Bounces them backwards slightly, can be useful for pushing them away as Dragon Install is about to end.
*{{clr|1|6P}} bait. Don't do it fullscreen or you're going to die.
</div>
</div>
</div>
</div>
</div>


===<big>Wild Throw</big>===
===<big>Riot Stamp</big>===
<span class="input-badge">'''{{clr|2|623K}}'''</span>
<span class="input-badge">'''{{clr|2|214K}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 2,259: Line 2,140:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_623K.png|The bane of blocking
GGAC_Sol_214K.png|You shouldn't use this move,<br> but you will
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_RS-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="623K"
|where=chara="{{SUBPAGENAME}}" and input="214K "
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Great command grab with average command throw range but great startup. Sol's main mixup tool.
Silly overhead transport attack. One of Sol's weirder attacks, but can be useful to surprise your opponent if they aren't ready for it, allowing to get in or an occasional conversion. On the other hand, this move is infamously easy to 6P, which can lead into a full combo on a good number of the cast. Don't throw this move out like it's nothing or you'll explode.  
*Full, damaging conversions from anywhere on stage.
*Hits on 14F when cornered, but will push out a lot of the cast and go right over some of them crouching. Starts higher off the ground the further you do it from the corner.
*Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.
*Airborne on frame 1. That and the high profile will get you out of Dodge against low hitting moves.
*Also has character specific, meterless burst safe setups.
*Doesn't normally lead to anything on hit, but full conversion on midscreen counter hit.
*Only in CH state for a short segment of its recovery.
*Can be FRC'd right before it goes active to fake into a low, or right as it ''hits'' (if early enough) for unusual conversions.
 
*{{clr|1|6P}} bait. Don't do it fullscreen or you're going to die.
Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash ({{clr|4|2H}}) > {{clr|5|j.D}} > SW loop. </br>
*Some meterless burst safe followups include:
**IAD {{clr|3|j.S}} > Sidewinder > (empty jump) SW loop
**{{clr|4|2H}} > late {{clr|4|j.H}}/Burst Throw OS
**late {{clr|4|j.H}}/block OS > SW loop
</div>
</div>
</div>
</div>


===<big>Fafnir</big>===
===<big>Wild Throw</big>===
<span class="input-badge">'''{{clr|4|41236H}}'''</span>
<span class="input-badge">'''{{clr|2|623K}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_41236D.png|Your long-range,<br> melee combo tool
GGAC_Sol_623K.png|The bane of blocking
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_41236H-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="41236H"
|where=chara="{{SUBPAGENAME}}" and input="623K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Slow, lunging punch, max range conversion tool and situation reset (mainly off of 5H). Gets Sol in more safely when combo'd into. ''Does not inflict a Clean Hit'' like with FB Fafnir.
Great command grab with average command throw range but great startup. Sol's main mixup tool.  
*Staggers on hit while moving Sol forward, putting him closer to his optimal range.
*Full, damaging conversions from anywhere on stage.
*Cancels into FB Tyrant Rave for bigger damage with only 25 meter.
*Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.
*Leads to bigger confirms with an RC.
*Also has character specific, meterless burst safe setups.
*Can frame trap (with a wide window) due to its startup.
*Only in CH state for a short segment of its recovery.


Most useful for getting Sol in from a faraway hit. Can combo afterward if the opponent is asleep and doesn't shake out of stagger. Slides on counter hit, but the recovery is far too high for a conversion. Not great in neutral. '''Exercise caution''': fast mashers can recover from stagger fast enough to recover before Sol.
Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash ({{clr|4|2H}}) > {{clr|5|j.D}} > SW loop. </br>
*Some meterless burst safe followups include:
**IAD {{clr|3|j.S}} > Sidewinder > (empty jump) SW loop
**{{clr|4|2H}} > late {{clr|4|j.H}}/Burst Throw OS
**late {{clr|4|j.H}}/block OS > SW loop
</div>
</div>
</div>
</div>


===<big>Bandit Bringer*</big>===
===<big>Fafnir</big>===
<span class="input-badge">'''{{clr|2|236[K]}}'''</span>
<span class="input-badge">'''{{clr|4|41236H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_236Khold.png|...to get those crazy notions<br> right out of your head
GGAC_Sol_41236D.png|Your long-range,<br> melee combo tool
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_236K-Hold_Hitbox.png
GGXXACPR_Sol_41236H-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236[K] "
|where=chara="{{SUBPAGENAME}}" and input="41236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Button check and big, slow overhead. Slightly plus, big damage combo tool.
Slow, lunging punch, max range conversion tool and situation reset (mainly off of 5H). Gets Sol in more safely when combo'd into. ''Does not inflict a Clean Hit'' like with FB Fafnir.
*Goes over a lot of things very, very slowly.
*Staggers on hit while moving Sol forward, putting him closer to his optimal range.
*Large ground bounce makes conversions extremely easy.
*Cancels into FB Tyrant Rave for bigger damage with only 25 meter.
**Works best off of Gunflame FRC in the corner, works off of max-range, crouching CH {{clr|4|5H}} against most of the cast.
*Leads to bigger confirms with an RC.
*Plus 1 on block. Must be  backdashed, IB'd > throw, or {{clr|1|6P}}'d to be punished.
*Can frame trap (with a wide window) due to its startup.
*Has a Clean Hit, with no forced prorate.


