GGACR/Sol Badguy

From Dustloop Wiki
Jump to: navigation, search
Sol Badguy
GGAC Sol Portrait.png

Defense Modifier: x 1.00

Guts Rating: 1

Stun Resistance: 60

Jump Startup: 3

Backdash Time: 16

Backdash Invincibility: 8

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
  

Overview[edit]

Guilty Gear's original poster character and creator Ishiwatari's nod to the lead singer of his favorite band: Freddie Mercury of Queen. Sol "Frederick" Badguy is a hard hitting, close range character with a variety of odd moves.

Sol thrives in the opponent's face with fast pokes, moves that go under others, and the best Dragon Punch period. His high/low mixup is very poor, but his tick throws, frame traps, and abundance of meter give him plenty of things to play with. Outside of his optimal range, he has some other decent midscreen tools, too. Though his main BnB, Sidewinder Loop, requires character specific precision, his combos are generally very freestyle and deal high amounts of damage. But in order to get to those combos, Sol players will need to play a bit tricky.

Pros/Strengths[edit]

  • Volcanic Viper. Breaks through pressure, reversals, and punishes like no other DP in the game.
  • Good command throw which leads to guaranteed damage.
  • Very good 3 frame poke/5 frame anti-air (5K). All-around excellent Anti-Air.
  • High damage, meterless combos that knock down.
  • Punishing frame traps that lead to huge damage on counterhit.

Cons/Weaknesses[edit]

  • Poor conversion and lacks threatening tools outside of optimal range.
  • Struggles against zoners.
  • Subpar mixup options which can make Sol very easy to read.
  • Limited pressure; generally wants to go for the mixup quickly.

Notable Moves[edit]

  • 5K, 2D, 6P, j.P, j.H
  • Volcanic Viper, Wild Throw, Sidewinder, Grand Viper, Tyrant Rave (FB)


Note: Frame data for normals is as follows, x[x] where x is the move normally and [x] is the move in Dragon Install.

Normal Moves[edit]

[edit]
5P
GGAC Sol 5P.png
Ora
Damage Guard Cancel Startup Active Recovery Frame Adv.
10[12] HLF CSJR 4[3] 4[2] 6[4] 0[+4]

A pretty niche tool. Its speed is a bit above average and can tag a lot of beefier moves during their startup or cooldown. It's not the best for Anti-air in comparison to 5K, but its hitbox is more horizontal, and is an extremely safe option. Since it can gatling to 5K, 2P, and 6P on whiff, you can also use it occasionally to trick opponents into thinking you're going for something else.

5P is good for tick throws and for baiting bursts. Some other uses involve gatling into it from 2P, and then into 2K, if the opponent has been conditioned to block high in reaction to standing animations. It will also whiff over some crouchers, notably Millia, Faust, and May, and can be used for some different throw setups instead.

80% proration (no proration in DI).


[edit]
5K
GGAC Sol 5K.png
Only I get to push buttons.
Damage Guard Cancel Startup Active Recovery Frame Adv.
14x2 HLF SJR [SR] 3[2] 2,6[1,4] 13[7] -7[-1]

Poster child for one of the most effective normals in the game and one of Sol's scariest options. An excellent hitbox and one of the few normals in the game that comes out on frame 3. The second hit reaches quite a bit in front of Sol's head, making for an excellent Anti-Air. Its speed will net clutch punishes, land counter hits in frame traps, beat some moves unexpectedly, and lets Sol get out of pressure where most characters can't without having to commit to a DP. Fantastic.

On air hit, it is usually confirmed from pretty easily with 2H or a j.P/j.K into a standard air combo > VV for knockdown. On air counter hit, its hitstun is high enough to combo into a Sidewinder Loop from an IAD j.S or j.D with a bit stricter timing. Don't forget to OS this with throw on the occasions that you don't go for WT.


[edit]
c.S
GGAC Sol cS.png
Punish and Frame Trap Starter
Damage Guard Cancel Startup Active Recovery Frame Adv.
30[28] HLF SJR 5[3] 2[1] 12[10] 0[+3]

Your main punish starter with some stealth quirks that make it good in pressure. C.S can be gatling'd into from all of Sol's lower level buttons, mostly for midscreen meterless combos, and 5/2/6P or 5/2K to delayed c.S can serve as a bit of a frame trap.

As a safe move, it's also good for frame traps and tick throws. Mid-corner combo against airborne opponents, you can jump cancel into a j.D for a high damage Sidewinder or Dustloop. In the corner, you'll usually start your loops with c.S > 6P. C.S also has Sol lean forward during activation, pushing forward his hurtbox and allowing him to simply push through some moves like Dead Angles when blocked deep.


[edit]
f.S
GGAC Sol fS.png
Your go-to spacing tool
Damage Guard Cancel Startup Active Recovery Frame Adv.
30[28] HLF SR 7[5] 1[1] 24[14] -11[0]

F.S has a far reaching hitbox which makes it good for establishing offense in neutral. Land it close enough and you can go into 5H > Fafnir, and opt to go into Tyrant Rave for some extra damage. It is also a useful corner pressure tool for hitting people out of poking attempts. Be careful though, as Sol extends his hurtbox before the hitbox goes active. If it gets blocked, feel free to go into 2S to make it safer.

