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Sol Badguy Rides the Fire!

Cutie Gwen

Lovely warrior
Joined
Jul 1, 2014
Messages
63,047
Location
Somewhere out there on this big blue marble
New gameplay showcasing Anji and I-No:


They didn't show that cinematic super I-No used in his reveal trailer, so maybe that was actually an Instant Kill.
Honestly what tells me the most it's an IK is the animation. Not only does it resemble both of her old IKs but something happens to Ky for a split second
Screenshot_20210225-021121.png

He lands against the nearly broken wall. A super that instantly causes wallbreak sounds ridiculous considering it's supposed to be a reward for good corner combos
 

Mr. Robotto

Smash Ace
Joined
Jan 20, 2019
Messages
631
Location
The Mayship
While it could very well be an Instant Kill, I'm still leaning on it being a Super considering it has literally the same exact start-up animation.

1614888598668.png
1614888619796.png

When there's a move that portrays a blue aura instead of orange, then it's time to freak out. But hey, Daisuke could be playing us all for fools right now.

He lands against the nearly broken wall. A super that instantly causes wallbreak sounds ridiculous considering it's supposed to be a reward for good corner combos
Wall breaks don't really "reward" the player. It literally gives the losing opponent another chance by resetting neutral. All you get is a bit of increased tension, which isn't really worth it honestly. They're extremely easy to pull off, most Supers are even guaranteed to perform a wall break (with no combo) when performed against the corner.
 

Cutie Gwen

Lovely warrior
Joined
Jul 1, 2014
Messages
63,047
Location
Somewhere out there on this big blue marble
While it could very well be an Instant Kill, I'm still leaning on it being a Super considering it has literally the same exact start-up animation.
When there's a move that portrays a blue aura instead of orange, then it's time to freak out. But hey, Daisuke could be playing us all for fools right now.



Wall breaks don't really "reward" the player. It literally gives the losing opponent another chance by resetting neutral. All you get is a bit of increased tension, which isn't really worth it honestly. They're extremely easy to pull off, most Supers are even guaranteed to perform a wall break (with no combo) when performed against the corner.
I recommend this video, it changed my mind on it, though there's one bit of misinfo, that being that wallbreaks can't kill, I've seen footage
 

Infinity Sorcerer

Smash Champion
Joined
Sep 24, 2020
Messages
2,372
Location
Right Behind You
Well, i come here again to post my moveset idea for Sol (and some add-ons).
First for all, the trailer.
Remind the Banjo & Kazooie trailer who is a pseudo-continuation of the King K. Rool trailer?, well, this trailer is similar, but is a continuation of the Ken Master's/Incineroar trailer:
The trailer begins with Incineroar defending his title against different opponents until he is defeated by Terry Bogard. Terry was enjoying his victory until the stage is turned off and the screen that shows the battle shows a message that more than one of them will be similar:
HERE COMES DAREDEVIL
After that Sol appears to challenge Terry, starting the montage that shows the moveset, some of the scenes referring to moments from Guilty Gear or elements of the series such as a fight between Sol and Marth (referring to Ky) and a moment to show off its core mechanic, the Tension Gauge.. At the end of the trailer Sol is challenged by Ryu.

General Info:
Sol is a heavy-rushdown character, his best strategy is to be as close as possible to your opponent and inflict massive damage on them. His height is similar to Captain Falcon and his weight comparable to Ike, is considerable fast to be a heavy character, his speed is close to Meta Knight. His attack are strong but isnt deal the same damage than Ganondorf or Bowser (except in Dragon Install). Has a medium jump range but recompense with his Air Dash gimmick.

Now the moveset, with exceptions, all movements come from the most recent iteration of GG that has been released to date, Guilty Gear Xrd REV 2:
Gimmicks:
-Mirrored: Like the anothers FG Characters in Smash, when Sol fights in a 1v1 match he always stance looking the opponent.
-Command Inputs: Again, like the another FG Chars in Smash the Sol's Specials can be enhanced using the command inputs from he origin game.
-Air Dash: Just like in Guilty Gear, you can use your second jump for perform a air dash instead, this air dash can be directioned backwards too.
-Tension Gauge: The main Sol's gimmick, the Tension Gauge appears upward the HUD of Sol with a form with resembles the Tension Gauge appearence in Xrd. This gauge works just like in Guilty Gear, It fills up attacking, taking damage and even running, although it empties if you advance too far backwards or if you stay still (in battles between 3 or more fighters the penalty for going back is replaced by moving away from the opponent no matter in which direction you go. The Tension Gauge has two uses, on the one hand there are the Overdrives and on the other the Roman Cancel, both explained below.

Jab, Dash and Tilts:
-Jab: The Sol's jab resembles a classic Gatling combo. 5P - 5K - c.5S - 5H
-Dash: Basically a downgraded Blitz attack.
-F Tilt: Sol's 6P
-U Tilt: Sol's 2H
-D Tilt: Sol's 2K

Smash Attacks:
-F Smash: Sol's 6H
-U Smash: Sol's 5D, hold the direction for a homing jump.
-D Smash: Sol's 2D, knockdowns the oponnent

Aerials:
-Nair: Sol's j.P
-Fair: Sol's j.D
-Bair: Sol turns to slash back, based on Order-Sol's j.S
-Uair: Sol uses a upward kick, based on Order-Sol's j.K
-Dair: Sol's j.H

Grab, Pummel and Throws:
-Grab: The same grab from his main series, Sol's grabs his opponent from his neck (or the closest thing to a neck in the case of some characters, or directly an invisible hitbox for characters simply impossible to grab normally like Kirby).
-Pummel: Similar to Sol's 5P
-F Throw: Sol's Ground Throw
-B Throw: A downgraded Wild Throw
-U Throw: An alteration of Sol's Air Throw, He lifts his opponent and performs an explosion on his hand.
-D Throw: Based in P.B.B. but in ground.