Occasional FRC use leads to unusual mixups. Can also be RC'd on contact if Jump Installed for an airdash mixup. Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it.
Most useful for getting Sol in from a faraway hit. Can combo afterward if the opponent is asleep and doesn't shake out of stagger. Slides on counter hit, but the recovery is far too high for a conversion. Not great in neutral. '''Exercise caution''': fast mashers can recover from stagger fast enough to recover before Sol.
</div>
</div>
</div>
</div>


===<big>Grand Viper/Ground Viper*</big>===
===<big>Grand Viper</big>===
<span class="input-badge">'''{{clr|3|214S}} -> Mash Buttons + Directions'''</span>
<span class="input-badge">'''{{clr|3|214S}} -> Mash Buttons + Directions'''</span>
<div class="attack-container">
<div class="attack-container">
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|}
|}
==== ====
==== ====
Fast, instant low profile travel attack. The ultimate callout, likeliest move in the game to blow out your speakers.
Grand Viper is a Fast, instant–low–profile, advancing attack. These properties, combined with the disgusting damage on clean hit makes it a strong tool which can function both defensively and offensively. The unconventional input can be tricky to learn on certain controllers, but is worth mastering.
*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.
*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.
*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
*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
**Alternatively, you could alternate between down back and down forward, or up back and up forward
*[http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1 ''For a detailed look at this move, see this tutorial video'']
*[http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1 ''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.
<u>How low profile is Grand Viper? Imagine low profile enough to go under 75% of moves in the game, and then go lower.</u>
*{{Character Label|GGACR|Baiken}}'s {{MMC|chara=Baiken|input=236D|label=FB Tatami}}
*{{Character Label|GGACR|Venom}}'s {{MMC|chara=Venom|input=2141236S|label=Dark Angel}}
*{{Character Label|GGACR|Johnny}}'s {{MMC|chara=Johnny|input=2D|label={{clr|5|2D}}}}
*Burst, which can score a powerful reset in the corner
</div>
</div>
</div>
</div>
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|}
|}
==== ====
==== ====
Big flaming punch, wallbouncing staple combo move. with ludicrous damage output. Satisfaction Maximum, Guaranteed.
The reason you play Sol. Big flaming punch, wallbouncing staple combo move. with ludicrous damage output. Satisfaction Maximum, Guaranteed.  
*Requires precision: must Clean Hit in combos. Consecutive Clean Hits raise the base damage of following Sidewinders in a single combo.
*Requires precision: must Clean Hit in combos. Consecutive Clean Hits raise the base damage of following Sidewinders in a single combo.
*Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen.  
*Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen.  
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'''Negatives:'''
'''Negatives:'''
*Despite what the frame data suggests, you can still get hit by something active during the end of its startup.
*You can still get hit by something active during the end of its startup.
*{{clr|2|5K}} loses its jump cancel.
*{{clr|2|5K}} loses its jump cancel.
*Drains all of Sol's tension and cuts his tension pulse when it ends.
*Drains all of Sol's tension and cuts his tension pulse when it ends.
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*Will whiff against several characters ''in their stun animations'' (Sol, Axl, Jam, Kliff, Baiken, Zappa, Dizzy, HOS). Very rarely worth it.
*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.
*Useful against ABA and Chipp, otherwise rarely used due to the aforementioned, and Sol's general lack of stun setups.
'''Additional Frame Data:''' ''IK mode activation time 76F.''
</div>
</div>
</div>
</div>

Revision as of 22:30, 20 May 2022


Overview
Overview

Sol Badguy is a hard hitting, close-to-mid-range character who can either play a fundamentals gameplan structured around frame traps and counter-hits, or a wild style that leverages his riskier options. No matter the style, Sol rewards players with a good grasp of yomi From Japanese "読み". Knowing the mind of the opponentTo understand in some way what is going on in the mind of the other player and play around it. Usually involved in reads and conditioning..

