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{{notice|While Yosuke's page here is getting updates and rewrites, there are some rather fleshed-out resources covering the character in this version: <br/>
Yosuke gitbook: https://pssych-pd.gitbook.io/yosuke-hanamura-p4au-2.5-g/ <br/>
Information from these resources will be transcribed here in due time, or you could possibly help transcribe it yourself.}}
==Overview==
==Overview==
{{#lst:{{PAGENAME}}/Data|Links}}
{{Overview/navigation}}
<div id="home-content" class="home-grid">
<div id="home-content" class="home-grid">
{{card|width=4
{{card|width=4|height=1
|header=Overview
|header=Overview
|content= '''Yosuke Hanamura''' is the dedicated {{keyword|pixie}} character of ''Persona Ultimax.'' In exchange for dealing mediocre damage and having the defenses of wet tissue paper, Yosuke has unmatched mobility, excellent pressure, and a suite of useful defensive tools.
|content= Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Sol has tricky special moves which help him get in, and a suite of normals which excel at setting up traps, and throw mixups. Proper conditioning is a huge part of Sol’s [[{{PAGENAME}}/Strategy#Offense|offensive gameplan]]. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks can open up opportunities to punish these responses. Sol rewards players with a good grasp of {{keyword|yomi}}. Sol also boasts a set of moves which can be used to augment the universal defensive mechanics the game provides. These include  [[{{PAGENAME}}#Volcanic Viper|Volcanic Viper]], a fast {{keyword|DP}} which can be used with {{keyword|IB}} to challenge gaps in the opponent's pressure, and [[{{PAGENAME}}#Ground Viper|Ground Viper]], a move with extreme {{keyword|low profile}} properties that can slip past the hitboxes of some attacks. Players looking to further express themselves will also be granted the option to use Sol's unorthodox moves to supplement his core gameplan. [[{{PAGENAME}}#Dragon Install|Dragon Install]], [[{{PAGENAME}}#Riot Stamp|Riot Stamp]], and [[{{PAGENAME}}#Gun Flame (Feint)|Gun Flame (Feint)]] give Sol players additional, if somewhat niche, options to keep gameplay fresh.
 
The first thing that needs to be talked about with Yosuke is his '''peerless mobility'''. He is extremely fast on both the ground and the air, having a fast run speed and numerous air options. As shown below, Yosuke has a number of unique air actions he can perform with his specials, allowing him to zip around the screen with abandon. Yosuke's opponents may find it difficult to lay their hands on him without going for riskier options. On offense, {{clr|1|5AA}} is jump-cancellable and loops into itself on pressure easily, allowing Yosuke to go for resets or threaten overheads in the corner. Yosuke also has {{MiniMoveCard|input=236C|label=a slow unblockable}} for opening up the hardest of turtling opponents.
 
Yosuke also gets excellent reward once he manages to get a hit on his opponent. Many of Yosuke's options give him '''hard knockdown''', such as his combo-ending {{MiniMoveCard|input=j.2C|label=Mirage Slash}} special, or even his stellar full-body counter {{MiniMoveCard|input= B+D|label=Furious Action}}. Yosuke has great okizeme options too, allowing him to continually snowball his knockdowns into further reward and somewhat offsetting his low damage. With his wide variety of neutral tools, strong offense and high mobility, Yosuke has a lot going for him.
 
It's important to stress that Yosuke's '''fragility''' can be an issue. While he has more than enough tools to survive on defense, his 8500 health can limit the chances he gets to escape pressure. ''Persona Ultimax'' can be a high-damage game if your opponent has the resources for it, so Yosuke might find himself losing a round off of one bad trade. As a result, Yosuke likes to a play a keepaway game to force his opponents to come to him, which can backfire if you make the wrong decision in neutral. If you can come to terms with that, then Yosuke will reward you with lots of consistency and a very fun kit.  
}}
}}
{{P4U2R/infobox
{{GGXRD-R2/Infobox
| fastestAttack =
| fastestAttack = [[#5P|5P]] (4F)
| reversalType =
| reversal = [[#Volcanic Viper|623S/H]] (7/5f), [[#Tyrant Rave ver.β|632146H]] (5+1F)
| fatalStarter =
| fatalRecovery =
}}
}}
{{ProsAndCons
{{ProsAndCons
|intro= is a speedy character that likes to dance around neutral until he can safely land a hit.
|intro= is a well rounded, close-range brawler who thrives off of good {{keyword|yomi}}.
| pros =  
|pros=
*'''Unmatched Speed:''' Yosuke is the unparalleled fastest character in the game on raw movement data alone, along with great mobility options and good frame data.
* '''Slugger:''' A suite of excellent buttons and solid frame data make Sol a menace once he's gotten in. {{clr|2|5K}} is obnoxious to deal with, while options like YRC {{MiniMoveCard|input=236P|label=Gunflame}} and {{MiniMoveCard|input=41236H|label=Fafnir}} keep opponents blocking for long periods of time.
*'''Easy Hard Knockdown:''' Basically every combo ends in Mirage Slash, which gives a hard knockdown and allows for a consistent okizeme game.
* '''High Meterless Damage:''' Whether in the corner or at midscreen, Sol hurts like hell. His corner combos (aka the ''Dustloop'') can deal 50% or more, while his combos off of {{MiniMoveCard|input=623K|label=Wild Throw}} give him good damage and knockdown.
*'''Great Neutral:''' Yosuke has a very good neutral game because of him being able to both play the offensive and sit back and zone, while also having simple and easy confirms into an offense from many hits.
* '''Solid Defense:''' {{MiniMoveCard|input=623S|label=Volcanic Viper}} is the best meterless reversal in the game, hands down. Sol's fast close range buttons also give him good abare.
*'''Status Ailments:''' Yosuke can inflict Panic and Poison onto his opponent via Tentarafoo and SB Flying Kunai / Ground Throw, respectively.
* '''Meter Burn:''' Sol has great options for spending meter. His {{MiniMoveCard|input=632146H|label=Tyrant Rave}} Overdrive is an excellent combo ender and reversal, while he uses RC and YRC liberally for mixups and pressure. He can also spend 50 meter on his '''Dragon Install''', wherein he becomes capable of performing incredible combos and has even better pressure, at the cost of potentially losing the round if he isn't careful.  
*'''Sukukaja:''' Yosuke's has an install super (214214C/D) that gives him numerous buffs to his offense and mobility, upping his pressure capabilities and damage in combos while also giving him access to another super.
* '''Easy Stun:''' Sol's big individual hits and lengthy combos cause him to generate tons of stun. Counter hit starters can almost certainly earn stun in many matchups.
*'''Amazing DP:''' Yosuke has probably the best counter DP in the game, due to the counter attack hitting very quickly and reliably, while also giving Yosuke knockdowns.
|cons=
| cons =  
* '''Zoned Out:''' Sol has issues with long-range zoning. He must either take considerate approaches with dashblocking or wild risks with. {{MiniMoveCard|input=214S|label=Ground Viper}} and {{MiniMoveCard|input=214K|label=Riot Stamp}}
*'''Low Average Damage:''' While he gets plenty of knockdowns by nature of his specials, Yosuke's average combo damage is relatively low, even with resource usage.
* '''Tensionless Mixups''': Without ample Tension, Sol's mixup is basic. While it has high reward, his Strike/Throw game is predictable and easily countered through use of universal mechanics like Faultless Defense and Instant Block.
*'''Low HP:''' Yosuke is in the lower health bracket of the game with just 8500, limiting the number of touches he can survive.
}}
}}
</div>
</div>
===Unique Mechanics===
===Unique Mechanics===
{{card|width=4
{{card|width=4
|header= Air Actions
|header=[[{{PAGENAME}}#Dragon Install|Dragon Install]]
|content=
|content=[[File:GGXRD Sol DragonInstall1.png|150x150px|center|link=]]
:Thanks to Jiraiya's speed and aerodynamic abilities, Yosuke is able to chain multiple specials while in the air. He can string these together during combos, to mix up his aerial approach or bait anti-airs. After performing certain ground specials or air specials, Yosuke can perform some specials with a simple command, using 4 or 6 and the desired action button (A / B for Moonsault or C / D for Flying Flash Cut)
Dragon Install (DI) defines the term ''{{Tt|Install|A move, usually a super, which changes the properties of the character themself, usually for the better. See: Sol Badguy's Dragon Install.}} super''. DI increases Sol’s movement, speeds up the frame data on his attacks, and buffs his special moves. As a cherry on top, Dragon Install will change Sol's character model and change the music played during the match to a [https://www.youtube.com/watch?v=QvgZzKVlYQo unique theme song]. After DI expires, Sol will be left helpless momentarily as he recover from the transformation.
 
{{clear}}
:The moves that count as air actions are:
{{{!}} class="wikitable" border="1"
{{!}}-
! Skill Name!! Number of Times !! Simple Command
{{!}}-
{{!}} Moonsault{{!}}{{!}} 3 Times (4 in Sukukaja) {{!}}{{!}} 4 or 6 A/B
{{!}}-
{{!}} '''↳'''Crescent Slash {{!}}{{!}} {{!}}{{!}}
{{!}}-
{{!}} Mirage Slash {{!}}{{!}} Once {{!}}{{!}}
{{!}}-
{{!}} Flying Flash Cut {{!}}{{!}} Once  {{!}}{{!}} 4 or 6 C/D
{{!}}-
{{!}} Flying Kunai {{!}}{{!}} 3 Times  {{!}}{{!}}
{{!}}-
{{!}}}
}}
==Starter Guide==
{{card
|header=Starter Guide
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|DlWBDEFqZZA|450}}{{Closediv}}{{Closediv}}
}}
}}
<br clear="both"/>
{{FrameChartKey}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5A}}</big>===
*Data in [ ] refers to Sol in Dragon Install (DI).
<div class="movelist-toggles sticky">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGXRD-R2_Sol_Normal_Icon.png|link=]] &nbsp; Normal</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGXRD-R2_Sol_Dl_Icon.png|link=]] &nbsp; Dragon Install</div>
</div>
<div id="movelist-1" class="movelist">
<div id="movelist-1" class="movelist">
<tabber>
===<big>{{clr|1|5P}}</big>===
|-|Normal =
{{GGXRD-R2_Move_Card
{{P4U2R Move Card
|input=5P
|input=5A,5AA Normal,5AAA Normal|versioned=yes
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|startup  = 4
|active  = 3
|active  = 4
|recovery = 13
|recovery = 6
}}
}}
*Jump cancelable on hit or on block.
{{clr|1|5P}} is Sol's fastest normal outside of DI, making it a useful tool for {{keyword|abare}} and initiating pressure in close range, especially given its expansive gatling options. It will whiff against some characters' crouching hurtboxes.
*Hold 4 to prevent cancel into {{clr|1|5AA}}.
 
'''{{clr|1|5A}}''' is a fast poke. One of the three most common starters for Yosuke. Great hitbox, can anti-air at some heights. Useful for combos, stagger pressure, and just about everything. Jump-cancellable on hit and block.
[[/Frame Data#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}}
----
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 3
|recovery = 13
}}
*Jump cancelable on hit or on block.
'''{{clr|1|5AA}}''' is less negative on block than {{clr|1|5A}}. Used for stagger pressure and is a very good starter along with being jump-cancellable on block. Unlike most {{clr|1|5AA}}'s in the game, this one can actually be gatlinged into {{clr|1|2A}} for even better blockstrings.
----
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 3
|recovery = 15
}}
}}
*Launches grounded opponents.
'''{{clr|1|5AAA}}''' sends the opponent flying toward Yosuke with a vacuum effect on hit. Puts Yosuke into a special cancelable state. On block, this move sends Yosuke flying backwards, creating enough space to be safe. Yosuke recovers before he hits the ground, allowing him to continue combos with going into a {{clr|2|j.B}}, for example. Consistently hits people already airborne during the initial {{clr|1|5A}} and {{clr|1|5AA}}. When doing the full Auto Combo in the corner, it is possible to link a dash {{clr|3|5C}} afterwards and continue the combo with the extra meter gained from the Kunai. This is a very tight link.


Auto Combo continues with {{clr|3|C}} Flying Flash Cut > {{clr|1|A}} Flying Kunai
===<big>{{clr|2|5K}}</big>===
}}
{{GGXRD-R2_Move_Card
|-|Shadow =
|input=5K
{{P4U2R Move Card
|input=5A,5AA Shadow,5AAA Shadow|versioned=yes
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|startup  = 5
|active  = 3
|active  = 7
|recovery = 13
|recovery = 13
}}
A somewhat unusual {{clr|2|K}} normal which serves more as a fast up-close attack and anti-air rather than as a poke. It is a great combo and pressure starter which leads into many different routes, and is frequently used due to its speed and ability to be jump-cancelled.
The second hit has great vertical and horizontal reach and relatively fast recovery on whiff, which makes it extremely useful for anti-airing and catching jump-ins. {{clr|2|5K}} is commonly used as an option select with forward throw.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
Yosuke's old autocombo from Persona 4 Arena.
 
-------
===<big>{{clr|3|c.S}}</big>===
{{GGXRD-R2_Move_Card
|input=c.S
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|startup  = 5
|active  = 4
|active  = 2
|recovery = 14
|recovery = 16
}}
}}
*Jump cancelable on hit or on block.
Thanks to its speed and various gatlings, {{clr|3|c.S}} is a staple pressure and hitconfirming tool. It is one of Sol’s most damaging starters, making it a strong frame trap option and punisher on highly unsafe attacks, while in blockstrings, its many cancels allow Sol to threaten the opponent with simple mixups despite the move's lacking frame advantage. {{clr|3|c.S}} will combo into {{clr|5|j.D}} on air hit, so it can be used to set up Dustloops.
'''{{clr|1|5AA}}''' is basically the same as regular Yosuke's {{clr|1|5AA}} but with a different hitbox, extending more forwards and less upwards.
 
-------
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 4
|recovery = 13
}}
}}
*Launches grounded opponents.
'''{{clr|1|5AAA}}''' is different from regular Yosuke's {{clr|1|5AAA}} as it involves Yosuke uppercutting with his knife and launching the opponent directly upwards, as opposed to backwards with regular Yosuke. Besides this, it has generally the same effects such as having low enough recovery to link a {{clr|2|j.B}}.


Auto Combo continues with {{clr|3|C}} Flying Flash Cut > {{clr|1|A}} Flying Kunai.
===<big>{{clr|3|f.S}}</big>===
}}
{{GGXRD-R2_Move_Card
|-|Sukukaja=
|input=f.S
{{P4U2R Move Card
|input=Suku 5A,Suku 5AA,Suku 5AAA,Suku 5AAAA, Suku 5AAAAA|versioned=yes
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|startup  = 7
|active  = 6
|active  = 2
|recovery = 23
|recovery = 23
|specialRecovery = 2
}}
}}
{{#invoke:FrameChart|drawFrameData
{{clr|3|f.S}} is Sol’s main long-range poke, boasting an excellent combination of speed and horizontal reach. It is useful for countering attacks at long range, catching the opponent's attempts to move, and punishing unsafe attacks at a distance.
|startup  = 4
 
|active  = 6
On block, {{clr|3|f.S}} can be cancelled to specials to apply pressure, or gatling into {{clr|3|2S}} to reset the situation. On hit, {{clr|3|f.S}} can gatling into {{clr|4|5H}} for long-range confirms with Tension. The only drawbacks to {{clr|3|f.S}} are its significant recovery and extended hurtbox, which can make it prone to being stuffed in neutral from preemptive attacks, but its speed is something the opponent often has to respect.
|recovery = 20
 
|specialRecovery = 2
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
===<big>{{clr|4|5H}}</big>===
{{GGXRD-R2_Move_Card
|input=5H
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|startup  = 11
|active  = 6
|active  = 2
|recovery = 20
|recovery = 26
|specialRecovery = 2
}}
}}
{{#invoke:FrameChart|drawFrameData
Sol’s other long-range poke, trading speed for greater range and significantly higher reward on Counter Hit. Its hurtbox does not extend far relative to its max range, making it strong when used in conjunction with Sol's other pokes that do greatly extend his hurtbox (such as {{clr|3|f.S}} and {{clr|5|2D}}), though it is also slower to recover than those alternatives.
|startup  = 4
 
|active  = 6
In pressure, it can gatling from {{clr|1|6P}} as a far range frame trap. If blocked, it can be jump or special cancelled for a return to neutral or attempt to press the offensive. It is a common combo part, as it combos into Instant Air Dash {{clr|1|j.P}}/{{clr|2|j.K}}, or can be Roman Cancelled into Bandit Bringer to allow follow-up combos. Additionally, {{clr|4|5H}} will combo into {{clr|5|j.D}} on air hit, so it is used frequently to set up Dustloops in the corner.
|recovery = 37
|specialRecovery = 2
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 32
|active  = 8
|recovery = 38
}}
*Replaces {{clr|1|5A}} with this while Sukukaja is active.
*Causes spin state on grounded opponents.
*Fourth hit launches the opponent.
*No Gatling options.
*[ ] = If blocked.
*Fatal Recovery.
Extremely fast normal that moves half screen, 5 Hit Auto Combo that ends with a downward slash that is special cancelable. Used a lot in Sukukaja combos and in pressure due to it crossing up the opponent. Especially scary when mixed with shadow frenzy with it being able to be jump canceled it on block. Due to this move now having Fatal Recovery, it is important be a bit more careful when throwing it out randomly in neutral. While being not able to gatling out of this move, Yosuke can gatling into it from {{clr|3|5C}} and {{clr|3|2C}} in Sukukaja. If Yosuke runs out of Sukukaja before you finish the Auto Combo, Yosuke will still be able to do the rest of it, but won't be able to finish with Shippu - Nagareboshi.


