Line 76: | Line 76: | ||
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install. | Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install. | ||
===Ground Normals=== | ===Ground Normals=== | ||
=== | ===<big>{{clr|1|5P}}</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="180px" heights="180px"> | |||
GGAC_Sol_5P.png|Ora | |||
|data | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|5P}} | {{#lst:{{PAGENAME}}/Data|5P}} | ||
|} | |||
==== ==== | |||
Standard jab and occasional poke, overall a pretty niche tool in Sol's kit. Useful for frame traps, tick throws, etc. | 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. | *Better than average startup. Can tag a lot of beefier moves during their startup or cooldown. | ||
Line 97: | Line 100: | ||
<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 class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | <div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;> | ||
---- | ---- | ||
*80% proration (no proration in DI). | *80% proration (no proration in DI). | ||
Line 104: | Line 106: | ||
GGXXACPR_Sol_5P-Hitbox.png | GGXXACPR_Sol_5P-Hitbox.png | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|2|5K}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_5K.png|Only '''I''' get to push buttons | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|5K}} | {{#lst:{{PAGENAME}}/Data|5K}} | ||
|} | |||
==== ==== | |||
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. | ||
Line 129: | Line 135: | ||
GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (frames 7-10) | GGXXACPR_Sol_5K-3-Hitbox.png|2nd hit (frames 7-10) | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|3|c.S}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_cS.png|Punish and Frame Trap Starter | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|c.S}} | {{#lst:{{PAGENAME}}/Data|c.S}} | ||
|} | |||
==== ==== | |||
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. | ||
Line 151: | Line 161: | ||
GGXXACPR_Sol_cS-Hitbox.png | GGXXACPR_Sol_cS-Hitbox.png | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|3|f.S}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_fS.png|Go-to spacing tool | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|f.S}} | {{#lst:{{PAGENAME}}/Data|f.S}} | ||
|} | |||
==== ==== | |||
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. | ||
Line 173: | Line 187: | ||
GGXXACPR_Sol_fS-Hitbox.png | GGXXACPR_Sol_fS-Hitbox.png | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|4|5H}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_5H.png|Counter Hit > Pain | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|5H}} | {{#lst:{{PAGENAME}}/Data|5H}} | ||
|} | |||
==== ==== | |||
Slower, long ranged poke, punish, and combo tool that leads to big damage on counter hit. Difficult to contest. | 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. | *Combos into Grand Viper up close or from a long-range counter hit, leading to Sidewinder Loops. | ||
Line 196: | Line 214: | ||
GGXXACPR_Sol_5H-Hitbox.png | GGXXACPR_Sol_5H-Hitbox.png | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|5|5D}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_5D.png|The Great American Unblockable | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|5D}} | {{#lst:{{PAGENAME}}/Data|5D}} | ||
|} | |||
==== ==== | |||
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. | 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. | ||
*Leads to significant damage and a knockdown, especially with an Impossible Dust. | *Leads to significant damage and a knockdown, especially with an Impossible Dust. | ||
Line 224: | Line 246: | ||
GGXXACPR_Sol_5D-Hitbox.png | GGXXACPR_Sol_5D-Hitbox.png | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | ===<big>{{clr|1|2P}}</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="180px" heights="180px"> | |||
GGAC_Sol_2P.png|Poke | |||
|data | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|2P}} | {{#lst:{{PAGENAME}}/Data|2P}} | ||
|} | |||
==== ==== | |||
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool. | Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool. | ||
*Safe to 95% of reversals when properly meatied. | *Safe to 95% of reversals when properly meatied. | ||
Line 252: | Line 277: | ||
GGXXACPR_Sol_2P-Hitbox.png | GGXXACPR_Sol_2P-Hitbox.png | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|2|2K}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_2K.png|Use in Wild Throw </br> and empty jump setups | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|2K}} | {{#lst:{{PAGENAME}}/Data|2K}} | ||