Special Moves, Overdrives and Final Smash:
-Gunflame/Blockhead Buster: Sol's trademark move, this move similar to Terry's Power Wave hasn't have a command version but he can cancel the move touching quick B again resembling Gun Fleint. In air the move is Blockhead Buster, the Order-Sol's version of Gunflame, because this Sol hasn't have a level meter the version of Blockhead Buster always is Lvl 1 Blockhead Buster (but we have alternatives).
-Bandit Revolver/Bandit Bringer/Ground Viper/Riot Stamp: Sol, similar to Terry, perform diferent specials if the stick is directioned left or right (based on the Sol's front), if the move is directioned to the right the move is Bandit Revolver, a move similar to Terry's Crack Shoot but you can hold the button for use instead Bandit Bringer, a powerful punch, slower in comparition to Bandit Revolver and with less range but is stronger; the move has a command version using the quarter-circle-forward motion, this version of the move is stronger but hasn't have more change appart.
The left version fo the move is Ground Viper, a grand risk-grand reward move because have a high frame-recovery, but his power is absolute, in the air this move stops being this happens to be Riot Stamp, another risky move in the Sol's arsenal, consist in a flaming kick with good horizontal range, but is very punishable if the enemy blocks the attack. Both moves can be enhanced using the quarter-circle-back motion, Ground Viper gaining more range and Riot Stamp more knockback.
-Volcanic Viper: The characteristic Sol's DP, the regular version of the move has a poorly vertical range, practicaly the same of the Mac's air Up-b, but this change with his command version who gains extra recovery, comparably to Cloud's normal Up-b. But you can also perform a follow-up attack if you want using the half-circle-back motion when the move is close to end, Sol's use Knockback, a powerkick with great knockback, perfect to close stocks.

-Fafnir/Breaker: Sol makes a light dash to continue with a flaming blow, the attack can break shields and his command variant (half-circle-forward) gains more knockback. Similar to most of the Sol's special, the move change in air, passing to be Breaker, Breaker is similar to Riot Stamp but with a more vertical range than horizontal, this move hasn't have a motion version.
-Tyrant Rave: A command-exclusive move like Terry's Super Desesperation Moves. For perform this move is necessary have a minimum of 50% of tension. Sol starts the move with a powerful blow, if the move hits Sol proceeds to make a second more powerful flaming blow, this move can be compared to Buster Wolf because both moves deal the same damage and have similar knockback with the mayor difference is (appart of the motion, because the command for perform the move is half-circle-back+forward) the fact that Sol's stand in the same position while Terry moves around the stage, which makes it a bit more difficult to connect the movement unless you perform it during a combo.
-Dragon Install: RADIOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!! For a cost of 50% tension (and what you have left when the state ends) using the double quarter-circle-back motion Sol enters to a buffed state better knows has the Dragon Install, in this form Sol stats increases dramatically being more faster and more stronger, apart of a stronger version of all of his special moves (without difference with his normal versions and his command versions), the change are:
  • Gunflame: The move only have one explosion but the vertical range increased and his strenght grows.
  • Blockhead Buster: The move is now the Blockhead Buster Lvl 2, acquiring more horizontal range and damage.
  • Bandit Revolver: Gain the damage that was missing from its normal version.
  • Bandit Bringer: The blow has a bigger hitbox and deals more damage.
  • Riot Stamp: The final hit is a explosion.
  • Ground Viper: When Sol is slicing forward leaves a trail of explosions in its wake, press the button again at the right time to fire a little Volcanic Viper to finish it off.
  • Volcanic Viper: The range increase a lot, practically becomes the best recovery in all the game and deals multiple hits.
  • Fafnir: Hitbox bigger, damage bigger.
  • Breaker: The final hit is a explosion.
  • Tyrant Rave: Has more range and more damage, but the knockback hasnt increases.
This maybe sound very, very OP, but Dragon Install has faults, if Sol's receive a contundent hit the Dragon Install disappears and when DI finishes Sol needs to rest, leaving him seriously exposed to any punishment.

-Roman Cancel: Roman Cancel is one of the core mechanics in Guilty Gear, allows you to extend combos or evite punishments if your attack fails, for use a Roman Cancel you need 25% of tension and pulse the normal attack button and the special attack button at the same time with the stick in neutral position. When you use Roman Cancel the animation of the move you are performing is cancelled no matters the move (except Final Smash and Volcanic Viper) and all the enemies closes to you are ralentized for briefly seconds. Roman Cancel isn't too much effective in battles with 3 or more fighters.
-Final Smash: All Guns Blazing the Napalm Breach
A homenage to all Sol's Instant Kills, The move starts with Sol dashing with a succesion of explosions back to him, the move is sucessed to a big explosion where Sol elevates, the first enemy damaged by this explosion is taken to a cinematic in which Sol finishes the opponent with a fulminating explosive punch. In Dragon Install this part of the move the cinematic change a little but the damage is the same, if the opponent only had one stock and the attack finishes defeating it, a text will appear that the narrator will read saying DESTROYED. Ending a game this way will give a special victory animation.

Miscellaneous:
-Color Palettes:
All palettes are based in palettes that Sol haves in Guilty Gear Xrd REV 2 and Guilty Gear XX Accent Core + R except of one:
-Red: Classic Sol's colors in Guilty Gear Xrd.
-"Ky Colors": Sol with Ky Kiske's color scheme, actually a pre-purchased bonus in Guilty Gear -STRIVE-
-Green: A classic Sol's palette, based in the actual from Xrd.
-Black and Blue: Another Sol's palette in Xrd.
-Orange: A classic Sol's palette, based in the actual from Xrd.
-Black: Another Sol's palette in Xrd
-"Ragna's Colors": Sol with Ragna's color scheme, from Accent Core + R
-Order-Sol: A custome from when Sol forms part of the Holy Order.

-Classic Mode: The Missing Link
In this mode you fight against fighters who reference Guilty Gear characters and more specifically, the first game in the series.
Round 1: Vs. :ultinkling:
Pirate Ship - Blue Water Blue Sky
The battle reference May, uses much Smash Attacks.

Round 2: Vs. :ultgreninja: (gray palette)
Suzaku's Castle (Omega) - Fight like a Tiger
The battle reference Chipp Zanuff with his high speed and movement but poorly defense.

Round 3: Vs. :ultdk: (green palette)
Shadow Mosses Island - Engage
The battle reference Potemkin (his new appearence specifically), DK is under the effects of the Green Block.

Round 4: Vs. :ultzss: (yellow palette)
Peach's Castle (Melee) (Hazards Off) - The Lily of Steel
The battle reference Millia Rage with samus slighty resembles his appearence in Xrd.

Round 5: Vs. :ultfalcon: (black palette) :ultridley: (mini)
Fountain of Dreams (Omega) - Still in the Dark
The battle reference Zato-1, Ridley reference Eddie.

Round 6: Vs. :ultmarth: (white palette)
Paris - Holy Orders (Be Just or be Dead)
The battle reference Ky Kiske, both are hero and kings, apart, they have slighty physical similarities.

Final Boss: Vs. Galleom
Death and Republic/Meet Again
The battle reference Justice, Final Boss of Guilty Gear the Missing Link.

-Stage: Paris
Despite being a scenario that represents more Ky Kiske than Sol, it is undeniable that it is one of the most recognized scenarios of the franchise, in the background you can see cameos of some characters such as Ky, Cliff and even if Sol is not in battle will appear the same with its appearance of Order-Sol.
The stage is practically flat and has invisible walls that, unlike the KOF stage, cannot be destroyed, and there are two floating platforms. A simple but efective stage.