Sol has decent footsies potential, but his party really starts once he is in close range — once he's close enough to make the opponent block 2PGGAC Sol 2P.pngGuardMidStartup5Recovery4Advantage+2 and 2SGGAC Sol 2S.pngGuardMidStartup10Recovery8Advantage+3 he can enforce his offense. Sol has wide cancel windows and flexible gatling options which let Sol create frame traps and mix up timings. If Sol can get the opponent to attack into a frame trap, or to take his command grab, Wild ThrowGGAC Sol 623K.pngGuard70 pixelsStartup4Recovery31Advantage-, then he gets to decimate their lifebar with his iconic SidewinderGGAC Sol j236H.pngGuardHigh/AirStartup9RecoveryUntil landing+13Advantage- Loops. Sidewinder is a satisfying, rewarding, and fun button to land which acts as the big reward for playing Sol well. The combos which use it are very specific, but reward so handsomely that Sol frequently routes into it.

Sol is usually played with one of two opposing ideologies. There's the fundamental Sol who leans into the frame traps and patience, and there's the "Kusoru" Sol — the Sol who uses hard reads and unexpected attacks like Riot StampGGAC Sol 214K.pngGuardHigh/AirStartup9 after reaching wallRecovery3 after landingAdvantage-4~ and Grand ViperGGAC Sol 214S-2.pngGuardLow×7, MidStartup17Recovery37Advantage-21 and more to overwhelm the opponent's mental stack, or die trying.

Whichever camp you might choose to side with, Sol has a few moves that are universally helpful. Volcanic ViperGGAC Sol 623S.pngGuardMidStartup5Recovery29+10 after landingAdvantage-43 is a fantastic DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. that allows Sol to disrespect and challenge gaps in the opponent's offense and force them to play around it. Gun FlameGGAC Sol 236P.pngGuardAllStartup21RecoveryTotal 50Advantage-3, especially when paired with FRC, is a good projectile that rewards Sol greatly on counter hit and helps him re-buy his offense. Finally, Wild Throw gives Sol a rewarding way to crack an opponent who is content to hold his frame traps. Mastery of these tools, as well as his character specific combo routes, lets you pilot a powerful and expressive character.

 Sol Badguy  Sol Badguy is an aggressive close-to-mid range character with a number of unconventional ways to break opens his opponents defenses and subvert their attempts at zoning.

Pros
Cons
  • Slugger: Sol's close range options, such as 2P, +3 on block 2S, Volcanic Viper, and Wild Throw are scary tools. His frame traps and counter hit conversions are incredibly damaging in skilled hands and can usually score a knockdown to set up another favorable sequence.
  • Strong Abare An attack during the opponent's pressure, intended to interrupt it.: Sol has a lot of good ways to contest the opponent's advantage. Sol has staples such as a 3 frame anti-air 5K and Volcanic Viper, as well as tricky evasive options — 2D and Grand Viper are incredibly low profile, and Riot Stamp in the corner can catch people off guard by high profiling their attacks.
  • Scary Conversions: Sol's pokes, namely f.S and 5H, are all around solid and have great conversions into combos. Even his riskier option, Grand Viper, leads to such terrifying damage on clean hit that people can be forced to respect the option.
  • Expanded Cancel Windows: 6P, 2H, 6H, 2D, and j.D can be cancelled during their recovery frames, which can be used to bait a response and punish with a frametrap.
  • No Legs: Sol is notoriously difficult to combo thanks to a weird air-hurtbox and some of his air moves have retracted hurtboxes.
  • Unimpressive Okizeme: Although his reward for landing a combo can be quite high, Sol's actual mixup game isn't particularly special. A lot of his scariest pressure ties into frame traps and punishing the opponent's decisions. Outside of frame traps, Sol usually relies on basic safe jumps or FRC Gunflame to help keep the pressure on.
  • Funky Neutral: In order to bypass the pokes of characters with better footsies, Sol may have to lean on riskier approach options. Fortunately, the reward for being correct is suitably high.
  • 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.
Note: Sol's Sidewinder Loop requires character specific precision. While characters can be grouped into clean hit categories, it is still difficult to perform and every additional Sidewinder attempt is an added risk. Sidewinder Loops are a significant part of what makes Sol strong and failing to capitalize on them is a significant issue.

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. Moves that inflict Clean Hits have a * in their name for quick reference. 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.html

During a combo, the Clean Hit collision box will shrink as the number of Clean Hits increases. Its size will reset after the combo ends. This means that the fourth Clean Hit will need to be more precise than the first Clean Hit, for example.

