GGACR/Sol Badguy

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Fredrick "Sol" Badguy

Overview

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 range character with a variety of odd moves.

Originally straightforward and well-rounded, AC/ACR Sol is more specialized, built around his Bread and Butter combo, Sidewinder Loop. It requires character and screen position-specific precision in order to be effective, but is capable of dealing high damage and scoring knockdown without spending meter, and works from anywhere on screen. Because of the nature of his moves, Sol is a very freestyle character with a bit of leeway in how you work with his combos.

Sol thrives in the opponent's face, with extremely fast moves, moves that go under a majority of things in the game, and the best Dragon Punch period. His high/low mixup is very limited, but his tick throw setups, frame traps, and abundance of excess tension give him other, less orthodox ways of landing a hit. He has a few midscreen tools and moves that can work well as pressure, but otherwise wants to get in as soon as possible. Sol players will generally have to be a bit tricky in order to open up smarter opponents.

Strengths
Wild Throw(Command Grab). The best DP in the game: Volcanic Viper. Very Good 3-frame poke/5-frame Anti Air(5K). High damage, meterless, midscreen and corner BnBs.
Weaknesses
Can't deal with good zoning. Telegraphed blockstrings and overheads.
Movement Options
Double Jump, 1 Airdash, Dash Type: Run

Defense Modifier: x 1.00
Guts Rating: 1
Stun Resistance: 60
Prejump:
Backdash Time: 16
Backdash Invincibility: 8
Wakeup (Face Up/Down): /

Move List

See also: Sol Full Frame Data

Note: Data in [] refers to Sol in Dragon Install. Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.

Normal Moves

5P
GGAC Sol 5P.png
Ora
10[12] HLF 4[3] 4[2] 6[4] 0[+4] -
5K
GGAC Sol 5K.png
AA 5K to 50%
14x2 HLF 3[2] 2,6[1,4] 13[7] -7[-1] -
c.S
GGAC Sol cS.png
Slash with little blockstun
30[28] HLF 5[3] 2[1] 12[10] 0[+3] -
f.S
GGAC Sol fS.png
Footsie tool
30[28] HLF 7[5] 1[1] 24[14] -11[0] -
5H
GGAC Sol 5H.png
Great starter, fish for CH 5H
40[44] HLF 11[6] 2[1] 26[13] -9[+5] -
6P
GGAC Sol 6P.png
Gut punch, beats a lot of other pokes
32 HLF 11[6] 3[2] 20[10] -9[+2] -
6H
GGAC Sol 6H.png
6H? Useful? Seriously?
32x2[40x2] HLF 13[8] 5,1 30[16] -14[+2] -
5D
GGAC Sol 5D.png
The Great American Unblockable
17[20] HF 24[18] 3[2] 24[12] -13[0] -
Dead Angle Attack
GGAC Sol 6P.png
Piss off!
25 All 11 3 25 -14 -
2P
GGAC Sol 2P.png
Poke
8 HLF 5[3] 4[2] 4 +2[+4] -
2K
GGAC Sol 2K.png
Use in Wild Throw setups
12[14] LF 6[4] 3[2] 8[6] -1[+2] -
2S
GGAC Sol 2S.png
Stops approaches if used well
25[24] HLF 10[7] 3[2] 8[5] +3[+7] -
2H
GGAC Sol 2H.png
Relaunch for days
36[40] HLF 8[5] 6[3] 26[13] -13[+3] -
2D
GGAC Sol 2D.png
One with the Earth
28[30] LF 7[5] 3[2] 20[13] -6[+4] -
j.P
GGAC Sol jP.png
Mash
13[12] HA 5[3] 7[4] 4[3] - -
j.K
GGAC Sol jK.png
Never seen anyone kick like this before
22 HA 6 6[3] 17[12] - -
j.S
GGAC Sol jS.png
Moon shaped slash
28[25] HA 9[6] 3[2] 23[12] - -
j.H
GGAC Sol jH.png
Awkward hitbox
24[20]x2 HA 9[8] 6,8[4,4] 0 - -
j.D
GGAC Sol jD.png
TEYAH
40 HA 9 7 10+5 after landing - -