Auto Combo continues with {{clr|2|B}} Dash Spring.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}  
}}
}}
</tabber>


===<big>{{clr|1|2A}}</big>===
===<big>{{clr|5|5D}}</big>===
{{P4U2R Move Card
{{GGXRD-R2_Move_Card
|input=2A,Suku 2A|versioned=yes
|input=5D
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|startup  = 24
|active  = 3
|active  = 3
|recovery = 10
|recovery = 24
}}
{{clr|5|5D}} should be used sparingly. It hits overhead, but can be reacted to easily and is unsafe on block. Rewards on hit are small outside of the corner. {{clr|5|5D}} can be used as a combo part for Dragon Install combo enders, due to the wall stick it causes in corner combos. Yellow Roman Cancelling {{clr|5|5D}} on startup can lead to some particularly tricky setups.
}}
}}
* Can chain into itself up to 2 times, even on whiff.
 
A fast low-hitting poke at 6 frames which is faster than most {{clr|1|2A}}s, the majority being 7 frames. One of the three most common starters for Yosuke. Great for stagger pressure and punishing opponents for not blocking low. Sees use in a few combos, mainly to pick up after {{clr|3|j.2C}} in SB Flying Flash Cut combos or in Fatal routes. Can also be gatling from {{clr|1|5AA}} unlike most {{clr|1|2A}}s. Sukukaja grants this move the ability to be dash canceled on hit and on block.
===<big>{{clr|1|6P}}</big>===
----
{{GGXRD-R2_Move_Card
|input=6P
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|startup  = 9
|active  = 3
|active  = 3
|recovery = 9
|recovery = 20
}}
}}
'''Sukukaja Buffs:'''
{{clr|1|6P}} has upper body invulnerability, so it can counter higher-hitting pokes at range. For anti-airing, it is most effective against shallow jump angles or low air dashes, but it can also counter air attacks used early in descent (in attempts to stuff a {{clr|2|5K}} anti-air, for example).  
* Reduced start-up and recovery.
* Both forward dash and backdash cancellable on connect.
Yosuke's {{clr|1|2A}} gets juiced in Sukukaja, turning it into the ''fastest normal in the game'' while also improving its frame advantage on block to -1. With this frame data, staggers and perfect {{keyword|Re-dash}}es from Suku {{clr|1|2A}} into itself can beat out 6F and slower mash buttons.


Great for catching the opponent off-guard in neutral when used with Sukukaja dash (micro/short dash {{clr|1|2A}} can be used as a poke), and is also very good for stuffing out the opponent's imperfect defensive mashes after {{clr|3|5C}} / {{clr|3|2C}} > forward dash cancels.
{{clr|1|6P}} is a strong pressure tool, leading to a multitude of easily hit confirmable and delayable options upon connecting. It can convert to combos on trades, as long as it hit near the corner or Counter Hit. The wall bounce on {{clr|1|6P}} also makes it a staple in corner pressure and combos. Sol can even {{clr|1|6P}} > short delay {{clr|4|6H}} for sneaky crossup setups.
*Knocks away and down on hit, wall bounces within range.
*Greater knockback on Counter Hit, enabling wall bounce at most ranges.


It can also be dash cancelled on its own in either direction for tricky pressure strings. An interesting usage if you're somehow put on the defensive while in Sukukaja, is {{clr|1|2A}} mash > backdash cancel to dodge AoAs due to their short active frames, and punish with a full combo.
[[/Frame Data#Gatling Table|Gatling Options]]: {{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}}
}}
}}


===<big>{{clr|2|5B}}</big>===
===<big>{{clr|4|6H}}</big>===
{{P4U2R Move Card
{{GGXRD-R2_Move_Card
|input=5B,Suku 5B|versioned=yes
|input=6H
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|startup  = 17
|active  = 6
|active  = 3
|recovery = 15
|recovery = 26
}}
*Dash cancelable. -4 on block.
*Hits 3 times.
*Jump cancelable on hit.
Yosuke spins his kunai upwards, hitting multiple times. Dash-cancellable on hit and block, though the move is safer if not done, and jump-cancellable on hit only. Good pressure tool since it's only -2 on block, allowing for throw set-ups or extensions. Also a good starter being what most of Yosuke's higher damage combos are going to be starting with while also working as combo filler during gatling chains.
----
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 6
|recovery = 15
}}
}}
'''Sukukaja Buffs:
{{clr|4|6H}} is Sol’s longest range normal, but is rarely used on its own due to slow, obvious start-up, lengthy recovery, awkward angle, and limited cancel options. That said, it is useful as a frame trap from {{clr|3|2S}} or {{clr|1|6P}}, and the gap between Sol's hurtbox and the attack's hitbox allows it to crush certain low attacks. The reward for landing {{clr|4|6H}} on regular hit is rather small without Tension.  
* Increased attack level, so better frame advantage on block.
* Can be backdash cancelled on connect.
* Can also be jump cancelled on block.
Yosuke's Suku {{clr|2|5B}} becomes potentially his best normal for pressure altogether while in his install.


On top of the already existing strengths of his {{clr|2|5B}}, it becomes 0 on block while in Sukukaja, allowing it to be solid for setting up frame-traps and pressure resets versus many characters, and also give tighter strike/throw mix-ups, especially with his Suku {{clr|1|5A}} and {{clr|1|2A}}.  
On Counter Hit, however, {{clr|4|6H}} causes ground bounce, resulting in devastating combos, solidifying its use as a frame trap. {{clr|4|6H}} can also be used as a strong corner combo ender, leading to safe, high advantage Gun Flame okizeme. On block, it raises the R.I.S.C. Level significantly. In Dragon Install, this move becomes an entirely different beast with greatly reduced start-up and recovery.
 
*Forces crouch on ground hit, knocks down on air hit.
For example, the string {{clr|2|5B}}, {{clr|1|2A}} > {{clr|2|5B}}, (66 {{clr|1|2A}} > {{clr|2|5B}})xN is unmashable without IB unless the opponent wants to eat a Counter Hit. Yosuke can also put more staggers, and eventually throw attempts in such a string once respect is earned.
*Ground bounces on Counter Hit.
 
The additional backdash and jump-cancel options help to make Sukukaja pressure even scarier, as Yosuke has so many options from it on block between the strike/throw and frametraps mentioned above, jump/backdash cancelling to bait defensive options and other pressure resets with {{clr|3|j.C}}, or also the ability to go for TK Crescent Slash or air turn air dash mix-ups at more points in his pressure.
 
All of these buffs make Yosuke's {{clr|2|5B}} as good as, if not better than his {{clr|2|2B}} mid-pressure, especially considering its better range and frame advantage.
}}
}}


===<big>{{clr|2|2B}}</big>===
===<big>{{clr|1|2P}}</big>===
{{P4U2R Move Card
{{GGXRD-R2_Move_Card
|input=2B,Suku 2B|versioned=yes
|input=2P
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|startup  = 5
|active  = 4
|active  = 4
|recovery = 26
|recovery = 4
}}
}}
*Dash cancelable. -4 on block
{{clr|1|2P}} is a staple in Sol’s pressure game, it has similar utility to {{clr|1|5P}} but is plus on block as well. It can set up tick throws or frame traps, and can be hit confirmed easily. Due to its quick recovery, it can create Burst-safe points in combos.
*Jump cancelable on hit or on block
 
*Hits behind
[[/Frame Data#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|5|5D}}, {{clr|5|2D}}
Yosuke swings his kunais in a cross formation. Universal air unblockable {{clr|2|2B}} anti-air, however this one is exceptionally good. The hitbox on this move is massive reaches very high up vertically and even reaches a bit behind him. Leads to a decent combo on air hit or an even better one when close enough to the corner. Jump and dash cancelable on both hit and on block making it a good move to use in blockstrings. In combos it is used mainly as filler, similar to {{clr|2|5B}}.
}}
}}


===<big>{{clr|1|j.A}}</big>===
===<big>{{clr|2|2K}}</big>===
{{P4U2R Move Card
{{GGXRD-R2_Move_Card
|input=j.A,j.AA|versioned=yes
|input=2K
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|startup  = 6
|active  = 3
|active  = 3
|recovery = 11
|recovery = 8
}}
{{clr|2|2K}} is Sol’s fastest low attack and important in pressure and okizeme. Its quick recovery makes it a decent tick throw option. It also has decent reach for its speed, so it is useful as a standalone poke, mostly to check low-profile moves without committing to one of Sol's riskier attacks. It is useful as an empty jump low option for okizeme, and with proper spacing it can outrange throws.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
===<big>{{clr|3|2S}}</big>===
{{GGXRD-R2_Move_Card
|input=2S
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|startup  = 10
|active  = 3
|active  = 3
|recovery = 11
|recovery = 8
}}
}}
*Double Jump cancelable on hit and on block.
{{clr|3|2S}} is a strong neutral and pressure tool. It has a relatively slow start-up, but recovers incredibly fast while keeping Sol’s hurtbox far back, making it great for stopping ground approaches and countering shorter pokes. Its disjointed hitbox during active frames can also beat many pokes that hit at a similar height as it. Gatling a {{clr|3|f.S}} into {{clr|3|2S}} whiff is a common technique which brings Sol's hurtbox back to a safer distance, essentially resetting the situation.  
*Cancelable into itself on hit and on block.
 
*Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block.
As {{clr|3|2S}} is advantageous on block, it's a great way to safely end blockstrings or lead into extended pressure, as it maintains cancels to some of Sol's most damaging frame traps, the fear of which can open the opponent up to a potential throw. It can also be used as a {{keyword|meaty}} attack to maintain frame advantage even on Instant Block, which can give information on the opponent's mindset.
A quick kunai slice, mainly used in his stagger pressure and mixups. Generally inferior to {{clr|2|j.B}} as a jump in but has the benefit of being faster. On hit or on block, it can continuously cancel into itself, constantly alternating between the animation and hitboxes of {{clr|1|j.A}} and {{clr|2|j.B}}. Not really used in combos as {{clr|2|j.B}} is almost always better. Sukukaja grants this move the ability to be Air Dash canceled or Air Back Dash canceled on hit and on block.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}


===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|4|2H}}</big>===
{{P4U2R Move Card
{{GGXRD-R2_Move_Card
|input=j.B,j.BB|versioned=yes
|input=2H
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 4
|recovery = 10
}}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|startup  = 8
|active  = 2
|active  = 6
|recovery = 12
|recovery = 26
}}
}}
*Jump cancelable on hit and on block
{{clr|4|2H}} is primarily used in combos on airborne opponents, such as from anti-air {{clr|2|5K}} and corner {{clr|1|6P}}. It is rarely useful on its own due to its slow start-up, long recovery, and large hurtbox. On rare occasions, it can be used in anticipation to anti-air for a rewarding Counter Hit launch.  
*Cancelable into itself on hit and on block.
 
*Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block
From farther air hits, it combos into Instant Air Dash {{clr|1|j.P}}/{{clr|2|j.K}} to allow follow-up combos that result in a knockdown that would otherwise not reach. {{clr|4|2H}} will combo into {{clr|5|j.D}} on air hit, so it is frequently used in place of {{clr|4|5H}} in cases where greater height is required for Dustloop routes, due to its higher vertical range.
Yosuke swings his kunai downwards. This move has a bigger hitbox than {{clr|1|j.A}} at the cost of being a bit slower. Better as a jump in due to the bigger hitbox and also higher untech time on CH. Just like {{clr|1|j.A}}, on hit or on block, Yosuke can continuously cancel into this move, also alternating between the animation and hitboxes of {{clr|1|j.A}} and {{clr|2|j.B}}. Used more in combos due to higher hitstun and more damage. Sukukaja grants this move the ability to be AIr Dash canceled or Air Back Dash canceled on hit and on block.
*Floats on Counter Hit.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
}}
}}


===<big>{{clr|1|j.A}}+{{clr|2|B}}</big>===
===<big>{{clr|5|2D}}</big>===
{{P4U2R Move Card
{{GGXRD-R2_Move_Card
|input=j.AB
|input=2D
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|startup  = 7
|active  = 4
|active  = 3
|recovery = 30
|recovery = 20
}}
}}
*Jump cancelable on hit and on block
{{clr|5|2D}} is a powerful normal, boasting an exceptional combination of speed, reach, evasive properties, and rewards on hit.  
*Alters Yosuke's air momentum.
 
*Still considered an overhead during a hop.
Its low profile ability makes it useful for countering pokes that don't reach the floor. On Counter Hit, it will combo into Gun Flame for high damage, Tension-free combos. On normal hit it leads to multiple combo options depending on range and resources. It is a strong frame trap option as well since it can low profile many fast pokes. It is useful as an empty jump low option for okizeme since it can easily outrange throws.
*Sukukaja Buff: Air Dash or Air Back Dash cancelable on hit and on block
Yosuke performs an upwards swing with his kunai. While performing the slash Yosuke halts his momentum and moves upwards slightly. This move is generally used during air strings with {{clr|2|j.B}} to add on a bit more damage, or during routes in which goes into Flying Kunai after a {{clr|1|j.A}}+{{clr|2|B}}. This move, strangely, is also counted as an overhead from a hop, allowing Yosuke to catch opponents who are crouch blocking. There are some theories as to why, but the primary one is that the game counts it as a special (Mirage Slash still counts as a low from a hop). Sukukaja grants this move the ability to be Air Dash canceled or Air Back Dash canceled on hit and on block.
}}
}}
<br clear=all/>


==Persona Attacks==
===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|3|5C}}</big>===
{{GGXRD-R2_Move_Card
{{P4U2R Move Card
|input=j.P
|input=5C
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|startup  = 5
|active  = 3
|active  = 7
|recovery = 24
|recovery = 4
}}
}}
*Launches opponent away on air hit.
{{clr|1|j.P}} is Sol’s fastest air normal, making it ideal for close-quarters air-to-air encounters. It cancels to itself even on whiff which is useful for covering space with a long series of active hitboxes. This, along with its quick recovery, make rising {{clr|1|j.P}} a low-risk space control option.  
*Displaces Jiraya a bit forward.
 
*Jump cancelable on hit.
{{clr|1|j.P}} shifts Sol's hurtbox forward and upwards, so it can be difficult to anti-air, and can potentially evade aerial attacks from below. Its speed also makes it ideal when pressing offense if Sol can tech out of a combo. Following knockdowns, {{clr|1|j.P}} can be used as a safe jump and puts the opponent in short blockstun, making it a common tick throw option. In combos, {{clr|1|j.P}} can be used to create Burst-safe points.
*Sukukaja Buff: Dash cancelable on hit and on block.
 