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 bread and butter combo.
  • Grand Viper: Increased untechable time, leads to a full combo. Launches higher.
  • Bandit Bringer: Floats slightly higher, increased untechable time.
  • 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 Hit Bonus Damage Formula: 25+(30+Numebr Of Clean Hits)x3+84
GGACR Sol Badguy Nameplate.png
GGACR Sol Badguy Portrait.png
Damage Received Mod
×1
Guts Rating
1/5
Gravity Mod
×1
Stun Resistance
60
Prejump
3F
Backdash
16F (1~8F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Fastest Attack
Reversals
Guilty Bits Character Intro

Normal Moves

GGACR Sol Badguy Normal Icon.png Normal
GGACR Sol Badguy DI Icon.png Dragon Install

5P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
10 Mid 4 4 6 0 1

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.
  • 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

5K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
14×2 Mid 3 2,6 13 -7 2

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 sidewinder loop or an aircombo into VV 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

c.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30 Mid 5 2 12 0 3

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).
  • 0 on block with very little pushback, amazing tick throw tool.

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

f.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30 Mid 7 1 24 -11 3

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. Active only for one frame and is easily backdashed, but can be preemptively canceled to 2S to make it safer.


Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 Mid 11 2 26 -9 5

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

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
17 High 24 3 24 -13 3

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.

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

Additional Frame Data: Knocks down face up on CH. Sol is CH state 1~30F.

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
32 Mid 11 3 20 -9 1~8F, 14~21F Upper Body
9~13F Above Knees
3

Prime corner combo launcher 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. Blows back 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

Additional Frame Data: Knocks down face up, face down after wallbounce. Wall bounces on hit (untechable for 30 frames). Initial prorate 90%.

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
32×2 Mid 13 5,1 30 -14 4

Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.

  • 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.

Additional Frame Data: Dizzy modifier x1.5. Sol is in CH state for entire duration.

2P

2K

2S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
25 Mid 10 3 8 +3 3

Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent hitconfirm 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

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
36 Mid 8 6 26 -13 5

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.
  • On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst.

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. 2H is strong, but don't whiff it.


Gatling Options: 5D, 2D

Additional Frame Data: Knocks down face down on CH. Floats on CH (untechable for 60F). Initial prorate 90%.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 Low 7 3 20 -6 4~23F Low Profile 4

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.

Additional Frame Data: Knocks down face down. Initial prorate 90%.

j.P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
13 High/Air 5 7 4 1

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 and most annoying normals.

  • 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 SJIAD combos.

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

j.K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
22 High/Air 6 6 17 2

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

  • Mostly for filler in SW loops, 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 with 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.D

j.S

j.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
24×2 High/Air 9 6,8 0 3

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.

Additional Frame Data: Untechable on air hit for 17F.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 High/Air 9 7 10+5 after landing 4

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, can convert into delayed Sidewinders for optimal damage.
  • Fullscreen conversions on counter hit due to wallbounce.
  • 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.

Additional Frame Data: Blowback on normal hit (untechable for 27F). Wall bounces on CH (untechable for 54F). Initial prorate 90%.

Universal Mechanics

Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
60 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.
    • Sidewinder Loop does similar damage with [5K > j.P > j.K/j.S] or [5K > 6P > 2H > j.S/j.D] > SW.

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

Additional Frame Data: Knocks down face down (character specific). Floats on hit. Forced prorate 50%.

Air Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
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/SW Loop/whatever, or (f.S) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.
  • On CH floats higher. Allows easy midscreen conversions.

Additional Frame Data: Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. Forced prorate 50%.

Dead Angle Attack

Special Moves

Gun Flame

236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
50→42→30→30 All 21 9×2,6×2 Total 50 -3 3→3→2→2

Ground hugging, very active flame projectile integral to Sol's pressure and oki game. Active for long enough that when dropped on them on oki, they must either block or attempt a reversal.

  • Will cover Sol's approach with an FRC. This FRC also resets pressure and Sol's position when done close enough.
  • Does high damage in combos, especially in the corner.
  • 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.
  • Advanced tech: Gunflame can be combo'd into against a grounded, crouching opponent, by cancelling into GF from a level 5 move, FRC'ing it, and linking an, at slowest 5F normal before the Gunflame goes active. E.g: xx > 2H > GF FRC > 5P > (GF hits) > xx

Very useful tool when used properly. Must be spaced closely to prevent jump outs and allow Sol back in safely mid pressure, but sharper opponents will recognize and reversal through this.

Gun Flame Feint

214P

Volcanic Viper

623S/H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
623S 20, 36 Mid 7 3(3)11 21+10 after landing -28 1~9F All
10~13F Strike
3
623H 20, 36 Mid 5 2(3)18 29+10 after landing -43 1~6F All
7~11F Strike
3
j.623S 36, 24 All 5 2(3)9 Until landing+10 1~9F Strike 3
j.623H 46, 26 All 5 2(3)18 Until landing+10 1~9F Strike 3

Godly DP with a massive hitbox. The greatest. Ever.

Ground S: Lower to the ground version.