Throws

Ground Throw
GGAC Sol throw.png
Headbutt
60 43 dots - - - - -
Air Throw
GGAC Sol airThrow.png
Flame choke
60 88 dots - - - - -

Special Moves

Gun Flame
236P
GGAC Sol 236P.png
COME PLAY!?
50,42,30,30 All 21 9x2,6x2 total 50 -3 - 60 All 20 6 7 +7 -
Gun Flame Feint
214P
GGAC Sol 214P.png
Sike
8 HL 13 2 17 -9 -
Volcanic Viper
623S/H
GGAC Sol 623S.png
It's not your turn yet
20,36 HLF 7 3(3)11 21+10 after landing -28 - 36,24 All 5 2(3)9 10 after landing - - 20x3 HLF 7 3(1)4,2 21+10 after landing -19 - 20,36 HLF 5 2(3)18 29+8 after landing -43 - 46,26 All 5 2(3)18 10 after landing - - 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
GGAC Sol 623S214K.png
Not shown:Deceptive hitbox
16 HF 12 4 10 after landing - -
Template:FrameDataNoHeader-GGACR
Grand Viper
214S
GGAC Sol 214S.png
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
GGAC Sol 236K.png
Bandit- Bandit- Bandit- Bandit-
24,36 HLF 9 5(11)9 2+7 after landing -4 - 22,20x2 All 6 3(14)4,2 12 after landing - - 20x3,50 HLA 7 3,3,3(9)9 3+7 after landing +3 -
Bandit Bringer
236[K]
GGAC Sol 236Khold.png
SIT DOWN
50 HA 32 6 9+4 after landing +1 -
Riot Stomp
214K
GGAC Sol 214K.png
Ready for launch
40 HA see note - 3 after landing -4~ -
Wild Throw
623K
GGAC Sol 623K.png
You brought this upon yourself.
30 70 pixels 4 1 - - -
Sidewinder
j.236H
GGAC Sol j236H.png
JAMA DA
35 *1 HA 9 4 13 after landing - -
Fafnir
41236H
GGAC Sol 41236D.png
POW
40 HLF 19 3 27 -13 -


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. 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 α is 25 + 25 * (# 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
GGAC Sol 41236D.png
I thought I told you...
60 HLF 11 3 17 +7 -
Tyrant Rave
Fafnir -> 64D
GGAC Sol 46D.png
TO SIT DOWN!
25x3+84 *2 All 3+1 33 35 -6 -
FB Sidewinder
j.236D
GGAC Sol j236H.png
KURAI NA
60 *1 HA 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. 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 + 25 * (# 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 v.Beta
632146H
GGAC Sol 632146H.png
This is how we sold the Wii version.
80,60 HLF 5+1 11(17)15 31 -15 -
Dragon Install
214214S
GGAC Sol 214214S.png
GGPO
- - 19+1 - total 20 - -
Dragon Install Second
214214214214P+H
GGAC Sol 214214S.png
Don't you have anything better to blow your tension on?
- - 63+64 - total: 127 - -

Instant Kill

Napalm Death
in IK Mode: 236236H
GGAC Sol IK.png
If you ever get hit by this and you're not ABA or Chipp, GG Get Lost.
Fatal All 7+8 12 26+1 after landing -22 -

Strategy

Tactics

As a rushdown character, you excel in close range. Therefore your gameplan is to get in, and stay in, where your normals reach and do their job. You can also play footsies and poke with your farther range normals. You want to be on the offense and use your lows and other normals in combination with Wild Throw to keep the opponent guessing. 5D should be used sparingly, as it ends your momentum if blocked, or have 50% tension to RC. 5K allows you anti air reliably, as well as Volcanic Viper. Since you generally don't need meter for your combos, you can feel free to use it to make unsafe plays safe, or for silly mixups. You can play Sol in a way where you punish your opponent for doing things, or you can play him in a very offensive, rushdown based way. Hell, you could even play him totally randomly, it's not like a Sol playing that way didn't win a major tournament.