*Sukukaja Buff: Jump cancelable on block
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}
Jiraiya performs a forward kick. This move has a very big hitbox and is decently fast. Due to it launching the opponent horizontally on air hit, it ends up having a lot of untech time. This makes it a very useful move when it comes to Yosuke's corner combos. Depending on the distance to the corner, Yosuke can either combo into a hop {{clr|1|A}} Flying Kunai, or a jump back {{clr|2|B}} Flying Kunai. In both situations, Yosuke is able to combo into a {{clr|3|5C}} due to its giant hitbox and speed. Apart from this, {{clr|3|5C}} is just simple combo filler, mainly going from {{clr|3|5C}} > {{clr|3|2C}}. On block this move isn't anything special, functioning as a blockstring filler. While in Sukukaja, Yosuke gains the ability to dash cancel this move allowing for more combos, as well as being able to jump cancel it on block.
}}
}}


===<big>{{clr|3|2C}}</big>===
===<big>{{clr|2|j.K}}</big>===
{{P4U2R Move Card
{{GGXRD-R2_Move_Card
|input=2C
|input=j.K
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 16
|startup  = 6
|active  = 2
|active  = 6
|recovery = 19
|recovery = 17
}}
}}
*Dash cancelable on hit and on block.
It can be used in long distance air-to-air, or apply pressure on opponents attempting to jump away. In combos, {{clr|2|j.K}} is frequently used from long range hits and can be used to increase corner carry in many confirms, due to only being a frame slower than {{clr|1|j.P}} while having much more horizontal range.  
*Jump cancelable on hit.
 
*Slight vacuum effect on air hit.
It has a large hitbox behind Sol, allowing it to cross-up, making it useful for okizeme following closer knockdowns. The hitbox of {{clr|2|j.K}} does not reach low, so certain characters can crouch to make it whiff.
*Sukukaja Buff: Back Dash cancelable on hit and on block
*Large cross-up hitbox.
*Sukukaja Buff: Jump cancelable on block.
 
Jiraiya does a swipe with his boomerang. This move has a pretty slow startup making the only way to combo into it on standing be from {{clr|3|5C}}. On crouching, however, Yosuke can do {{clr|2|B}} normals instead. Used a lot on combos to finish a gatling chain to go into a special or jump cancel due to it dealing a good amount of damage and having a lot of hitstun both on ground hit and on air hit. Used a lot in Sukukaja combos immediately after using it to add on damage before {{clr|1|5A}}s. It can also put the opponent high enough in the air for a {{clr|1|j.A}}+{{clr|2|B}}. Being dash cancelable on hit and on block makes this move decent to use in pressure, along with being good as a CH punish (similar to Narukami's {{clr|3|5C}}). In Sukukaja, this move gains the ability to be backdash canceled on hit and on block, as well as being jump cancelable on block.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|j.S}}, {{clr|5|j.D}}
}}
}}


===<big>{{clr|4|5D}} / {{clr|4|2D}}</big>===
===<big>{{clr|3|j.S}}</big>===
{{P4U2R Move Card
{{GGXRD-R2_Move_Card
|input=5D,5DD|versioned=yes
|input=j.S
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 43
|startup  = 10
|active  = 12
|active  = 3
|recovery = 42
|recovery = 23
}}
}}
{{#invoke:FrameChart|drawFrameData
{{clr|3|j.S}} is Sol’s best air starter for combos, so it is commonly used in okizeme as a high hit. It is also used to extend combos on airborne opponents due to being jump cancellable. {{clr|3|j.S}} reaches far downward with relatively quick start-up making it a great air-to-ground button.
|startup  = 8
 
|active  = 10
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
*Follow up performed with {{clr|4|5DD}}.
*Follow up Launches opponents.
*Goes almost fullscreen.
Jiraiya rushes forward with his fist extended and delivers an uppercut follow up upon pressing {{clr|4|D}} again, even on whiff. Goes about 3/4ths of the screen. Lots of start-up, and the ending animation will whiff entirely at certain distances. Can be used to cover an approach or harass an opponent at range due to Jiraiya acting independently from Yosuke, but expect to lose a Persona card if not careful. On hit and especially on counter hits, it is possible to confirm out of the follow up for a simple combo into hard knockdown. Can be used mid combo after a One More! Burst to add a bit of damage.
}}
}}


===<big>{{clr|3|j.C}}</big>===
===<big>{{clr|4|j.H}}</big>===
{{P4U2R Move Card
{{GGXRD-R2_Move_Card
|input=j.C
|input=j.H
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|startup  = 8
|active  = 26
|active  = 14
|recovery = 40
|recovery = 0
}}
}}
*Multiple hits.
{{clr|4|j.H}} has utility in a wide variety of areas and is Sol’s most commonly used air normal. For okizeme, {{clr|4|j.H}} is useful as a safe jump that can hit high twice. While it doesn’t gatling to any other air normals, it recovers instantly, so it is possible to link {{clr|1|j.P}} or {{clr|2|j.K}} afterwards.
*Not an overhead.
 
*Sukukaja Buff: Jump cancelable on hit and on block.
{{clr|4|j.H}} is useful as both an air-to-air and air-to-ground attack due to its large hitbox, long active frames, and evasive hurtbox. Sol's hurtbox shifts up far above the lower limit of {{clr|4|j.H}}'s hitbox, making it a great way to counter anti-airs and help approach from the air. As a jump in, the only drawback it has is that it doesn't reach quite as deep as {{clr|3|j.S}}, so it can be low profiled. At neutral, rising {{clr|4|j.H}} has similar utility to rising {{clr|1|j.P}} as a method of covering space, and hits slightly above Sol as well. {{clr|4|j.H}} can be used to create Burst-safe points in combos due to its instant recovery.
*Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block.
Yosuke and Jiraiya perform a multi-hit dive punch in the air. Yosuke is locked in the animation for a set amount of frames unless he hits the ground or cancels into a special. It is a committal jump-in move with decent reward on hit if confirmed. Generally used in combos during an air dash after a {{clr|1|j.2A}}+{{clr|2|B}}, instead of {{clr|2|j.B}}. It can also be used to add on a bit more damage to {{clr|2|j.B}} chains before going into {{clr|3|j.236C}}. In pressure this move is used a mainly after a hop in order to reset pressure, though the hop leaves a gap so be careful.
}}
}}


===<big>{{clr|4|j.D}}</big>===
===<big>{{clr|5|j.D}}</big>===
{{P4U2R Move Card
{{GGXRD-R2_Move_Card
|input=j.D
|input=j.D
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 33
|startup  = 9
|active  = 1
|active  = 7
|recovery = 31
|recovery = 13
|specialRecovery = 5
}}
}}
*Goes full screen.
{{clr|5|j.D}} is primarily used in combos on airborne opponents to maximize corner carry and damage, such as Dustloops near the corner. It is also commonly used as a gatling from {{clr|3|j.S}} to launch the opponent.  
Similar to {{clr|4|5D}}, Jiraiya will rush forward with his fist extended. Unlike {{clr|4|5D}} however, this move does not have a follow up with {{clr|4|5DD}}. {{clr|4|j.D}} also has a bit faster startup. This move is used a lot in neutral due to it going fullscreen, which is further than {{clr|4|5D}}. Not too difficult to confirm off a stray one either and even easier on Counter Hit. Can be used a bit during combos after a {{clr|1|j.2A}}+{{clr|2|B}} in the corner for interesting extensions. Sees only some use in pressure as a way to start a block string or by air backdashing from a move, and doing {{clr|4|j.D}} to hit the opponent while retreating.
 
On its own, {{clr|5|j.D}} has limited use as an air-to-ground attack, as the hitbox has more range horizontally and upward vertically than downward. In addition, it has extra landing recovery, which makes follow-up pressure after it is blocked weaker. It can occasionally be useful as an air-to-air with decent active frames and horizontal reach.
*Knocks away on hit with significant untechable time. Combined with its short recovery, two {{clr|5|j.D}}s can be done in a single regular jump, leading to Sol's famous Dustloop combos, which you can read more about in the Combos page.
*Wall bounces on Counter Hit within range.
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
===<big>[[P4U2R/Offense#All_Out_Attack|All Out Attack]]</big>===
===<big>Ground Throw</big>===
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}
{{GGXRD-R2_Move_Card
{{P4U2R Move Card
|input=Ground Throw
|input=5AB,Suku 5AB|versioned=yes
|description=
|description=
{{#invoke:FrameChart|drawFrameData
Sol’s ground throw is used much more frequently on defense than offense. Typically, using Wild Throw is a stronger and more rewarding option on offense. Throw is faster though, so it can be used in situations where the opponent makes themselves throwable for a brief period of time. It can only be followed up with combos using Roman Cancel.  
|startup  = 28
|active  = 1
|recovery = 32
}}
*Universal Overhead.
*Airborne for a few frames.
Yosuke does a short hop, swinging both kunai downwards from above, hitting overhead. Fairly standard All Out Attack. Has a long startup and long recovery. Considered to be in aerial state during the middle of the animation so it will be harder to be grabbed during the startup compared to other AOAs. Very unsafe on block and has decent reward on hit.
----
{{#invoke:FrameChart|drawFrameData
|startup  = 26
|active  = 1
|recovery = 32
}}
;Sukukaja Buffs:
* Faster start-up, and faster guardpoint
Suku AoA gets an ounce better as a mix-up option as its start-up comes down to 26F, still competently reactable but can make the difference with the install's mental stack included.


Something notable is that dash Suku AoA can be used as a gimmicky counterpoke due to the forward movement + momentum from the dash + guardpoint, but it is generally not recommended due to the lack of safety on whiff and block.
Performing throw as {{clr|2|6K}}+H acts as a useful option select to perform {{clr|2|5K}} if the opponent is not throwable, and throw if they are. This cannot be used for throwing opponents behind due to Faultless Defense, but is much safer than using {{clr|4|6H}}.
}}
}}


===<big>Sweep</big>===
===<big>Air Throw</big>===
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
{{GGXRD-R2_Move_Card
{{P4U2R Move Card
|input=Air Throw
|input=2AB,Suku 2AB|versioned=yes
|description=
|description=
{{#invoke:FrameChart|drawFrameData
Sol’s air throw is useful in multiple situations, since air throws are strong in general. Sol makes use of it particularly during offense to grab opponents who attempt to escape by jumping. It knocks down upon connecting and usually has to be Roman Cancelled to enable any follow-up. Sol's air throw does significant stun damage, so succeeding with a tech trap can often result in a stunned opponent.
|startup  = 11
 
|active  = 3
{{clr|4|j.H}} is a strong normal that can often lead to a favourable situation for Sol due to recovering as soon as its active frames end, so missing an air throw does not necessarily put Sol in a bad position.
|recovery = 24
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 3
|recovery = 23
}}
*Universal Low
*Low Profiles
Yosuke does a sliding sweep with his kunais hitting low. Reaches very far and is on the faster side of sweeps so combined with Yosuke's speed makes for an alright option to throw out. However, is it very unsafe if used on block so it is recommended to special cancel into something afterwards to avoid that. Very important tool when it comes to Yosuke's corner combos as it allows for an easy way to get the opponent airborne before comboing into Dash Spring. Unlike most Sweeps in the game, this move is actually not hop cancelable thus limiting Yosuke's options on block to just special and super cancels.
}}
}}


===<big>Ground Throw</big>===
===<big>Dead Angle Attack</big>===
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}
{{GGXRD-R2_Move_Card
{{P4U2R Move Card
|input=DAA
|input=CD
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|startup  = 11
|active  = 3
|active  = 3
|recovery = 25
|recovery = 25
}}
}}
*Causes spin state.
Dead Angle Attack is an anti-pressure option that costs 50% Tension. It knocks the opponent away and down to the ground on hit which can be followed up with ground okizeme. While occasionally useful since it can be performed during blockstun, Sol has particularly good defensive options otherwise, so he does not need to rely on Dead Angle Attack as much as others, especially due to the fact that it is highly unsafe on block or whiff.  
*Inflicts poison.
Yosuke grabs the opponent and preforms a 2 quick teleporting slices. This move puts the opponent into spin state and inflicts poison on to them, adding more damage than the throw entails. Used a lot as his pressure allows for a lot of opportunities to go for a tick grab with this. Super canceling into Sukukaja in awakening allows for a nice damaging combo, otherwise going into Garudyne or a One More! Cancel works as well for less damage.
}}
}}


===<big>Air Throw</big>===
===<big>Blitz Attack</big>===
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}
{{GGXRD-R2_Move_Card
{{P4U2R Move Card
|input=Blitz,[Blitz]|versioned=name
|input=j.CD
|description=  
|description=
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|startup  = 28
|active  = 3
|active  = 3
|recovery = 19
|recovery = 20
}}
}}
*Inflicts poison.
*Causes spinning blowback on hit, wall sticks in corner.
Yosuke grabs the opponent and does a teleporting downward slice. Very similar to the fifth hit of Yosuke's Sukukaja Auto Combo but not special or super cancelable. Inflicts poison to add on a bit more damage. Can One More! Cancel or Burst to continue the combo. Pretty standard Air Grab.
*Crumples on ground Counter Hit, floats and wall sticks in corner on air hit.
*Steals a small amount of Burst Gauge on hit.
}}
}}


===<big>Dodge</big>===
==Special Moves==
{{InputBadge|{{clr|2|B}}+{{clr|4|D}}}}
===<big>Gun Flame</big>===
{{P4U2R Move Card
{{InputBadge|{{clr|1|236P}}}}
|input=BD Catch,BD Attack|versioned=yes
{{GGXRD-R2 Move Card
|input=236P
|description=
|description=
|}
Gun Flame (GF) is a vital neutral and offensive tool, serving as one of Sol's few ways of applying pressure at longer ranges. It can be followed up with various combos depending on spacing and whether or not it Counter Hit; the later the flames hit, the more time Sol has to follow up, whether on block or on hit. When combo'd into, such as from a Counter Hit {{clr|5|2D}}, it has significant hitstun, allowing a {{clr|4|5H}} followup. At neutral, it covers a huge area for a long time, making it ideal for ground space control.  
{{#invoke:FrameChart|drawFrameData
 
|startup  = 1
GF has significant recovery, so if it is jumped over it can result in Counter Hit punishes. The move becomes significantly more threatening with meter for Yellow Roman Cancel, as it allows Sol to move with the projectile, letting him meet his opponent in the air or catch their landing if they jumped over GF. On offense, it can be used to frame trap or as a pressure reset using YRC. For okizeme, meaty GF can be significantly advantageous on block and can lead to high/low mix-ups if it hits particularly late or with YRC, which is particularly strong in the corner.
|active  = 31
*The 3rd and 4th pillars of Gun Flame do not disappear when Sol gets hit.
|recovery = 18
*Launches on hit, Counter Hit is untechable.
}}
*Sol is in Counter Hit state for the entire duration.
{{#invoke:FrameChart|drawFrameData
*Attack power and level change with each set of 9 active frames.
|startup  = 1
|active  = 6
|recovery = 28
}}
*Invincible start up
*Is a counter
*Hard Knockdown on grounded opponents.
*Soft Knockdown on airborne opponents.
*Counter Hit state recovery.
Yosuke taunts the opponent. If Yosuke is hit, he then proceeds to trip the opponent, causing knockdown. While the attack can not be cancelled, it does leave Yosuke in a great position for a follow-up pressure. Will counter any attack including overheads, lows, throws, command grabs and unblockables. Has a large number of active frames and a deceptively good aerial hitbox, making it difficult to safe-jump, and it will blow up most pressure strings. Avoid using it too predictably as Yosuke's health is quite low.
}}
}}


