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|input=66K | |input=66K | ||
|description=This move chains into itself and allows you to do one of Sol's "infinites" but only on CPU opponents. | |description=This move chains into itself and allows you to do one of Sol's "infinites" but only on CPU opponents. | ||
}} | |||
===<big>Gun Flame</big>=== | |||
{{GGML_Move_Card | |||
|input=236S | |||
|versioned=yes | |||
|altInput=236HS | |||
}} | }} | ||
Revision as of 11:29, 7 December 2021
Daisuke's Vision. The Original Install. Sol has a lot, without much weakness. Using tools like Gunflame, Volcanic Viper, and 66K, Sol can take you to the corner, and keep you there forever. Sure, so can most of the cast, but Sol can do it in 6 ways, and can switch between them on the fly if he gets tired of using the same move over and over again. Besides Millia, can probably abuse the infinite half-health meter the best; Sol can Dragon Install endlessly and add tons of multiplicative damage bonuses on top of himself. Generally speaking, there's nothing Sol can't abuse in this game, as the prior example was just one of many - we haven't even gotten into the glitches Sol can abuse to make himself fly around the screen, attack backwards, and more.
- Good Guard Cancel: Sol's Volcanic Viper is a good choice for guard cancel.
- Flexible Infinites: It's trivially easy for Sol to convert into an infinite.
- DI Stacking: If Sol dizzies the opponent, he can stack Dragon Install and then delete the opponent with Volcanic Viper.
- Is in Missing Link
Sol | |
---|---|
Defense | |
120%Raw Value: 12 | |
Jump Startup | |
6f | |
Backdash | |
22f | |
Meter Gain Mod | |
120%Raw Value: 12 | |
Charge Time | |
54f | |
Forward Walk Speed | |
100%Raw Value: 768 | |
Backward Walk Speed | |
100%Raw Value: 588 | |
Dizzy Resistance | |
80%Raw Value: 24 | |
Fastest Attack | |
Reversals | |
Normals
5P
damage | guard | startup | active | recovery | onBlock | onHit |
---|---|---|---|---|---|---|
7 | Mid | 6 | 8 | 10 | -1 | -2 |
Describe what the move is used for. Maybe mention some positive traits or downsides that are important.
- Bullet point of supplemental data
5K
c.S
damage | guard | startup | active | recovery | onBlock | onHit |
---|---|---|---|---|---|---|
19 | Mid | 6 | 3 | 21 | -3 | -2 |
Fast combo starter, leads to your main cc infinite on hit
f.S
damage | guard | startup | active | recovery | onBlock | onHit |
---|---|---|---|---|---|---|
21 | Mid | 6 | 3 | 24 | -7 | -6 |
fast poke, leads to 5H on hit.
5H
damage | guard | startup | active | recovery | onBlock | onHit |
---|---|---|---|---|---|---|
23,18 | Mid | 4,11 | 4,3 | 22 | -3 | +2 |
Fine poke, anti air and combo filler when the first hit is CC'ed.
2P
damage | guard | startup | active | recovery | onBlock | onHit |
---|---|---|---|---|---|---|
7 | Low | 7 | 4 | 11 | 0 | -1 |
Describe what the move is used for. Maybe mention some positive traits or downsides that are important.
- Bullet point of supplemental data
2K
damage | guard | startup | active | recovery | onBlock | onHit |
---|---|---|---|---|---|---|
15 | Low | 8 | 4 | 29 | -14 | -22 |
Describe what the move is used for. Maybe mention some positive traits or downsides that are important.
- Bullet point of supplemental data
2S
damage | guard | startup | active | recovery | onBlock | onHit |
---|---|---|---|---|---|---|
22 | Mid | 8 | 4 | 13 | -2 | +3 |
Describe what the move is used for. Maybe mention some positive traits or downsides that are important.
- Bullet point of supplemental data
2H
j.P
damage | guard | startup | active | recovery | onBlock | onHit |
---|---|---|---|---|---|---|
5 | High/Air | 4 | 8 | 9 |
Describe what the move is used for. Maybe mention some positive traits or downsides that are important.
- Bullet point of supplemental data
j.K
damage | guard | startup | active | recovery | onBlock | onHit |
---|---|---|---|---|---|---|
11 | High/Air | 9 | 12 | 11 |
Describe what the move is used for. Maybe mention some positive traits or downsides that are important.
- Bullet point of supplemental data
j.S
damage | guard | startup | active | recovery | onBlock | onHit |
---|---|---|---|---|---|---|
14 | High/Air | 9 | 11 | 5 |
Describe what the move is used for. Maybe mention some positive traits or downsides that are important.
- Bullet point of supplemental data
j.H
Specials
Dash Kick
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | Mid | 1 | 20 | 2 | -10 | -6 | 1-2f full |
Gun Flame
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Gun Flame S | 9 | Mid | 9 | until contact | 31 | -17 | +1 | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Volcanic Viper
Chargeable
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Supers
Dragon Install
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
N/A | N/A | 17+(10)+28 | N/A | 290 After Expiring | N/A | N/A | none |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the stategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.