Super Smash Bros. Infinite Wiki

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Super Smash Bros. Infinite Wiki
Super Smash Bros. Infinite Wiki
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This article is about Sol Badguy's appearance in Super Smash Bros. Infinite. For other uses, see Sol Badguy.
With Sol Badguy joining the fight, we now know the smell of the game! Build up Tension as you fight to use powerful Overdrives or Roman Cancels, and mix up your assault with his signature Gatling Combos!
—Description from the Super Smash Blog.

Sol Badguy (ソル), is a playable character in Super Smash Bros. Infinite. He was officially revealed during a Nintendo Direct as the first downloadable fighter in the Second Smash Season Pass, as part of the Smell of the Game Bundle. Sol is classified as Fighter #107.

David Forseth reprises his role as Sol in international versions of Super Smash Bros. Infinite while Jouji Nakata reprises his role in Japanese versions.

Attributes[]

Strengths[]

Weaknesses[]

Summary[]

Attributes[]

Ground Attacks[]

Aerial Attacks[]

Grabs and Throws[]

Special Attacks[]

Moveset[]

Ground Attacks[]

Normal[]

Smash Attacks[]

Other attacks[]

Aerial Attacks[]

Grabs and Throws[]

Special Moves[]

Sol’s Special Moves
Standard Special Gunflame/Blockhead Buster
  A ground projectile like Terry's Power Wave or Iori's Yami Barai, but unlike their projectiles, Sol has more height than distance in his own move, the distance depends if you tap or hold the button but both versions still are quite short. The aerial variant is a different move called Blockhead Buster (more specifically is the Lvl 1), a move that comes from Order-Sol where Sol does an explosion around the hilt of his weapon.
Forward Special Bandit Revolver/Bandit Bringer
 Sol does a series of two jumping kicks regularly, since if you held the button you can do instead the Bandit Bringer, where Sol does a powerful dive punch in a similar way to Terry's Power Dunk. You can make the attacks stronger using the input 236 + attack button ( ↓→ + attack), the Bandit Revolver gains a follow-up kick meanwhile the Bandit Bringer gains meteoric properties.
Back Special Ground Viper/Riot Stamp
 On the ground Sol performs the Ground Viper, a strong, louder, high risk and high-reward attack where he charges forward at the ground delivering a strong uppercut at the end, you can mash the button to increase the distance. Using the input 214 + attack button ( ↓← + attack) instead of a regular uppercut the move ends with a Volcanic Viper. In the air the move changes to Riot Stamp, Sol hops backward and then he impulses himself with a glyph that appears behind him to do a flying flaming kick. Using the input 214 + attack button ( ↓← + attack) the attack gains knockback.
Up Special Volcanic Viper
Sol's own DP, he does a powerful burning uppercut using his sword, similar to Ken's Strong Shoryuken but trading some height for a bigger hitbox. The only problem is that the move isn't a very good recovery. Use the command version 623 + attack button ( →↓ + attack) to increase a little the height. Sol also has an input exclusive follow-up called Knockdown, where Sol strikes the opponent to the floor with a kick, the input being 214 + attack button ( ↓← + attack).
Down Special Fafnir/Breaker
 Fafnir is a powerful forward punch that has the same kill power of a Falcon Punch without the needing of being charged (but still being a very slow and easily punishable attack) and a perfect shield breaker. You can use the command 41236 + attack ( ←↓→ + attack) to deal more damage. In the air this move changes for Breaker, a flaming dive kick that you must be careful to use since it has a slightly diagonal direction and when you use it, doesn't have any stop, so if you use it in a risk, have a nice fall! Should be noted that Breaker doesn't have any motion, unlike Fafnir.
Shield Special Roman Cancel
Using Shield-B while possessing 50% Tension Gauge allows Sol to do a Roman Cancel, which comes in 4 different colors based on conditions, slowing down the foe in a Witch Time-style effect and allowing Sol to follow up with certain moves.

*Blue Roman Cancel: Only used when doing nothing. *Yellow Roman Cancel: Can be used while blocking an attack, allowing Sol to counter his foes hard. *Red Roman Cancel: Only used upon striking a foe and during the hitstun or blockstun of a foe. *Purple Roman Cancel: Only used during the late active frames and endlag of a move.