[edit]
5H
GGAC Sol 5H.png
Counter Hit > Pain
Damage Guard Cancel Startup Active Recovery Frame Adv.
40[44] HLF SJR 11[6] 2[1] 26[13] -9[+5]

Slow startup, but can be confirmed on hit (nearby) or counter hit (from very far out) into Grand Viper > Sidewinder loop. You can also end ground strings by going into 5H > Fafnir. It also goes into IAD j.P or j.K against airborne opponents, or after a confirm of xx > 6P > 5H when the 6P is landed somewhat close.

On CH against standing opponents, you can Instant Air Dash > j.S and continue into a Sidewinder Loop, and you can confirm into Bandit Bringer against most crouching opponents. This move is jump cancellable, but don't get predictable with airdash pressure.


[edit]
6P
GGAC Sol 6P.png
Bullying 101
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 HLF SR 11[6] 3[2] 20[10] -9[+2]

Prime bullying tool, 6P is a great move that will beat out a lot of poke attempts and can be confirmed into a combo from pretty much anywhere. It is one of Sol's main tools for conversions since it floats the opponent, and is vital in frame traps due to its slightly slow startup and many gatling options.

6P can be used as a clutch anti air due to its invul, but the hitbox makes it much better as a poke and in frame traps such as 2P/2K > 6P. Furthermore, you can cancel 6P at any point during its recovery, so it additionally can work for double frame traps. It has a lot of hitstun and leads to a free combo on counter hit. Expect to be using this move a lot.

Knocks down face up, face down after wallbounce. Frames 1-8 [1-4], Frames 14-21 [8-11] upper body invincibility. Frames 9-13 [5-7] above the knees invincibility. Wall bounces on hit (untechable for 30 frames). 90% proration (no proration in DI).


[edit]
6H
GGAC Sol 6H.png
Exercise judgment unless you want to get dizzied.
Damage Guard Cancel Startup Active Recovery Frame Adv.
32x2[40x2] HLF SR 13[8] 5,1 30[16] -14[+2]

6H is generally not a good move against grounded opponents. It has a horrible extension of Sol's hurtbox, and will generally lose to a lot of pokes from any range and get Sol counter hit. Against airborne opponents however, it can be fatal, and on counter hit, will score easy confirms into Bandit Bringer. It can also be used in corner DI combos to help score a dizzy, but otherwise, the slow speed and horrendous hurtbox will leave you open to eating a fat counter hit combo if you're not careful. Be very cautious about if and when you use this move.

Dizzy modifier x1.5. In CH state for entire duration.


[edit]
5D
GGAC Sol 5D.png
The Great American Unblockable
Damage Guard Cancel Startup Active Recovery Frame Adv.
17[20] HF R 24[18] 3[2] 24[12] -13[0]

Sol's Dust is one of the fastest in the game, and one with good damage and knockdown out of pretty much any combo, normal or ID. It's one of Sol's only grounded overheads, and with the DI version being the fastest Dust in the game. Don't get predictable with it, though: its range is only slightly farther than Wild throw and it is highly telegraphed, as well as being in CH for over half of its duration.

Knocks down face up on CH. In CH state from Frames 1-30.


[edit]
Dead Angle Attack
GGAC Sol 6P.png
Piss off!
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 All R 11 3 25 -14

Gets them off of you when you want a low risk escape. Sol's DAA uses 6P's animation, so if anything it can be low profiled but not crouched under: silly moves like Grand Viper and Sol's 2D will beat this. It's not terrible, but Sol has other ways of getting out of pressure.

Knocks down face up. Frames 1-13 invincible. Frames 14-33 invincible to throws. Frames 14-23 upper body invincibility. Wall bounces on hit (untechable on ground hit for 28F). 50% proration.


[edit]
2P
GGAC Sol 2P.png
Poke
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 HLF CSR 5[3] 4[2] 4 +2[+4]

Good tool for pressure, tick throws, and can be useful for mashing out of pressure. Mostly sees its use in starting frame traps and ocassionally as an oki tool due to its quick speed, low recovery and leaving Sol at +2.

80% proration (no proration in DI).

[edit]
2K
GGAC Sol 2K.png
Use in Wild Throw
and empty jump setups
Damage Guard Cancel Startup Active Recovery Frame Adv.
12[14] LF SR 6[4] 3[2] 8[6] -1[+2]

2K is Sol's fastest low and gatlings into 2H which can combo into Grand Viper, allowing you to convert into damage. It's also good for tick throw setups into Wild Throw, or into 6P or a late c.S as a frame trap. Has its place in a few option selects.

70% proration (no proration in DI).


[edit]
2S
GGAC Sol 2S.png
Save your strings
Damage Guard Cancel Startup Active Recovery Frame Adv.
25[24] HLF SR 10[7] 3[2] 8[5] +3[+7]

Good normal because of the range it covers, and because its hitbox stuffs a lot of other moves. It's also +3 on block, so it's a good blockstring ender, even good unexpected tick throw setups, too. 2S has very little recovery, so it can furthermore be used to make moves like 6P or f.S safer on 2S whiff.

Properly spaced, it can make for an excellent oki tool. You can use it up close and intentionally whiff it on their wakeup to trick them into either blocking, or thinking you're in a punishable state and pressing a button. Very useful.