  • Can be canceled into the followup kick on whiff to mix up Sol's recovery timing. Converts to knockdown about 95% of the time.
  • 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. Using the knockdown kick sets up oki, but on whiff/block, the followup puts you in CH state. Commands respect in order to be completely baited.


Air S: Easy air combo ender. Has the most leniency into combo'ing into the followup kick of any air VV.

  • 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.
  • Leniency to the followup is slightly more difficult, and must be delayed a bit.

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

  • Also air blockable without FD.
  • Lacks the same leniency to the followup as the ground H version.
  • Similarly to j.SVV, cuts air momentum when RC'd on the first hit.

Knockdown (Tataki Otoshi)

Volcanic Viper > 214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
16 High 12 4 Until landing+10 3

Used after VV to score a knockdown, or delay Sol's descent, throwing off an opponent's punish timing..

  • Deceptively large hitbox. Can tag players pressing the wrong button.
  • Use wisely on VV getting blocked/whiffing, as Sol is put in CH state.
  • Hits overhead, but won't tag anybody this way.
  • Will occasionally hit players pressing a button after VV.

Note that against heavyweight characters, Knockdown will whiff after some grounded versions of VV, depending on whether it was normal or counter hit. Know your matchups!

Bandit Revolver

236K (Air Ok)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236K 24, 36 Mid 9 5(11)9 2+7 after landing -3 1~3F Strike 3
j.236K 22, 20×2 All 6 3(14)4,2 Until landing+12 2

Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.

  • Leads to a safejump setup on knockdown.
  • Minute startup invul can make it a pseudo-reversal.
  • Keeps opponents grounded, though throw punishable if blocked standing.
  • Use caution: the second hit is unsafe on hit if the opponent is (still) grounded.

Combo filler for high meter gain, and tool for shooting across the stage.

  • Converts stray air hits into longer combos.
  • Loops from 5K and c.S, mainly for corner carry and meter gain.
  • Can be FRC'd before going active to propel Sol forward.
  • Second hit has extended untech time, allowing for longer BR loops and KDs where the 3rd hit would make it impossible.
  • FRC also used to extend aerial pressure strings, combos, or set up mixups.

Main conversion tool out of farther hitting j.Ds where SW Loop isn't possible. When close to the opponent, can be TK'd to start a longer combo. Tends to have more utility between moves than as a move by itself.

Bandit Bringer*

236[K]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
50 High/Air 32 6 9+4 after landing +1 1~3F Strike 5

Button check and big, slow overhead. Slightly plus, big damage combo tool.

  • Goes over a lot of things very, very slowly.
  • Large ground bounce makes conversions extremely easy.
    • Works best off of Gunflame FRC in the corner, works off of max-range, crouching CH 5H against most of the cast.
  • Has a Clean Hit, with no forced prorate.

Occasional FRC use leads to unusual mixups. Can also be RC'd on contact if Jump Installed for an airdash mixup. This move can work well to catch some fuzzy backdash attempts, and it can be very hard for some characters to 6P. As a result, one must usually IB Airthrow it or risng j.P in orther to beat it, IB Throw works depending on the range.

Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it.

5P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
12 Mid 3 2 4 +4 1

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.
  • Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.
  • Fast, plus on block and loses initial prorate. Low commitment way to catch mashing/jump outs.

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

5K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
14×2 Mid 2 1,4 7 -1 1

Privileged 2F normal that does it all: anti-air, abare, punishes, and fast enough to catch OS backdashes.

  • 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.
  • Loses jump cancel. Hard to convert from succesfull anti-air. 2H is faster during DI making it preferable option.

On air hit can still be confirmed from with 2H, but will only do so at low height. Mostly useful against grounded opponents.


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

c.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 Mid 3 1 10 +3 3

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)
  • +3 on block with very little pushback, still good for tick throws.

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

f.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 Mid 5 1 14 0 3

Extremely fast for its range, f.S is good for 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. Active only for one frame and is easily backdashed, but recovers fast enough to maintain pressure on most characters.


Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
44 Mid 6 1 13 +5 5

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.

On CH against standing opponents, leads to Instant Air Dash > j.S > stuff > Sidewinder Loop, 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

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
20 High 18 2 12 0 3

Decent damage combo starter, but awful range. During DI tied for the fastest 5D in the game. Sol's only grounded overhead.

  • Leads to significant damage and a knockdown, especially with an Impossible Dust.
  • Horrid range and huge CH state window, but fast enough that whiff punishing can be tricky.
  • Substantially better in DI due to being safe, and on the cusp of unreactable.

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

Additional Frame Data: Knocks down face up on CH. Sol is CH state 1~20F.