-Music:
Everyones love Guilty Gear music right?, Well, i love GG music too but I also love the music of another Arc System Work's games like Blazblue and Under Night so what if the Sol's DLC has the SNK treatment?, i put here no 50 songs but are more than 40 and include some songs from Blazblue, Under Night In-Birth and a song from Arcana Heart.
(The songs with a red color are arrangments/remixes)
-Keep Yourself Alive (I /II/III)
-Gimme a Break
-Ride the Fire
-Holy Orders (Be Just or Be Dead) (I/II/III/S.H.H.)
-No Mercy

-Blue Water Blue Sky
-Suck a Sage
-The March of the Wicked King
-Writhe in Pain
-Death and Republic/Meet Again
-Momentary Life
-Fatal Duel
-Launch Out
-Awe of She
-Still in the Dark
-Holy Orders?
-The Midnight Carnival
-Diva
-That Man
-Magnolia Éclair

-The Lily of Steel
-Engage
-Destructive Goodwill
-Just do it
-HEAVY DAY
-SHOTGUN&HEAD
-Big Blast Sonic
-Coming Home
-Storyteller
-Six Black Heavens Guns
-Sky Should Be High
-Divide My Heart
-Smell of the Game
-Fight Like a Tiger
-What do you fight for
-Rebellion (I/II)
-Lust SIN
-Bullet Dance II
-SUSANOOH
-Awakening The Chaos II
-Under Heaven Destruction II
-MUST DIE!
-Scraper Sky High
-Night Walker
-Blood Drain -Again-
-Walking Lily Flower♪
-Incompactible Relation
-Heartful!

Tomorrow i post the Spirit Battle and Mii Customes. See ya!
 
Last edited:

Infinity Sorcerer

Smash Champion
Joined
Sep 24, 2020
Messages
2,372
Location
Right Behind You
Well, i come here again to post my moveset idea for Sol (and some add-ons).
First for all, the trailer.
Remind the Banjo & Kazooie trailer who is a pseudo-continuation of the King K. Rool trailer?, well, this trailer is similar, but is a continuation of the Ken Master's/Incineroar trailer:
The trailer begins with Incineroar defending his title against different opponents until he is defeated by Terry Bogard. Terry was enjoying his victory until the stage is turned off and the screen that shows the battle shows a message that more than one of them will be similar:
HERE COMES DAREDEVIL
After that Sol appears to challenge Terry, starting the montage that shows the moveset, some of the scenes referring to moments from Guilty Gear or elements of the series such as a fight between Sol and Marth (referring to Ky) and a moment to show off its core mechanic, the Tension Gauge.. At the end of the trailer Sol is challenged by Ryu.

General Info:
Sol is a heavy-rushdown character, his best strategy is to be as close as possible to your opponent and inflict massive damage on them. His height is similar to Captain Falcon and his weight comparable to Ike, is considerable fast to be a heavy character, his speed is close to Meta Knight. His attack are strong but isnt deal the same damage than Ganondorf or Bowser (except in Dragon Install). Has a medium jump range but recompense with his Air Dash gimmick.

Now the moveset, with exceptions, all movements come from the most recent iteration of GG that has been released to date, Guilty Gear Xrd REV 2:
Gimmicks:
-Mirrored: Like the anothers FG Characters in Smash, when Sol fights in a 1v1 match he always stance looking the opponent.
-Command Inputs: Again, like the another FG Chars in Smash the Sol's Specials can be enhanced using the command inputs from he origin game.
-Air Dash: Just like in Guilty Gear, you can use your second jump for perform a air dash instead, this air dash can be directioned backwards too.
-Tension Gauge: The main Sol's gimmick, the Tension Gauge appears upward the HUD of Sol with a form with resembles the Tension Gauge appearence in Xrd. This gauge works just like in Guilty Gear, It fills up attacking, taking damage and even running, although it empties if you advance too far backwards or if you stay still (in battles between 3 or more fighters the penalty for going back is replaced by moving away from the opponent no matter in which direction you go. The Tension Gauge has two uses, on the one hand there are the Overdrives and on the other the Roman Cancel, both explained below.

Jab, Dash and Tilts:
-Jab: The Sol's jab resembles a classic Gatling combo. 5P - 5K - c.5S - 5H
-Dash: Basically a downgraded Blitz attack.
-F Tilt: Sol's 6P
-U Tilt: Sol's 2H
-D Tilt: Sol's 2K

Smash Attacks:
-F Smash: Sol's 6H
-U Smash: Sol's 5D, hold the direction for a homing jump.
-D Smash: Sol's 2D, knockdowns the oponnent

Aerials:
-Nair: Sol's j.P
-Fair: Sol's j.D
-Bair: Sol turns to slash back, based on Order-Sol's j.S
-Uair: Sol uses a upward kick, based on Order-Sol's j.K
-Dair: Sol's j.H

Grab, Pummel and Throws:
-Grab: The same grab from his main series, Sol's grabs his opponent from his neck (or the closest thing to a neck in the case of some characters, or directly an invisible hitbox for characters simply impossible to grab normally like Kirby).
-Pummel: Similar to Sol's 5P
-F Throw: Sol's Ground Throw
-B Throw: A downgraded Wild Throw
-U Throw: An alteration of Sol's Air Throw, He lifts his opponent and performs an explosion on his hand.
-D Throw: Based in P.B.B. but in ground.

Special Moves, Overdrives and Final Smash:
-Gunflame/Blockhead Buster: Sol's trademark move, this move similar to Terry's Power Wave hasn't have a command version but he can cancel the move touching quick B again resembling Gun Fleint. In air the move is Blockhead Buster, the Order-Sol's version of Gunflame, because this Sol hasn't have a level meter the version of Blockhead Buster always is Lvl 1 Blockhead Buster (but we have alternatives).
-Bandit Revolver/Bandit Bringer/Ground Viper/Riot Stamp: Sol, similar to Terry, perform diferent specials if the stick is directioned left or right (based on the Sol's front), if the move is directioned to the right the move is Bandit Revolver, a move similar to Terry's Crack Shoot but you can hold the button for use instead Bandit Bringer, a powerful punch, slower in comparition to Bandit Revolver and with less range but is stronger; the move has a command version using the quarter-circle-forward motion, this version of the move is stronger but hasn't have more change appart.
The left version fo the move is Ground Viper, a grand risk-grand reward move because have a high frame-recovery, but his power is absolute, in the air this move stops being this happens to be Riot Stamp, another risky move in the Sol's arsenal, consist in a flaming kick with good horizontal range, but is very punishable if the enemy blocks the attack. Both moves can be enhanced using the quarter-circle-back motion, Ground Viper gaining more range and Riot Stamp more knockback.
-Volcanic Viper: The characteristic Sol's DP, the regular version of the move has a poorly vertical range, practicaly the same of the Mac's air Up-b, but this change with his command version who gains extra recovery, comparably to Cloud's normal Up-b. But you can also perform a follow-up attack if you want using the half-circle-back motion when the move is close to end, Sol's use Knockback, a powerkick with great knockback, perfect to close stocks.