===<big>[[P4U2R/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
===<big>Gun Flame (Feint)</big>===
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
{{InputBadge|{{clr|1|214P}}}}
{{P4U2R Move Card
{{GGXRD-R2 Move Card
|input=6AB
|input=214P
|description=
|description=
{{#invoke:FrameChart|drawFrameData
Gun Flame (Feint) (GF(F)) is often used as a cancel option from {{clr|4|5H}} or {{clr|4|6H}} on block. This doesn’t improve frame advantage, but it brings Sol's hurtbox back to a safer distance. It builds a small amount of Tension, so it can be used at farther ranges during down time to build meter for free, or as a special cancel from certain combo enders for more meter gain. In pressure, GF(F) is a risky but occasionally useful method of getting the opponent to flinch that can be punished.
|startup  = 17
*Has no hitbox.
|active  = 3
|recovery = 29
}}
*Guardpoint on start-up.
Yosuke guards an attack then does an invulnerable downward swing hitting the opponent and knocking them backwards. Same animation as Shadow Yosuke's {{clr|1|5AA}}. This reaches decently far making it a bit harder for opponents to try and make it whiff
}}
}}
<br clear=all/>


==[[P4U2R/Offense#Skills|Skill Attacks]]==
===<big>Volcanic Viper</big>===
===<big>Dash Spring</big>===
{{InputBadge|{{clr|3|623S}}/{{clr|4|H}} (Air OK)}}
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
{{GGXRD-R2 Move Card
{{P4U2R Move Card
|input=623S,j.623S,623H,j.623H|versioned=input
|input=236A,236B,236AB|versioned=yes
|description=
|description=
Yosuke dashes toward the opponent kicking multiple times then launching himself into the air off of their body. Is able to be canceled into aerial specials after the launch. {{clr|1|A}} and {{clr|2|B}} version travel the same distance while SB version will go slightly further.
'''Ground {{clr|S|S}} Volcanic Viper''' (SVV) is the slower and more invincible version of Sol's {{keyword|DP}}, which is slightly less unsafe on block than its heavy counterpart. In neutral, it can be used at range to counter an opponent’s poke into a knockdown, but it is risky and will only be effective on attacks that extend their hurtbox. While it can be used as an invulnerable reversal, it is slower than Ground {{clr|H|H}} Volcanic Viper (HSVV or HVV) and has a much thinner hitbox.
----
----
{{clr|1|A}} Version - Yosuke will backflip off the opponent, not switching sides
'''Aerial {{clr|S|S}} Volcanic Viper''' (j.SVV) can be used as an anti-anti-air, which becomes particularly strong with Roman Cancel available. Note that its hurtbox reaches much lower than that of Aerial {{clr|H|H}} Volcanic Viper (j.HVV). It can also be used to counter aerial attacks at close range. j.SVV is used frequently to end air combos with knockdown. A close to ground j.SVV can link into {{clr|1|5P}} upon landing, making {{keyword|Tiger Knee}} j.SVV useful in certain mid-screen confirms.
----
----
{{clr|2|B}} Version - Yosuke will backflip off the opponent with forward momentum, switching sides.
'''Ground {{clr|H|H}} Volcanic Viper''' (HVV) is Sol’s strongest defensive tool, and has applications for neutral and offense as well. It has fast start-up and is invulnerable instantly, so it can be used on wake-up or at any gap in the opponent’s pressure to counter their attacks. HVV is highly unsafe on block or whiff; having Roman Cancel (RC) available removes much of the risk associated with it, allowing combos on hit or pressure if it is blocked. If the second hit connects on Counter Hit, it can be followed up with a combo at no Tension cost.
 
HVV is also a powerful anti-air option, though vulnerable to Faultless Defense. It is particularly useful for punishing forward air dashes, since the opponent must wait until the air dash is complete to FD. On offense, HVV can be used as a frame trap and anti-throw option if Sol is negative, punishing opponents that try to press where his turn would otherwise be over, though exercise caution as it is still heavily unsafe.
----
----
SB Version -  Yosuke will backflip off the opponent causing them to launch in the air, not switching sides. Also has projectile invul from frame 10 to 29.
'''Aerial {{clr|H|H}} Volcanic Viper''' (j.HVV) can counter aerial attacks, and can be used to end air combos with knockdown. j.HVV reaches much higher than its {{clr|S|S}} counterpart, so it can be used from farther away. While j.HVV has higher base damage than j.SVV, you need to be closer to land both hits, so which version you go for in combos will ultimately depend on positioning.
----
;All Versions
*Hits twice, both hits launch. First hit is fully untechable on Counter Hit. Second hit can be cancelled into Knockdown on hit, block, or whiff.
*Sol is crouching during landing recovery.
*Cannot Yellow or Purple Roman Cancel.
}}
}}


===<big>Tentarafoo</big>===
===<big>Knockdown</big>===
{{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}}}}
{{InputBadge|Volcanic Viper > {{clr|2|214K}}}}
{{P4U2R Move Card
{{GGXRD-R2 Move Card
|input=236C,236D,236CD|versioned=yes
|input=VV > 214K
|description=
|description=
* Unblockable
Knockdown (KD) is the add-on to Volcanic Viper (VV) which is used to knock the opponent down after a VV hits.
* Generally only hits grounded opponents.
 
* Launches opponents.
The cancel to KD is delayable, so depending on the height at which VV connects, a difference in timing may be required for it to connect. Whiffing a KD after VV connects will leave Sol at disadvantage, and is sometimes even punishable. Delay cancel into KD can also be used in an attempt to throw off the opponent’s punish timing when they block or dodge a VV, but doing so puts Sol in Counter Hit state, leaving VV even more punishable if it fails.
* Inflicts Confuse.
 
* Fatal Counters on Counter hit.
During Dragon Install, Sol will fall to the ground quickly after KD, making him less vulnerable and allowing for better followups.
* Launches higher on Fatal Counter.
*Can be cancelled into from Volcanic Viper on hit, block, or whiff.
Yosukes crouches while Jiraiya appears above him to press a star against the opponent. Places an unblockable hitbox on the ground where Jiraiya slams. Sends the opponent slightly upwards in the air and leaves the opponent in Confusion. Has a fairly slow startup to make up for it being unblockable. This move can Fatal Counter on Counter Hit similar to Mirage Slash, and makes for a great punish option and starter. Generally used as a mixup option to catch the opponent off guard with an unblockable or used as Fatal starter and combo tool to add on extra damage. Note that this move will usually not hit opponents who are in the air unless they are just about to hit the ground, this is important for comboing into it.
*Knocks down on hit.
-------
*Sol is in Counter Hit state for the entire duration.
{{clr|3|C}} Version
*Cannot Yellow or Purple Roman Cancel.
* Goes a little bit in front of Yosuke
This is the version that is used for meterless mixups due to it having a faster startup and the short distance is not a problem. Used in some CH combos as well such as CH {{clr|3|2C}} > {{clr|3|236C}} for optimizing damage. This is also the version that will be used for punishes.
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 1
|recovery = 56
}}
}}
-------
 
{{clr|4|D}} Version
===<big>Bandit Revolver</big>===
* Goes a little more than half-screen.  
{{InputBadge|{{clr|2|236K}} (Air OK)}}
Has a slowest startup out of the three, however it travels a bit further. Not much use besides comboing into it from a stray air hit CH {{clr|3|5C}}, which even then is niche. Could be used as a far away punish as well though unlikely.
{{GGXRD-R2 Move Card
{{#invoke:FrameChart|drawFrameData
|input=236K,j.236K|versioned=input
|startup  = 33
|description=
|active  = 1
Bandit Revolver (BR) is primarily used to end combos into Sol’s most advantageous knockdown. The second hit of BR has a large hitbox and must be blocked with Faultless Defense in the air. Frame advantage of a blocked BR depends on distance and whether it is crouch or stand blocked, or instant blocked. From mid-range on crouching block BR will be slightly advantage, but in other situations it can range from being slightly negative to punishable.
|recovery = 60
BR also has niche use as a low crush because it is airborne after frame 9.
----
;{{clr|K|j.236K}}
In the air, Sol travels far forward and moves enemies a great distance on hit which grants Sol significant corner carry if successful. It is possible for the opponent to be high enough in the air that they can tech after the second hit.
}}
}}
-------
 
SB Version
===<big>Bandit Bringer</big>===
* Goes almost fullscreen.
{{InputBadge|{{clr|2|236[K]}}}}
This is the fastest version of this move and the one that goes the furthest. Used in mixups as a faster {{clr|3|236C}} or used in combos where {{clr|3|236C}} or {{clr|4|236D}} would not be possible because of speed or distance such as air hit {{clr|3|5C}} > {{clr|3|236C}}+{{clr|4|D}}.
{{GGXRD-R2 Move Card
{{#invoke:FrameChart|drawFrameData
|input=236[K]
|startup  = 28
|description=
|active  = 1
Bandit Bringer (BB) should be used sparingly outside combos. It has very slow and telegraphed start-up, so it can be punished easily, either by getting countered out of startup or thrown after an Instant Block. It hits overhead, but is too slow for it to realistically hit an opponent for crouch blocking.  
|recovery = 44
 
The main use of BB on its own is as high-risk, high reward evasive attack to dodge and whiff punish an opponent in anticipation at long range. It can also catch backdashes or jump start-up. BB is used frequently in combos for added damage and corner carry.
*Floor bounce on hit, higher bounce on Counter Hit.
*Sol is crouching during landing recovery.
}}
}}
===<big>Riot Stamp</big>===
{{InputBadge|{{clr|2|214K}}}}
{{GGXRD-R2 Move Card
|input=214K
|description=
Riot Stamp (RS) is a risky but useful movement-based special, generally used with Sol's back to the corner for quickly dodging and whiff punishing attacks. RS recovers quickly upon connecting and Sol is able to act shortly after reaching the apex of his ascent from the second hit, allowing for follow-up combos on hit and safety on block.
At mid-screen, RS is punishable on reaction by {{clr|1|6P}}, invulnerable attacks, Blitz Shield, or otherwise, so it is dangerous to use frequently. With Sol’s back to the corner, it becomes much more practical, since Sol has less distance to travel backwards, allowing it to potentially be used as a sneaky overhead. Using Yellow Roman Cancel during the backwards travel of RS is a useful method of quickly distancing yourself from the opponent.
*Wall bounces on hit.
*While unlikely to come up in actual play, the travel distance of the initial leap backwards is not infinite, and Sol will harmlessly fall to the ground without performing the attack if he is incapable of reaching a wall in time.
}}
===<big>Break</big>===
{{InputBadge|{{clr|2|j.214K}}}}
{{GGXRD-R2 Move Card
|input=j.214K
|description=
AKA "Kudakero". Break is an all-around strong dive kick. It stalls Sol’s momentum in mid-air, making it usable as an anti-anti-air option since it comes down quickly after the delay to whiff punish. It can be followed up on hit near the corner, or mid-screen using Roman Cancel. It is used frequently in corner combos due to high hitstun, allowing a plethora of followup options.
On block, Break is safe, but only if the flame pillar connects. From a close-range block (often caused by Instant Block), the flame pillar will whiff behind the opponent after the dive kick, leaving Sol vulnerable. Break done from farther ranges is difficult to whiff punish since the flame pillar will still come out upon whiffing the dive kick. Using Yellow Roman Cancel (YRC) as Sol’s begins descending makes him quickly drop to the ground, making for a particularly strong approach from the air.
*Launches on hit, Counter Hit is untechable.
*Cannot be performed close to the ground.
}}
}}


===<big>Flying Kunai</big>===
===<big>Wild Throw</big>===
{{InputBadge|{{clr|1|j.2A}}/{{clr|2|B}}}}
{{InputBadge|{{clr|2|623K}}}}
{{P4U2R Move Card
{{GGXRD-R2 Move Card
|input=j.2A,j.2B,j.2AB|versioned=yes
|input=623K
|description=
|description=
*Can be used as a follow up from any other air actions.
Wild Throw (WT) makes Sol especially dangerous when within its range, and is a fundamental part of Sol’s offense. It boasts a start-up of only 4 frames, and can outrange normal throws. It allows strong Tension-free follow-up combos; while it forces a side switch, Sol recovers so quickly that he can run under his opponent to swap sides again while still being able to combo.  
*Can be used up to 3 times in a series of air actions.
 
*SB version inflicts poison.
During pressure, WT is used most effectively in conjunction with frame traps and lows, with the outcome depending on whether opponents opt to try either countering its start-up or jumping and backdashing to avoid it. Opponents using Faultless Defense excessively to keep Sol out are extra susceptible to WT. It is important to space WT well, as it can be thrown out of start-up if done too close. On whiff, there is a recovery animation which can be easily punished, but it can be Purple Roman Cancelled for safety.
*Wall Sticks in corner
*Sukukaja Buff: Yosuke can do any air action after throwing the kunai.  
*Sukukaja Buff: Air Dash and Air Back Dash cancelable on whiff, hit or block
Yosuke launches backwards into the air throwing 6 kunais down onto his opponent. Despite that, it prorates as if a single projectile. On standing hit it doesn't do much, but on air hit it sends the opponent downwards towards the ground then pops them up a bit. In the corner it also causes a wall stick, both of these allowing it to be used for combo extensions and makes it a very important tool in his combo theory. While in Sukukaja, this move also becomes special cancelable with any of Yosuke's air specials and also becomes Air Dash cancelable making it an important tool for optimizing Sukukaja combos.
-------
{{clr|1|A}}: The kunai are thrown in a 70° angle. Puts Yosuke fairly close to the opponent afterward making it easy to follow up with a move like {{clr|3|5C}}. Used when closer to the opponent after something like and air hit {{clr|3|5C}} by doing {{clr|3|5C}} > hop > Kunai.
-------
{{clr|2|B}}: The kunai are thrown at a 55° angle while popping Yosuke up a little higher. Used when a bit further away from the corner as the extra travel time plus being able to wall stick from further away makes it so that it is possible to follow up with a dashing {{clr|3|5C}} or {{clr|2|j.B}}
-------
SB: The kunai are thrown in a 55° angle, inflict poison and Yosuke recovers much quicker allowing him to follow up with more options such as an IAD {{clr|3|j.C}}/{{clr|2|j.B}} midscreen or a IAD Moonsault in the corner. This ends up leading to pretty big damage combos with the added poison damage and is basically Yosuke's go-to move for a 25 meter combo.
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|isProjectile = true
|recovery = 35
}}
}}
===<big>Ground Viper</big>===
{{InputBadge|{{clr|3|214S}}}}
{{GGXRD-R2 Move Card
|input=214S
|description=
Ground Viper (GV) is the most risky attack in Sol’s arsenal. It has massive recovery and cannot be cancelled on whiff. The player must rapidly press directions and buttons (not including D) to achieve the maximum travel distance and 9 hits.
GV will reach the opponent quickly from nearly full screen, so it is useful for catching opponents out of anything they might be doing from far away. It can low profile any attack that does not reach the floor, which can be useful at neutral, on wake-up, or while being pressured. Mid-screen ground hits confirmed into GV will lead to high damage combos with great corner carry.
*Hits low for all but the last 3 hits, minimum of 5 hits, maximum of 9 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit.
}}
===<big>Fafnir</big>===
{{InputBadge|{{clr|4|41236H}}}}
{{GGXRD-R2 Move Card
|input=41236H
|description=
Fafnir is a strong neutral and pressure tool. It has far reach due to Sol stepping a far distance forward, making it ideal in neutral at long distance. It can be used to counter attacks at long range into full screen carry combos or as a whiff punisher. The tumble caused by a Counter Hit can often be followed up even on trades, so it is a frightening move to challenge. Sol’s hurtbox lowers slightly during start-up, so it can duck under certain higher-hitting attacks and counter them. As it recovers quickly, if opponents avoided it by jumping, Sol is often left in a good position to anti-air.
It is useful in ranged pressure when opponents are conditioned not to attack. It must be blocked with Faultless Defense in the air, so it can catch opponents at the beginning of their jump. On block, it is plus (unless Instant Blocked) and increases the opponent’s R.I.S.C. Level considerably. Fafnir is used frequently in combos near the corner. Its high base damage contributes to Sol's prominent stunning ability, especially from a Counter Hit Fafnir starter. Fafnir’s drawbacks are its relatively slow start-up and large horizontal hurtbox.
*Tumbles on hit. Significantly longer tumble on Counter Hit.
}}
===<big>DI Gun Flame</big>===
{{InputBadge|{{clr|1|236P}}}}
{{GGXRD-R2 Move Card
|input=DI 236P
|description=
While the Dragon Install (DI) version of Gun Flame (GF) does not travel like its regular equivalent, the static projectile covers a significant amount of the screen while recovering much faster. Because of this, the move is very useful at occupying space at mid-range, effectively preventing the opponent from approaching. It even grants advantage on block, allowing Sol to dictate the pace even at distances where he is normally at a disadvantage, especially when combined with Yellow Roman Cancel. Additionally, (DI) GF is useful in corner combos, as it has a large amount of untechable time on hit and deals good damage.
*Launches on hit, Counter Hit is untechable.
*Sol is in Counter Hit state for entire duration.
}}
}}


===<big>Mirage Slash</big>===
===<big>DI Volcanic Viper</big>===
{{PersonaRequired}} {{InputBadge|{{clr|3|j.2C}}/{{clr|4|D}}}}
{{InputBadge|{{clr|3|623S}}/{{clr|4|H}} (Air OK)}}
{{P4U2R Move Card
{{GGXRD-R2 Move Card
|input=j.2C,j.2D,j.2CD|versioned=yes
|input=DI 623S,DI j.623S,DI 623H,DI j.623H|versioned=input
|description=
|description=
* Hits low.
The Dragon Install (DI) versions of '''Ground S Volcanic Viper''' (SVV) and Aerial S Volcanic Viper (j.SVV) are used in much the same way as a regular SVV and j.SVV. The additional hit increases combo damage and decreases disadvantage on block, although not enough to prevent it from being highly punishable. (DI) j.SVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.SVV. That being said, neither (DI) SVV nor (DI) j.SVV see much use during DI, due to the far higher reward on the H versions.
* Fatal Counters on Counter hit.
*Hits 3 times, all hits launch. Third hit can be cancelled into Knockdown on hit, block, or whiff.
* Startup Special cancelable.
*Cannot Yellow or Purple Roman Cancel.
* Gives hard knockdown.
----
* Can only be used once in a series of air actions.
In Dragon Install (DI), '''Ground H Volcanic Viper''' (HVV) and Aerial H Volcanic Viper (j.HVV) boast greatly enhanced firepower. Dealing a total of 10 hits, connecting with either version results in a large amount of damage, especially if it hits raw. With all 9 rising hits building a base 7.2% Tension on hit, (DI) HVV has the highest Tension Gain of any attack in the game. A successful (DI) HVV almost always builds enough Tension to pay for a Roman Cancel (RC), at which point Sol can convert the already powerful attack into a full combo. (DI) j.HVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.HVV.  
* Sukukaja Buff: Special cancelable.
 
