GGACR/Sol Badguy/EX: Difference between revisions

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|input=236S,236H,j.236S/H
|input=236S,236H,j.236S/H
|description= Ground hugging reppuken-style projectile that compliments EX Sol's game. Can be used for oki, but a bit finicky.  
|description= Ground hugging reppuken-style projectile that compliments EX Sol's game. Can be used for oki, but a bit finicky.  
*{{clr|3|S Gunflame}} comes out faster but travels slower. {{clr|4|H Gunflame}} comes out slower, but travels almost twice as fast as its counterpart.
*S Gunflame comes out faster but travels slower. H Gunflame comes out slower, but travels almost twice as fast as its counterpart.
*Will cover Sol's approach with an FRC. This FRC also resets pressure and Sol's position when done close enough, as well as making a point blank Gun Flame safe. S Gunflame FRC is particularly useful as an approach tool, as it travels slightly slower than Sol's maximum run speed.
*Will cover Sol's approach with an FRC. This FRC also resets pressure and Sol's position when done close enough, as well as making a point blank Gun Flame safe. S Gunflame FRC is particularly useful as an approach tool, as it travels slightly slower than Sol's maximum run speed.
*Can lead to high damage corner combos when FRC'd.
*Can lead to high damage corner combos when FRC'd.
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Air Gun Flame can be used to stall your air momentum during your approach for a smidge of damage. However, without the FRC, you are in recovery both all the way down and for 12 frames afterwards. Use with caution.
Air Gun Flame can be used to stall your air momentum during your approach for a smidge of damage. However, without the FRC, you are in recovery both all the way down and for 12 frames afterwards. Use with caution.


*{{clr|3|S Gunflame}} fires almost straight down. {{clr|4|H Gunflame}} fires at a 30 degree angle.
*S Gunflame fires almost straight down. H Gunflame fires at a 30 degree angle.
*FRC does not restore air options.
*FRC does not restore air options.
}}
}}

Revision as of 23:16, 19 July 2022

EX characters are not tournament legal. They only see play in novelty events and casual play between consenting parties.
Overview

Template:CharaOverview

Normal Moves

5P

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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

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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

236S or 236H (Air OK)

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Ground hugging reppuken-style projectile that compliments EX Sol's game. Can be used for oki, but a bit finicky.

  • S Gunflame comes out faster but travels slower. H Gunflame comes out slower, but travels almost twice as fast as its counterpart.
  • Will cover Sol's approach with an FRC. This FRC also resets pressure and Sol's position when done close enough, as well as making a point blank Gun Flame safe. S Gunflame FRC is particularly useful as an approach tool, as it travels slightly slower than Sol's maximum run speed.
  • Can lead to high damage corner combos when FRC'd.
  • 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.

Can be difficult to use to prevent jumpouts, and without FRC, some characters can punish you even after cancelling from a far blocked poke. Utilize the FRC to make the most of this move in your pressure.

Air Gun Flame can be used to stall your air momentum during your approach for a smidge of damage. However, without the FRC, you are in recovery both all the way down and for 12 frames afterwards. Use with caution.

  • S Gunflame fires almost straight down. H Gunflame fires at a 30 degree angle.
  • FRC does not restore air options.

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Volcanic Viper

623S or 623H (Air OK)

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Godly DP with a massive hitbox.

Ground S: Lower to the ground version.

  • Can be canceled into the Sidewinder on whiff and block, though this doesn't change any landing timings.
  • 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 an opponent who was standing will give a Clean Hit.

Air H: Situational tool with slightly 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

Volcanic Viper > 214H

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Volcanic Viper's followup. Utility is consistently inconsistent, as in some cases, you can still get a Clean Hit.

  • Depending on screen position, a clean hit can lead into a hard knockdown via tagging the opponent with jD afterwards. However, this shouldn't be banked on, as if they hit the wall after jD, there won't be enough untech time for the knockdown.
  • After a blocked Volcanic Viper (particularly the S version) you can throw out Sidewinder in an attempt to tag a bad DP punish. If you get a counterhit, you can continue into a full combo.
  • Outside of these cases, Sidewinder is just for an extra tick of damage after a reversal or an air combo.

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Grand Viper

214S > Mash Buttons + Directions

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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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Flame Dipper

236K

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Bandit Revolver

214K

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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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Wild Throw

623K

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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

63214D

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Tyrant Rave

63214D > 46D

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Gunflame: Charge

236D

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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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FB Grand Viper

623D > Mash Buttons + Directions

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Overdrives

Tyrant Rave ver. Alpha

632146H (Air OK)

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

  • Wallsticks on hit, and has strong enough corner carry to lead into said wallstick from 3/4s of the screen away.
  • Converts off of 5H into dustloops for 300+ bare minimum. The very concept of a fS>5H>Tyrant Rave whiff punish should shake your opponent's knees.
  • 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.
  • Very high single hit damage, and your highest damage air combo ender.
  • Difficult to convert off of when the opponent is already in the corner due the to charge forward continuing for a set amount of time.
  • Extremely unsafe on block and loses on wakeup to meaties that hit low to the ground, such as ABA's Moroha 2H and Ky's 3H. NOT a reversal.
  • Hitbox counts as a projectile and can cancel out single hit projectiles while keeping its hitbox, however its interactions with projectiles are inconsistent. If you have 50%, don't forget this is in your back pocket.