[edit]
2H
GGAC Sol 2H.png
(Re)launch all day
Damage Guard Cancel Startup Active Recovery Frame Adv.
36[40] HLF SJR 8[5] 6[3] 26[13] -13[+3]

2H's hitbox is a little in front and above of Sol. It can beat big hitbox jump-ins or at least trade with them, better than 5K. However, it's still a bit sluggish to be using as a reactionary Anti-Air. 2H sees use mostly in relaunches in Sidewinder Loops (like 2H > 369 SW), and combo'ing into Grand Viper, being fast enough even to work in CH 2D > Gun-Flame > 2H if you're close enough.

If you look for the right opportunity, though, it nets huge damage on Counter Hit, even if you whiff a Bandit Bringer on reaction, and knocking down if you can't convert. 2H has a very good reward for the risk of using it; feel free to throw it in sparingly and scare your opponents.

Knocks down face down on CH. Floats on CH (untechable for 60F) (DI version doesn't float). 90% proration.


[edit]
2D
GGAC Sol 2D.png
Get down, make love
Damage Guard Cancel Startup Active Recovery Frame Adv.
28[30] LF SR 7[5] 3[2] 20[13] -6[+4]

This move is amazing and is arguably Sol's best normal. Sol is in a low profile state through most of this move's duration; he can actually 2D under ground bursts and avoid them with proper timing. 2D can be used to go under things like Ky's Stun Edges, Johnny's Coins, Jam's Ryuujin, and many other moves.

It's also your best low, and leads into your BnB by special cancelling into Bandit Revolver RC, or if it's on CH can lead into a big damage Gun-Flame > FRC, or Gun-Flame > FB Fafnir to Sidewinder Loop. You can also get a strong, unburstable kill combo by going straight into Tyrant Rave ver.Beta.

Knocks down face down. Frames 4-23 [3-15] low stance. 90% Proration.


[edit]
j.P
GGAC Sol jP.png
Mash
Damage Guard Cancel Startup Active Recovery Frame Adv.
13[12] HA CSR 5[3] 7[4] 4[3] -

Another strong contender for one of Sol's overall best normals. It works in a lot of situations, from air-to-air, air-to-ground, and anti-air. Its speed will beat out a lot of bigger jump ins like Slayer and Johnny's j.H, other air jabs, and is excellent in air dash pressure due to its wide gatling options. It may surprise you sometimes by going through 6Ps, since it shrinks Sol's hurtbox and can even let him sneak past some moves and let you cross up the opponent.

In combos, j.P serves to get quick confirms and bait bursts. It works after you tag somebody with gunflame unexpectedly, and can also be used in lieu of j.K in Sol's difficult high jump IAD combos. You can also combo into it in the corner after a throw against most characters, and can mash it in air combos with a stagger between hits to block bursts on reaction. A deceptively excellent move.


[edit]
j.K
GGAC Sol jK.png
Break a Leg
Damage Guard Cancel Startup Active Recovery Frame Adv.
22 HA SR [cCJR] 6 6[3] 17[12] -

Despite having good horizontal range, j.K is more filler than a move to use in neutral, due to having a high amount of recovery relative to what you can do with it. In combos, it fills the horizontal space that Sol's other air normals do not, and is then used to bridge the gap so Sol can go for the knockdown. It can also help in SW Loops if you land a j.S and the opponent is still too far below you to land a Clean Hit, by doing j.S > j.K > SW.

J.K works well in airdash pressure, since it gatlings both to and from j.P and j.S. It can work sparingly if you go for it early and land to throw, or late after a j.P to catch them trying to hit buttons. Try not to whiff it, though.


[edit]
j.S
GGAC Sol jS.png
Your premium safe jump tool.
Damage Guard Cancel Startup Active Recovery Frame Adv.
28[25] HA SJR [cCJR] 9[6] 3[2] 23[12] -

Jump-in of choice. J.S has a pretty big hitbox and is Sol's go-to for safe jump setups, air combos, and Sidewinder loops. Go a little crazy, and you can use it in crossup setups into landing c/f.S > 5H > Fafnir.


[edit]
j.H
GGAC Sol jH.png
Stone Cold Crazy
Damage Guard Cancel Startup Active Recovery Frame Adv.
24x2 [20x2] HA SR [CJR] 9[8] 6,8[4,4] 0 -

A crazily excellent move with 0 Recovery frames, no joke. J.H is a powerful normal with a lingering hitbox, good damage and conversion options, and during use Sol's hurtbox shrinks, making him hard to be hit or air grabbed. J.H is ridiculous enough that landing 6Ps against it can become a huge pain based on how it is spaced.

Sol can airdash after the last active frames for a fuzzy guard 50/50 on certain characters. And because of its low recovery, you can link a j.P, j.K, or even a double jump j.P afterwards (this is very hard). With how much the hitbox lingers, this move is popular for Sidewinder loops by using 2H > j.H > Sidewinder. One of Sol's most used air options.

Untechable on air hit for 17F (doesn't apply to DI version).


[edit]
j.D
GGAC Sol jD.png
TEYAH
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 HA SJR 9 7 10+5 after landing -

Having been buffed partially to its former glory, Sol's j.D has brought back with it its dreaded namesake, The Dustloop. Sol is very much capable of doing 2-5 reps again, or even leading Dustloop into Sidewinder Loop, resulting in Sol's damage output rising to truly match his playstyle in a version of the game where most characters have seen a significant damage nerf.