Basic Combos


Midscreen

5K>5S>2D>Bandit Revolver/Volcanic Viper+Knockdown

xx>5H>Grand Viper Clean Hit>SW Loop

xx>2D>Grand Viper Clean Hit>SW Loop (Jam and Bridget only)

5S>2S>5H

2K/2H/2D

dashing 2K>c.S>2D>Bandit Revolver or Volcanic Viper (character specific)

5S>5H/2H>Grand Viper Clean Hit>SW Loop

5K/2K>2H>Grand Viper Clean Hit>SW Loop

6H>Grand Viper>SW loop

6H>Gunflame>(jP)>jK>Sidewinder>SW Loop

5D>j.D(x2)>j.S>j.K>j.S>dj.S>j.D>Volcanic Viper+Knockdown

5D>j.D>dj.D>dash 2H>j.S>Sidewinder>SW Loop


25% Tension Midscreen

5K>5S>2369K FRC>jS>Sidewinder>SW Loop

Airdash jS>jD>Fafnir>SW loop

Gunflame FRC>Sidewinder Loop


Counter Hit Midscreen Combos

CH 5H>Instant Air Dash jS>jD>Sidewinder>SW Loop

CH 5H>Instant Air Dash jS>jH>land 5K/5S>2H/5H>Grand Viper Clean Hit>SW Loop

CH H Volcanic Viper during later active frames>run up 5K relaunch> SW Loop

CH 6P>Gunflame> Instant Air Dash j.H>Sidewinder>SW Loop

CH 6P>Bandit Bringer> Dash 5K/2K/c.S>2H>j.D>Sidewinder>SW Loop


25% Tension Counter Hit Midscreen Combos

5K/5S>TK Bandit Revolver(1) FRC>SW (may need to add an air normal depending on character)

CH 2D>Gunflame>Fafnir>SW Loop

CH 2D>Gunflame FRC> Empty Jump Sidewinder(Add air normals if necessary)>SW Loop

CH/ClH Fafnir>dash c.S>2H>j.S>Sidewinder>SW Loop


50% Tension Combos

xx>2D>Bandit Revolver(1) RC>Sidewinder>SW Loop

xx>2D>Bandit Revolver(1) RC>j.S>j.D/j.H>SW Loop

Volcanic Viper(1) RC>5K>2H>SW Loop

Volcanic Viper RC>Sidewinder>SW Loop

Sidewinder Loop>Tyrant Rave Beta


Corner Combos

5K/5S>6P>5K/5S>2H>Air normal(character dependent)>Sidewinder>SW Loop

5K/5S>6P>Gunflame>(jP)>jK>Sidewinder>SW Loop

5K/5S>6P>Gunflame FRC>Empty Jump Sidewinder>SW Loop

5K/c.S>6P>(delay)Gunflame>(delay)2H>j.D>Sidewinder>SW Loop

Dash 5K/c.S>6P>Gunflame>2H>j.D>dj.Sidewinder>SW Loop

Throw 5K(1)>j.P>j.K/j.S>Sidewinder>SW Loop (works on most characters)

Airthrow 5K/c.S>j.KSD/j.SKD>j.Bandit Revolver>5K(1)>2H>H Volcanic Viper


Sidewinder Loop

Once the opponent is launched you have options depending on where on screen you are and distance to the corner, and what character you're fighting. Most basic loop is forward jump jS>Sidewinder. Other variations include dash 2H>Neutral/Back/Forward Jump Sidewinder (note, not a TK SW), dash 2H>forward jump jH>Sidewinder, Empty Forward (neutral may work once on certain characters after reaching the corner) Jump Sidewinder. jP and jK>Sidewinder also work, but do less damage and prorate badly.


Bandit Revolver Loop

Though it does far less damage than Sidewinder Loop, Bandit Revolver is capable of building insane amounts of meter. Often it's used in conjunction with SW to finish combos and gain a little more Tension than usual. You need to Tiger Knee your Bandit Revolver in order to loop it, though the finishing blow is almost always a regular Bandit Revolver. Your main variations are going to be 5K(1), c.S, or 2H, with the opponent close to the ground, into a TK'd Bandit Revolver, with c.S against lighter, floatier characters, and 5K against mostly everybody else.