|} | |||
==== ==== | |||
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps. | Sol's fastest and main low poke. Also useful for faster tick throws or frame traps. | ||
*Tags people standing or attempting to fuzzy jump. | *Tags people standing or attempting to fuzzy jump. | ||
Line 280: | Line 309: | ||
GGXXACPR_Sol_2K-Hitbox.png | GGXXACPR_Sol_2K-Hitbox.png | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|3|2S}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_2S.png|Save your strings | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|2S}} | {{#lst:{{PAGENAME}}/Data|2S}} | ||
|} | |||
==== ==== | |||
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent blockstring ender, neutral button, and baiting tool. | Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent blockstring ender, neutral button, and baiting tool. | ||
*Strong low reaching poke due to hitbox/hurtbox ratio. | *Strong low reaching poke due to hitbox/hurtbox ratio. | ||
Line 303: | Line 336: | ||
GGXXACPR_Sol_2S-Hitbox.png | GGXXACPR_Sol_2S-Hitbox.png | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|4|2H}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_2H.png|(Re)launch all day | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|2H}} | {{#lst:{{PAGENAME}}/Data|2H}} | ||
|} | |||
==== ==== | |||
High reaching upwards swing which gives you a day and a half to confirm on counter hit. Sol's main relaunch tool. | 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. | *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. | ||
Line 339: | Line 376: | ||
GGXXACPR_Sol_2H3-Hitbox.png|(frames 12-13) | GGXXACPR_Sol_2H3-Hitbox.png|(frames 12-13) | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|5|2D}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_2D.png|Get down, make love | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|2D}} | {{#lst:{{PAGENAME}}/Data|2D}} | ||
|} | |||
==== ==== | |||
Amazing: mid-ranged, low profile sweep which can go under 80% of moves in the game, even during pressure. Your best friend. | 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. | **Can go under bursts, Stun Edges, Johnny ranged pokes, ''other sweeps'', etc. Will even score counter hits against some jump-ins. | ||
Line 371: | Line 412: | ||
GGXXACPR_Sol_2D-Hitbox.png | GGXXACPR_Sol_2D-Hitbox.png | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | ===<big>{{clr|1|6P}}</big>=== | ||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="180px" heights="180px"> | |||
| | GGAC_Sol_6P.png|Bullying 101 | ||
|data | </gallery> | ||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|6P}} | {{#lst:{{PAGENAME}}/Data|6P}} | ||
|} | |||
==== ==== | |||
Prime corner combo launcher and counter hit fishing button, {{clr|1|6P}} beats out many poke attempts and confirms from nearly anywhere on counterhit. | Prime corner combo launcher and counter hit fishing button, {{clr|1|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. | *Mid level hitting gut punch which beats many standing buttons. Blows back on hit. Major frame trap button with many gatling options. | ||
Line 405: | Line 449: | ||
GGXXACPR_Sol_6P-Hitbox.png | GGXXACPR_Sol_6P-Hitbox.png | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|4|6H}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_6H.png|Exercise judgement unless you want to get dizzied | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|6H}} | {{#lst:{{PAGENAME}}/Data|6H}} | ||
|} | |||
==== ==== | |||
Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself. | 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. | *Decent stun and damage, but ends your combo without meter. | ||
Line 440: | Line 488: | ||
GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 18) | GGXXACPR_Sol_6H-6-Hitbox.png|Second hit (Frame 18) | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
===Air Normals=== | ===Air Normals=== | ||
====== ====== | ====== ====== | ||
===<big>{{clr|1|j.P}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
<gallery widths="180px" heights="180px"> | |||
|data | GGAC_Sol_jP.png|Mash | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|j.P}} | {{#lst:{{PAGENAME}}/Data|j.P}} | ||
|} | |||
==== ==== | |||
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. | 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. | *Good for airdash pressure due to its gatling options. Staggered self cancels can be used to bait bursts. | ||
