GGACR/Sol Badguy/EX: Difference between revisions

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(→‎5P: beautifying to at least be equivalent to the normal Sol page)
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==Normal Moves==
==Normal Moves==
===<big>5P</big>===
===<big>{{clr|1|5P}}</big>===
{{GGACR_Move_Card
<div class="attack-container">
|chara=Sol Badguy EX
<div class="attack-gallery">
|input=5P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Sol_5P.png|Ora
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Sol_5P-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="Sol Badguy EX" and input="5P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|active  = 4
|recovery = 6
}}
==== ====
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.  
*Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}.
*Clutch Anti-air, but lacks the vertical coverage of {{clr|2|5K}}/{{clr|4|2H}}.
*Strong burst bait tool due to its overall low recovery time.
*Strong burst bait tool due to its overall low recovery time and jump cancel.
*Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.
*Whiffs on crouching Millia, Faust, and May. Leads to whiff > throw setups.
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.


[[{{PAGENAME}}#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}}
[[{{PAGENAME}}#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}}
}}
{{CloseCard}}


===<big>5K</big>===
===<big>5K</big>===

Revision as of 22:30, 12 July 2022

Overview

Template:CharaOverview

Normal Moves

5P

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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
Total: 13

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 and jump cancel.
  • 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

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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.

  • 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

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c.S

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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.

  • 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

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f.S

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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, 5D, 2D

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5H

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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

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5D

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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.
  • A whopping 2(!) frames faster, on account of being based on AC instead of +R.
  • No DI means you lose access to the nearly unreactable 18 frame version.

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

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2P

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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

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2K

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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

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2S

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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

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2H

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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

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2D

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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.

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6P

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Prime corner combo starter 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. Staggers 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

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6H

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Occasional ranged button, High-risk high-reward (on CH) Anti-Air. Not particularly strong by itself. EX Sol's staggers on hit.

  • 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.

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j.P

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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

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j.K

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

  • Mostly for filler in air combos, 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

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j.S

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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

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j.H

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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.

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j.D

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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.
  • Wallbounces in the corner on normal AND counter hit. About as powerful as it sounds.
  • Fullscreen conversions on counter hit due to extended untechable time.
  • 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.

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Universal Mechanics

Ground Throw

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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.

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

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Air Throw

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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 Loop/whatever, or (f.S) > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage.

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Dead Angle Attack

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Average, unsafe guard reversal. Overall subpar compared to Sol's other defensive options.

  • Uses 6P animation, so it can still be low profiled.
  • Can convert in the corner on counter hit or if hit on the last active frame.
  • Loses to very low profile moves: Grand Viper, Stroke the Big Tree, etc.

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Special Moves

Gun Flame

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Volcanic Viper

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Godly DP with a massive hitbox. No longer the greatest, as the followup kick has been replaced with Sidewinder. This makes a knockdown usually impossible.

Ground S: Lower to the ground version.

  • Can be canceled into the Sidewinder on whiff to not even slightly change Sol's recovery timing. Converts to knockdown about 0% 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.


Air S: Easy air combo ender.

  • 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.
  • On some characters, landing the followup SW on a standing opponent will give a Clean Hit(nice, but still no replacement for the kick).

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.
  • Similarly to j.SVV, cuts air momentum when RC'd on the first hit.

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

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Sidewinder

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Grand Viper

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Fast, instant low profile travel attack. The ultimate callout, likeliest move in the game to blow out your speakers.

  • 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.
  • Horribly unsafe on block/whiff. 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
  • 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

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.

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Bandit Revolver

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An overhead with a running start, leading to a knockdown midscreen and full meterless conversions in the corner. This move (similar to its progenitor Greed Sever) is an overhead that crushes lows, but doesn't go high enough to beat things like Gunflame, and is very easy to be jabbed out of once your opponent catches onto your tactics. Never get predictable!

  • Groundslides on hit, can be combo'd into from Gunflame FRC or a counterhit 5H.
  • Running startup allows for an interesting high/low/throw mixup off of things like a blocked Gunflame FRC, though the high route is much more committal.
  • Can be jump installed for RC airdash pressure and mixups on block.
  • One of the higher damage starters for EX Sol's dustloop in the corner.
  • Dangerous when paired with Gunflame: Charge to make its startup safe.