J.D has a good hitbox (it has the highest vertical reach of all of Sol's aerials) and wall bounces on counter hit. In addition to D-loop, j.D can be used as an air-to-air, a late air-to-ground, and is also an optimal move in Sidewinder Loops to reach maximum damage. Since it floats on hit, it's possible to do something like Instant Air Dash j.S > j.D > Sidewinder, or land and combo into FB Fafnir, relaunch, and to go into a D-Loop, Sidewinder Loop, or both. Trust in the Dust.

Blowback on normal hit (untechable for 27F). Wall bounces on CH (untechable for 54F). Additional 5F landing recovery. 90% proration.


Throws[edit]

[edit]
Ground Throw
GGAC Sol throw.png
Rushing Headlong
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 43 dots - - - - -

Can be followed up in the corner on most characters with 5K. Bandit Revolver looping after 5K leads to about 15-20% damage + knockdown, as does [5K > j.P > j.K/S] or [5K > 6P > 2H > j.S/D] > Sidewinder Loop. It's faster than Wild Throw and works as a reversal like all normal throws, but WT is generally better as it actually knocks down the entire cast.

Knocks down face down (character specific). Floats on hit. 50% forced proration.


[edit]
Air Throw
GGAC Sol airThrow.png
So I got my handgun

And I blew 'em away

Damage Guard Cancel Startup Active Recovery Frame Adv.
60 88 dots - - - - -

A decent air throw that knocks down. It can also be followed up in the corner with 5K (6P) > FB Fafnir in the corner against lightweights, or f.S > FB Fafnir from midscreen or near the corner for a knockdown and some decent damage. Note that Sol's air throw does NOT lock the opponent's burst, but anybody who does burst out of it is asking to get hurt.

Knocks down face up. Floats on hit (untechable for 60F). Dizzy modifier x1.5. 50% forced proration.


Special Moves[edit]

[edit]
Gun-Flame
236P
GGAC Sol 236P.png
They call him Mister Farenheit
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 50,42,30,30 All F 21 9x2,6x2 total 50 -3

This move is integral to Sol's pressure and oki game, as FRC Gun-Flame allows you run in and continue pressure strings, and will force players to block or reversal on their wakeup. It is also a very damaging combo starter and tool, great for building damage in combos near the corner.

If done too close to the opponent without FRCing, it's punishable. It's not recommended to end blockstrings with Gun-Flame all the time, unless you have enough meter to FRC, and they're not out far enough to be able to jump over it (FRC'ing it though will allow you to react to this). If you're predictable with this move, you're going to eat some damage.

Gun-Flame: floats on hit (untechable for 28F). CH state till end of recovery. Chip damage x2. FRC timing 14-15. Flame appears on frame 19. Damage, Active, and Level vary depending on which of the 4 flames hits. Flames appear on frames 21,31,39 and 42. Gun-Flame can only hit once.

Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Dragon Install 60 All F 20 6 7 +7

DI Gun-Flame has a massive hitbox and will combo into itself. It's quite safe and great for scaring opponents in the corner, or catching bad jump out attempts. Its FRC point is a little later than regular Gunflame's and doesn't see much use, nor does the move itself due to the weakness of DI in general.

Gun-Flame (DI): Floats on hit (untechable for 40F). CH state till end of recovery. Hit stop 6. Chip damage x2. FRC timing: 21-22. Flame goes through other projectiles.


[edit]
Gun-Flame (Feint)
214P
GGAC Sol 214P.png
Psych
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 HL R 13 2 31 -9

Gun-Flame (Feint) has a hitbox at Sol's foot which puts him in counter hit state, but you can still whiff the move in order to build meter. Occasionally ending blockstrings with it after mixing with GF can be used against opponents frightened into blocking for a throw, frame trap, or pressure reset.

CH state till end of recovery.


[edit]
Volcanic Viper
623S/H or j.623S/H
GGAC Sol 623S.png
Go The Fuck To Sleep
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal S 20,36 HLF R 7 3(3)11 21+10 after landing -28

The greatest. Ever. If you know when your opponent will do something unsafe, this move will make them regret ever trying in the first place. Invincible during startup frames up until active frames, Volcanic Viper is the best meterless reversal in the game. It has a huge hitbox, and is all around a great move, however punishable. If you can recognize and place gaps in opponents' blockstrings, VV will allow you to absolutely blow through anything they press with complete disregard.

It is possible to input the command for knockdown on whiff to delay your landing by giving yourself more air time (though this puts you in counter hit state); there will be times when you use this move and get away unpunished. If VV counter hits on the second hit, you can actually land and run up 5k relaunch for a Sidewinder Loop. And to top it all off, VV ends combos for knockdown into oki. One good read with VV may be enough to strike terror into anybody trying to hit you.

S VV has more invincibility than the H version, but starts slower and doesn't go as high. It's got a bit less recovery, so you might end up relying on it more, and the window to combo into Knockdown is much more lenient than HSVV.

VV S: Frames 1-9 invincible. Frames 10-13 invincible to strikes. Airborne from frame 10 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 26F). Can follow-up to Knockdown from frames 24-40. Sol is crouching during landing recovery.

Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Aerial Normal S 36,24 All R 5 2(3)9 10 after landing -

What you're going to be ending most of your air combos in. It has the same leniency into Knockdown as the grounded SVV, and depending on your height compared to the opponent, is going to end up being more reliable than Air HSVV. Note that aerial VVs are NOT air unblockable.

Air VV S: Frames 1-9 invincible to strikes. Floats on hit (1st hit untechable for 36F, 2nd hit for 27F). Can follow-up to Knockdown from 19-35. Sol is crouching during landing recovery.

Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal H 20,36 HLF R 5 2(3)18 29+8 after landing -43

HSVV covers more vertical space than any other move, working as the highest reaching Anti-Air and one of the fastest reversals in the game. It's slightly faster than SVV and goes higher, even though it does the same damage. It's slightly more difficult to cancel into Knockdown, but once you get the hang of it, it becomes second nature.

VV H: 1-6 invincible. 7-11 invincible to strikes. Airborne from frame 7 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd hit untechable for 36F). Can follow-up to Knockdown from 28-44. Sol is crouching during landing recovery.

Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Aerial Normal H 46,26 All R 5 2(3)18 10 after landing -

Even though it's still high reaching, the aerial version of HSVV still doesn't go as high as its grounded counterpart. In exchange, it deals more damage, and the delay on its knockdown can be more useful for reaching high floating opponents at the end of a combo. Like the aerial SVV, it too is NOT air unblockable, so it's easier to bait and punish.

Air VV H: Frames 1-9 invincible to strikes. Floats on hit (1st hit untechable for 38F, 2nd hit for 36F). Can follow-up to Knockdown from 32-44. Sol is crouching during landing recovery.

Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Dragon Install S 20x3 HLF R 7 3(1)4,2 21+10 after landing -19

Completely inferior to every other version of VV in Sol's moveset. It's still the same great hitbox, but lacks the cancel into Knockdown like most other versions (thus does not knock down), does poorer damage, and is as slow as his regular SVV. If you really needed another reason not to use Dragon Install, here you go.

VV S (DI): Frames 1-9 invincible. Frame 10 invincible to strikes. Airborne from frame 10 on. Floats on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 30F). Sol is crouching during landing recovery.

Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Dragon Install H 60,18x9 HLF R 7 3,54 36+10 after landing -78

One of the meanest moves in the game, quite likely to garner shouts of hysteria from anybody watching. HSVV soars to above the top of the screen, dealing a ridiculous amount of damage along the climb up. A great way to end any silly DI combos. Note that if used later in a combo and started with the opponent too low, however, a following Knockdown will likely whiff.

VV H (DI): Frames 1-9 invincible. 1st hit floats and causes knockdown. All other hits cause float (untechable for 60F) and have hit stop 0. 1st hit dizzy modifier x2.0. Can follow-up to Knockdown from frame 63. Sol is crouching during landing recovery.

Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Aerial Dragon Install 20x3 HLF,any x2 R 7 3(2)2,6 landing 10 -

Almost exactly the same as grounded DI SVV, this version also does not cancel into knockdown. Even regarding that it has full invul as opposed to strike invul, it's just as inferior.

Air VV (DI): Frames 1-9 invincible. Frames 10-11 invincible to strikes. Floats on hit (1st hit untechable on ground hit for 28F, 2nd/3rd hit untechable for 45F). Sol is crouching during landing recovery.


[edit]
Knockdown
Volcanic Viper -> 214K
GGAC Sol 623S214K.png
Not shown: Deceptive hitbox
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 HF R 12 4 10 after landing -

Used after VV to score a knockdown. It also delays your fall, so you can use it on whiff to occasionally mess with opponents who aren't paying close attention, but this carries the risk of leaving you in Counter Hit state on landing.

Even though it's an overhead, the hitbox is too high to hit anybody crouching, but it might happen to hit opponents rushing for the punish. Note that against heavyweight characters, Knockdown will whiff after some grounded versions of VV, depending on whether it was normal or counter hit. Know your matchups!

Plummets on hit (untechable for 30F). Sol is in CH state while falling. Sol is crouching during landing recovery.

[edit]
Grand Viper
214S
GGAC Sol 214S.png
The loudest move
for the loudest game
Damage Guard Cancel Startup Active Recovery Frame Adv.
8x7,32 LFx7,HLF R 17 4x4,2x2,5(20)3 37 -21

Grand Viper is the ultimate callout, and is the likliest move in the game to blow out your speakers. It will low profile more than 75% of anything your opponent might go for, and leads into ridiculous amounts of damage on Clean Hit. You will normally be able to score clean hits easily against grounded opponents, but can also land them against somebody in aerial hitstun or ground slide with some specific mashing techniques, due to the nature of Grand Viper's execution. You can even use it to go under bursts on prediction for a maximum punish.

Grand Viper is great in combos and for going under moves you can see coming, but it's very unsafe on block or whiff, and it's possible to hit or throw Sol before he goes for the last hit. Smart players will recognize when you have meter to cancel it on block, and will often throw or hit you if you RC and dash forward to continue pressure. It's also a bad idea to use midscreen when the opponent has a burst, as they can burst right over it and punish you as you keep sliding. Don't throw it out just because you feel like it; be smart, and Grand Viper will aid you as one of Sol's more important combo tools.

Frames 1-4 above the knees invincibility. While advancing, Frames 5-16 invincible above the feet. Advancing part: 1st-6th hits are untechable on air hit for 26F. Causes 24F of hit stun on a standing opponent. Hit stop 6F. Dizzy modifier x0.25. 80% proration. 7th hit of the advancing part floats on hit (untechable for 28F). Hit stop 6F. Finishing hit (the uppercut) floats on hit (untechable for 42F, 64F for Clean Hit). Listed frame data is for a Grand Viper that does the maximum number of hits.