-Fafnir/Breaker: Sol makes a light dash to continue with a flaming blow, the attack can break shields and his command variant (half-circle-forward) gains more knockback. Similar to most of the Sol's special, the move change in air, passing to be Breaker, Breaker is similar to Riot Stamp but with a more vertical range than horizontal, this move hasn't have a motion version.
-Tyrant Rave: A command-exclusive move like Terry's Super Desesperation Moves. For perform this move is necessary have a minimum of 50% of tension. Sol starts the move with a powerful blow, if the move hits Sol proceeds to make a second more powerful flaming blow, this move can be compared to Buster Wolf because both moves deal the same damage and have similar knockback with the mayor difference is (appart of the motion, because the command for perform the move is half-circle-back+forward) the fact that Sol's stand in the same position while Terry moves around the stage, which makes it a bit more difficult to connect the movement unless you perform it during a combo.
-Dragon Install: RADIOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!! For a cost of 50% tension (and what you have left when the state ends) using the double quarter-circle-back motion Sol enters to a buffed state better knows has the Dragon Install, in this form Sol stats increases dramatically being more faster and more stronger, apart of a stronger version of all of his special moves (without difference with his normal versions and his command versions), the change are:
  • Gunflame: The move only have one explosion but the vertical range increased and his strenght grows.
  • Blockhead Buster: The move is now the Blockhead Buster Lvl 2, acquiring more horizontal range and damage.
  • Bandit Revolver: Gain the damage that was missing from its normal version.
  • Bandit Bringer: The blow has a bigger hitbox and deals more damage.
  • Riot Stamp: The final hit is a explosion.
  • Ground Viper: When Sol is slicing forward leaves a trail of explosions in its wake, press the button again at the right time to fire a little Volcanic Viper to finish it off.
  • Volcanic Viper: The range increase a lot, practically becomes the best recovery in all the game and deals multiple hits.
  • Fafnir: Hitbox bigger, damage bigger.
  • Breaker: The final hit is a explosion.
  • Tyrant Rave: Has more range and more damage, but the knockback hasnt increases.
This maybe sound very, very OP, but Dragon Install has faults, if Sol's receive a contundent hit the Dragon Install disappears and when DI finishes Sol needs to rest, leaving him seriously exposed to any punishment.

-Roman Cancel: Roman Cancel is one of the core mechanics in Guilty Gear, allows you to extend combos or evite punishments if your attack fails, for use a Roman Cancel you need 25% of tension and pulse the normal attack button and the special attack button at the same time with the stick in neutral position. When you use Roman Cancel the animation of the move you are performing is cancelled no matters the move (except Final Smash and Volcanic Viper) and all the enemies closes to you are ralentized for briefly seconds. Roman Cancel isn't too much effective in battles with 3 or more fighters.
-Final Smash: All Guns Blazing the Napalm Breach
A homenage to all Sol's Instant Kills, The move starts with Sol dashing with a succesion of explosions back to him, the move is sucessed to a big explosion where Sol elevates, the first enemy damaged by this explosion is taken to a cinematic in which Sol finishes the opponent with a fulminating explosive punch. In Dragon Install this part of the move the cinematic change a little but the damage is the same, if the opponent only had one stock and the attack finishes defeating it, a text will appear that the narrator will read saying DESTROYED. Ending a game this way will give a special victory animation.

Miscellaneous:
-Color Palettes:
All palettes are based in palettes that Sol haves in Guilty Gear Xrd REV 2 and Guilty Gear XX Accent Core + R except of one:
-Red: Classic Sol's colors in Guilty Gear Xrd.
-"Ky Colors": Sol with Ky Kiske's color scheme, actually a pre-purchased bonus in Guilty Gear -STRIVE-
-Green: A classic Sol's palette, based in the actual from Xrd.
-Black and Blue: Another Sol's palette in Xrd.
-Orange: A classic Sol's palette, based in the actual from Xrd.
-Black: Another Sol's palette in Xrd
-"Ragna's Colors": Sol with Ragna's color scheme, from Accent Core + R
-Order-Sol: A custome from when Sol forms part of the Holy Order.

-Classic Mode: The Missing Link
In this mode you fight against fighters who reference Guilty Gear characters and more specifically, the first game in the series.
Round 1: Vs. :ultinkling:
Pirate Ship - Blue Water Blue Sky
The battle reference May, uses much Smash Attacks.

Round 2: Vs. :ultgreninja: (gray palette)
Suzaku's Castle (Omega) - Fight like a Tiger
The battle reference Chipp Zanuff with his high speed and movement but poorly defense.

Round 3: Vs. :ultdk: (green palette)
Shadow Mosses Island - Engage
The battle reference Potemkin (his new appearence specifically), DK is under the effects of the Green Block.

Round 4: Vs. :ultzss: (yellow palette)
Peach's Castle (Melee) (Hazards Off) - The Lily of Steel
The battle reference Millia Rage with samus slighty resembles his appearence in Xrd.

Round 5: Vs. :ultfalcon: (black palette) :ultridley: (mini)
Fountain of Dreams (Omega) - Still in the Dark
The battle reference Zato-1, Ridley reference Eddie.

Round 6: Vs. :ultmarth: (white palette)
Paris - Holy Orders (Be Just or be Dead)
The battle reference Ky Kiske, both are hero and kings, apart, they have slighty physical similarities.

Final Boss: Vs. Galleom
Death and Republic/Meet Again
The battle reference Justice, Final Boss of Guilty Gear the Missing Link.

-Stage: Paris
Despite being a scenario that represents more Ky Kiske than Sol, it is undeniable that it is one of the most recognized scenarios of the franchise, in the background you can see cameos of some characters such as Ky, Cliff and even if Sol is not in battle will appear the same with its appearance of Order-Sol.
The stage is practically flat and has invisible walls that, unlike the KOF stage, cannot be destroyed, and there are two floating platforms. A simple but efective stage.