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
32 Mid 6 2 10 +2 1~4F, 8~11F Upper Body
5~7F Above Knees
3

Prime corner combo launcher 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. Blows back on hit.
  • On midscreen hit does not knockdown and forces you to go for pressure reset, in exchange wallbounces on CH midscreen.
  • Clutch Anti Air.
  • Does not cause prorate anymore.

Loses to many lows and low profile moves, pay attention to your spacing and timing. In DI better suited for counterpoking, but frame traps are still present and lead into good damage.


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

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40×2 Mid 8 5,1 16 +2 5

Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself.

  • Decent stun and damage, but ends your combo without meter.
  • Cancel window lasts until the end of recovery for late frame traps.
  • Can be used in Dragon Install for higher Dizzy damage combos.
  • 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. Additional Frame Data: Dizzy modifier x1.5. Sol is in CH state for entire duration.

2P

2K

2S

2H

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30 Low 5 2 13 +4 3~15F Low Profile 5

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.

j.P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
12 High/Air 3 4 3 1

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 SJIAD combos. Deceptively excellent.

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

j.K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
22 High/Air 6 3 12 3

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

  • Mostly for filler in SW loops, 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 with 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.D

j.S

j.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
20×2 High/Air 8 4,4 0 3

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.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 High/Air 9 7 10+5 after landing 4

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, can convert into delayed Sidewinders for optimal damage.
  • Fullscreen conversions on counter hit due to wallbounce.
  • 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.

Additional Frame Data: Blowback on normal hit (untechable for 27F). Wall bounces on CH (untechable for 54F). Initial prorate 90%.

Universal Mechanics

Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
60 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. Axl, Dizzy and Justice are comboable only in DI.
    • Bandit Revolver loop leads to 15-20% damage, more meter, and knockdown.
    • Sidewinder Loop does similar damage with [5K > j.P > j.K/j.S] or [5K > 6P > 2H > j.S/j.D] > SW.

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

Additional Frame Data: Knocks down face down (character specific). Floats on hit. Forced prorate 50%.

Air Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
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/SW Loop/whatever, or (f.S) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.
  • On CH floats higher. Allows easy midscreen conversions.

Additional Frame Data: Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. Forced prorate 50%.

Dead Angle Attack

Special Moves

Gun Flame

236P

Gun Flame Feint

214P

Volcanic Viper

623S/H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
623S DI 20×3 Mid 7 3(1)4,2 21+10 after landing -19 1~9F All
10~10F Strike
3
623H DI 60, 18×9 Mid 7 3,54 36+10 after landing -78 1~9F Strike 5, 3×9
j.623S/H DI 20×3 Mid, All×2 7 3(2)2,6 Until landing+10 1~9F All
10~11F Strike
3, 4×2

Godly DP with a massive hitbox. The greatest. Ever.


Ground S: Weaker version of VV, but has some altered utility.

  • Similarly strong hitbox, but cannot cancel into knockdown.
  • Same speed as regular SVV, but slightly less damage overall.
  • All three hits must be FD'd if airborne.
  • Overall not the strongest version, but usable.

Ground H: The hype machine. One of the meanest moves in the game.

  • Absolutely massive wall of hitbox. Reaches to the top of the screen.
  • Does double dizzy damage (1st hit), takes a buttload of health, and can still convert to knockdown.
  • The 1st hit does 60 damage and GB -1: one of the single strongest combo starters in the game on RC.

Air: Similarly weaker version as DI SVV, but the first hit is air unblockable.

  • Doesn't cancel to knockdown.
  • First hit being air unblockable can win you air-to-air wars.
  • Fully invincible compared to normal air VVs being only strike invincible.

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

Knockdown (Tataki Otoshi)

Volcanic Viper -> 214K

Bandit Revolver

236K (Air Ok)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
j.236K 22, 20×2 All 6 3(14)4,2 Until landing+12 2
236K DI 20×3, 50 Mid×3, High 7 3,3,3(9)9 3+7 after landing +3 1~3F Strike 4×3, 5

Stronger hitting version of BR with flame effects, and loops into itself easily. Last hit strikes overhead. Primary BnB knockdown tool, and catches players upbacking/fuzzy jumping without FD.

  • Larger active window for catching jumpers.
  • Knocks down with a bit of pushback for ending combos when DI is about to run out.
  • Leads to a safejump setup on knockdown.
  • Minute startup invul can make it a pseudo-reversal.

Combo filler for high meter gain, and tool for shooting across the stage.

  • Converts stray air hits into longer combos.
  • Loops from 5K and c.S, mainly for corner carry and meter gain.
  • Can be FRC'd before going active to propel Sol forward.
  • FRC also used to extend aerial pressure strings, combos, or set up mixups.