Jiraiya appears in the air, claps, and teleports Yosuke to the ground in a puff of smoke. The start up can be cancelled into other aerial specials, as long as the air action is available; however, Yosuke will only be able to use Mirage Slash once in a series of air actions. This move gives a nice hard knockdown, and is typically seen after a Flying Flash Cut. Mirage Slash also doubles as a great starter due to it being able to Fatal Counter on Counter Hit, launching the opponent into the air with a lot of untech time. In Sukukaja, this move gains the ability to be special cancelled into any ground special.  
Of course, the move is not without its weaknesses. Both versions are massively unsafe on block or whiff, putting Sol at a greater disadvantage than any other attack he has. For that reason, you should never go for a (DI) HVV in unconfirmable situations without the necessary 50% Tension required to RC. With an RC available, however, there is another interesting use for (DI) HVV. The first hit alone deals 60 damage, launches, is completely untechable and only decreases the R.I.S.C. Level by one, making it perhaps the most dangerous single hit in the game. RCing the first hit and continuing with a combo can result in massive damage, especially off a 7 frame attack with invulnerable start-up.
-------
*Hits 10 times, all hits launch. Tenth hit can be cancelled into Knockdown on hit, block, or whiff.
{{clr|3|C}} Version
*Cannot Yellow or Purple Roman Cancel.
* Goes a little less than half-screen.
Yosuke appears on the ground sliding forwards with an attack that hits low. Generally the main combo ender. Used a lot mid combo, as well to extend with a super cancel, the go-to way to combo into Sukukaja.
{{#invoke:FrameChart|drawFrameData
|startup  = 29
|active = 7
|recovery = 25
}}
}}
-------
 
{{clr|4|D}} Version
===<big>DI Bandit Revolver</big>===
* Does not attack.
{{InputBadge|{{clr|2|236K}} (Air OK)}}
Instead of attacking, Yosuke lands on the ground but stays in place, feinting the move essentially. Once Yosuke lands, there is a bit of time where he cannot act. Has niche uses due to the recovery.
{{GGXRD-R2 Move Card
{{#invoke:FrameChart|drawFrameData
|input=DI 236K,DI j.236K|versioned=input
|startup = 31
|description=
|recovery = 11
In Dragon Install (DI), Bandit Revolver (BR) becomes a pressure and combo tool. Due to its improved start-up, movement speed and active time, opponents are forced to respect the ground version in neutral to a much greater degree than regular BR, and the improved attack level grants Sol advantage on block, allowing you to reset pressure with it.  
 
(DI) BR does not work very well as a pressure tool at close range on grounded opponents, however, as Sol moves so far forward that crouching will usually force the last hit to whiff over the opponent, leaving Sol wide open. Because of this, it is best used either at a distance or in expectation of a jump. As the last hit of the ground version is an overhead, it’s not uncommon to use it to reset pressure at a distance where only the last hit will connect, provided that the opponent is too scared to press a button. Because of its significant untechable time, (DI) BR can also be used as a combo tool near the corner, particularly on air hit. It can even be looped several times in the corner, although the damage isn’t ideal.
----
In the air, (DI) BR functions like its regular counterpart, but the increased attack level and decreased landing recovery means that it can also be used as a combo part on air hit.
}}
}}
-------
 
SB Version
===<big>DI Bandit Bringer</big>===
* Goes a little less than fullscreen.
{{InputBadge|{{clr|2|236[K]}}}}
* Multi-hit on block.
{{GGXRD-R2 Move Card
* Passes through opponent at certain distances.
|input=DI 236[K]
Similar to the {{clr|3|C}} version except once Yosuke appears, he slides much farther and at a faster speed and also does more damage than {{clr|3|C}} version. It can also pass through the opponent on hit and on block. Not used much by regular Yosuke but is seen with Shadow Yosuke in some frenzy routes to follow up after Flying Kunai without Sukukaja or for just the higher damage. On block, this move actually has a multi-hitting effect and every hit is a low making it possible to catch people off guard, but it is still unsafe on block. Also note that meter for this move isn't consumed until Yosuke appears, so it is possible to cancel before that happens and meter won't be lost.
|description=
{{#invoke:FrameChart|drawFrameData
In neutral, the Dragon Install (DI) version of Bandit Bringer (BB) carries the usual risks, despite the miniscule improvement to start-up and the seemingly larger hitbox.  
|startup  = 29
 
|active = 9
Of course, being in DI, the reward for landing it is potentially greater, as it lacks the initial proration attached to the regular version. Because (DI) BB tumbles on hit, it is often used in combos after a mid-screen (DI) Break for the additional corner carry required to take the opponent all the way to the corner. Interestingly, if you land (DI) BB without any preceding tumbles, it will tumble, but landing it after a tumble in the same combo will cause a ground bounce instead, as combos have a one tumble limit.
|recovery = 24
*Tumbles on hit during first tumble in a combo, ground bounces after a tumble.
}}
}}
===<big>DI Riot Stamp</big>===
{{InputBadge|{{clr|2|214K}}}}
{{GGXRD-R2 Move Card
|input=DI 214K
|description=
In Dragon Install (DI), the first two hits of Riot Stamp are entirely unchanged outside of Tension Gain. For this reason, its use in neutral is almost entirely restricted to the exact same situations as the regular version and therefore should be used sparingly.
However, should a (DI) Riot Stamp get as far as that second hit, the situation quickly changes. After Sol kicks down, an inferno rises from underneath the opponent. This inferno has a ludicrous amount of active frames, and as Sol himself recovers at the same time he would for the regular version, his advantage on block goes from high to frankly absurd. Similarly, on hit, Sol gets a lot more freedom to do as he pleases.
*When right next to the wall, start-up is 16 frames.
}}
}}


===<big>Flying Flash Cut</big>===
===<big>DI Break</big>===
{{PersonaRequired}} {{InputBadge|{{clr|3|j.236C}}/{{clr|4|D}} and {{clr|3|j.214C}}/{{clr|4|D}}}} or {{InputBadge|{{clr|3|j.6C}}/{{clr|4|D}} and {{clr|3|j.4C}}/{{clr|4|D}} after some air specials}}
{{InputBadge|{{clr|2|j.214K}}}}
{{P4U2R Move Card
{{GGXRD-R2 Move Card
|input=j.236C,j.236D,j.236CD|versioned=yes
|input=DI j.214K
|description=
|description=
*Very commonly referred to as "V-Slash"
Once Sol enters Dragon Install (DI), Break’s all-around usefulness increases greatly, even though its damage does not. Firstly, start-up becomes noticeably faster, further enhancing its viability in neutral situations. While Sol does not hang in the air for as long to bait out anti-air attempts, the speed of the move and the danger of DI in general make it risky to challenge. Secondly, the flame that normally appears upon hitting the ground is replaced by a large explosion, granting Sol even greater advantage without the possibility of the second hit whiffing at point-blank. The explosion even hits behind Sol, creating potential cross-ups, although the minimum height requirement usually restricts this function to okizeme or other situations in which Sol is able to get high above the opponent.  
*Ground bounces and launches opponents.
*Special cancelable into an air action.
*Can only be used once in a series of air actions.
*Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block.
Jiraiya tosses Yosuke downward in a foot dive like manner, Yosuke will then bounce upwards when he hits the ground creating a V Shape. This move is one of Yosuke's most important combo tool. Has enough hitstun to combo into many options afterwards with each version having its own uses in combos. Unlike most of Yosuke's specials, this one can only be used once in a series of air actions. In general, it can be combo'd into Mirage Slash for an easy way to end in hard knockdown. In Sukukaja, Yosuke gains the ability to air dash or air back dash cancel this move on hit or on block.
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{{clr|3|C}} Version: Has the fastest startup and the one that will be used 70% of the time. Due to its speed it makes for a very reliable to way to end in a hard knockdown from basically anything, be it air or ground confirms. Generally used as the move right before a combo ends unless it is hit close enough to the corner to combo out of an {{clr|1|A}} Flying Kunai, or meter is used. However, it is important to play around proration well, since at higher prorations this move does not combo into {{clr|3|j.2C}}. In those situations, it is better to either end in Flying Kunai or get a different ender altogether.
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{{clr|4|D}} Version: Much slower than the {{clr|3|C}} version but also launches the opponent up higher and with more untech time. Generally used in Yosuke's higher damaging combos since it combos into and out of Crescent Slash. This move can be used to combo into a really delayed Crescent Slash to land it close enough to the ground, making it possible to do Mirage Slash > {{clr|1|A}} Flying Kunai, and follow up after in the corner. In order to land Mirage Slash after this move, delaying is required because of the higher launch.
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SB Version
*Attacks in a W shape on hit.
*Has projectile invul from frame 18 until Yosuke hits the ground the second time.
This version has a faster startup than {{clr|4|D}} version but a slightly slower one than {{clr|3|C}}. On whiff and on block, this move does the standard V shape. However, on hit, it goes for another round and does a W shape. Afterwards, Yosuke is left further from the opponent than the other two versions, making it possible to time a Mirage Slash just right to be able to {{clr|1|2A}} OTG and continue the combo for 25 SP extensions.


On hit, the explosion launches the opponent high and far, sporting a massive amount of untechable time. This allows Sol to easily follow-up with the jumping normal of his choice (including after an Instant Air Dash), or even (DI) Bandit Bringer during low untechable time decay. Because of this, (DI) Break is a very versatile combo part during DI combos, both mid-screen for corner carry and in the corner for {{clr|5|j.D}} > (DI) Break loops. That being said, using it in combos limits your maximum damage considerably, so if you can avoid using it in that context, do so.
*Second hit has a massive amount of untechable time on hit.
}}
}}


===<big>Moonsault/Crescent Slash</big>===
===<big>DI Wild Throw</big>===
{{InputBadge|{{clr|1|j.236A}}/{{clr|2|B}} and {{clr|1|j.214A}}/{{clr|2|B}}}} or {{InputBadge|{{clr|1|j.6A}}/{{clr|2|B}} and {{clr|1|j.4A}}/{{clr|2|B}} after some air specials}}
{{InputBadge|{{clr|2|623K}}}}
{{P4U2R Move Card
{{GGXRD-R2 Move Card
|input=j.236A,j.236B,j.236AB,Moonsault > A|versioned=yes
|input=DI 623K
|description=
|description=
*Special cancelable into an air action.
While Sol is in Dragon Install, WT functions in exactly the same way as normal. The only change is that the base damage is doubled. However, WT itself is also considerably more threatening due to Sol's massively increased movement speed.
*Steals Corner
*Overhead
*Can be used up to 3 times in a series of air actions.
*Sukukaja Buff: Can now be used up to 4 times.
Yosuke performs a forward flip that has a different arc depending on the version. After the flip, Yosuke can press {{clr|1|A}} or {{clr|2|B}} to perform a follow up attack called Crescent Slash, which hits overhead and pops the opponent into the air. It is possible to mix and match Moonsaults and Crescent slashes such as doing {{clr|1|A}} Moonsault into {{clr|2|B}} Crescent Slash or vice versa. All versions can only be used up to 3 times in one series of air actions, while in Sukukaja that number goes up to 4. If Moonsault is used towards the opponent in the corner, it will actually steal the corner from them and cross them up where it would normally be impossible. This move is used a lot in Yosuke's metered combos and his Sukukaja combos due to being able to chain 3 in a row for easy damage.
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{{clr|1|A}} Version
*Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block.
Goes in an arc that moves further forwards rather than upwards. Both the Moonsault and Crescent Slash come out faster than the {{clr|2|B}} versions making it useful for some combos where the {{clr|2|B}} versions, Moonsault or Crescent Slash, one or the other would be too slow.
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{{clr|2|B}} Version
*Sukukaja Buff: Air Dash and Air Back Dash cancelable on hit and on block.
Goes in a higher but not as far reaching arc compared to {{clr|1|A}} moonsault. Both Moonsault and Crescent Slash come out a bit slower than the {{clr|1|A}} Versions. However {{clr|2|B}} Crescent Slash pops them up higher and does more damage and hitstun than the {{clr|1|A}} version. This is the version that will be used most of the time in combos.
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SB Version: This version does not actually do a whole flip. Yosuke jumps in the air a bit but does not move anywhere horizontally before automatically going into the Crescent Slash follow up. This move is very useful for confirming off of random hits such as hitting a stray {{clr|2|j.B}} then going into {{clr|1|j.A}}+{{clr|2|B}} then SB Moonsault and doing a good amount of damage. Can also be used in a similar way to Yu's air SB Raging Lion where it can be used as an extra overhead low to the ground that leads into a full combo on hit, However, this also benefits from the fact that it works off of doing it from a Tiger-Knee after a jump cancelable move.  
}}
}}
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==[[P4U2R/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
===<big>DI Ground Viper</big>===
===<big>Garudyne</big>===
{{InputBadge|{{clr|3|214S}}}}
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}} (Air OK)}}
{{GGXRD-R2 Move Card
{{P4U2R Move Card
|input=DI 214S
|input=236236C,236236D,236236CD|versioned=yes
|description=
|description=
*Fatal Counter Recovery
Its faster start-up, movement speed and immediate super low profile state make it a very scary ranged low, a luxury not shared by many other moves. On block, (DI) GV cranks up the opponent’s R.I.S.C. Level to a far greater degree than any other attack he has, basically guaranteeing that the opponent is forced into an automatic Counter Hit state if Sol gets the maximum number of hits. On hit, while Sol can opt to increase hits and therefore damage, there is an incentive to simply letting the attack perform its minimum number of hits. Due to the increased launch height on the final hit, if the hit count remains low, the opponent's gravity will not scale as much, to the point Sol is able to follow-up with a sufficiently fast anti-air normal such as {{clr|2|5K}} or {{clr|4|2H}} and lead into an extended combo.  
Yosuke jumps into the air rotating in circles with his kunais extended, while Jiraiya spins with him making a tornado surround them. {{clr|3|C}} and {{clr|4|D}} versions allow movement control of where Yosuke travels.
 