-Music:
Everyones love Guilty Gear music right?, Well, i love GG music too but I also love the music of another Arc System Work's games like Blazblue and Under Night so what if the Sol's DLC has the SNK treatment?, i put here no 50 songs but are more than 40 and include some songs from Blazblue, Under Night In-Birth and a song from Arcana Heart.
(The songs with a red color are arrangments/remixes)
-Keep Yourself Alive (I /II/III)
-Gimme a Break
-Ride the Fire
-Holy Orders (Be Just or Be Dead) (I/II/III/S.H.H.)
-No Mercy

-Blue Water Blue Sky
-Suck a Sage
-The March of the Wicked King
-Writhe in Pain
-Death and Republic/Meet Again
-Momentary Life
-Fatal Duel
-Launch Out
-Awe of She
-Still in the Dark
-Holy Orders?
-The Midnight Carnival
-Diva
-That Man
-Magnolia Éclair

-The Lily of Steel
-Engage
-Destructive Goodwill
-Just do it
-HEAVY DAY
-SHOTGUN&HEAD
-Big Blast Sonic
-Coming Home
-Storyteller
-Six Black Heavens Guns
-Sky Should Be High
-Divide My Heart
-Smell of the Game
-Fight Like a Tiger
-What do you fight for
-Rebellion (I/II)
-Lust SIN
-Bullet Dance II
-SUSANOOH
-Awakening The Chaos II
-Under Heaven Destruction II
-MUST DIE!
-Scraper Sky High
-Night Walker
-Blood Drain -Again-
-Walking Lily Flower♪
-Incompactible Relation
-Heartful!

Tomorrow i post the Spirit Battle and Mii Customes. See ya!
Well, it's time for the second and last part of my Sol's Challenger Pack Idea!, now, the Spirits:
Actually I already showed before a Spirit Board with my Spirit Ideas, but for practice issues I showed the Spirits again:
https://imgur.com/rJa0hNB

PD: The artworks can be perfectly changed for another more "retro" artworks like ones from XX, but I prefer the actual designs for the characters.

Primary Spirit: Ky Kiske :ultmarth: (white palette)
Type: Attack
Class: Ace ★★★☆
Slots: 2
Stage: Paris
Music: Holy Orders (Be Just or be Dead)
Conditions: Stamina Battle (200Hp), Zap Floor, the enemy's Sword Attacks are stronger.
Ability: Electric Damage ↑

The battle reference Ky's electric powers.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Support Spirit: May :ultinkling:
Type: Defense
Class: Advanced ★★☆☆
Slots: 1
Stage: Pirate Ship
Music: Blue Water Blue Sky
Conditions: The enemy uses a lot of Smash Attacks, the enemy's Smash Attack are stronger.
Ability: Physical Attack ↑
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Primary Spirit: Axl Low :ultrichter: (red palette)
Type: Attack
Class: Advanced ★★☆☆
Slots: 3
Stage: Temple (Omega)
Music: The March of the Wicked King
Conditions: The enemy's weapon attacks are stronger, Time Battle (1:30)
Ability: Fire & Explosion Attacks ↑

Richter's whip resembles slighty Axl's kusarigama, the battle is for time reference Axl's time abilities and the ability of the character reference the fact some Axl attacks are enhanced with fire.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Support Spirit: Faust :ultdoc:
Type: Neutral
Class: Novice ★☆☆☆
Slots: 1
Stage: Smashville
Music: Destructive Goodwill
Conditions: The enemy uses a lot of Neutral Specials
Ability: Throw Items ↑

Dr. Mario and Faust are doctors, Dr. Mario's neutral special resembles Faust's characteristic move "What could this be?"
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Primary Spirit: Millia Rage :ultzss: (yellow palette)
Type: Neutral
Class: Advanced ★★☆☆
Slots: 3
Stage: Peach's Castle (Melee) (Hazards Off)
Music: Writhe in Pain
Conditions: The enemy has a midair extra jump, Stamina battle (150Hp)
Ability: Jump ↑

The extra jump is a reference to the Millia's double airdash.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Primary Spirit: Potemkin :ultdk: (green palette)
Type: Grab
Class: Advanced ★★☆☆
Slots: 3
Stage: Shadow Mosses Island
Music: Engage
Conditions: The enemy favors grabs and throws, the enemy is metal.
Ability: Strong Throw

Shadow Mosses Island resembles Zepp.
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Primary Spirit: Chipp Zanuff :ultgreninja: (gray palette)
Type: Neutral
Class: Novice ★☆☆☆
Slots: 1
Stage: Suzaku's Castle
Music: Suck a Sage
Conditions: The enemy has increased speed, the enemy is easy to launch.
Ability: Speed ↑
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Primary Spirit: Baiken :ultsheik:
Type: Attack
Class: Ace ★★★☆
Slots: 2
Stage: Suzaku's Castle (Omega)
Music: Momentary Life
Conditions: The enemy has a Killing Edge, The enemy can unleash powerful critical hits at random.
Ability: Critical Hit ↑ ↑

Killing Edge resembles Baiken's sword.
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Support Spirit: Zato-1 :ultfalcon: (black palette) :ultridley: (mini)
Type: Neutral
Class: Advanced ★★☆☆
Slots: 1
Stage: Fountain of Dreams (Omega)
Music: Still in the Dark
Conditions: Stamina battle (200Hp Falcon and you/100Hp Ridley), the enemy favors specials (Ridley)
Ability: Side Special +

Ridley resembles Zato's appearence when is fusioned with Eddie in air, the stamina battle reference Eddie's health bar.
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Support Spirit: Johnny :ultken: (black palette) :ultinkling:
Type: Attack
Class: Advanced ★★☆☆
Slots: 2
Stage: Pirate Ship
Music: Fatal Duel
Conditions: The stage is covered in fog, defeat the main character to win
Ability: Fog Inmunity

The fog reference Johnny's abilities.
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Primary Spirit: Elphet Valtentine :ultpeach: (dark palette)
Type: Attack
Class: Novice ★☆☆☆
Slots: 1
Stage: Dream Land (Battlefield)
Music: HEAVY DAY
Conditions: The enemy has a Rage Blaster.
Ability: Rage Blaster equipped

Peach and Elphet are slighty similar (overall in the outfit), the Rage Blaster is similar to Elphet's gun.
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Primary Spirit: Ramlethal=Valentine :ultinkling: (pink palette)
Type: Attack
Class: Advanced ★★☆☆
Slots: 2
Stage: Northern Cave
Music: Diva
Conditions: The enemy starts the battle with an enhanced Ore Club
Ability: Ore Club equipped