For a detailed look at this move, see this tutorial video: http://www.youtube.com/watch?v=B-N6XKcyKcA&hd=1


[edit]
Bandit Revolver
236K or j.236K
GGAC Sol 236K.png
Boy you'd better begin...
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal, Ground 24,36 HLF R 9 5(11)9 2+7 after landing -3

Ground Bandit Revolver is used at the end of ground gatling strings and Sidewinder loops in order to score a knockdown. It deals decent damage and even beats a few low poke attempts, though it's not really worth the risk of randomly throwing it out. If you know the opponent is going to try and jump out of your pressure, landing this will knock them down and keep them honest. Its short startup invul will occasionally suprise you with what it ends up going through.

BR: Frames 1-3 invincible to strikes. Airborne from frame 9 on. 1st hit floats on hit (untechable for 26F). 2nd hit plummets and causes knockdown on air hit. Auto jump installed. Sol is crouching during landing recovery.

Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal, Air 22,20x2 All RF 6 3(14)4,2 12 after landing -

Air Bandit Revolver can be used to link j.Ds together and to continue an air combo where the opponent is too far away to SW or score a knockdown without meter. When done low enough to the ground, it will loop into itself with a 5K or c.S between them, netting you less damage than SW Loop, but giving you a LOT of tension to play with.

Air BR has an FRC point on it during its first active window. This can be used for a variety of things, such as working as an alternative airdash for 25% meter while keeping air options, and it can be combo'd into from 5K/5S, effectively allowing Sol to do big damage for only 25%. Aerial BR can be used to close distance, as the momentum Sol carries after the FRC is very fast, and it can even lead to fuzzy guards and be used (sparingly) in pressure.

Air BR: 1st hit floats on ground hit (untechable for 24F). Untechable on air hit for - 2nd hit: 32F, 3rd hit: 28F. FRC timing: Frames 6-8. Attack level is 1 on block. Sol is crouching during landing recovery.

Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Dragon Install, Ground 20x3,50 HLF*3, HF R 7 3,3,3(9)9 3+7 after landing +3

The last hit of DI Bandit Revolver is an overhead, which will occasionally tag people who aren't paying attention. It loops into itself very easily (5K/c.S > BR > land 5K/c.S > BR xN), and does excellent damage and can lead to combos that end in DI HSVV.

BR (DI): Frames 1-3 invincible to strikes. Airborne from frame 9 on. Hits 1-3 float on hit (untechable for 26F). 4th hit plummets on air hit (untechable for 26F). Auto jump installed. Sol is crouching during landing recovery.


[edit]
Bandit Bringer
236[K]
GGAC Sol 236Khold.png
... To get those crazy notions right out of your head
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 HA RF 32 6 9+4 after landing +1

Bandit Bringer is an overhead, and a glorious Level 6 move, but is best suited for one main use: combos. Going into Clean Hit Bandit Bringer is a good way to punch a heavy amount of damage and a clean hit into the early parts of your combo. The bounce on BB generally gives you plenty of time to follow it up, regardless of where it was used.

You can also in very clutch situtations FRC it and pull a mixup on players not looking for it. RC'ing on block after a jump install can also lead to some expensive airdash mixups. Fun Fact: Bandit Bringer will clean hit on crouching Kliff and Zappa, but Faust can crawl under it.

Frames 1-3 strike invincible. Airborne from frame 9 on. Causes ground bounce on hit (untechable for 50F, on Clean Hit for 80F, on CH for 152F). FRC timing: Frames 18-20. 66% proration. Startup of 32F to hit crouching opponent (tested on Sol). Sol is crouching during landing recovery.


[edit]
Riot Stamp
214K
GGAC Sol 214K.png
You shouldn't use this move,
but you will
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 HA RF see note - 3 after landing -4~

Riot Stomp serves as a very silly overhead. When used when the opponent has you in the corner, it is practially unreactable, and is airborne on frame 1, allowing you to avoid certain things and get them off of you. On counter hit, you can dash up and convert into high amounts of damage relatively easly. RS has an FRC point before the active frames begin, which has some hilarious uses and can be used as a baiting tool.

WARNING: WILL LOSE TO EVERY 6P IN THE GAME, DO NOT USE THIS MOVE FULL SCREEN.

Airborne from frame 1 on. Wall bounces on hit (untechable for 28F). Sol is not in a CH state until the active frames start. FRC timing Frames 9-12 frames after reaching the wall. Auto jump installed. Attack startup is 9F after Sol reaches the wall. Startup of a Riot Stamp done when Sol is right next to the wall is 14F.


[edit]
Wild Throw
623K
GGAC Sol 623K.png
The bane of blocking
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 70 pixels - 4 1 - -

Sol's main mixup tool. Wild Throw is a command grab, and it is the bane of people's existence. Can be followed up meterlessly on the entire cast for anywhere between 25%-55% damage, character dependent. You'll usually go for dash (2H) > j.D > SW loop. On certain characters, Sol has some burst safe followups such as [IAD j.S > Sidewinder > empty jump SW loop], [2H > late j.H/BurstThrow OS], or [late j.H/block OS > SW loop] and these are optimal, but harder.

1-14 Sol is in CH state. Whiff animation: 35F. 55% forced proration.