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Flame Dipper

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Wild Throw

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

  • Full, (somewhat less) damaging conversions from anywhere on stage.
  • No SW loop means damage potential is cut by a sizable margin, but still a useful tool to have.
  • Also has character specific, meterless burst safe setups.
  • Only in CH state for a short segment of its recovery.

Makes people wince a little bit when it lands. Meterless conversions can(maybe?) do 25%-55% damage.

  • Some meterless burst safe followups include:
    • 2H > late j.H/Burst Throw OS

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Force Breaks

Fafnir

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Tyrant Rave

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Gunflame: Charge

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EX Sol's equivalent to Ky's Charged Stun Edge, Gunflame: Charge is a 4 hit wave of fire that travels across the screen until it gets its job done. A combo starter on hit and a suffocating option in pressure, especially with its FRC point.

  • Travels until it either leaves the screen, Sol is hit, or all 4 hits connect either on hit or block.
  • Cranks the guard bar like hell, inflating EX Sol's damage output even more.
  • Hitbox is not as tall as it looks, can be jumped over.
  • Leads to a full combo on hit.
  • There is no restriction on how many instances of GFC can be on screen at once.

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Grand Viper

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Overdrives

Tyrant Rave ver. Alpha

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The money-maker. This is the super you'll use to trade in your meter for some of the most disgusting damage EX Sol has to offer. Use it wisely.

  • Wallsticks on hit.
  • Converts off of most stray hits midscreen into disgusting damage via dustloop, 300+ bare minimum.
  • ZERO frames post flash on the ground and only one in the air, but if they're far enough away, you won't snipe any gaps.
  • Excessive corner carry.
  • Very high single hit damage, and since you aren't getting air knockdowns anyway, a decent air ender for shorter combos.
  • Difficult to convert off of when the opponent is right in the corner due to the rest of the animation playing out.
  • Extremely unsafe on block.
  • Hitbox counts as a projectile for Potemkin's Flick, but isn't a reliable answer to projectiles even a little bit.

If you have 50%, don't forget this is in your back pocket.

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Wild Punch

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Tyrant Rave Ver. Beta, but also not. Launches across the screen when it connects fully, and has enough time for you to throw a Gunflame out on top of the opponent or try for a safejump.

  • Reversal, slightly superior to Tyrant Rave Ver. Alpha as far as raw super damage goes, but not as useful for conversions.
  • The second hit cannot but RC'd, but the first hit can.
  • Leads to conversions in the corner if you're very close.

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Savage Fang

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A decent conversion tool from short knockdowns, leading into dustloops depending on screen position.

  • Removes OTG on hit and launches for big conversions, especially in the corner.
  • Inferior in most aspects to Order-Sol's LVL 3 Savage Fang including damage, launch height, combo potential, and invuln. This is not a reversal, it will not trade in your favor.
  • Plus on block and does a solid chunk of chip damage, if you want to try and chip your opponent out for 50%.

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Instant Kill

Napalm Death

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Bottom 5 IK. Goodbye, Meter.

  • Short range and horribly unsafe. Whiffs on the entire cast crouching.
  • 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.

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Full Frame Data

Normal Moves

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Universal Mechanics

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Special Moves

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Force Breaks

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Overdrives

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Instant Kill

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  • How to score Clean Hits: For Ground Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For Fafnir, hit with the upper part of the fist. Hitstop from a Clean Hit is 27F.
  • *1: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.
  • *2: Damage of Tyrant Rave is 25 + 30 * (# of Clean Hits) * 3 + 84

Gatling Table

Loses f.S > 6H gatling. Otherwise identical to normal Sol.

Ground Gatlings
P K S H D Cancel
5P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
2P 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special
2K 6P - c.S, f.S, 2S 2H 5D, 2D Special
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special
f.S - - 2S 5H, 2H 5D, 2D Special
2S - - - 5H, 2H 5D, 2D Special
5H - - - 2H 5D, 2D Jump, Special
2H - - - - 5D, 2D Jump, Special
5H - - - - - Special
5D - - - - Homing Jump
2D - - - - - Special
Air Gatlings
P K S H D Cancel
j.P j.P[+] j.K[+] j.S j.H - Special
j.K j.P - j.S - j.D Special
j.S - j.K - j.H j.D Jump, Special
j.H - - - - - Special
j.D - - - - - Jump, Special
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff


Navigation

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