Guilty Gear's original poster character and creator Ishiwatari's nod to the lead singer of his favorite band: Freddie Mercury of Queen. Sol "Frederick" 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: Moves that low profile or go airborne as early as frame 1, a normal which has zero recovery frames, and several normals which can be gatling'd or special 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.
Pros/Strengths
- Extremely strong close range tools: VV (Contender for best DP ever), Wild Throw (Strong command grab with good damage followups), and 5K (3f poke / 5f AA).
- Rather simple to pick up early on, with decent midscreen neutral tools.
- High damage, meterless combos that lead to knockdown.
- Punishing frame traps that lead into these combos from anywhere on screen.
- Several normals which can be special cancelled during their recovery frames for added frame traps and layering in mindgames.
- Freddie Mercury reincarnate.
Cons/Weaknesses
- Poor conversion and lacks threatening tools outside of close range without meter.
- Very limited and risky options against zoners.
- Subpar mixup which can make Sol very easy to read, and limits his standard blockstring pressure.
- Requires solid execution, height management, and matchup familiarity for his clean hit combos.
Notable Moves
- 5K, f.S, 2D, 6P, j.P, j.H
- Volcanic Viper, Wild Throw, Sidewinder, Grand Viper, Tyrant Rave (FB)
Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.
Gun-Flame 236P
They call him Mister Farenheit
|
50,42,30,30
|
All
|
21
|
9x2,6x2
|
total 50
|
-3
|
-
|
60
|
All
|
20
|
6
|
7
|
+7
|
-
|
|
Gun-Flame (Feint) 214P
Psych
|
|
Volcanic Viper 623S/H or j.623S/H
Go The Fuck To Sleep
|
20,36
|
HLF
|
7
|
3(3)11
|
21+10 after landing
|
-28
|
-
|
36,24
|
All
|
5
|
2(3)9
|
10 after landing
|
-
|
-
|
20,36
|
HLF
|
5
|
2(3)18
|
29+8 after landing
|
-43
|
-
|
46,26
|
All
|
5
|
2(3)18
|
10 after landing
|
-
|
-
|
20x3
|
HLF
|
7
|
3(1)4,2
|
21+10 after landing
|
-19
|
-
|
60,18x9
|
HLF
|
7
|
3,54
|
36+10 after landing
|
-78
|
-
|
20x3
|
HLF,any x2
|
7
|
3(2)2,6
|
landing 10
|
-
|
-
|
|
Knockdown Volcanic Viper -> 214K
Not shown: Deceptive hitbox
|
16
|
HF
|
12
|
4
|
10 after landing
|
-
|
-
|
|
Grand Viper 214S
The loudest move for the loudest game
|
8x7,32
|
LFx7,HLF
|
17
|
4x4,2x2,5(20)3
|
37
|
-21
|
-
|
|
Bandit Revolver 236K or j.236K
Boy you'd better begin...
|
24,36
|
HLF
|
9
|
5(11)9
|
2+7 after landing
|
-3
|
-
|
22,20x2
|
All
|
6
|
3(14)4,2
|
12 after landing
|
-
|
-
|
20x3,50
|
HLF*3, HF
|
7
|
3,3,3(9)9
|
3+7 after landing
|
+3
|
-
|
|
Bandit Bringer 236[K]
... To get those crazy notions right out of your head
|
50
|
HA
|
32
|
6
|
9+4 after landing
|
+1
|
-
|
|
Riot Stamp 214K
You shouldn't use this move, but you will
|
40
|
HA
|
see note
|
-
|
3 after landing
|
-4~
|
-
|
|
Wild Throw 623K
The bane of blocking
|
|
Sidewinder j.236H
JAMA DA
|
35 *1
|
HA
|
9
|
4
|
13 after landing
|
-
|
-
|
|
Fafnir 41236H
Your long range melee combo tool
|
|
Slam During Dragon Install, j.214K
Watch your head
|
60
|
HA
|
17
|
12
|
10 after landing
|
+3
|
-
|
|
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 on hit, even on grounded opponents. 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.
FB Fafnir 41236D
Have a seat
|
|
Tyrant Rave Fafnir -> 64D
25% supers, welcome to the USA
|
[25+30n]x3+84 *2
|
All
|
3+1
|
33
|
35
|
-6
|
-
|
|
FB Sidewinder j.236D
A deal you can't refuse
|
60 *1
|
All
|
9
|
4
|
13 after landing
|
-
|
-
|
|
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.