Main conversion tool out of farther hitting j.Ds where SW Loop isn't possible. When close to the opponent, can be tk'd to start a longer combo. Tends to have more utility between moves than as a move by itself.

Slam (Tataki Otoshi)

During Dragon Install, j.214K

Riot Stamp

214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 High/Air 9 after reaching wall 3 after landing -4~ 1

Silly overhead transport attack. One of Sol's weirder attacks, but can be useful to surprise your opponent if they aren't ready for it, allowing to get in or an occasional conversion. On the other hand, this move is infamously easy to 6P, which can lead into a full combo on a good number of the cast. Don't throw this move out like it's nothing or you'll explode.

  • Hits on 14F when cornered, but will push out a lot of the cast and go right over some of them crouching. Starts higher off the ground the further you do it from the corner.
  • Airborne on frame 1. That and the high profile will get you out of Dodge against low hitting moves.
  • Doesn't normally lead to anything on hit, but full conversion on midscreen counter hit.
  • Can be FRC'd right before it goes active to fake into a low, or right as it hits (if early enough) for unusual conversions.
  • 6P bait. Don't do it fullscreen or you're going to die.

Wild Throw

623K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30 70 pixels 4 1 31

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

  • Full, damaging conversions from anywhere on stage.
  • Has burst safe setups with FB Sidewinder, with free easy resets if they take the bait.
  • Also has character specific, meterless burst safe setups.
  • Only in CH state for a short segment of its recovery.

Makes people wince when it lands. Meterless conversions can do 25%-55% damage. Usually followed with dash (2H) > j.D > SW loop.

  • Some meterless burst safe followups include:
    • IAD j.S > Sidewinder > (empty jump) SW loop
    • 2H > late j.H/Burst Throw OS
    • late j.H/block OS > SW loop

Fafnir

41236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 Mid 19 3 27 -13 4

Slow, lunging punch, max range conversion tool and situation reset (mainly off of 5H). Gets Sol in more safely when combo'd into. Does not inflict a Clean Hit like with FB Fafnir.

  • Staggers on hit while moving Sol forward, putting him closer to his optimal range.
  • Cancels into FB Tyrant Rave for bigger damage with only 25 meter.
  • Leads to bigger confirms with an RC.
  • Can frame trap (with a wide window) due to its startup.

Most useful for getting Sol in from a faraway hit. Can combo afterward if the opponent is asleep and doesn't shake out of stagger. Slides on counter hit, but the recovery is far too high for a conversion. Not great in neutral. Exercise caution: fast mashers can recover from stagger fast enough to recover before Sol.

Grand Viper

214S -> Mash Buttons + Directions

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
8×7, 32 Low×7, Mid 17 4×4,2×2,5(20)3 37 -21 1~4F Above Knees
5~16F Above Feet
3×7, 5

Grand Viper is a Fast, instant–low–profile, advancing attack. These properties, combined with the disgusting damage on clean hit makes it a strong tool which can function both defensively and offensively. The unconventional input can be tricky to learn on certain controllers, but is worth mastering.

  • Number of hits changes depending on how many directions/buttons are pressed during the move.
  • Cannot be RC'd if the current hit did not make contact.
  • 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

How low profile is Grand Viper? Imagine low profile enough to go under 75% of moves in the game, and then go lower.

  •  Baiken's FB TatamiGGACR Baiken 236D.pngGuardAllStartup14RecoveryTotal 47Advantage-3
  •  Venom's Dark AngelGGAC Venom 214236S.pngGuardAllStartup7+18Recovery10Advantage-
  •  Johnny's 2DGGAC Johnny 2D.pngGuardLowStartup9Recovery22Advantage-8/+5/+8/+10
  • Burst, which can score a powerful reset in the corner

Sidewinder*

j.236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
35 High/Air 9 4 Until landing+13 5

The reason you play Sol. Big flaming punch, wallbouncing staple combo move. with ludicrous damage output. Satisfaction Maximum, Guaranteed.

  • Requires precision: must Clean Hit in combos. Consecutive Clean Hits raise the base damage of following Sidewinders in a single combo.
  • Correct use leads to high damage, knockdown, and slight corner carry, from anywhere on screen.
  • Fully wallbounces on Counter Hit: occasionally useful in neutral or as a punish.
  • Can usually be looped 2-3 times midscreen, or 2-5 times near the corner, and still retain knockdown.
  • JAMA DA / KURAE NA

Standard SW loops repeat [j.S/j.H(1) > SW] x N. The jump direction is character and screen-specific, and will usually require some improvisation on top of practice. Empty jump Sidewinders also work, and do more damage as well as being burst safe. Bring the pain.