Ore Club resembles the Ramlethal's big swords.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Primary Spirit: I-NO :ultbayonetta: (red palette)
Type: Attack
Class: Ace ★★★☆
Slots: 3
Stage: Reset Bomb Forest (second stage) (Omega)
Music: The Midnight Carnival
Conditions: The enemy has increased attack, the enemy's FS Meter charges quickly, you are easy to launch.
Ability: None

I-NO and Bayonetta are both witch and actually are pretty similar, the FS is a allusion to I-NO's infamous move Megalomania.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Primary Spirit: Dizzy :ultcorrinf: :ultpalutena:(blue palette):ultganondorf: (dark palette)
Type: Defense
Class: Ace ★★★☆
Slots: 2
Stage: Fountain of Dreams (Omega)
Music: Awe of She
Conditions: The enemy starts the battle with a Freeze (Palutena), the enemy starts the battle with a Fire Flower (Ganondorf), the enemy has increased jump (Corrin), defeat the main character to win.
Ability: Critical Health-Defense ↑

Corrin's dragon form resembles Dizzy Gear form, Palutena reference Undine and Ganondorf reference Necro.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Support Spirit: Justice :ultridley: (Meta Ridley green palette)
Type: Neutral
Class: Legend ★★★★
Slots: 3
Stage: Garreg Mach's Monastery
Music: Death and Republic/Meet Again
Conditions: The enemy has increased jump, the enemy has superarmor, the enemy has increased attacks, the enemy will suddenly have a Final Smash.
Ability: Critical Hit ↑↑↑

Ridley's Final Smash is similar to Justice's Instant Kill.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Mii Costumes:
Ky Kiske: :ultswordfighter: (Ky's outfit/Ky's wig)
Ragna the Bloodedge: :ultswordfighter: (Ragna's Outfit/Ragna's Wig)
Noel Vermillion: :ultgunner: (Noel's Outfit/Noel's hat)
Hyde Kido: :ultswordfighter: (Hyde's Outfit/Hyde's Wig)
Kunio: :ultbrawler: (Kunio's Outfit/Kunio's Wig)

Extras - Things that I forgot:
Entrance: Sol's intro in Xrd but more quickly and without the dialogue, only saying "Gimme a break".
Side Taunt: Sol's classic taunt dissaproving the rival.
Up Taunt: Sol thunders his neck.
Down Taunt: Sol's classic respect upthumb
Victory Fanfare: Guilty Gear Xrd -REVELATOR- Victory Theme
Victory Animations:
  • Sol mock his rival exclaiming that the battle has been very easy while carrying his weapon to his shoulder. Actually Xrd Sol's Victory Animation.
  • Sol's classic midbattle victory.
  • Sol's new midbattle victory animation from Guilty Gear -STRIVE-
  • If Sol wins the battle with Dragon Install active the victory is the same he have in Xrd.
  • If Sol wins the battle with his Final Smash the victory is the same he have in Xrd when win a match with a Instant Kill, the same thing with Dragon Install.
Defeat Pose: Sol clap slowly like Snake
Ring Title: "The Flame of Corruption"
Kirby: Like this cute-has-hell fanart.
Classic's Mode Fanfare: Launch Out
Classic's Mode Finale: Sol appears in Paris with his Order-Sol outfit taunting the Ky's NPC

And that's all!, hope do you like this concept.
 
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amageish

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Messages
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Noel Vermillion: :ultgunner: (Noel's Outfit/Noel's hat)
10/10 for Noel's hat. It's a good hat and I miss it in modern Noel's design...

Beyond that, bringing the Tension Gauge over is a solid fighter ability that seems appropiate for the level of gimmickiness that DLC fighters have! Mechanics, classic mode, costumes, and pallete swaps all seem good to me! I also really like the stage choice and think it's totally justifiable - it's not like Min Min came with her home stage either.

Now, I'm not sure if ArcSys actually owns Under Night (as opposed to just publishing it) and I'd probably include River City and/or Double Dragon if we're SNK-ing the music, but I definitely appericiate the thought and like the idea of SNK-ing it, given ArcSys' overlapping fandoms.

Overall, you've clearly put a lot of thought and work into this! Great job!
 

Infinity Sorcerer

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10/10 for Noel's hat. It's a good hat and I miss it in modern Noel's design...

Beyond that, bringing the Tension Gauge over is a solid fighter ability that seems appropiate for the level of gimmickiness that DLC fighters have! Mechanics, classic mode, costumes, and pallete swaps all seem good to me! I also really like the stage choice and think it's totally justifiable - it's not like Min Min came with her home stage either.

Now, I'm not sure if ArcSys actually owns Under Night (as opposed to just publishing it) and I'd probably include River City and/or Double Dragon if we're SNK-ing the music, but I definitely appericiate the thought and like the idea of SNK-ing it, given ArcSys' overlapping fandoms.

Overall, you've clearly put a lot of thought and work into this! Great job!
Thanks for your comment, is very apreciated and yeah, i only choose UNIB because i dont know too much about River City and Double Dragon.
Pd: #FforNoelHat
 

SNEKeater

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Messages
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The SamSho crossover character leaked due to datamining.
To the surprise of nobody it's Baiken lmao
Do you have a source for that or something? Not that I don't believe you but I'd like to check it myself, I'm very curious lol

About the character
Yeah, no surprise there. Baiken is really popular and despite some people were suggesting Nagoriyuki, he's a brand new character so I don't think he would have been a good choice.
Also, even if he's a samurai, he kinda has a futuristic look with the mask he has. Baiken fits SamSho much better aesthetically speaking.

In a way, it's kinda funny how SamSho is going to have Baiken while GG Strive doesn't, though I'm sure Baiken is going to be one of the first 5 DLC characters.

Very interested in seeing the official trailer for Baiken, even if I'm not interested in SamSho
 

Cutie Gwen

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Do you have a source for that or something? Not that I don't believe you but I'd like to check it myself, I'm very curious lol

About the character
Yeah, no surprise there. Baiken is really popular and despite some people were suggesting Nagoriyuki, he's a brand new character so I don't think he would have been a good choice.
Also, even if he's a samurai, he kinda has a futuristic look with the mask he has. Baiken fits SamSho much better aesthetically speaking.

In a way, it's kinda funny how SamSho is going to have Baiken while GG Strive doesn't, though I'm sure Baiken is going to be one of the first 5 DLC characters.

Very interested in seeing the official trailer for Baiken, even if I'm not interested in SamSho
Yeah, datamining's over twitter and stuff, it also mentioned the other character in that season pass but the GG one was the only reason I posted it here
 

chocolatejr9

Smash Hero
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Messages
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Yeah, datamining's over twitter and stuff, it also mentioned the other character in that season pass but the GG one was the only reason I posted it here
Okay, I know this is technically off topic, but do you mind me asking who the other character? I don't play SamSho, so I honestly don't care either way.
 

