GGML/Sol

From Dustloop Wiki
Overview
Overview

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.

 Sol  Sol does... what do characters even do in this game?

Pros
Cons
  • 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
GGML Sol Portrait.png
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

damage guard startup active recovery onBlock onHit
13,10 Mid 4,8 19 9 -8 -9

Pretty good anti air

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

damage guard startup active recovery onBlock onHit
28 Mid 8 8 21 -8 -3

Another solid anti air

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

damage guard startup active recovery onBlock onHit
14 High/Air 5 until landing N/A

Describe what the move is used for. Maybe mention some positive traits or downsides that are important.

  • Bullet point of supplemental data

Specials

Dash Kick

66K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 Mid 1 20 2 -10 -6 1-2f full
This move chains into itself and allows you to do one of Sol's "infinites" but only on CPUs.

Supers

Instant Kill

Navigation

Systems Pages