[edit]
Sidewinder
j.236H
GGAC Sol j236H.png
JAMA DA
Damage Guard Cancel Startup Active Recovery Frame Adv.
35 *1 HA R 9 4 13 after landing -

Why you play Sol. Big flaming punch, staple combo move which gives Sol his ludicrous meterless damage output. Sidewinder is a move that requires a little precision, as it has a property where it gains more hitstun and damage when you hit the opponent clean (this hurtbox is character specific). This allows you to continue for about 2-3 reps (or up to 5 near the corner) while still granting knockdown opportunities from anywhere on screen, generally with Bandit Revolver, netting anywhere from 30%-80%. All Sidewinder combos are assuming Clean Hit.

Most SW loops are done by simply repeating [j.S/j.H(1) > SW] x N. Whether you jump forward, neutral, or occasionally backwards into the normal is all character and screen specific, so SW loop will take some practice, some finesse, and sometimes improvisation to get it right. If you can ever land an empty jump SW though, it comes with the added bonuses of generally higher damage and being burst safe. Bring the pain.

Wall bounces on hit (Clean hit untechable for 56F). Sol is in CH state while falling and in landing recovery. Dizzy modifier x0.5. 70% forced proration. Sol is crouching during landing recovery.

Clean Hit Diagrams can be found here: Clean Hit Diagrams


[edit]
Fafnir
41236H
GGAC Sol 41236D.png
Your long range melee combo tool
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 HLF R 19 3 27 -13

Fafnir is an occasionally useful tool. It gives Sol a better way to get in after landing faraway hits in neutral. Fafnir causes a small amount of stagger on hit, putting Sol back at neutral while pushing him in towards the opponent. In addition, Sol can RC Fafnir and dash into a longer combo, or he can cancel into Tyrant Rave, throwing in more damage from a midscreen poke for only 25 meter.

Be careful against opponents who mash out of stagger quickly, if they do it fast enough, they recover before you do!

Staggers opponent on ground hit (Max 42F). Knocks down opponent on air hit (untechable for 24F). Slides opponent on CH (untechable for 56F, slides for 40F). Can cancel into Tyrant Rave from 20~25F. Forced prorate 70%.


[edit]
Slam
During Dragon Install, j.214K
GGACR Sol j214K.png
Watch your head
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 HA R 17 12 10 after landing +3

One of Sol's new toys in +R, this move is now a standalone overhead, resulting in a powerful mixup tool that's safe on block and insane on hit, dealing heavy damage and causing a high floor bounce that leads into a combo of your choosing. Feel like doing four of these in a row? Go for it.

Ground bounces opponent on hit (untechable for 55F). Prorates 80%. Frame Adv is based on performing Knockdown as fast as possible from standing (startup 20F).


How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit on hit, even on grounded opponents. Hitstop from a Clean Hit is 27F.

  • 1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits). Force Break Sidewinder automatically adds in 1 Clean Hit.
  • 2: Damage of Tyrant Rave is [25 + 30 * (# of Clean Hits)] * 3 + 84.
  • 3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.


Force Breaks[edit]

[edit]
FB Fafnir
41236D
GGAC Sol 41236D.png
Have a seat
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 HLF R 11 3 17 +7

Force Break sucker punch, throw invulnerable until startup. Great for throw baiting or to catch people backdashing or jumping out, or in frame traps as a really unexpected poke, leading to 50% on Clean Hit. Also deals knockdown at the end of combos where you're too far out to land a 2D. FB Fafnir is a great combo tool out of a sweep near the corner, as you can f.S 5H IAD, dash in, or Grand Viper afterwards for a Dustloop and/or Sidewinder Loop. You can convert from farther away if you go into FB Fafnir from 6P as well.

Humorously enough, you can score a clean hit against a blocking opponent, gaining a ton of blockstun and storing a clean hit into a combo if you manage to land a hit without them leaving blockstun.

Throw invincible frames 1-11. Knocks down opponent on hit (untechable for 40F). Slides opponent on Clean Hit (untechable for 80F, slides for 28F). Inflicts 26 frames of blockstun. Can cancel into Tyrant Rave from 12~18F. Forced prorate 70%.


[edit]
Tyrant Rave
Fafnir -> 64D
GGAC Sol 46D.png
25% supers, welcome to the USA
Damage Guard Cancel Startup Active Recovery Frame Adv.
[25+30n]x3+84 *2 All - 3+1 33 35 -6

Great for chip damage and unburstable kills off of wild throw, but the ability to cancel into it from Fafnir makes this an excellent tool to throw in damage at the end of an otherwise limited midscreen combo. In addition, it functions similar to Sidewinder, getting more damage based on Clean Hits, so it can serve as a damaging, flashy finish to Sidewinder Loop or a few Clean Hit Bandit Bringers. Best if you don't care about knockdown, or are close enough to the corner to link into 5K afterwards. Near the corner, you can get an airthrow reset pretty easily if they tech.

Unburstable (burst is disabled the moment Tyrant Rave starts), Dizzy modifier x0, Chip damage x2. 1st-3rd hits have initial prorate 80%. 2nd-4th hits can pass through projectiles.

[edit]
FB Sidewinder
j.236D
GGAC Sol j236H.png
A deal you can't refuse
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 *1 All R 9 4 13 after landing -

A godsend. Guaranteed Clean Hit Sidewinder for only 25 cents, allowing you to start or maintain a Sidewinder Loop that might have otherwise been impossible. It's good to throw in occasionally at the end of aerial blockstrings, just in case you catch your opponent mashing, jumping, or switching their blocking, sometimes even working as a fuzzy guard. Never miss the chance to Sidewinder Loop again.