Mr. Robotto

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It's worth to note that the only thing we know is the codename for the Guilty Gear fighter, which is BIK.... with those being the first letters of the first three respective Hiragana in Baiken's name...... yeah it's pretty obvious that it's her.

Not that it really surprises me anyway. It would be very interesting to see how they play in a more grounded and slower game like SamSho. Might even pick the game up again.

Do you have a source for that or something? Not that I don't believe you but I'd like to check it myself, I'm very curious lol

About the character
Yeah, no surprise there. Baiken is really popular and despite some people were suggesting Nagoriyuki, he's a brand new character so I don't think he would have been a good choice.
Also, even if he's a samurai, he kinda has a futuristic look with the mask he has. Baiken fits SamSho much better aesthetically speaking.

In a way, it's kinda funny how SamSho is going to have Baiken while GG Strive doesn't, though I'm sure Baiken is going to be one of the first 5 DLC characters.

Very interested in seeing the official trailer for Baiken, even if I'm not interested in SamSho
 
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Mr. Robotto

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Don't mean to double post. But all Guilty Gear tracks just dropped on Spotify!

Here are some Album links, I trust you can navigate the app yourself to find the other albums, there are just too many to post them all here. But yes, everything is on Spotify. From Rev2 to The Missing Link, to even Isuka.



Not only Guilty Gear, but BlazBlue and Kunio-kun as well. Amazing.
 
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SNEKeater

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Messages
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No surprise seeing That Man, though with a redesign. Seeing Aria back with Sol is very cool, I'm assuming she will be DLC and will bring back Jack-O's overall moveset but with new things and all.

Giovanna appears with a cool jacket, I hope she will get that as an extra costume.
 

Cutie Gwen

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No surprise seeing That Man, though with a redesign. Seeing Aria back with Sol is very cool, I'm assuming she will be DLC and will bring back Jack-O's overall moveset but with new things and all.

Giovanna appears with a cool jacket, I hope she will get that as an extra costume.
Considering Strive's gameplay ideas, I think Aria won't have the whole Jack-O summoning thing as that'd need to be reworked like mad to fit the dummy fast gameplay
 

Mr. Robotto

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Who is playing the beta? I've been playing a few sessions with mostly Millia. The rematch option is godlike.

The beta also has the english dub by the way.
Couldn't play a whole lot as I'm focusing on studying for exams at the moment, but I had some good matches with Anji and I-No. Definitely vibing with I-No more. I still had some connectivity issues in the lobby which sucks.

Taking all characters into account, Sol and Ram are going to be my go-to's definitely!


Who thought it'd be a good idea to put swearing in the main theme? Anyway, the new Story Trailer is here.

Discuss.
That Man with no cat ears. I rest my case.

1621180469154.png
 

SNEKeater

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Considering Strive's gameplay ideas, I think Aria won't have the whole Jack-O summoning thing as that'd need to be reworked like mad to fit the dummy fast gameplay
Yeah that is true. Maybe Aria will have a completely new kit, but I still think they would toss in some of Jack-O's moves, even if it's just as a reference.

Maybe they could just tone down her summoning playstyle. But I didn't use her much in Xrd so maybe that isn't as feasible as I believe.
 

LAA9000

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JUST#956
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Switch FC
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Last week I bought +R and Rev 2 in Steam's Golden Week sale, and you know what that means - I have a new obsession.

I've spent around 24 hours in total in +R's Training, Arcade and Story modes, as well as Rev 2's Episode, Mission and Training modes, and I'm loving both of them, though I slightly prefer Rev 2 due to its improved accessibility and excellent tutorials. Already I'm facing the same issue I had with Smash Ultimate where there are so many characters I love that I'm struggling to pick a main, namely Sol, Axl, Testament, Baiken, Venom, Dizzy, Order Sol, Sin, Leo and Elphelt.

As for Strive, the game looks fantastic just like its predecessors, but I'll wait to buy it until it goes on sale or gets a permanent price drop (which, if it happens, will likely be once a lot of the DLC has been released). In this regard, I hope the game doesn't end up like Granblue Fantasy: Versus or Super Smash Bros. Ultimate for that matter where the game is £50 with character DLC worth more than the base game, and has gone on sale only once since its release. I didn't play the betas either due to not owning a PS4 or PS5.

Onto the topic at hand: Sol Badguy in Smash. Most of what I want to say has already been said - that is, I never had that much to say to begin with, other than the usual 'he'd be cool' or 'he might be unbalanced in Smash'. For his moveset, most of the ones people have created on this thread are as good as I can think of. Regardless, I'd envision his special moves as such:
  • Neutral B (no command input) would be Gunflame on the ground and Sidewinder in the air (yeah I want Sidewinder in Smash).
  • Side B (236A) would be Bandit Revolver if tapped and Bandit Bringer if held.
  • Up B (623A) would be Volcanic Viper with Knockdown as a follow-up (214A).
  • Down B (214A) would be Ground Viper on the ground and Break in the air.
I'd implement his various gimmicks as such:
  • Auto-turnaround: Operates just like Ryu, Ken and Terry.
  • Airdash: Operates just like his home series.
  • Gatling: Jabs can cancel into tilts, smashes and specials; tilts can cancel into smashes and specials; smashes and aerials can cancel into specials.
  • Tension: Is gained when attacking the opponent and in 1v1s when moving towards them. In 1v1s, gain can be made faster by repeatedly moving forwards (Tension Pulse) or slower by repeatedly moving backwards (Negative Penalty).
  • Overdrive Super: Perform Tyrant Rave ver.β (632146A) and Dragon Install (214214A) for 50% Tension. Operate just like his home series, with Dragon Install lasting 7 seconds.
  • Roman Cancel: Press Attack and Special while an attack has landed to cancel your attack for 50% Tension. I'm torn on whether to include XX's FRCs or Xrd's YRCs and PRCs, though I will say the slowdown from Xrd should not be here for the sake of non-1v1 matches.
  • (if he is overpowered) Damage scaling: Damage dealt by a move decreases based on how late it is used in a combo.
I wouldn't include Faultless Defence or Burst since Smash isn't designed around them, thus they would outright break the rules of the game in a way that wouldn't be very fun.

In summary, I like Guilty Gear, I'd like Sol in Smash and I doubt any kind of screen pollution playstyle like Jack-O's would be balanced in Strive.
 

ThunderSageNun

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there's still a fair amount of things they can reuse from Jack-O's moveset if they want to retool that into Aria, but they'd probably need to give her a notable amount of new attacks to not make her underwhelming after losing her defining gimmick. Do dig inverted color swap for her hair though, I didn't notice they kept the dual tone thing at the end of Revelator.
 