Line 467: | Line 520: | ||
GGXXACPR_Sol_jP2-Hitbox.png|(Frames 8-12) | GGXXACPR_Sol_jP2-Hitbox.png|(Frames 8-12) | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|2|j.K}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_jK.png|Break a leg | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|j.K}} | {{#lst:{{PAGENAME}}/Data|j.K}} | ||
|} | |||
==== ==== | |||
Mainly horizontal. Useful for covering air backdashes or air-to-air out of a backwards jump. Better defensively than offensively. | 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 {{clr|3|j.S}}/H/D to connect. | *Mostly for filler in SW loops, especially when scaling is too high for {{clr|3|j.S}}/H/D to connect. | ||
Line 490: | Line 547: | ||
GGXXACPR_Sol_jK-Hitbox.png | GGXXACPR_Sol_jK-Hitbox.png | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|3|j.S}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_jS.png|Your premium safejump tool | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|j.S}} | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
|} | |||
==== ==== | |||
Main safe jump tool. Passable jump-in | Main safe jump tool. Passable jump-in | ||
*Primary combo tool for Sidewinder Loops | *Primary combo tool for Sidewinder Loops | ||
Line 514: | Line 575: | ||
GGXXACPR_Sol_jS-Hitbox.png | GGXXACPR_Sol_jS-Hitbox.png | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|4|j.H}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_jH.png|Stone Cold Crazy | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|j.H}} | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
|} | |||
==== ==== | |||
0 Recovery frames. Weird hurtbox. Lingers for forever. Pseudo-God Normal. | 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. | *The shrunken hurtbox can make this outright impossible to Anti-Air with some moves. | ||
Line 543: | Line 608: | ||
GGXXACPR_Sol_jH-3-Hitbox.png|Frames 19-22 | GGXXACPR_Sol_jH-3-Hitbox.png|Frames 19-22 | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
=== | |||
===<big>{{clr|5|j.D}}</big>=== | |||
<div class="attack-container"> | |||
<div class="attack-gallery"> | |||
| | <gallery widths="180px" heights="180px"> | ||
|data | GGAC_Sol_jD.png|''Trust in the Dust'' | ||
</gallery> | |||
</div> | |||
<div class="attack-info"> | |||
{| class="wikitable attack-data" | |||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
|- | |||
{{#lst:{{PAGENAME}}/Data|j.D}} | {{#lst:{{PAGENAME}}/Data|j.D}} | ||
|} | |||
==== ==== | |||
Large, damaging move with abnormally high untechable time that loops into itself, for the titular '''DUSTLOOP'''. | 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. | *Launches on hit, useful in airdash and corner combos, can convert into delayed Sidewinders for optimal damage. | ||
Line 574: | Line 643: | ||
GGXXACPR_Sol_jD-2-Hitbox.png|Frames 12-15 | GGXXACPR_Sol_jD-2-Hitbox.png|Frames 12-15 | ||
</gallery> | </gallery> | ||
</div> | |||
</div> | |||
==Universal Mechanics== | ==Universal Mechanics== |
Revision as of 03:42, 9 November 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Matchups | Forums | Videos |
Sol Badguy is a hard hitting, close to mid range character with a variety of odd moves that make him deceptively tricky.
Sol thrives in the opponent's face with fast pokes, moves that go under others, and the best Dragon Punch period. His high/low mixup is very poor, but his tick throws, frame traps, and abundance of meter give him plenty of other tricky tools and means of opening up the opponent. Outside of his optimal range, he has some other decent midscreen tools, too, such as his f.S which is very fast for its range, and 5H which covers a good amount of space with an excellent hit/hurtbox ratio. Sol also has some very notably unique tools: several low profile options (including dashing), a normal which has zero recovery frames, unexpected burst of (partial) invincibility on many moves (including backdash), and several normals which can be cancelled during their recovery frames.
Though his main BnB, Sidewinder Loop, requires character specific precision, his combos generally deal high amounts of damage and are very freestyle. This makes Sol terrifying to defend against once he gets in and opens up the opponent for a beefy combination. But in order to get to those combos, Sol players will need to extend beyond the basic DP/Command Grab mixup into more layered mental territory, and/or learn to become so wild as to be impossible to predict.