----
(DI) GV also lacks several of the weaknesses of its regular counterpart. As Sol moves across the ground, he creates a set of high-reaching flame pillars behind him. This makes (DI) GV much harder to jump over. While these flame pillars can be blocked in any way, they do push the opponent back towards Sol, meaning that if a jumping opponent gets caught by a stray flame, they can potentially be pushed back into the rising section of the attack in spite of their attempts to clear it. Sol is able to Purple Roman Cancel to safety should he have the 50% Tension to spare. You can even choose to Yellow Roman Cancel the early portion of the attack if you don’t want to commit to the full thing or simply wish to scare the opponent with a quick burst of forward movement.
{{clr|3|C}} version moves at a slow speed.
*Hits low for all but the last 3 hits, minimum of 15 hits, maximum of 25 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit.
----
{{clr|4|D}} version moves at a higher speed making it harder to control.
----
SB version moves at an incredibly fast speed, but takes the control away (SB can be used to punish zoners).
}}
}}
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==[[P4U2R/Damage#Awakening|Awakened]] SP Skill Attacks==
===<big>DI Fafnir</big>===
===<big>Sukukaja</big>===
{{InputBadge|{{clr|4|41236H}}}}
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}}}}
{{GGXRD-R2 Move Card
{{P4U2R Move Card
|input=DI 41236H
|input=214214C,214214D,214214CD|versioned=yes
|description=
|description=
* Install super!
While Sol is in Dragon Install (DI), Fafnir can deal up to three hits in immediate succession. Fafnir has more recovery in this state, making it considerably more risky to whiff and noticeably less advantageous on hit. However, its frame advantage on block is slightly higher, so it can be used in largely the same manner.  
* Commonly referred to as just "Suku", and in turn, buffed normals are also referred to with that prefix.
Yosuke charges up with the power of his Persona. A meter will appear above his SP Gauge displaying how much time he has left in the install.


While Sukukaja is active, Yosuke gains many buffs for a limited period of time: <br>
On hit, the move decreases the opponent's R.I.S.C. level significantly more than regular Fafnir, causing heavier damage scaling, but the opposite is also true on block. An overly defensive opponent will quickly earn themselves a flashing R.I.S.C. Level.
*Greatly increased movement speed (plus his ground dash becomes invisible for a bit if done from a dash cancel, or if [6] is held).
*Tumbles on hit.
*Various frame data changes to moves: faster start-up, altered frame advantage, etc.  
}}
*Various mechanical changes to moves as well, such as:
**'''The ability to jump and dash cancel almost all normals, on both hit and block'''.
**New access to dash/backdash and even air dash cancels on specific moves.
**An extra air special action.
**Mirage Slash becomes special cancellable.
**{{clr|3|2C}} gains Fatal Counter property.
*Access to new moves:
**A new {{clr|1|5A}} that travels forward, and a new autocombo.
**'''Yosuke also gets a new super: ''Shippu - Nagareboshi.'''''
----
;{{clr|3|214214C}}
*Duration: 299F
This is the most commonly used version of Sukukaja due to its fast start-up and decent duration, allowing it to be used in many combos as a pseudo-OMC. Beware that this version does not have frame 1 start-up invulnerability, so it can't be used to go through moves on reaction.


Another interesting thing to note about this version of Sukukaja, is that it only has 2 frames of vulnerable recovery.
===<big>P.B.B.</big>===
----
{{InputBadge|{{clr|2|j.623K}}}}
;{{clr|4|214214D}}
{{GGXRD-R2 Move Card
* Duration: 599F
|input=DI j.623K
* Invincible on start-up
|description=
Has a longer duration than the other two versions and has frame 1 start-up invincibility, but also has longer start-up and recovery. The recovery can be so long that some characters can whiff some moves through Yosuke, but still recover fast enough to Counter Hit him.
P.B.B. is Sol’s Dragon Install (DI) exclusive special, used primarily as a combo ender during the final moments of DI to allow Sol to safely recover without repercussion by causing knockdown and creating distance between Sol and the opponent.  


The duration is twice as long as the C version (~10 seconds), so it can be used in neutral for some extra offensive edge, but beware of opponents who have fast and far-reaching options for punishing the install's recovery.
Uniquely, despite being classified as an air throw, it is possible to land P.B.B. on grounded opponents, but only while they’re already in hitstun. Combined with its fast start-up and short burst of horizontal movement, this allows Sol to end almost any DI combo with P.B.B. without needing to add any unnecessary filler, maximising combo damage. Due to its nature as an air throw, there is the potential to use P.B.B. for resets on an opponent attempting to air tech away, or to use it to throw someone out of Burst start-up.
----
*Can grab airborne opponents both in and out of hitstun.
;{{clr|3|214214C}}+{{clr|4|D}}
*Can grab grounded opponents in hitstun.
* Duration: 199F
Even better start-up that the C version of Sukukaja, but also does not have frame 1 invincibility. Has a shorter duration than the C version as well.
----
}}
}}


===<big>Shippu - Nagareboshi</big>===
==Overdrives==
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}} during Sukukaja (Air OK)}}
===<big>Tyrant Rave ver.β</big>===
{{P4U2R Move Card
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}
|input=214214C Sukukaja,214214D Sukukaja,214214CD Sukukaja|versioned=yes
{{GGXRD-R2 Move Card
|input=632146H
|description=
|description=
* Can only be performed during Sukukaja
Tyrant Rave ver.β (TR) is primarily used to do unburstable damage in combos, usually when it will kill. It also gives high damage combos from a corner {{clr|5|2D}} hit. It can be used as a more costly reversal option on wake-up or in pressure. However, Roman Canceling Volcanic Viper is almost always a better idea since it is much less risky. It is slightly unsafe on block, whether the opponent interrupts the second hit or not.  
* Invincible through start-up and all active frames.
 
* Does not cost any extra SP on top of Sukukaja, unless the SB version is performed, in which case only an additional 25 SP will be taken.
As a reversal, the only benefits TR has over VV are that it has more horizontal range and cannot be Bursted; when 75% Tension is available, TR has the added benefit of allowing Yellow Roman Cancel, so it can safely be cancelled when the opponent is ready to block it, though this is much more costly than RCing VV. It can also be used on offense similarly to VV as a frame trap, but this is rarely practical.
* Ends Sukukaja upon use, regardless of connect or whiff.
*Hits twice. First hit launches, second hit knocks away and is untechable. Wall bounces near the corner with enough hitstun to follow up.
* Is often referred to as "Kunai super", or sometimes affectionately as just "Whoo!" by the community.
Yosuke knees the opponent, and together him and Jiraiya hurl kunais at the opponent. This move has a very large hitbox, allowing Yosuke to hit from awkward angles. Typically used to end combos in Sukukaja, since it is an extra super after all, so there's no reason not to use it in such an instance if you can.
----
{{clr|3|C}} Version travels diagonally up, while the {{clr|4|D}} Version travels almost straight up. SB version travels almost completely horizontally.
}}
}}
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==[[P4U2R/Gauges#Instant_Kill|Instant Kill]]==
===<big>Dragon Install</big>===
===<big>Brave Blade</big>===
{{InputBadge|{{clr|4|214214H}} (Air OK)}}
{{GGXRD-R2 Move Card
|input=214214H
|description=
Dragon Install (DI) is a situational, high-risk, high-reward Overdrive in which Sol’s movement speed is increased, his normals become noticably faster and safer, and his specials are all buffed significantly. If used in neutral, Sol gains a great amount of initiative; he recovers instantly once the super freeze ends, and the combination of his speed advantage and his reward off any given hit is large enough that it becomes very risky for opponents to attempt to force the pace of the match into their favour.


{{PersonaRequired}} {{InputBadge|{{clr|3|222C}}+{{clr|4|D}}}}
Of course, DI itself carries a large risk. When the mode’s natural duration ends and Sol returns to neutral on the ground, he is forced into a lengthy recovery animation, making him incredibly vulnerable to a counter-offensive. Due to this, DI is only really recommended in situations where the recovery animation will not come into play, either to make a last minute comeback, to quickly finish off an opponent hanging on by a thread, or in a combo that can guarantee a safe exit out of DI.
{{P4U2R Move Card
 
|input=222CD|versioned=yes
With proper timing, the invulnerability on DI allows it to be used after a knockdown as a big call-out against reversal attempts, especially those intending to Roman Cancel upon connecting. DI can also be used to create Burst-safe points in certain situations. Can be Roman Canceled just as the animation starts, only burns the meter for the cancel and cancels the transformation.
*Greatly enhances movement speed, all offensive specials and almost all normals.
}}
 
===<big>DI Tyrant Rave ver.β</big>===
{{InputBadge|{{clr|4|632146H}}}}
{{GGXRD-R2 Move Card
|input=DI 632146H
|description=
|description=
Yosuke poses on the ground while Jiraiya does a spinning aerial attack towards the opponent making a huge tornado. Can't control the movement like Garudyne. Very unsafe on block. If not blocked it will do exactly the amount of HP the opponent has left.
The Dragon Install (DI) version of Tyrant Rave ver.β (TR) is a very scary Overdrive. The first hit is basically the same, albeit a couple of frames slower, but the scary part is what follows. The second hit is replaced by a travelling blast of fire, dealing 15 hits total and travelling from Sol's fist across the entire length of the screen. The raw damage on this attack is immense, especially during Hell Fire, and the increased strike invulnerability makes it not entirely terrible to just throw out. While Sol is at a disadvantage on block, the pushback from the blast forces the opponent to either Instant Block the first hit and punish before the second, or not at all.
 
Where (DI) TR really shines though, is as a late combo part in the corner. The projectile causes wall stick near the corner, allowing for easy P.B.B. enders. Furthermore, if you delay (DI) TR so that the first hit connects right before the opponent hits the ground, they'll stick to the wall low enough to guarantee the slump afterwards. Because of this, many combos with (DI) TR can then be followed up with a grounded combo continuation into an ender.
*First hit launches, following hits are part of a large, travelling projectile.
*Wall sticks near corner.
*Does not have a Burst version.
}}
}}
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==Colors==
==Instant Kill==
{{P4U2RColors
===<big>Branding Breach</big>===
|Size=180
{{GGXRD-R2 Move Card
|Character=Yosuke Hanamura
|input=236236H
|reference10={{Character Label|BBCF|Jin Kisaragi|42px}}
|description=
|P_reference10={{Character Label|BBCF|Jin Kisaragi|42px}}|reference11={{Character Label|GGACR|Chipp Zanuff|42px}}
Like most Instant Kills (IK), Branding Breach is only particularly useful in two situations: when an opponent is stunned and you have the means to quickly activate IK Mode, or when the conditions to combo into IKs are met.
|P_reference11={{Character Label|GGACR|Chipp Zanuff|42px}}
 
|reference23=''Velvet Room Attendant''
As far as the attack start-up itself is concerned, Branding Breach is actually a fairly versatile IK. It has a lengthy amount of invulnerability and a decent hitbox, mainly thanks to the start-up animation being based on Fafnir. If conclusion conditions are met, it becomes possible to combo into Branding Breach off a Roman Cancelled Ground Throw or Wild Throw mid-screen, and any corner combo leading into a high air hit Fafnir can also combo into Branding Breach without requiring a Roman Cancel.
|P_reference23=''Velvet Room Attendant''
*Used for killing stunned opponents, and comboing into a guaranteed finish during match point when opponent is in Hell Fire state.
|reference25=''Christmas''
|P_reference25=''Christmas''
|reference27=''Dengeki''
|P_reference27=''Dengeki''
}}
}}


==Navigation==
==Navigation==
<center>{{Character Label|P4U2R|Yosuke Hanamura|36px|P4AU_Yosuke_portrait.png}}</center>
<center>{{Character Label|GGXRD-R2|Sol Badguy|42px}}</center>
{{#lsth:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:P4U2R/Navigation}}
{{#lst:GGXRD-R2/Navigation}}

Revision as of 00:40, 20 February 2023

Overview

Overview
Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Sol has tricky special moves which help him get in, and a suite of normals which excel at setting up traps, and throw mixups. Proper conditioning is a huge part of Sol’s offensive gameplan. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks can open up opportunities to punish these responses. Sol rewards players with a good grasp of yomi From Japanese "読み". Knowing the mind of the opponentTo understand in some way what is going on in the mind of the other player and play around it. Usually involved in reads and conditioning.. Sol also boasts a set of moves which can be used to augment the universal defensive mechanics the game provides. These include Volcanic Viper, a fast DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. which can be used with IB Instant BlockA special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both. to challenge gaps in the opponent's pressure, and Ground Viper, a move with extreme low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. properties that can slip past the hitboxes of some attacks. Players looking to further express themselves will also be granted the option to use Sol's unorthodox moves to supplement his core gameplan. Dragon Install, Riot Stamp, and Gun Flame (Feint) give Sol players additional, if somewhat niche, options to keep gameplay fresh.
sandbox
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File:Shtkn sandbox Icon.png sandbox is a well rounded, close-range brawler who thrives off of good yomi From Japanese "読み". Knowing the mind of the opponentTo understand in some way what is going on in the mind of the other player and play around it. Usually involved in reads and conditioning..

Pros
Cons
  • Slugger: A suite of excellent buttons and solid frame data make Sol a menace once he's gotten in. 5K is obnoxious to deal with, while options like YRC Gunflame
    Error: Table MoveData_Shtkn not found.
    and Fafnir
    Error: Table MoveData_Shtkn not found.
    keep opponents blocking for long periods of time.
  • High Meterless Damage: Whether in the corner or at midscreen, Sol hurts like hell. His corner combos (aka the Dustloop) can deal 50% or more, while his combos off of Wild Throw
    Error: Table MoveData_Shtkn not found.
    give him good damage and knockdown.
  • Solid Defense: Volcanic Viper
    Error: Table MoveData_Shtkn not found.
    is the best meterless reversal in the game, hands down. Sol's fast close range buttons also give him good abare.
  • Meter Burn: Sol has great options for spending meter. His Tyrant Rave
    Error: Table MoveData_Shtkn not found.
    Overdrive is an excellent combo ender and reversal, while he uses RC and YRC liberally for mixups and pressure. He can also spend 50 meter on his Dragon Install, wherein he becomes capable of performing incredible combos and has even better pressure, at the cost of potentially losing the round if he isn't careful.
  • Easy Stun: Sol's big individual hits and lengthy combos cause him to generate tons of stun. Counter hit starters can almost certainly earn stun in many matchups.
  • Zoned Out: Sol has issues with long-range zoning. He must either take considerate approaches with dashblocking or wild risks with. Ground Viper
    Error: Table MoveData_Shtkn not found.
    and Riot Stamp
    Error: Table MoveData_Shtkn not found.
  • Tensionless Mixups: Without ample Tension, Sol's mixup is basic. While it has high reward, his Strike/Throw game is predictable and easily countered through use of universal mechanics like Faultless Defense and Instant Block.

Unique Mechanics

GGXRD Sol DragonInstall1.png

Dragon Install (DI) defines the term InstallA move, usually a super, which changes the properties of the character themself, usually for the better. See: Sol Badguy's Dragon Install. super. DI increases Sol’s movement, speeds up the frame data on his attacks, and buffs his special moves. As a cherry on top, Dragon Install will change Sol's character model and change the music played during the match to a unique theme song. After DI expires, Sol will be left helpless momentarily as he recover from the transformation.

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

  • Data in [ ] refers to Sol in Dragon Install (DI).
GGXRD-R2 Sol Normal Icon.png   Normal
GGXRD-R2 Sol Dl Icon.png   Dragon Install

5P

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Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 13

5P is Sol's fastest normal outside of DI, making it a useful tool for abare An attack during the opponent's pressure, intended to interrupt it. and initiating pressure in close range, especially given its expansive gatling options. It will whiff against some characters' crouching hurtboxes.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

5K

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Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 24

A somewhat unusual K normal which serves more as a fast up-close attack and anti-air rather than as a poke. It is a great combo and pressure starter which leads into many different routes, and is frequently used due to its speed and ability to be jump-cancelled.

