In my mind, if Capcom gets a fighter (correlating to Capcom's Resident Evil spirits being added post-launch), the chances for Sol go drastically up. If there's a correlation between which companies added spirits post-launch and which companies get fighters in the second pass, then Sol is a lock IMO, as he's ArcSys's flagship character. (I do think he has more of a chance than Misako/Kyoko from river city girls, just like how Terry got in over an SNK Heroines character).
EVERYTHING BELOW THIS LINE IS AN EDIT BECAUSE I CAN'T DOUBLE-POST
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I know this video has been posted before, but I wanna give my commentary on it:
https://www.youtube.com/watch?v=Yq4CRkxm1ec&t=941s
Overall, this is pretty much exactly how I envision Sol in Smash, barring a few changes:
- I'd remove normal cancelling; in a system with only one attack button, remembering which attacks cancel into which is just too unintuitive. The Shotos have the same light/heavy tilt system, and their light tilts are fast enough where they pretty much cancel into the heavy ones anyway.
- I'd change Gunflame/Breaker into the down special. This is mostly to make room for another change, but it's also intuitive, given that in both attacks, Sol strikes the ground.
- I'd change the side special to be like Terry's forward/back specials instead of a light/heavy side special
- I'd make Roman Cancel into his neutral special. Not having to do a directional input makes the move monumentously more intuitive and easy to use, especially when you factor in command input specials (IDK how I'd implement those, given a large amount of Sol's inputs are QCF+varying attack buttons).
- Roman cancel should work the way it does in GG Strive: RCing will emit a 'bubble' from Sol, and anyone caught in it is slowed down for 1.5sec., with an indicator for the slowdown in the form of a clock above the opponent). The move should also cost 50% meter no matter what.
Overall, this would make Sol a character with high lethality, but an overdependance on his meter for both recovery and kill combos -- said overdependance makes him vulnerable, as to build meter he has to keep up constant aggresion, making him predictable and susceptible to hard reads and punishes. Counter-aggression by the opponent is probably the best strategy, as Sol has weak defensive options (if he doesn't have meter for a R.C. whiff punish), and doing so would also deny him the chance to build his meter.