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 when tacked on at the end of a combo full of Clean Hits 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
60 Mid 11 3 17 +7 1~10F Throw 5

Fast, throw invincible sucker punch which knocks down. Much stronger version of regular Fafnir that's also Level 6 on block.

  • Has some invincibility on Sol's front leg, can low crush. Beats throws until startup
  • Scores knockdown at ranges too far for any other conversions.
  • Slides on Counter Hit or Clean Hit (works from 6P or 2D, or against jump out attempts), and converts to full combos a little over half the screen away.
    • Leads to f.S 5H IAD combos, slight mash Grand Viper, or dash up relaunches, spacing dependent. Very useful as a delayed Frame Trap tool.
  • Note: will whiff against crouchers off of max range 5H, due to opponent hurtboxes.

Tyrant Rave*

Fafnir > 64D

No results
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level

A version of Sol's original Tyrant Rave from GG1 and X. Big damage combo ender and chip kill move. Only costs a quarter.

  • Large hitbox, multi hit move which is difficult to contest or punish. Generally sacrifices knockdown.
  • Damage increases with Clean Hits, makes for a powerful damage ender after even only 2 reps.
  • Converts to 5K in the corner off of short combos.
  • Strong for closing out rounds or scaring opponents due to damage output.

Even simple combos in the corner such as xx > [6P > Fafnir] * 3 or looped GF FRC BB into Fafnir > TR can do over 270 damage.

A max range FB Fafnir into this midscreen will whiff, but the last hit will land if they burst. Can lead to airthrow tech traps in the corner if they tech afterwards.

FB Sidewinder*

j.236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
60 High/Air 9 4 Until landing+13 5

Guaranteed Clean Hit Sidewinder, even on block. A godsend.

  • Gives Sol easier, and otherwise impossible combo conversions.
  • Hit from max range, it becomes burst safe.
  • Works as a punish on non-counter-hit as well.
  • Scales harder than regular Sidewinder for lowered damage output.

Starts or maintains Sidewinder Loops that might have otherwise been impossible, netting clean hits from afar while being burst safe at farther ranges. Works for all sorts of burst safe setups. The damage difference is fairly negligible later in combos. Never drop a Sidewinder Loop again.


How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit the clean hit hitboxes which can be found here. 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 and even on a blocked hit. 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 when tacked on at the end of a combo full of Clean Hits 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
80, 60 Mid, All 5+1 11(17)15 31 -15 1~8F Strike 5, 4

High, immediate damage cash out. Blows out your speakers.

  • Big hitbox reversal option. 1F post flash, so if they're dashing at you they're boned.
  • Knocks down full screen, untechable wallstick near the corner.
  • Combos into 5K when you're in the corner, and Grand Viper from a bit farther out.
  • Done from 2D or 5H as a punish, you get a quick, unburstable combo unless they burst immediately.
  • Can be done to bursts on reaction to blow through them for a big reset.
  • Pushes the opponent out fairly far, can be difficult to punish, but can be tagged between hits.

Has its plusses but TR is generally an inferior reversal to VV RC. RC'in the first hit on block can lead to mixups like dash in Wild Throw.

Dragon Install

214214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
19+1 Total 20 1~19F All

Extremely risky install super which is rarely worth the drawbacks. Buffs Sol's moves by making them faster and giving some additional effects.

Positives:

  • Acts as a reversal and screen freeze.
  • Sol gains access to Slam, an extremely fast and safe overhead.
  • S and H normals have their recovery cut enough that other normals can be linked after dashing.
  • Can be combo'd into and out of if done from 6P.
  • Lasts longer with lower health (~6.5 seconds to ~10.5 seconds).
  • During DI, tension increases at a rate of 0.1% per frame.

Negatives:

  • You can still get hit by something active during the end of its startup.
  • 5K loses its jump cancel.
  • Drains all of Sol's tension and cuts his tension pulse when it ends.
  • Ends if Sol is knocked down (This is actually preferable to ending by the time out).
  • Makes Sol close to Negative Penalty and being dizzied (does not apply if DI ends with Sol being knocked down).
  • DI cannot be used during DI.

Dragon Install 2nd

214214214214P+H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
63+64 Total 127

Potentially the worst super in all of Guilty Gear. Significantly worse than regular Dragon Install since comes with added drawbacks.

  • Costs a full bar for over six times the startup with no invincibility.
  • Lasts the entire round, at the cost of draining your life until it hits 1 pixel.
  • Kills your tension gain.
  • Drains your health faster than you can deal damage.
  • The extremely obtuse input actually works in its favor to ensure that you won't get it by accident.
  • Awful. Don't even try.

Instant Kill

Napalm Death

During IK Mode: 236236H

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

 Sol Badguy


To edit frame data, edit values in GGACR/Sol Badguy/Data.
Systems Pages