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Wild Punch

214214S

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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 super, but unlike Tyrant Rave Ver. Alpha, is not 0 after superflash.
  • Cannot be RC'd on the second hit.
  • Leads to conversions in the corner, and one of the few ways to end a dustloop in a hard knockdown.

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Savage Fang

236236P

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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.
  • Has poor invuln, and depending on how far the opponent is from you, cannot be converted. Still provides decent damage off of a stray 2D, as well as preserving the knockdown.
  • Slightly plus, with solid chip damage.

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Instant Kill

Napalm Death

During IK Mode: 236236H

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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

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 10 3 8 80% Mid 1 CSJR 1.44 4 4 6 0 9 10 10 11
5K 14×2 6×2 7×2 Mid 2 SJR 2.64 3 2,6 13 -7 11 12 12 12
c.S 30 10 7 Mid 3 SJR 2.64 5 2 16 -4 13 14 14 13
f.S 30 10 7 Mid 3 SR 2.64 7 1 24 -11 13 14 14 13
5H 40 20 6 Mid 5 SJR 3.84 11 2 26 -9 18 19 18 15
5D 17 8 20 High 3 R 2.64 22 3 24 -13 13 Launch 48 14 13
6P 32 10 7 90% Mid 3 SR 2.64 11 3 20 -9 1~8F, 14~21F Upper Body
9~13F Above Knees
13 Stagger 35 14 + WBounce 13
6H 40×2 20×2 6×2 Mid 5 SR 5.76×2 13 5,1 30 -12 18 Stagger 35 18 15
2P 8 3 8 80% Mid 1 CSR 1.44 5 4 4 +2 9 10 10 11
2K 12 3 8 70% Low 1 SR 1.44 6 3 8 -1 9 10 10 11
2S 25 10 7 Mid 3 SR 2.64 10 3 8 +3 13 14 14 13
2H 36 20 6 90% Mid 5 SJR 3.84 8 6 26 -13 18 19 18 15
2D 28 11 6 Low 4 SR 3.84 7 3 20 -6 4~23F Low Profile 16 Down 16 14
j.P 13 3 8 High/Air 1 CSR 1.44 5 7 4 9 10 10 11
j.K 22 5 7 High/Air 2 SR 2.64 6 6 17 11 12 12 12
j.S 28 8 7 90% High/Air 3 SJR 2.64 9 3 23 13 14 14 13
j.H 24×2 8×2 7×2 High/Air 3 SR 2.64×2 9 6,8 0 13 14 17 13
j.D 40 11 6 90% High/Air 4 SJR 3.84 9 7 10+5 after landing 16 Launch 40 + WBounce 14

Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 60 6 Forced 50% 43 pixels 4.00 Launch 28
Air Throw Air Throw 60 6, 7 Forced 50% 88 pixels 4.00 60
DAA Dead Angle Attack 25 10 7 50% All 3 R 0.52 11 3 25 -14 1~13F All
14~33F Throw and Upper Body
13 Launch 28 + WBounce 14 + WBounce 13

Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236S S Gun Flame 40 10 7 All 3 F 2.00/1.20 12 Total 51 -13 13 Launch 28 13
236H H Gun Flame 40 10 7 All 3 F 2.00/1.20 17 Total 56 -13 13 Launch 28 13
j.236S/H Air Gun Flame 40 10 7 All 3 F -/1.20 12 Until landing+12 13 Launch 28 13
623S S Volcanic Viper 20, 36 10×2 7×2 Mid 3 R 2.00/4.80×2 7 3(3)11 21+10 after landing -28 1~9F All
10~13F Strike
13 Launch 28, 26 13
j.623S Air S Volcanic Viper 36, 24 10×2 7×2 All 3 R 2.00/3.60×2 5 2(3)9 Until landing+10 1~9F Strike 13 Launch 36, 27 13
623H H Volcanic Viper 20, 36 10×2 7×2 Mid 3 R 3.00/4.80×2 5 2(3)18 29+8 after landing -43 1~6F All
7~11F Strike
13 Launch 28, 36 13
j.623H Air H Volcanic Viper 46, 26 10×2 7×2 All 3 R 2.50/4.80×2 5 2(3)18 Until landing+10 1~9F Strike 13 Launch 38, 36 13
623X > 214H Sidewinder 35 15 12 Forced 70% High/Air 5 R 1.50/2.40 10 4 Until landing+13 18 Launch 18 15
236K Flame Dipper 15, 36 15×2 6×2 Low 5 RF 2.00/4.80, 7.20 7 12(8)3 34 -18 1~2F Above Knees
3~18F, 24~51F Low Profile
18 18, Down 18 15
214K Bandit Revolver 32 15 6 High/Air 5 R 2.00/6.00 25 3 10+9 after landing -3 18 Launch 32 + Slide 30 15
623K Wild Throw 30 6 Forced 55% 70 pixels -/6.00 4 1 31 Down + GBounce
214S Grand Viper 8×7, 32 8×7, 20 1×6, 7, 6 80%×7, 100% Low×7, Mid 3×7, 5 R 3.00/1.20×6, 7.20×2 17 4×3,2×3,7(19)3 37 -21 1~4F Above Knees
5~16F Above Feet
13×7, 18 24×6, Launch×2 26×6, 28, 42 6×7, 15