Mr. Robotto

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Ramlethal got an entire gameplay overhaul in the jump between Xrd and Strive; her entire Sword Set gimmick got removed entirely and all of her moves have been repurposed. I'd expect something like this for Aria, or heck all Valentines for that matter.

I wonder when DLC will start be getting revealed, in June right after the launch of the game is my best bet. Initial DLC characters do tend to get revealed on launch day, or really close. Hopefully we'll get a word on them soon, cause honestly I'm quite excited. Holding out hope for Bridget, Johnny and Slayer!
 

chocolatejr9

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I don't know why, but I felt like sharing this. Maybe the "unpopular opinion" bit got me...

Also, just to make sure, we're all in agreement that Aria is gonna be DLC, right?
 

SNEKeater

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Maybe the game will have a secret unlockable character? If that's the case I'd guess it's going to be either Aria or That Man.

As for another delay, it's not gonna happen. Even if they delayed it they're not going to touch the lobbies, a lot of fans have complained about it since the first beta last year. If they have not changed anything since then they're not gonna bother with it now. For some reason they love the lobby they did, maybe the japanese fans like it? I don't know.

I actually think the idea is cool, but the execution isn't good.
 
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2006ToyotaTacoma

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chocolatejr9

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Just a head's up, apparently somebody streamed the entireity of Strive's Story Mode, so spoilers are out there. I wanted to mention them here, because apparently there's... a lot to unpack, but I wanted to mention it first out of respect for those who want to go in blind.
 

ThunderSageNun

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datamine spoilers, don't click if you want to keep dlc a surprise.

looks like our first season might be Asuka, Happy Chaos, Goldlewis, Jam and Jack-o
 
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SNEKeater

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datamine spoilers, don't click if you want to keep dlc a surprise.

looks like our first season might be Asuka, Happy Chaos, Goldlewis, Jam and Jack-o
Surprised to see Jam. Not because she isn't popular but because I was expecting Baiken or Elphelt first.
Also surprised to see all the story characters in here. It wouldn't be the first time ArcSys doesn't add important story characters to the game, so I assumed it was going to happen again with some of them.

I assume next season will focus on fan favorites.
 

LAA9000

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At last, Strive has officially released on all platforms unless ArcSys lied and are somehow releasing a Switch port down the line to worldwide success, critical acclaim and Dustloop Wiki being down all day. Not gonna lie, a night or two ago I was very tempted to pre-order the Deluxe Edition on Steam in time for release, but I decided to brave it until a sale comes around. Please come around by the end of this year. I'll have to stick to +R and Rev2 for the time being, though it's not like I've ever played these games online since I don't have a powerline adapter for my PC yet.

Regarding the mains situation, I think I've nailed my +R main down to Dizzy, and my Rev2 main down to Ramlethal, though I still love lots of the characters and they are prone to change. I have no idea who I'll main in Strive, though my frontrunners are Sol, Ky, Ramlethal, I-No and the trusty 'wait for a DLC character I like'.

Speaking of the DLC, I definitely believe that datamine is accurate. Some are saying it's too obvious to not be a red herring, but some developers are simply this bad at hiding unannounced DLC (I'd compare this to the BlazBlue Cross Tag Battle datamines if I knew the full details on those, but I heard there were a lot of red herrings in there, which would weaken my point if true).

It also throws a massive bone in my DLC predictions, as I would've thought they'd evenly spread veterans and newcomers, but they seem to be getting all the obvious newcomers out of the way and releasing the veterans later, which is quite a smart tactic now that I think about it. My current 'prediction' is that there will be at least a second season pass containing any 5 of Baiken, Venom, Johnny, Dizzy, Slayer, Zappa, Bridget, Sin, Elphelt, Raven, Gabriel or Daryl. If the game is successful enough, there will be a third pass with 5 more of those characters, or if not, there will only be two passes. I believe regardless of how much DLC there is that it will end with Sin, though.


Now for the other game's DLC, I'm sadly not feeling very hopeful anymore - in fact, I'm just about convinced our boy's not making it in, for two reasons. One: Vergeben's giant list of disconfirmations. Normally I'd be very sceptical of a list like this, but I don't think that matters when the statistics back it up - no character since CP5 has been on that list. Two: the ongoing fire-themed tournament. Again, tournament theory has many holes, but based on this tournament's internal notification number, it was reportedly planned for early 2020 but was delayed to mid-2021. :ultsephiroth: and :ultpyra::ultmythra: are available during this tournament, leading speculators to theorise that the planners knew these two would have fire-based special moves and delayed the tournament to include them. Going by this logic, no future fighters will have fire-based specials, which would certainly kill off our resident Flame of Corruption's chances. Who knows, though? Miracles can happen, and some wouldn't even consider this a miracle.

Regardless, hype responsibly and enjoy Strive.
 

ThunderSageNun

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man, the private rooms flat out haven't been working for me on Steam. I don't wanna sound like a debbie downer already, but I already feel like Xrd clicked a lot more with me.
As for Sol chances, he was always more alongside the pipe dream characters than someone I had many serious hopes for, but with FP2 nearing its end and Sakurai seemingly trying to shut down whatever hopes people might have for a 3rd pass, I can't say he's among the characters I still somewhat cling could one of our last 2 fighters.
 
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Mr. Robotto

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Damn, seems like I stopped receiving notifications for this thread. But anyways, hope you guys are having lots of fun with Strive, because I sure am!

I'd be lying if I say that I didn't kinda miss the more older gameplay philosophy of "here's tons of mechanics and freedom, go apesh*t" of Accent Core (and Xrd to a certain extent). But I'm trying to have an open mind on this new approach to gameplay, and god, trying to get used to the new stuff is like learning a whole new different skill. I seriously feel like I have to rewire my brain lmao, even for the more tinier changes like the fact that throws are now performed with the Dust button instead of HS. But hey, nothing is more fun than learning a new fighting game imo, and I'm certainly having tons of fun with the game at the moment. However, my biggest issue is STILL the online lobbies, sometimes my game just doesn't want to connect for some reason. There was recently an update, so hopefully they fixed that issue.

As for the leaked DLC, yeah, not really feeling it for those picks. But hey, guess we'll see soon enough considering the first character is supposed to drop next month. Maybe they'll get revealed at Bandai's conference tomorrow?

I hope to see you guys online! Oh yeah and as for my favorite tracks; Rock Parade, Love the Subhuman Self, Find Your One Way, and The Roar of the Spark are some heavy hitters. Especially the latter two as they contain a certain leitmotif from Sol and Ky's original themes respectively (not gonna lie, kinda squeaked when I noticed).
 
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