"Give me a break." | |
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: | Jōji Nakata/Daisuke Ishiwatari |
Sol Badguy Sol Badguy is a hard hitting, close to mid range character with a variety of moves that make him deceptively tricky.
- Powerful in Close Range: 3 frame 5K, Volcanic Viper, and Wild Throw. Benefits heavily off of fishing for counter hits and Frame Traps with full screen conversions.
- Strong Combos: highly damaging, meterless combos that knock down from anywhere.
- Expanded Cancel Windows: 6P, 2H, 6H, 2D, and j.D can be gatling'd or special cancelled during their recovery frames.
- Tricky Movement: 2D, Grand Viper, Riot Stomp, and Bandit Revolver/Bringer can be used to simply go around an opponent's offense.
- Annoying Airborne Hurtboxes: Sol is notoriously difficult to combo and some of his air moves have retracted hurtboxes.
- Limited ranged conversion: Sol has trouble turning his longer ranged tools into bigger damage without meter or a counter hit.
- Struggles against zoning: Despite his myriad of tricky movement options, Sol must play patient or risky to get in.
- Subpar meterless high/low mixup: With very slow and obvious grounded overheads, Sol has few mixup options outside of strike/throw.
- Limited blockstring pressure: Sol will generally need to spend meter to keep the heat on, and will tend to prefer going for the mixup fairly quickly.
- Extensive reliance on character specifics for Sidewinder Loop: Requires solid execution, height management, and matchup familiarity for Clean Hit Combos. See note:
Some of Sol's moves change properties depending on how they hit the opponent. Sol's damage output comes from Clean Hits, which involve hitting the opponent at a position specific to the move in question, the opponent, and the opponent's position.
Four moves deal clean hits: Sidewinder, Grand Viper, Bandit Bringer, and Force Break Fafnir. Landing a clean hit with any one of these changes the effects of the move:
- Sidewinder: Doubled untechable time. Damage increases with the number of clean hits per combo. The cornerstone of Sol's most damaging BnB.
- Grand Viper: Increased untechable time, leads to a full combo. Launches higher.
- 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 hits are always optimal. They lead to better combo extensions in every instance. The damage bonuses to Sidewinder and Force Break Tyrant Rave allow Sol to deal over 50% damage to the opponent off of one conversion.
Clean Hit Diagrams can be found here: http://www.dustloop.com/guides/ggac/data/images/cleanhit/clean_hit_diagrams.htmlNormal Moves
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.
Ground Normals
5P
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
- 80% proration (no proration in DI).
5K
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 standard air combo > VV for 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
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)
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
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. Due to only being active for one frame, it's easily backdashed, but can be preemptively canceled to 2S to make it safer.
Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D
5H
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
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.
- 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 highly telegraphed.
- Knocks down face up on CH.
- In CH state from Frames 1-30.
2P
Starts pressure, frame traps, tick throws, and can be used to mash out. Strong, safe, all-around short range tool.
- Safe to 95% of reversals when properly meatied.
- Can be OS'd with [2P]~5K/c.S/2H for confirms and baits.
2P mostly sees its use as an oki tool and pressure starter. It is occasionally used in relaunches, OS'd with 2H or c.S to bait bursts.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
- 80% proration (no proration in DI).
2K
Sol's fastest and main low poke. Also useful for faster tick throws or frame traps.
- Tags people standing or attempting to fuzzy jump.
- Gatlings into 2H for a Grand Viper conversion.
- Frame traps into 6P or a late c.S/f.S. Strong natural frame trap in 2K > 2S.
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 2D > FB Fafnir.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D
- 70% proration (no proration in DI).
2S
Decent range, fairly active, very disjointed, low recovery time, and +3 on block make this an excellent 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
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.
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.
- On counter hit, a Bandit Bringer will convert, and will whiff and recover if they burst. 2H is strong, but don't whiff it.
Gatling Options: 5D, 2D
- Knocks down face down on CH.