The second hit has great vertical and horizontal reach and relatively fast recovery on whiff, which makes it extremely useful for anti-airing and catching jump-ins. 5K is commonly used as an option select with forward throw.

Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D

c.S

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 22

Thanks to its speed and various gatlings, c.S is a staple pressure and hitconfirming tool. It is one of Sol’s most damaging starters, making it a strong frame trap option and punisher on highly unsafe attacks, while in blockstrings, its many cancels allow Sol to threaten the opponent with simple mixups despite the move's lacking frame advantage. c.S will combo into j.D on air hit, so it can be used to set up Dustloops.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D

f.S

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 31

f.S is Sol’s main long-range poke, boasting an excellent combination of speed and horizontal reach. It is useful for countering attacks at long range, catching the opponent's attempts to move, and punishing unsafe attacks at a distance.

On block, f.S can be cancelled to specials to apply pressure, or gatling into 2S to reset the situation. On hit, f.S can gatling into 5H for long-range confirms with Tension. The only drawbacks to f.S are its significant recovery and extended hurtbox, which can make it prone to being stuffed in neutral from preemptive attacks, but its speed is something the opponent often has to respect.

Gatling Options: 2S, 5H, 2H, 5D, 2D

5H

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 38

Sol’s other long-range poke, trading speed for greater range and significantly higher reward on Counter Hit. Its hurtbox does not extend far relative to its max range, making it strong when used in conjunction with Sol's other pokes that do greatly extend his hurtbox (such as f.S and 2D), though it is also slower to recover than those alternatives.

In pressure, it can gatling from 6P as a far range frame trap. If blocked, it can be jump or special cancelled for a return to neutral or attempt to press the offensive. It is a common combo part, as it combos into Instant Air Dash j.P/j.K, or can be Roman Cancelled into Bandit Bringer to allow follow-up combos. Additionally, 5H will combo into j.D on air hit, so it is used frequently to set up Dustloops in the corner.

Gatling Options: 2H, 5D, 2D

5D

6P

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 31

6P has upper body invulnerability, so it can counter higher-hitting pokes at range. For anti-airing, it is most effective against shallow jump angles or low air dashes, but it can also counter air attacks used early in descent (in attempts to stuff a 5K anti-air, for example).

6P is a strong pressure tool, leading to a multitude of easily hit confirmable and delayable options upon connecting. It can convert to combos on trades, as long as it hit near the corner or Counter Hit. The wall bounce on 6P also makes it a staple in corner pressure and combos. Sol can even 6P > short delay 6H for sneaky crossup setups.

  • Knocks away and down on hit, wall bounces within range.
  • Greater knockback on Counter Hit, enabling wall bounce at most ranges.

Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

6H

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 45

6H is Sol’s longest range normal, but is rarely used on its own due to slow, obvious start-up, lengthy recovery, awkward angle, and limited cancel options. That said, it is useful as a frame trap from 2S or 6P, and the gap between Sol's hurtbox and the attack's hitbox allows it to crush certain low attacks. The reward for landing 6H on regular hit is rather small without Tension.

On Counter Hit, however, 6H causes ground bounce, resulting in devastating combos, solidifying its use as a frame trap. 6H can also be used as a strong corner combo ender, leading to safe, high advantage Gun Flame okizeme. On block, it raises the R.I.S.C. Level significantly. In Dragon Install, this move becomes an entirely different beast with greatly reduced start-up and recovery.

  • Forces crouch on ground hit, knocks down on air hit.
  • Ground bounces on Counter Hit.

2P

2K

2S

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 20

2S is a strong neutral and pressure tool. It has a relatively slow start-up, but recovers incredibly fast while keeping Sol’s hurtbox far back, making it great for stopping ground approaches and countering shorter pokes. Its disjointed hitbox during active frames can also beat many pokes that hit at a similar height as it. Gatling a f.S into 2S whiff is a common technique which brings Sol's hurtbox back to a safer distance, essentially resetting the situation.

As 2S is advantageous on block, it's a great way to safely end blockstrings or lead into extended pressure, as it maintains cancels to some of Sol's most damaging frame traps, the fear of which can open the opponent up to a potential throw. It can also be used as a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. attack to maintain frame advantage even on Instant Block, which can give information on the opponent's mindset.

Gatling Options: 5H, 2H, 6H, 5D, 2D

2H

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 39

2H is primarily used in combos on airborne opponents, such as from anti-air 5K and corner 6P. It is rarely useful on its own due to its slow start-up, long recovery, and large hurtbox. On rare occasions, it can be used in anticipation to anti-air for a rewarding Counter Hit launch.

From farther air hits, it combos into Instant Air Dash j.P/j.K to allow follow-up combos that result in a knockdown that would otherwise not reach. 2H will combo into j.D on air hit, so it is frequently used in place of 5H in cases where greater height is required for Dustloop routes, due to its higher vertical range.

  • Floats on Counter Hit.

Gatling Options: 5D, 2D

2D

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 29

2D is a powerful normal, boasting an exceptional combination of speed, reach, evasive properties, and rewards on hit.

Its low profile ability makes it useful for countering pokes that don't reach the floor. On Counter Hit, it will combo into Gun Flame for high damage, Tension-free combos. On normal hit it leads to multiple combo options depending on range and resources. It is a strong frame trap option as well since it can low profile many fast pokes. It is useful as an empty jump low option for okizeme since it can easily outrange throws.

j.P

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 15

j.P is Sol’s fastest air normal, making it ideal for close-quarters air-to-air encounters. It cancels to itself even on whiff which is useful for covering space with a long series of active hitboxes. This, along with its quick recovery, make rising j.P a low-risk space control option.

j.P shifts Sol's hurtbox forward and upwards, so it can be difficult to anti-air, and can potentially evade aerial attacks from below. Its speed also makes it ideal when pressing offense if Sol can tech out of a combo. Following knockdowns, j.P can be used as a safe jump and puts the opponent in short blockstun, making it a common tick throw option. In combos, j.P can be used to create Burst-safe points.

Gatling Options: j.P, j.K, j.S, j.H

j.K

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 28

It can be used in long distance air-to-air, or apply pressure on opponents attempting to jump away. In combos, j.K is frequently used from long range hits and can be used to increase corner carry in many confirms, due to only being a frame slower than j.P while having much more horizontal range.

It has a large hitbox behind Sol, allowing it to cross-up, making it useful for okizeme following closer knockdowns. The hitbox of j.K does not reach low, so certain characters can crouch to make it whiff.

  • Large cross-up hitbox.

Gatling Options: j.S, j.D

j.S

j.H

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 21

j.H has utility in a wide variety of areas and is Sol’s most commonly used air normal. For okizeme, j.H is useful as a safe jump that can hit high twice. While it doesn’t gatling to any other air normals, it recovers instantly, so it is possible to link j.P or j.K afterwards.

j.H is useful as both an air-to-air and air-to-ground attack due to its large hitbox, long active frames, and evasive hurtbox. Sol's hurtbox shifts up far above the lower limit of j.H's hitbox, making it a great way to counter anti-airs and help approach from the air. As a jump in, the only drawback it has is that it doesn't reach quite as deep as j.S, so it can be low profiled. At neutral, rising j.H has similar utility to rising j.P as a method of covering space, and hits slightly above Sol as well. j.H can be used to create Burst-safe points in combos due to its instant recovery.

j.D

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 33

j.D is primarily used in combos on airborne opponents to maximize corner carry and damage, such as Dustloops near the corner. It is also commonly used as a gatling from j.S to launch the opponent.

On its own, j.D has limited use as an air-to-ground attack, as the hitbox has more range horizontally and upward vertically than downward. In addition, it has extra landing recovery, which makes follow-up pressure after it is blocked weaker. It can occasionally be useful as an air-to-air with decent active frames and horizontal reach.

  • Knocks away on hit with significant untechable time. Combined with its short recovery, two j.Ds can be done in a single regular jump, leading to Sol's famous Dustloop combos, which you can read more about in the Combos page.
  • Wall bounces on Counter Hit within range.

Universal Mechanics

Ground Throw

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Sol’s ground throw is used much more frequently on defense than offense. Typically, using Wild Throw is a stronger and more rewarding option on offense. Throw is faster though, so it can be used in situations where the opponent makes themselves throwable for a brief period of time. It can only be followed up with combos using Roman Cancel.

Performing throw as 6K+H acts as a useful option select to perform 5K if the opponent is not throwable, and throw if they are. This cannot be used for throwing opponents behind due to Faultless Defense, but is much safer than using 6H.

Air Throw

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Sol’s air throw is useful in multiple situations, since air throws are strong in general. Sol makes use of it particularly during offense to grab opponents who attempt to escape by jumping. It knocks down upon connecting and usually has to be Roman Cancelled to enable any follow-up. Sol's air throw does significant stun damage, so succeeding with a tech trap can often result in a stunned opponent.

j.H is a strong normal that can often lead to a favourable situation for Sol due to recovering as soon as its active frames end, so missing an air throw does not necessarily put Sol in a bad position.

Dead Angle Attack

Blitz Attack

Special Moves

Gun Flame

236P

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Gun Flame (GF) is a vital neutral and offensive tool, serving as one of Sol's few ways of applying pressure at longer ranges. It can be followed up with various combos depending on spacing and whether or not it Counter Hit; the later the flames hit, the more time Sol has to follow up, whether on block or on hit. When combo'd into, such as from a Counter Hit 2D, it has significant hitstun, allowing a 5H followup. At neutral, it covers a huge area for a long time, making it ideal for ground space control.

GF has significant recovery, so if it is jumped over it can result in Counter Hit punishes. The move becomes significantly more threatening with meter for Yellow Roman Cancel, as it allows Sol to move with the projectile, letting him meet his opponent in the air or catch their landing if they jumped over GF. On offense, it can be used to frame trap or as a pressure reset using YRC. For okizeme, meaty GF can be significantly advantageous on block and can lead to high/low mix-ups if it hits particularly late or with YRC, which is particularly strong in the corner.

  • The 3rd and 4th pillars of Gun Flame do not disappear when Sol gets hit.
  • Launches on hit, Counter Hit is untechable.
  • Sol is in Counter Hit state for the entire duration.
  • Attack power and level change with each set of 9 active frames.

Gun Flame (Feint)

214P

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Gun Flame (Feint) (GF(F)) is often used as a cancel option from 5H or 6H on block. This doesn’t improve frame advantage, but it brings Sol's hurtbox back to a safer distance. It builds a small amount of Tension, so it can be used at farther ranges during down time to build meter for free, or as a special cancel from certain combo enders for more meter gain. In pressure, GF(F) is a risky but occasionally useful method of getting the opponent to flinch that can be punished.

  • Has no hitbox.

Volcanic Viper

623S/H (Air OK)

No results
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Ground S Volcanic Viper (SVV) is the slower and more invincible version of Sol's DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., which is slightly less unsafe on block than its heavy counterpart. In neutral, it can be used at range to counter an opponent’s poke into a knockdown, but it is risky and will only be effective on attacks that extend their hurtbox. While it can be used as an invulnerable reversal, it is slower than Ground H Volcanic Viper (HSVV or HVV) and has a much thinner hitbox.


Aerial S Volcanic Viper (j.SVV) can be used as an anti-anti-air, which becomes particularly strong with Roman Cancel available. Note that its hurtbox reaches much lower than that of Aerial H Volcanic Viper (j.HVV). It can also be used to counter aerial attacks at close range. j.SVV is used frequently to end air combos with knockdown. A close to ground j.SVV can link into 5P upon landing, making Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. j.SVV useful in certain mid-screen confirms.


Ground H Volcanic Viper (HVV) is Sol’s strongest defensive tool, and has applications for neutral and offense as well. It has fast start-up and is invulnerable instantly, so it can be used on wake-up or at any gap in the opponent’s pressure to counter their attacks. HVV is highly unsafe on block or whiff; having Roman Cancel (RC) available removes much of the risk associated with it, allowing combos on hit or pressure if it is blocked. If the second hit connects on Counter Hit, it can be followed up with a combo at no Tension cost.

HVV is also a powerful anti-air option, though vulnerable to Faultless Defense. It is particularly useful for punishing forward air dashes, since the opponent must wait until the air dash is complete to FD. On offense, HVV can be used as a frame trap and anti-throw option if Sol is negative, punishing opponents that try to press where his turn would otherwise be over, though exercise caution as it is still heavily unsafe.


Aerial H Volcanic Viper (j.HVV) can counter aerial attacks, and can be used to end air combos with knockdown. j.HVV reaches much higher than its S counterpart, so it can be used from farther away. While j.HVV has higher base damage than j.SVV, you need to be closer to land both hits, so which version you go for in combos will ultimately depend on positioning.


All Versions
  • Hits twice, both hits launch. First hit is fully untechable on Counter Hit. Second hit can be cancelled into Knockdown on hit, block, or whiff.
  • Sol is crouching during landing recovery.
  • Cannot Yellow or Purple Roman Cancel.

Knockdown

Volcanic Viper > 214K

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Knockdown (KD) is the add-on to Volcanic Viper (VV) which is used to knock the opponent down after a VV hits.

The cancel to KD is delayable, so depending on the height at which VV connects, a difference in timing may be required for it to connect. Whiffing a KD after VV connects will leave Sol at disadvantage, and is sometimes even punishable. Delay cancel into KD can also be used in an attempt to throw off the opponent’s punish timing when they block or dodge a VV, but doing so puts Sol in Counter Hit state, leaving VV even more punishable if it fails.

During Dragon Install, Sol will fall to the ground quickly after KD, making him less vulnerable and allowing for better followups.

  • Can be cancelled into from Volcanic Viper on hit, block, or whiff.
  • Knocks down on hit.
  • Sol is in Counter Hit state for the entire duration.
  • Cannot Yellow or Purple Roman Cancel.

Bandit Revolver

236K (Air OK)

No results
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Bandit Revolver (BR) is primarily used to end combos into Sol’s most advantageous knockdown. The second hit of BR has a large hitbox and must be blocked with Faultless Defense in the air. Frame advantage of a blocked BR depends on distance and whether it is crouch or stand blocked, or instant blocked. From mid-range on crouching block BR will be slightly advantage, but in other situations it can range from being slightly negative to punishable. BR also has niche use as a low crush because it is airborne after frame 9.


j.236K

In the air, Sol travels far forward and moves enemies a great distance on hit which grants Sol significant corner carry if successful. It is possible for the opponent to be high enough in the air that they can tech after the second hit.

Bandit Bringer

236[K]

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Bandit Bringer (BB) should be used sparingly outside combos. It has very slow and telegraphed start-up, so it can be punished easily, either by getting countered out of startup or thrown after an Instant Block. It hits overhead, but is too slow for it to realistically hit an opponent for crouch blocking.

The main use of BB on its own is as high-risk, high reward evasive attack to dodge and whiff punish an opponent in anticipation at long range. It can also catch backdashes or jump start-up. BB is used frequently in combos for added damage and corner carry.

  • Floor bounce on hit, higher bounce on Counter Hit.
  • Sol is crouching during landing recovery.

Riot Stamp

214K

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Riot Stamp (RS) is a risky but useful movement-based special, generally used with Sol's back to the corner for quickly dodging and whiff punishing attacks. RS recovers quickly upon connecting and Sol is able to act shortly after reaching the apex of his ascent from the second hit, allowing for follow-up combos on hit and safety on block.

At mid-screen, RS is punishable on reaction by 6P, invulnerable attacks, Blitz Shield, or otherwise, so it is dangerous to use frequently. With Sol’s back to the corner, it becomes much more practical, since Sol has less distance to travel backwards, allowing it to potentially be used as a sneaky overhead. Using Yellow Roman Cancel during the backwards travel of RS is a useful method of quickly distancing yourself from the opponent.

  • Wall bounces on hit.
  • While unlikely to come up in actual play, the travel distance of the initial leap backwards is not infinite, and Sol will harmlessly fall to the ground without performing the attack if he is incapable of reaching a wall in time.

