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Sol does a standard jab. Despite the animation, it | Sol does a standard jab. Despite the animation, it hits crouchers. Its height and self-gatling can make it effective as a ground-to-air move, although you would usually use 5K or 2H instead. What 5P can do while 5K and 2H cannot is that the move is recovers so fast that you can link a move of 2H's startup or less when hitting the opponent in the air and it still combos. | ||
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5K | At close range, 5K is an extremely fast knee with 3 frame startup. The fully extended kick is also a pretty fast 5 frames, and combined with its tall hitbox it is a good anti-air. Although it doesn't recover as fast as 5P for a link, it is jump cancellable, allowing for a short air combo afterwards. On air hit it floats the opponent long enough for a reliable Bandit Revolver juggle. | ||
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Sol does an uppercut with his fist. | Sol does an uppercut with his fist. If it hits the opponent when they are on the ground, they will be launched in the air for a brief moment before they are back on the ground, causing followup moves to behave as though they were an air hit, and causes long hitstun overall. You can also cancel the move into another move at anytime in its recovery, so you can adjust your combos and create frametraps. Moreover, although it's not official, but you seem to also be able to get the move out at any distances to the opponent if you hold back when you hit the button. An overall excellent move. | ||
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A punch to the gut | A lunging punch to the gut. The range of this move is pretty poor, but it is advantageous on block and steps Sol forward further than it pushes him out, making it a useful pressure tool. On counterhit it links to c.S. | ||
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Sol swings a left hook with his sword. | Sol swings a left hook with his sword. It has shorter range than some of his other pokes but a taller hitbox. On air hit, it causes a ground tumble, and if near the corner it causes a low ground bounce. | ||
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Your universal overhead. Standing Dusts | Your universal overhead. Standing Dusts are fast and difficult to react to, and Sol's is no exception. On normal hit it causes a wall bounce in the corner regardless of ground or air hit, although it is screen-position specific and is not as easy as Ky's. | ||
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{{Description|7|text= | {{Description|7|text= | ||
This move has upper body invincibility making it an effective anti-air if timed correctly. On counterhit it causes a long ground tumble, allowing a combo into Night Raid Vortex and huge corner carry. | |||
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{{Description|7|text= | {{Description|7|text= | ||
Sol's farthest reaching normal. Incredible range, albeit a little slow. On normal hit it blows the opponent away and can be followed up only if they are high enough. But on counterhit it launches them straight upwards, allowing for various combos including Bandit Bringer. | |||
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{{Description|7|text= | {{Description|7|text= | ||
Very fast startup and good range, but has long recovery and cannot be special cancelled. One of Sol's better options on round start but requires some reads. It also can be used to tack on extra damage and knockdown from 2PPP confirm. | |||
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5P but done crouching. | 5P but done crouching. Inferior to 5P which hits faster and also hits crouchers with an anti-air hitbox. Can also link into other moves like 5K. | ||
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Due to the range | Due to the short range of f.S, the slow startup of 6S and how unstable 6H is, Sol's 2S is an ideal choice for a poking battle at roundstart. The hitbox is greatly disjointed for the range it has and it recovers very quickly. | ||
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The legendary low-profile sweep. | The legendary low-profile sweep. This will either beat or evade just about anything that doesn't hit the ground, and leads to combos on counterhit. Slower than P and K moves so use carefully on defense. | ||
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Flying knee with an automatic followup kick on hit. Causes great knockback, capable of leading them to the wall in one combo from mid-screen. Near the wall the moves causes a wall bounce which can then be followed up with c.S. | |||
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Sol's command throw. Very scary move that deals tremendous damage and a hard knockdown. It switches sides with the opponent, which can be a good or bad thing depending on where you are. Followup combo is not possible even with RC, limiting the maximum damage you can get from it. | |||
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Sol rushes forward low to the ground and delivers a launching uppercut. Its startup and travel distance varies depending on how long you hold the button. It ranges from about a third of the screen at its minimum (the startup listed above), to beyond full screen at its maximum. The further he travels, the higher the launch, allowing for a c.S combo at longer distances, but for consistency use 5P or 5K. You cannot cancel the move from normals, but you can link into it from Farnir. | |||
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A slow mid punch with high reward. It causes Guard Break on block for a long enough duration for Sol to link into a fast normal if he is close enough. On hit, it causes a bizarre-looking ground bounce, allowing you to a Night Raid Vortex afterwards anywhere on the screen if you land it close or the opponent is in the corner. | |||
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Revision as of 20:50, 26 April 2020
Sol Badguy |
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Overview
Lore: | Sol Badguy is the main protagonist of the Guilty Gear series and Ky Kiske's eternal rival. He is an aloof and brash bounty hunter, whose apparent laziness and gruffness belies a terrifying fighting ability, intelligence, and emotional depths beneath. From- https://guilty-gear.fandom.com/wiki/Sol_Badguy |
Pros
Cons
- Command grab mixup due to Wild throw's damage and new changes to RC. (Based on BETA)
- Good wall carry with Bandit Revolver (Based on BETA)
- weakness
Normal Moves
5P | Template:AttackDataHeader-GGST |
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5K | Template:AttackDataHeader-GGST |
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c.S | Template:AttackDataHeader-GGST |
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f.S | Template:AttackDataHeader-GGST |
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5H | Template:AttackDataHeader-GGST |
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5D | Template:AttackDataHeader-GGST |
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6P | Template:AttackDataHeader-GGST |
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6S | Template:AttackDataHeader-GGST |
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6H | Template:AttackDataHeader-GGST |
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2P | Template:AttackDataHeader-GGST |
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2K | Template:AttackDataHeader-GGST |
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2S | Template:AttackDataHeader-GGST |
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2H | Template:AttackDataHeader-GGST |
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2D | Template:AttackDataHeader-GGST |
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j.P | Template:AttackDataHeader-GGST |
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j.K | Template:AttackDataHeader-GGST |
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j.S | Template:AttackDataHeader-GGST |
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j.H | Template:AttackDataHeader-GGST |
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j.D | Template:AttackDataHeader-GGST |
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Universal Mechanics
Ground Throw | Template:AttackDataHeader-GGST |
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Air Throw | Template:AttackDataHeader-GGST |
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Special Moves
Gun Flame 236P |
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Gun Flame (Feint) 214P |
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Volcanic Viper 623S/H (Air OK) |
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Bandit Revolver 236K (Air OK) |
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Bandit Bringer 214K (Air OK) |
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Wild Throw 623K |
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Night Raid Vortex 214S (Hold OK) |
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Fafnir 41236H |
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Overdrives
Tyrant Rave 632146H |
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Instant Kill
??? | Template:AttackDataHeader-GGST |
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Roadmap
98% complete | ||
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Page | Status | % |
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Overview | Complete. | 20/20 |
Combos | Beginner and optimal combos, all listed by starter. Combo theory is up-to-date. Missing video examples of optimal routes. | 9/10 |
Strategy | Needs video examples of Sol's general game plan. | 19/20 |
Frame Data | Complete. | 50/50 |
Click here for the scoring criteria to assess character page completion.
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