Overdrive #1 Tyrant Rave
A 2-hit megaton punch starting explosive uppercut with his free hand before delivering a second punch wreathed in fire magic amplified with his sword. Requires 50% tension and can't be performed in the air. The motion is 632146 + attack button ( →↓←→ + attack).
Overdrive #2 Dragon Install
Sol removes his Gear Suppressor and unleashes his original power as a Gear. A high-risk high-reward super in which Sol’s movement speed is increased, his normals become noticeably faster and safer, his specials are all buffed significantly (see below) and his air grab changes to P.B.B., all this for a max amount of time of 12 seconds (the timer stops during the grab attacks) and with the additional benefit that the time slows a little at the start of the transformation with Sol being invulnerable in the starting frames. When the mode’s natural duration ends and Sol returns to neutral on the ground, he is forced into a lengthy recovery animation, making him incredibly vulnerable to a counter-offensive, the transformation can also be interrupted with a highly damaging move. It can be used at the moment you have 50% tension but that would reduce the amount of time you will have so it's preferable to do it at 100% tension (also you can use Tyrant Rave during Dragon Install if you have 50% or more). The motion is 214214 + attack button ( ↓←↓← + attack).
Attack Change
Gunflame  The move only has one explosion but the vertical range increases and his strength grows.
Blockhead Buster  The move is now the Blockhead Buster Lvl 2, acquiring more horizontal range and damage.
Bandit Revolver  The kicks are involved in flames, dealing more damage.
Bandit Bringer  The blow has a bigger disjointed hitbox and deals more damage.
Ground Viper  When Sol is slicing forward leaves a trail of explosions in its wake. It always ends with a Volcanic Viper
Riot Stamp  The final hit is an explosion.
Volcanic Viper  The range increase a lot, nearly becoming the highest recovery in all the game and dealing multiple hits.
Fafnir  Hitbox bigger, damage bigger.
Breaker  The final hit is an explosion.
Tyrant Rave Has more range and massive damage, but the knockback didn't increase.
Final Smash Branding Breach
In the start, Sol uses a variant of his DI version of the Ground Viper (being his original Instant Kill, All Guns Blazing). The explosions behind Sol will do damage but only the first character hit will be transported to the rest of the cinematic. In the cinematic part, Sol charges his Junkyard Dog to finish his opponent with a fulminating explosive blow. During the Dragon Install, instead of just charging against the opponent he uses the Overdrive Heavy Mob Cemetery (the explosions behind will still be there, tho), grabbing the first foe will also leave them to the cinematic part, but it will have some changes in the animation, any of this changes will variate the damage. If the opponent has 100% or more damage at the end of the Final Smash the enemy will be Instant-Killed and if part of that was their last stock, a DESTROYED text will appear on the screen.

Taunts[]

  • Up Taunt: Turns his back to the opponent and taps his sword on his shoulder.
  • Down Taunt: Sol turns his back and stomps down on the ground. This causes cracks on the ground to appear.
  • Right Taunt: Takes his hand and does a thumbs-down gesture.
  • Left Taunt: Sol takes the Junkyard Dog and slams it down into the ground.

On-Screen Appearance[]

  • Sol appears and is seen "smoking" a bullet for his sword, Junkyard Dog. He then spits it and catches it before putting it into his sword.
    • Whenever a one-on-one match starts between Sol and another player, the screen will have a "Let's Rock" and "Heaven or Hell" intro graphic much like the earlier games.

Idle Poses[]

  • Smooths back his hair.
  • Cracks his neck

Victory Poses[]

Note: Like Joker, Lloyd has a unique victory transition where the screen fades to white and then fades back into the victory screen. A bit different than the usual graphics but points to the original source.

  • Sol walks away from the camera, cracking his neck for a bit before placing Junkyard Dog on his shoulder. He then looks back at the camera with a smirk and says, "Heh, too easy."
  • Sol's extends his arm, covered in fire, based on his midmatch victory pose in Strive.
  • Sol is seen in his Dragon Install form, where he lets out a burst of power and a powerful roar before reverting back to normal, looking up at the camera with a toothy grin afterward. Taken from Xrd.
  • Much like Joker, Sol has a special victory pose when he defeats a character with his Final Smash, instead of teleporting to the usual victory stage, Sol keeps in the same background of his Final Smash, walking to the horizon saying "I think it's about time to end this thing", if he finishes with his Dragon Install variant it could be similar but he keeps his Dragon Install form.
  • Like Kazuya Sol's victory announcer would be the announcer from his own game, saying "SOL WINS, STRAIGHT!".

Classic Mode Route: Heaven and Hell[]

Opponents are based on both heavenly and infernal properties. Matches are stamina matches at 150% with normal gravity to mimic the way Guilty Gear is played. All stages are Omega forms.

Round Opponent Stage Music Notes References
1 Palutena Palutena's Temple Marionette
2 Bayonetta Umbra Clock Tower The Midnight Carnival
3 Hero Yggrassil's Altar Give me a break
4 Kazuya N. Sanity Beach Jack-a-dandy
5 Zelda Skyloft Holy Orders (Be Just or Be Dead)
6 Ashley Gamer Blue Water, Blue Sky
BONUS Break the Targets!s
FINAL Justice Heaven Meet Again

In competitive play[]

To be added

Palette Swaps[]

Sol Palette (SSBI)
Dark Red Sol's model is largely based on his appearance in Guilty Gear Strive with some elements taken from xrd.
Blue Palette swap based on Ky but also based on a DLC costume from Strive.
Green A classic Sol's palette, based in his third color from Xrd.
Black Sol's sixth color in Xrd.
Purple Sol with Hyde's color scheme, from Guilty Gear Strive.
Orange Sol's ninth color from Strive.
Red Sol with Ragna's color scheme, from Accent Core + R with is based on Ragna the Bloodedge from Blazblue; another Arc System Works game.
Cyan Sol's second color from Strive.
Gold Sol's golden colors from various games, usually despite a stronger version of Sol.
Brown Sol's third palette swap from Accent Core + R.
Black Sol's 7th palette swap from Accent Core + R.
White Sol's appearance back when he was a Order-Sol.

External links[]

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