Break

j.214K

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

AKA "Kudakero". Break is an all-around strong dive kick. It stalls Sol’s momentum in mid-air, making it usable as an anti-anti-air option since it comes down quickly after the delay to whiff punish. It can be followed up on hit near the corner, or mid-screen using Roman Cancel. It is used frequently in corner combos due to high hitstun, allowing a plethora of followup options.

On block, Break is safe, but only if the flame pillar connects. From a close-range block (often caused by Instant Block), the flame pillar will whiff behind the opponent after the dive kick, leaving Sol vulnerable. Break done from farther ranges is difficult to whiff punish since the flame pillar will still come out upon whiffing the dive kick. Using Yellow Roman Cancel (YRC) as Sol’s begins descending makes him quickly drop to the ground, making for a particularly strong approach from the air.

  • Launches on hit, Counter Hit is untechable.
  • Cannot be performed close to the ground.

Wild Throw

623K

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Wild Throw (WT) makes Sol especially dangerous when within its range, and is a fundamental part of Sol’s offense. It boasts a start-up of only 4 frames, and can outrange normal throws. It allows strong Tension-free follow-up combos; while it forces a side switch, Sol recovers so quickly that he can run under his opponent to swap sides again while still being able to combo.

During pressure, WT is used most effectively in conjunction with frame traps and lows, with the outcome depending on whether opponents opt to try either countering its start-up or jumping and backdashing to avoid it. Opponents using Faultless Defense excessively to keep Sol out are extra susceptible to WT. It is important to space WT well, as it can be thrown out of start-up if done too close. On whiff, there is a recovery animation which can be easily punished, but it can be Purple Roman Cancelled for safety.

Ground Viper

214S

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Ground Viper (GV) is the most risky attack in Sol’s arsenal. It has massive recovery and cannot be cancelled on whiff. The player must rapidly press directions and buttons (not including D) to achieve the maximum travel distance and 9 hits.

GV will reach the opponent quickly from nearly full screen, so it is useful for catching opponents out of anything they might be doing from far away. It can low profile any attack that does not reach the floor, which can be useful at neutral, on wake-up, or while being pressured. Mid-screen ground hits confirmed into GV will lead to high damage combos with great corner carry.

  • Hits low for all but the last 3 hits, minimum of 5 hits, maximum of 9 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit.

Fafnir

41236H

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Fafnir is a strong neutral and pressure tool. It has far reach due to Sol stepping a far distance forward, making it ideal in neutral at long distance. It can be used to counter attacks at long range into full screen carry combos or as a whiff punisher. The tumble caused by a Counter Hit can often be followed up even on trades, so it is a frightening move to challenge. Sol’s hurtbox lowers slightly during start-up, so it can duck under certain higher-hitting attacks and counter them. As it recovers quickly, if opponents avoided it by jumping, Sol is often left in a good position to anti-air.

It is useful in ranged pressure when opponents are conditioned not to attack. It must be blocked with Faultless Defense in the air, so it can catch opponents at the beginning of their jump. On block, it is plus (unless Instant Blocked) and increases the opponent’s R.I.S.C. Level considerably. Fafnir is used frequently in combos near the corner. Its high base damage contributes to Sol's prominent stunning ability, especially from a Counter Hit Fafnir starter. Fafnir’s drawbacks are its relatively slow start-up and large horizontal hurtbox.

  • Tumbles on hit. Significantly longer tumble on Counter Hit.

DI Gun Flame

236P

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

While the Dragon Install (DI) version of Gun Flame (GF) does not travel like its regular equivalent, the static projectile covers a significant amount of the screen while recovering much faster. Because of this, the move is very useful at occupying space at mid-range, effectively preventing the opponent from approaching. It even grants advantage on block, allowing Sol to dictate the pace even at distances where he is normally at a disadvantage, especially when combined with Yellow Roman Cancel. Additionally, (DI) GF is useful in corner combos, as it has a large amount of untechable time on hit and deals good damage.

  • Launches on hit, Counter Hit is untechable.
  • Sol is in Counter Hit state for entire duration.

DI Volcanic Viper

623S/H (Air OK)

No results
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

The Dragon Install (DI) versions of Ground S Volcanic Viper (SVV) and Aerial S Volcanic Viper (j.SVV) are used in much the same way as a regular SVV and j.SVV. The additional hit increases combo damage and decreases disadvantage on block, although not enough to prevent it from being highly punishable. (DI) j.SVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.SVV. That being said, neither (DI) SVV nor (DI) j.SVV see much use during DI, due to the far higher reward on the H versions.

  • Hits 3 times, all hits launch. Third hit can be cancelled into Knockdown on hit, block, or whiff.
  • Cannot Yellow or Purple Roman Cancel.

In Dragon Install (DI), Ground H Volcanic Viper (HVV) and Aerial H Volcanic Viper (j.HVV) boast greatly enhanced firepower. Dealing a total of 10 hits, connecting with either version results in a large amount of damage, especially if it hits raw. With all 9 rising hits building a base 7.2% Tension on hit, (DI) HVV has the highest Tension Gain of any attack in the game. A successful (DI) HVV almost always builds enough Tension to pay for a Roman Cancel (RC), at which point Sol can convert the already powerful attack into a full combo. (DI) j.HVV also has the bonus of requiring Faultless Defense to block after the first hit, a property not shared by regular j.HVV.

Of course, the move is not without its weaknesses. Both versions are massively unsafe on block or whiff, putting Sol at a greater disadvantage than any other attack he has. For that reason, you should never go for a (DI) HVV in unconfirmable situations without the necessary 50% Tension required to RC. With an RC available, however, there is another interesting use for (DI) HVV. The first hit alone deals 60 damage, launches, is completely untechable and only decreases the R.I.S.C. Level by one, making it perhaps the most dangerous single hit in the game. RCing the first hit and continuing with a combo can result in massive damage, especially off a 7 frame attack with invulnerable start-up.

  • Hits 10 times, all hits launch. Tenth hit can be cancelled into Knockdown on hit, block, or whiff.
  • Cannot Yellow or Purple Roman Cancel.

DI Bandit Revolver

236K (Air OK)

No results
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

In Dragon Install (DI), Bandit Revolver (BR) becomes a pressure and combo tool. Due to its improved start-up, movement speed and active time, opponents are forced to respect the ground version in neutral to a much greater degree than regular BR, and the improved attack level grants Sol advantage on block, allowing you to reset pressure with it.

(DI) BR does not work very well as a pressure tool at close range on grounded opponents, however, as Sol moves so far forward that crouching will usually force the last hit to whiff over the opponent, leaving Sol wide open. Because of this, it is best used either at a distance or in expectation of a jump. As the last hit of the ground version is an overhead, it’s not uncommon to use it to reset pressure at a distance where only the last hit will connect, provided that the opponent is too scared to press a button. Because of its significant untechable time, (DI) BR can also be used as a combo tool near the corner, particularly on air hit. It can even be looped several times in the corner, although the damage isn’t ideal.


In the air, (DI) BR functions like its regular counterpart, but the increased attack level and decreased landing recovery means that it can also be used as a combo part on air hit.

DI Bandit Bringer

236[K]

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

In neutral, the Dragon Install (DI) version of Bandit Bringer (BB) carries the usual risks, despite the miniscule improvement to start-up and the seemingly larger hitbox.

Of course, being in DI, the reward for landing it is potentially greater, as it lacks the initial proration attached to the regular version. Because (DI) BB tumbles on hit, it is often used in combos after a mid-screen (DI) Break for the additional corner carry required to take the opponent all the way to the corner. Interestingly, if you land (DI) BB without any preceding tumbles, it will tumble, but landing it after a tumble in the same combo will cause a ground bounce instead, as combos have a one tumble limit.

  • Tumbles on hit during first tumble in a combo, ground bounces after a tumble.

DI Riot Stamp

214K

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

In Dragon Install (DI), the first two hits of Riot Stamp are entirely unchanged outside of Tension Gain. For this reason, its use in neutral is almost entirely restricted to the exact same situations as the regular version and therefore should be used sparingly.

However, should a (DI) Riot Stamp get as far as that second hit, the situation quickly changes. After Sol kicks down, an inferno rises from underneath the opponent. This inferno has a ludicrous amount of active frames, and as Sol himself recovers at the same time he would for the regular version, his advantage on block goes from high to frankly absurd. Similarly, on hit, Sol gets a lot more freedom to do as he pleases.

  • When right next to the wall, start-up is 16 frames.

DI Break

j.214K

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Once Sol enters Dragon Install (DI), Break’s all-around usefulness increases greatly, even though its damage does not. Firstly, start-up becomes noticeably faster, further enhancing its viability in neutral situations. While Sol does not hang in the air for as long to bait out anti-air attempts, the speed of the move and the danger of DI in general make it risky to challenge. Secondly, the flame that normally appears upon hitting the ground is replaced by a large explosion, granting Sol even greater advantage without the possibility of the second hit whiffing at point-blank. The explosion even hits behind Sol, creating potential cross-ups, although the minimum height requirement usually restricts this function to okizeme or other situations in which Sol is able to get high above the opponent.

On hit, the explosion launches the opponent high and far, sporting a massive amount of untechable time. This allows Sol to easily follow-up with the jumping normal of his choice (including after an Instant Air Dash), or even (DI) Bandit Bringer during low untechable time decay. Because of this, (DI) Break is a very versatile combo part during DI combos, both mid-screen for corner carry and in the corner for j.D > (DI) Break loops. That being said, using it in combos limits your maximum damage considerably, so if you can avoid using it in that context, do so.

  • Second hit has a massive amount of untechable time on hit.

DI Wild Throw

623K

DI Ground Viper

214S

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Its faster start-up, movement speed and immediate super low profile state make it a very scary ranged low, a luxury not shared by many other moves. On block, (DI) GV cranks up the opponent’s R.I.S.C. Level to a far greater degree than any other attack he has, basically guaranteeing that the opponent is forced into an automatic Counter Hit state if Sol gets the maximum number of hits. On hit, while Sol can opt to increase hits and therefore damage, there is an incentive to simply letting the attack perform its minimum number of hits. Due to the increased launch height on the final hit, if the hit count remains low, the opponent's gravity will not scale as much, to the point Sol is able to follow-up with a sufficiently fast anti-air normal such as 5K or 2H and lead into an extended combo.

(DI) GV also lacks several of the weaknesses of its regular counterpart. As Sol moves across the ground, he creates a set of high-reaching flame pillars behind him. This makes (DI) GV much harder to jump over. While these flame pillars can be blocked in any way, they do push the opponent back towards Sol, meaning that if a jumping opponent gets caught by a stray flame, they can potentially be pushed back into the rising section of the attack in spite of their attempts to clear it. Sol is able to Purple Roman Cancel to safety should he have the 50% Tension to spare. You can even choose to Yellow Roman Cancel the early portion of the attack if you don’t want to commit to the full thing or simply wish to scare the opponent with a quick burst of forward movement.

  • Hits low for all but the last 3 hits, minimum of 15 hits, maximum of 25 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit.

DI Fafnir

41236H

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

While Sol is in Dragon Install (DI), Fafnir can deal up to three hits in immediate succession. Fafnir has more recovery in this state, making it considerably more risky to whiff and noticeably less advantageous on hit. However, its frame advantage on block is slightly higher, so it can be used in largely the same manner.

On hit, the move decreases the opponent's R.I.S.C. level significantly more than regular Fafnir, causing heavier damage scaling, but the opposite is also true on block. An overly defensive opponent will quickly earn themselves a flashing R.I.S.C. Level.

  • Tumbles on hit.

P.B.B.

j.623K

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

P.B.B. is Sol’s Dragon Install (DI) exclusive special, used primarily as a combo ender during the final moments of DI to allow Sol to safely recover without repercussion by causing knockdown and creating distance between Sol and the opponent.

Uniquely, despite being classified as an air throw, it is possible to land P.B.B. on grounded opponents, but only while they’re already in hitstun. Combined with its fast start-up and short burst of horizontal movement, this allows Sol to end almost any DI combo with P.B.B. without needing to add any unnecessary filler, maximising combo damage. Due to its nature as an air throw, there is the potential to use P.B.B. for resets on an opponent attempting to air tech away, or to use it to throw someone out of Burst start-up.

  • Can grab airborne opponents both in and out of hitstun.
  • Can grab grounded opponents in hitstun.

Overdrives

Tyrant Rave ver.β

632146H or 632146D

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Tyrant Rave ver.β (TR) is primarily used to do unburstable damage in combos, usually when it will kill. It also gives high damage combos from a corner 2D hit. It can be used as a more costly reversal option on wake-up or in pressure. However, Roman Canceling Volcanic Viper is almost always a better idea since it is much less risky. It is slightly unsafe on block, whether the opponent interrupts the second hit or not.

As a reversal, the only benefits TR has over VV are that it has more horizontal range and cannot be Bursted; when 75% Tension is available, TR has the added benefit of allowing Yellow Roman Cancel, so it can safely be cancelled when the opponent is ready to block it, though this is much more costly than RCing VV. It can also be used on offense similarly to VV as a frame trap, but this is rarely practical.

  • Hits twice. First hit launches, second hit knocks away and is untechable. Wall bounces near the corner with enough hitstun to follow up.

Dragon Install

214214H (Air OK)

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Dragon Install (DI) is a situational, high-risk, high-reward Overdrive in which Sol’s movement speed is increased, his normals become noticably faster and safer, and his specials are all buffed significantly. If used in neutral, Sol gains a great amount of initiative; he recovers instantly once the super freeze ends, and the combination of his speed advantage and his reward off any given hit is large enough that it becomes very risky for opponents to attempt to force the pace of the match into their favour.

Of course, DI itself carries a large risk. When the mode’s natural duration ends and Sol returns to neutral on the ground, he is forced into a lengthy recovery animation, making him incredibly vulnerable to a counter-offensive. Due to this, DI is only really recommended in situations where the recovery animation will not come into play, either to make a last minute comeback, to quickly finish off an opponent hanging on by a thread, or in a combo that can guarantee a safe exit out of DI.

With proper timing, the invulnerability on DI allows it to be used after a knockdown as a big call-out against reversal attempts, especially those intending to Roman Cancel upon connecting. DI can also be used to create Burst-safe points in certain situations. Can be Roman Canceled just as the animation starts, only burns the meter for the cancel and cancels the transformation.

  • Greatly enhances movement speed, all offensive specials and almost all normals.

DI Tyrant Rave ver.β

632146H

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

The Dragon Install (DI) version of Tyrant Rave ver.β (TR) is a very scary Overdrive. The first hit is basically the same, albeit a couple of frames slower, but the scary part is what follows. The second hit is replaced by a travelling blast of fire, dealing 15 hits total and travelling from Sol's fist across the entire length of the screen. The raw damage on this attack is immense, especially during Hell Fire, and the increased strike invulnerability makes it not entirely terrible to just throw out. While Sol is at a disadvantage on block, the pushback from the blast forces the opponent to either Instant Block the first hit and punish before the second, or not at all.

Where (DI) TR really shines though, is as a late combo part in the corner. The projectile causes wall stick near the corner, allowing for easy P.B.B. enders. Furthermore, if you delay (DI) TR so that the first hit connects right before the opponent hits the ground, they'll stick to the wall low enough to guarantee the slump afterwards. Because of this, many combos with (DI) TR can then be followed up with a grounded combo continuation into an ender.

  • First hit launches, following hits are part of a large, travelling projectile.
  • Wall sticks near corner.
  • Does not have a Burst version.

Instant Kill

Branding Breach

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Like most Instant Kills (IK), Branding Breach is only particularly useful in two situations: when an opponent is stunned and you have the means to quickly activate IK Mode, or when the conditions to combo into IKs are met.

As far as the attack start-up itself is concerned, Branding Breach is actually a fairly versatile IK. It has a lengthy amount of invulnerability and a decent hitbox, mainly thanks to the start-up animation being based on Fafnir. If conclusion conditions are met, it becomes possible to combo into Branding Breach off a Roman Cancelled Ground Throw or Wild Throw mid-screen, and any corner combo leading into a high air hit Fafnir can also combo into Branding Breach without requiring a Roman Cancel.

  • Used for killing stunned opponents, and comboing into a guaranteed finish during match point when opponent is in Hell Fire state.

Navigation

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