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
63214D Fafnir 60 20 10 Forced 70% Mid 5 R 11 3 17 +7 1~7F Throw 26 Launch 32 + WBounce 15
63214D > 46D Tyrant Rave 40×3, 84 10×4 7×4 80%×3, 100% All 3 3+1 33 21 +8 13 Launch 40×3, 40 + WBounce 13
236D Gun Flame: Charge 24×4 20×4 6×4 All 5 RF 0.40/- 24 8(4)×N Total 54 +55 18 Launch 20 7
623D FB Grand Viper 7×12, 20×3 8×12, 10×3 1×12, 7×3 80%×10, 100%×3 Low×12, Mid×3 3 R 13 4×3,2×8,1,12(2)2(2)20 36+10 after landing -56 1~4F Above Knees
5~12F Above Feet
54~57F Strike
13 14, Launch×3 26×12, 20×2, 60 6×12, 13×3

Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146H Tyrant Rave ver. Alpha 120 10 7 All 3 R 7+0 25 17+10 after landing -36 1~3F Upper Body
4~9F Strike
13 Launch 60 + WStick 43 6
j.632146H Air Tyrant Rave ver. Alpha 120 10 7 All 3 R 7+0 25 Until landing+10 1~3F Upper Body
4~9F Strike
13 Launch 60 + WStick 43 6
214214S Wild Punch 72×2 20×2 12, 6 Mid 5 R 7+2 3(22)3 24 -8 1~13F All 18 Down Stand, 28 7
236236P Savage Fang 40×3 20×3 6×3 All 5 7+10 3×3 30 +1 18 Launch 45 15

Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Napalm Death Fatal 20 All 5 7+8 12 26 -19 18 15


  • 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
5PGGAC Sol 5P.pngGuardMidStartup4Recovery6Advantage0 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
2PGGAC Sol 2P.pngGuardMidStartup5Recovery4Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special
6PGGAC Sol 6P.pngGuardMidStartup11Recovery20Advantage-9 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
5KGGAC Sol 5K.pngGuardMidStartup3Recovery13Advantage-7 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special
2KGGAC Sol 2K.pngGuardLowStartup6Recovery8Advantage-1 6P - c.S, f.S, 2S 2H 5D, 2D Special
c.SGGAC Sol cS.pngGuardMidStartup5Recovery16Advantage-4 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special
f.SGGAC Sol fS.pngGuardMidStartup7Recovery24Advantage-11 - - 2S 5H, 2H 5D, 2D Special
2SGGAC Sol 2S.pngGuardMidStartup10Recovery8Advantage+3 - - - 5H, 2H 5D, 2D Special
5HGGAC Sol 5H.pngGuardMidStartup11Recovery26Advantage-9 - - - 2H 5D, 2D Jump, Special
2HGGAC Sol 2H.pngGuardMidStartup8Recovery26Advantage-13 - - - - 5D, 2D Jump, Special
5HGGAC Sol 5H.pngGuardMidStartup11Recovery26Advantage-9 - - - - - Special
5DGGAC Sol 5D.pngGuardHighStartup22Recovery24Advantage-13 - - - - Homing Jump
2DGGAC Sol 2D.pngGuardLowStartup7Recovery20Advantage-6 - - - - - Special
Air Gatlings
P K S H D Cancel
j.PGGAC Sol jP.pngGuardHigh/AirStartup5Recovery4Advantage- j.P[+] j.K[+] j.S j.H - Special
j.KGGAC Sol jK.pngGuardHigh/AirStartup6Recovery17Advantage- j.P - j.S - j.D Special
j.SGGAC Sol jS.pngGuardHigh/AirStartup9Recovery23Advantage- - j.K - j.H j.D Jump, Special
j.HGGAC Sol jH.pngGuardHigh/AirStartup9Recovery0Advantage- - - - - - Special
j.DGGAC Sol jD.pngGuardHigh/AirStartup9Recovery10+5 after landingAdvantage- - - - - - 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.