Sol Badguy
Background
Sol is the main character in Guilty Gear and is Ky Kiske's rival. At first glance, he is an aloof, anti-hero bounty hunter, whose apparent laziness and gruffness belies his terrifying fighting ability, and the amazing genius and emotional depths beneath that brash exterior. Sullen and unrefined, Sol only speaks to others when absolutely necessary. This is reflected in everything he does, and his fighting moves, while rough and unpolished, are executed with absolute precision. He also tends to be impatient and rude towards those who wish to interact with him. Overall, Sol is not a friendly man, but he is not an inherently evil one either. He is a person who prefers to convey his intent with his actions. And while he cynically mocks those who speak of justice, he has exhibited a sense of righteousness that motivates him to prevent anything that might potentially threaten the world. His exact history is unclear, but it is known for certain that Sol's real name is Frederick, who not only was one of the lead scientists of the Gear Project, but is also the Prototype Gear. His headband is actually a Gear-suppression device which prevents him from giving into his Gear nature and losing his rationality, at the cost of suppressing most of his power. The headband also conceals the red brand on his forehead, the telltale mark that would expose him as a Gear. Sol's weapon of choice is the Fireseal (Fuuenken), a uniquely designed sword with a rectangular blade, the blunt part which seems to have an exhaust/engine-like device that spews forth flames. The weapon itself is capable of generating high-power flames, which he can use to augment both his physical and sword attacks. He often fashions this fire into ground-bound projectiles. He always wields his sword with a reverse grip, using his legs and arms as much as his weapon during combat.
Stats
Height/size: Slightly shorter than Ike
Weight: Snake
Falling speed: Ganon
Dash Speed: Marth
Walk Speed: DK
Crouch: He kneels on one knee but he keeps his head pretty high, though he does lower it a little bit. He doesn't lose too much height.
Shield Pose: Sol holds out his sword in front of him with one hand and the other hand is on his hip.
Down Pose: Sol lies on his back with one knee bent OR he lies completely flat on the ground facedown.
Dodges/Rolls: For dodges, Sol pivots his body so that it is facing the camera completely, bends his knees, and lowers his sword arm. For rolls, he tumbles once along the ground quickly, directly onto his feet, without using his hands.
Jumps: His first jump is short, about the same as Link's. His second jump is about the same as Marth's.
Overview: Heavy character with fairly fast falling speed. Despite him having a sword, he wields it in a reverse grip so it doesn't give him crazy range on most of the sword attacks.
Taunts and Character Appearances
Selected - Sol opens his arms and leans back, sort of like Ganon's spinning taunt but his feet stay on the ground.
Begin Match - Sol stands up from a sitting position casually on the battlefield with his arms crossed, as if he arrived early and was waiting for everyone else. He does a quick energy burst, sending flames out from his body, which quickly dissipate before he cracks his neck and assumes his ready stance.
Victory - Sol throws the Fireseal downward forcefully, causing it to stick itself into the ground. Then, he turns so that his back is facing the camera and does a strong thumbs-down pose that can be seen from behind him. His other hand is on his waist.
Defeated - Sol kneels on the ground and throws his arms up in frustration.
T1 - Sol does the same thing as his selected animation.
T2 - Sol says "what's wrong?" in a mocking way, with his arms crossed.
T3 - Sol uses his free hand to help him crack his neck left and right.
Neutral stance - Sol holds the Fireseal at his side in a relaxed way as his other hand is on his hip. He stands straight up with his feet slightly apart.
Grab
Sol reaches out with his free hand and clutches upward in front of him. Sort of like Ganon's grab. His grab has similar range as well. He holds his opponent with his free hand and his other hand with the sword remains at his side. He stands straight while doing this.
Pummel: Forehead Smash
5% damage
A slow but strong pummeling move. Sol smashes his forehead against his opponent's dealing damage.
U-Throw: Rising Slash
8% damage
Sol tosses the opponent very slightly upward and delivers a quick rising slash with the Fireseal, sending his foe upward in a slightly diagonal trajectory. Weak launching power.
D-Throw: Wild Throw
12% damage
Similar to C. Falcon's forward throw. Sol forcefully throws the opponent downward so that they bounce off the ground. Has a slightly more angled trajectory than his u-throw, as well as much more launching power.
F-Throw: Head Bang
10% damage
Sol does a similar movement as his pummel, but brings his head much further back before smashing it forward, sending his opponent in a diagonal trajectory. There is a brief red energy burst at the point of contact between his forehead and his opponent for cosmetic purposes. Possesses strong launching power for a throw, though it isn't as powerful as his back throw.
B-Throw: Overhanded Fling
10% damage
Sol turns around, widens his stance, and throws his opponent forcefully with one arm. Sends the opponent in a diagonal trajectory. Has strong launching power for a throw.
Getup/Ledge Attacks/Recoveries
Standard ledge attack: Sol does a quick horizontal slash with the Fireseal once he raises his body high enough. 7% damage.
High Damage ledge attack: The same as the standard, only Sol takes more time to raise himself up. 7% damage.
Standard ledge climb: Sol pulls himself up with one hand with his sword at the ready.
Standard getup attack: Sol pushes himself up with his free hand and does an upward slash with his sword that also reaches behind him due to its broad arc. Hits in front of Sol first. 6% damage.
High damage getup attack: Sol pushes himself up with both hands but is slower to get up than the above move. He does a red, fiery energy burst that hits all around him. 6% damage.
Teching off surfaces: Sol absorbs the impact with his free hand and his legs, popping himself quickly back into a ready position.
Specials
B (hold B button down): Gunflame
3-5% damage per hit randomly, hits up to 4 times with the last flame dealing weak knockback
Sol leans forward and widens his stance, lowering himself slightly as he sticks Fireseal into the ground, perpendicular to the ground. Flames erupt from the Fireseal in several small, spiked waves that travel forward. The flames juggle the enemy into the following flame. Only the last flame spike sends enemies flying, though it is pretty weak. Damage is dealt per wave at random, so an opponent caught by all 4 hits can take 12% to 20% damage, depending on your luck. The flames are about 3/4th the height of Sol and linger slightly. Has ending lag slightly slower than that of PK Fire. It has about 20% more range than Samus's grounded grab.
B (tap and release B quickly): Gunflame Feint
9% damage
Sol does the same movement as Gunflame but doesn't release any flames. Has virtually no ending lag. This attack does no knockback and the damage is dealt when the Fireseal strikes the opponent during the stick-into-ground animation. Deals heavy hitstun, causing foes to stagger if it connects. Sol does a quick laugh if this move lands.
Forward-B (tap and release B quickly): Bandit Revolver
6% or 8% damage
Sol hops forward, then flips through the air, kicking in large, rapid downward circles while flying forward. He can complete 3 turns in the air above smooth ground. This move also hits behind Sol, but for less damage. This move auto-cancels if he touches the ground during the kicking cycles. Has weak launching power but it is possible to catch opponents in all 3 hits if they are against a wall, dealing a hefty chunk of 24% damage. Otherwise, foes are usually only hit once before being sent too far away. All three kick 'cycles' have the same launching power. Due to the distance traveled, it can be used to aid in recovery.
He can up-B after this attack, though he cannot use down-B (Grand Viper) out of this move in the air.
Forward-B (hold B button down): Bandit Bringer
16% damage
Sol hops forward further and higher than Bandit Revolver's initial hop, then charges his free hand with red energy to deliver a powerful shockwave-punch in a diagonal direction in the air. Due to the height and distance of the leap and the angle of the attack, it will miss enemies that are directly in front of Sol when he begins using this move. This move requires some spacing. Slower to hit than Bandit Revolver, but it has incredible launching power and sends opponents in an almost-horizontal angle forward.
Sol has super armor during the delivery of the punch. This can also be used to aid in recovery due to the super armor and increased jump distance, but the greater ending lag after this move makes it riskier, though he can still up-B after this move.
However, he cannot use down-B (Grand Viper) out of this move in the air.
Down-B: Grand Viper
2% per charging flame hit, 8% Fireseal uppercut damage
You may repeatedly mash B during this move while Sol is charging forward to deliver more hits and travel further. Sol crouches low, leans forward, and slides forward, trailing fire. Enemies that he strikes are juggled into the hit that comes after that strike. Without mashing B, Sol will strike 3 times with the charge before ending the attack with an uppercut with his sword's pommel, sending the opponent straight up with weak-moderate knockback. Mashing B can increase the hits to 6 before the uppercut but will increase the ending lag considerably after the uppercut. Similar concept to Falcon Kick, but this is done at a much slower rate and Sol follows the ground during this move.
This move will autocancel if Sol starts it on the ground and ends up going off a platform, though it can continue for its entire duration if Sol initiates the attack in the air. Can be used to aid in recovery due to the distance, though mashing B repeatedly for this is not recommended due to the increased ending lag and Sol's falling speed.
He may up-B after either version of Grand Viper, but cannot use either of the Bandit specials.
Up-B: Volcanic Viper
12%-16% damage
Sol does a flaming uppercut with some upward range. It carries him through the air. His body is parallel to the ground during this move and the uppercut has vertical and horizontal range. You may hold down the B button to get double the range out of this move. The longer the distance traveled with this move, the greater its launching power and damage when it connects. Strike airborne foes at the highest point of your upward flight for the greatest effect. It doesn't have very much vertical travel distance without holding B, about the same range as one of his short hops. It has similar trajectory and trajectory control as Marth's Dolphin Slash if B is held for a long time, though the range is shorter and it doesn't travel as quickly.
Using Volcanic Viper doesn't make you enter a helpless state if it is initiated on the ground.
Ground Attacks
Dash attack: Speedy Steel Slug
8% damage
Sol punches powerfully with his Fireseal arm during the charge. This is a fast dash attack although it has limited range. It has decent launching power due to it having the full weight of the heavy Fireseal behind it, and is able to KO most enemies standing at mid-stage at around 150%. It sends foes that are struck flying forward, so you can score some kills off the side with this move.
AA: Pommel Strike + Speed Cut
3% damage, 6% damage.
Sol does a quick forward poke with the Fireseal's pommel from his hip. Very fast jab. He follows up with a quick horizontal slash from his sword. The slash has moderate launching power (for a jab).
Forward-A: Setting Sun
5%, 7% damage
Sol brings one foot forward and leans forward a lot, bringing his sword down from above in a broad arc in front of him. The sword can hit twice if the opponent is within range from early in the move. Has decent launch on the second hit (first hit merely sets up for second). Looks similar to Marth's forward smash but is done slower during the swing animation with the sword held in reverse grip. It also has less range but has high priority.
Down-A: Snakebite
8% damage
Sol sticks out his un-bent leg and quickly strikes the opponent with a straight leg thrust to the knee/lower leg. It may cause tripping and is a fast move. Has minimal knockback but good range.
Up-A: Rising Sun
11% damage
Sol slashes upward in a broad arc with his sword. Has good power and can kill most enemies at 120%. It has some horizontal range in front of Sol as well, but not much. Has slight start-up lag but almost no ending lag.
Forward Smash: Tyrant Rave v. Beta
3%, 20%-27% damage
Sol does an weak, swift uppercut with his free hand with a small orb of flame energy. It has weak set knockback and sets up the opponent for the following hit, a powerful forward punch heavily-charged with flame energy (think Falcon Punch) with the Fireseal-wielding arm. Has considerable ending lag. The second hit possesses powerful launching ability and kills most enemies uncharged at about 80%. Deals large amounts of shield damage on the second hit.
Sol is stoic (super armored) during the giant flaming punch.
Up Smash: Sun God's Wrath
14%-20% damage
Very similar to his up-A, but Sol charges the Fireseal with flames for the Rising Sun. Deals very high vertical knockback. It's slower to start up than his up-A, but it has very limited ending lag as well.
Down Smash: Desert Dervish
10%-15% arm strike, 12%-17% leg strike
Sol crouches and does a low sweep with one leg forward while simultaneously turning the upper half of his body back to deliver a backfist with his Fireseal's pommel. The arm strike does more knockback but the leg strike does more damage. Pretty fast smash attack that hits both sides of Sol at once, with limited ending lag. Both strikes have moderate diagonal knockback, but the pommel strike launches further. The kick is lower than the backfist and has more range.
Aerials
A: Tuck Tail and....Fight?
9%-13% sword, 7%-10% body/legs damage
Sol brings his legs forward and tucks his sword between his legs so that it is sticking down below him. This move lasts about 2 seconds. It does more damage and launches further the earlier it hits enemies. The sword deals more damage than the rest of Sol's body but the knockback is the same. Has decent launching power if it strikes as soon as it comes out, but it has low knockback otherwise. Needs very little time to start up. Autocancels if Sol lands before the move is over.
Up-A: Solar Eclipse
11% damage
The ONLY move where Sol uses a regular forehand grip on his sword. He coats the Fireseal in flames and swings the sword up above him, forward to back. Has moderate launching power. Combos well at early percents, fairly fast but also ends fast.
Forward-A: Fafnir
11%-15% damage front hit, 7%-9% damage back hit
Sol charges Fireseal with flame and swings it horizontally in a big arc. The frontal strike is much stronger than its follow-through that hits behind him. It also has more range than the strike behind him. Similar start-up time as Ike's forward aerial. The forward hit has good launching power. The second hit has low launching power. Tipping with either move will deal lower damage with much weak knockback, as the very tip is flame with no sword backing it up. The hit behind him spikes enemies.
Back-A: Sidewinder
12%-17% damage
Sol charges Fireseal with flame and swings it behind him. Very similar to Ike's back aerial, though it has less range. It possesses very high power and is a fast attack. The tip deals much less damage and knockback, since it is just flames with no sword backing it up.
Down-A: Feed the Hellhounds
10% damage
Sol twists his body nimbly in the air to deliver a fiery slash in an arc below him. Similar to Marth's down aerial. This move has relatively weak launch. However, it will send opponents downward no matter how it lands. Has about half the ending lag of Marth's down aerial.