B: Gunflame, Sol's iconic projectile. While somewhat slow, it covers a decent amount of ground and has a generous hitbox. Like Power Wave, there's no input, though Gunflame works a bit differently, by tapping B again before Sol actually launches the attack, he feints Gunflame, this reduces the endlag quite a bit and can be used to bait shielda, reflectors, jumps and punish attempts.
Side B: Bandit Revolver/Bandit Bringer/Riot Stamp. By doing a Hadouken motion, Sol will leap forwards with an overhead kick that hits twice, similar to Terry's Crack Shoot. The move isn't the strongest, but it has impressive shield damage as it's an overhead. By holding down the button, Sol instead does Bandit Bringer, a slower move with less horizontal range, but is stronger than Bandit Revolver, though it's shield damage isn't impressive . However, by doing a Tatsumaki input, Sol will use Riot Stamp as his move instead, he dashes backwards before leaping while doing a flaming kick, if Sol hits something with the kick, he'll kick once more to kick the foe/item away, though this second kick won't happen if he hits a shield. The backdash only happens when Sol's on the ground and has enough space to backdash, though Sol will start the kick if used in the air. Regardless of which move you use here, Sol goes into freefall, though his recovery can be mixed up, Bandit Revolver only goes horizontal, Bandit Bringer has a downwards arc and Riot Stamp has an upwards arc. By using the input versions, Sol will hit harder.
Up B: Volcanic Viper. Sol flies straight up as if he's using his sword as a rocket. The input version simply deals more damage but regardless of which version you do, you can quickly do the input for Knockdown to kick your opponent away once you've dragged them up, Knockdown will merely kick away horizontally but when the opponent's at a high enough percent, it will send them at a downwards angle. Sol goes into freefall when regardless of what version of the move he uses and Knockdown will end the move early making it's rather mediocre reach less impressive.
Down B: DRAGON INSTALL. Sol unleashes his true power to completely wreck anything and anyone in his way. Increased speed, an extra jump which can be used as a second airdash, increased damage, faster frame data and even stronger specials such as Gun Flame no longer traveling from the ground but rather becoming a giant flame pillar that strikes at a low diagonal angle and Volcanic Viper having further reach than before, vastly increasing the amount of hits it gets and damage in general, while Knockdown will spike on hit now. Sol becomes an intentionally broken character for about 10 seconds with a gauge at the bottom showing off how long he has left. When the time is up, Sol reverts back to normal and suffers some significant end lag, if in midair, Sol will still suffer the endlag, meaning if he was off the stage, he may even die. The move can also only be used once per match, so if you use it, make sure you make the most out of it
Final Smash: Tyrant Rave, Sol unleashes 2 incredibly powerful punches, the first punch will hold opponents in place while the second one has a powerful flame burst come out of his massive lighter, this doesn't launch on hit, but traps the opponent in a flamey circle for a few seconds, increasing the damage before it explodes and sends them flying. This is a combination of both of Tyrant Rave's portrayals.
When in Dragon Install, this becomes Branding Breach. Sol rushes forward and anyone he runs into gets dragged along until Sol finally stops at a wasteland, unleashes such power that the enemy gets OHKO'd regardless of percent. Naturally, a DESTROYED emblem will appear and like Joker's All Out Attack, the results screen will show up with the explosion on screen if you win the match with it. As it's locked to Dragon Install, you can only get a single chance to use this.