- Floats on CH (untechable for 60F) (DI version doesn't float).
- 90% proration.
2D
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.
- Knocks down face down.
- Frames 4-23 [3-15] low stance.
- 90% Proration.
6P
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.
- 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 (no proration in DI).
Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
6H
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.
- Dizzy modifier x1.5.
- In CH state for entire duration.
Air Normals
j.P
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 HJIAD combos. Deceptively excellent.
Gatling Options: j.P, j.K, j.S, j.H
j.K
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 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.H
j.S
Main safe jump tool. Passable jump-in
- Primary combo tool for Sidewinder Loops
- Occasionally works as a crossup out of a backwards airdash.
- Leads to, and works as a fuzzy guard tool, converts against non-short characters with meter to RC.
Don't get 6P'd. Landed as a crossup, converts into land > c/f.S > 5H > Fafnir. Try cancelling into an RC'd VV while airborne to go for something tricky, like VV RC airdash j.S.
Gatling Options: j.K, j.H, j.D
j.H
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.
- Untechable on air hit for 17F (doesn't apply to DI version).
j.D
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.
- Blowback on normal hit (untechable for 27F).
- Wall bounces on CH (untechable for 54F).
- Additional 5F landing recovery.
- 90% proration.
Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Special Moves
Gun-Flame 236P |
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Gun-Flame (Feint) 214P |
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Volcanic Viper 623S/H (Air OK) |
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Knockdown Volcanic Viper -> 214K |
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Grand Viper 214S |
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Bandit Revolver 236K (air OK) |
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Bandit Bringer 236[K] |
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Riot Stamp 214K |
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Wild Throw 623K |
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Sidewinder j.236H |
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Fafnir 41236H |
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Slam (Kudakero) During Dragon Install, j.214K |
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How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit with the far end of his arm. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne except with FB Sidewinder and sometimes Bandit Bringer. Hitstop from a Clean Hit is 27F.
- 1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits). Force Break Sidewinder automatically adds in 1 Clean Hit.
- 2: Damage of Tyrant Rave is [25 + 30 * (# of Clean Hits)] * 3 + 84.
- 3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.
Force Breaks
FB Fafnir 41236D |
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Tyrant Rave Fafnir -> 64D |
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FB Sidewinder j.236D |
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How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit, regardless of opponent's position. Hitstop from a Clean Hit is 27F.
- 1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits). Force Break Sidewinder automatically adds in 1 Clean Hit.
- 2: Damage of Tyrant Rave is 25 + 30 * (# of Clean Hits) * 3 + 84.
- 3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.
Overdrives
Tyrant Rave ver.Beta 632146H |
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Dragon Install 214214S |
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Dragon Install 2nd 214214214214P+H |
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Instant Kill
Napalm Death in IK Mode: 236236H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Uki | enter | Japan | A-Cho | - | Retired to Xrd | Strong, aggressive player with some wacky setups | - |
Kishitaka | Japan | A-Cho | - | Retired | Balanced player with strong, high-end conversions | Link | |
Hossa (Sub) | Japan | A-Cho | - | Active | Nutty Justice player using Sol on the side | - | |
NOB | enter | Japan | Mikado | - | Retired to Xrd | Straightforward player focused on neutral | - |
012 | Japan | - | - | Retired | Patient, Strong combo game player | Link | |
Roi | Japan | Mikado, A-Cho | - | Retired to Xrd | Overextending player with good conversions | Link | |
Kusoru | enter | Japan | - | - | Retired | The one and only Troll Badguy. Crazy to the extreme. | AC Footage |
Eiji | US West | - | - | Retired to Xrd | US Setplay monster and with strong conversions | ||
RS | enter | US West | Super Arcade (Defunct), Switch Netplay | - | Active | Kusoru Junior | Link |
DQRF | US West | Game Realms, Super Arcade (Defunct) | [DQRF#2753 Discord] | Semi-Retired | Shitlord | Link |
NOTE: These tables are still WIP
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
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