Wall bounces opponent on hit (untechable for 56F). Guaranteed Clean Hit. Sol is in CH state during landing recovery. Hitstop 27F. Forced prorate 70%. Note: *3


How to score Clean Hits: For Grand Viper, hit with the point of the hilt. For Sidewinder, hit with the end of his arm. For FB Fafnir, hit with the upper part of the fist. For Bandit Bringer, hit with the end of the blast. Opponents must be airborne. FB Sidewinder will automatically Clean Hit, regardless of opponent's position. Hitstop from a Clean Hit is 27F.

  • 1: Damage of a Clean Hit Sidewinder is 35 + 25 * (# of Clean Hits). Force Break Sidewinder automatically adds in 1 Clean Hit.
  • 2: Damage of Tyrant Rave is 25 + 30 * (# of Clean Hits) * 3 + 84.
  • 3: On hit, the opponent gains Tension Gauge and Burst Gauge based on 70% of the damage value.


Overdrives[edit]

[edit]
Tyrant Rave ver.Beta
632146H
GGAC Sol 632146H.png
This is how we sold the Wii version.
Damage Guard Cancel Startup Active Recovery Frame Adv.
80,60 HLF R 5+1 11(17)15 31 -15

A cool idea to use in the corner due to its wallstick properties, allowing you to dash in and relaunch with 5K(close) or Grand Viper (must be done a bit away from the corner). It does less damage than regular Tyrant Rave, but deals knockdown. Its main purpose is to do xx > 2D > Tyrant Rave ver.Beta for a powerful, unburstable kill combo.

It can actually be pretty safe on block, because the opponent is generally pushed too far away to be able to punish you too hard. Has invulnerability frames and is unburstable, but if you wanted to use Tyrant Rave ver.Beta as reversal, it's a better idea to use VV. A blocked and RCd first hit can lead to some silly mixups, like the unreadable Wild Throw.

1-8 strike invincible, 1st hit knocks down opponent, 2nd hit wall sticks opponent (untechable for 80F, sticks for 32F), Dizzy modifier: 1st hit: x0.25, 2nd hit: x0 Chip damage: 1st hit: x1.5, 2nd hit: x2.0. 2nd hit is RCable provided the first attack hits or is blocked, 2nd hit can pass through projectiles. 2nd hit has 70% forced proration.


[edit]
Dragon Install
214214S
GGAC Sol 214214S.png
GGPO
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - 19+1 - total 20 -

Dragon Install is generally not a good idea, but it has some unusual gimmicks. Not only does DI give Sol two very fast overheads, a massive movement and attack speed increase, and make all of his moves much safer, but DI's startup serves as a potential (if risky) reversal option. Sol also gains some very notable buffs:
-5K becomes frame 2, the absolute fastest normal in the game (it does, however, lose its jump cancel)
-Sol gains access to Slam, an extremely fast and safe overhead
-Nearly every normal becomes plus or even on block and has its startup cut down
-f.S, 2S, 5H, and 2H have their recovery shortened enough that you can link normals after dashing in on hit
-Sol gains some high dizzy combos
-VV becomes somehow more terrifying

Furthermore, 6P can go into DI and give you enough time to continue into a combo. If you think you can kill or dizzy with a resulting combo and know something slow and punishable is coming, feel free to DI through it and make your opponent whimper in frustration.

If you run out of time though, you'll have to pick a god and pray. When Dragon Install ends, Sol loses all his tension. Furthermore, if DI reaches the end of its duration without Sol being knocked down, you go into an extremely vulnerable recovery animation, and end up extremely close to both negative penalty and being dizzied. DI will also end if Sol is knocked down, but without the penalties to dizzy and tension pulse. Don't use this move unless you're guaranteed to kill with it, or feeling yourself.

Frames 1-19 invincible. Frames 19-21 invincible to strikes. During DI, tension increases at a rate of 0.1% per frame. DI cannot be used during DI. DI duration: base time of 360F + 1F for every health point below 210. Dragon Install duration drains during hit stop and super freeze. Recovery animation: 36F total, CH state throughout. Tension reduced to 0, negative penalty effect, tension gain lowered, Sol takes extra dizzy damage, and has a lower dizzy rating.


[edit]
Dragon Install 2nd
214214214214P+H
GGAC Sol 214214S.png
Unplug your controller
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - 63+64 - total: 127 -

Could probably win an award for the worst super ever designed. Significantly worse than even regular Dragon Install since it:
-Costs a full bar
-Lasts the entire round, and drains your life until it hits 1 pixel
-Over two seconds of startup time
-Has no invincibility
-Kills your tension gain and doesn't gradually build it like the normal version
-Drains your health faster than you can deal damage

Awful. Anybody who lets you get away with using this is either asleep or is letting you sign your own death warrant. Don't bother.

Requires 100% tension. After the super-freeze, will Install even if hit. Install mode is permanent. Tension gained is 20% original value. Health steadily decreases.


Instant Kill[edit]

Napalm Death
in IK Mode: 236236H
GGAC Sol IK.png
You suffer, but why?
Damage Guard Cancel Startup Active Recovery Frame Adv.
Fatal All - 7+8 12 26+1 after landing -22

Goodbye Meter.



Guilty Gear XX Accent Core Plus Re
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc