GUILTY GEAR X
For the PlayStation 2 Video Game Console
Rated "T" (Teen: Ages 13 and up) by the ESRB

SOL BADGUY Character FAQ/Movelist
---=+Version 0.5  (c)2001+=---

FAQ Created by "b(r)L(r)d X"(tm)
Email:  cyberlordx@hotmail.com
MSN ID: CyberLordX
ICQ # 85818704


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*COPYRIGHT INFO*
This FAQ/Movelist is copyright protected under US and international
laws.  This entire document is intended for private home use.  You are
free to use this document for your own personal use, and are free to
reprint this document for your use.  However, this document cannot be
reproduced, reprinted, or reformatted in part or whole with the intent
of distributing it (i.e. either through guides in magazines, selling it,
posting on a website, giving it away as a means of barter, or to use as
toilet paper) without direct and explicit permission from me.

This FAQ/Movelist can be found ONLY in the following websites:

www.GameFAQs.com

Any other website that is not listed is prohibited to post this FAQ
without direct permission from me.  As long as you understand this,
we'll be just fine--and I won't have to come looking for you.  >:)

Guilty Gear X [By Your Side "G. Gear"] (c)1998-2001 ARC SYSTEM WORKS Co.,
Ltd  (c)Sammy 2000, 2001.  Game published by Sammy Entertainment, Inc.
Exclusively distributed by Majesco Sales, Inc.  All rights reserved.
Neither Sammy or Arc System Works have any affiliation with this FAQ,
although I wouldn't mind working for either one... ;)
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Table Of Contents
-----------------

I.     Revision History
II.    Introduction
III.   Why Do A Sol Badguy FAQ?
IV.    Character Profile
V.     Movelist
          1.  Move Legend
          2.  Universal Moves
          3.  Character Specific Moves
          4.  Advanced Techniques
VI.    Basic Sol Badguy Combos (coming soon)
VII.   Advanded Sol Badguy Combos (coming soon)
VIII.  Micellaneous Hippycrap (coming soon)
IX.    FAQ (coming soon)
X.     CLX's Final Thought
          *  Special Thanks



I.     Revision History
-----------------------------------------------------------
| 10/24/01 -- My first crack at a FAQ begins!  Pretty much|
| a work in progress.  Filled up as much info as possible |
| on almost every section.  More updates are definitely   |
| pending, as I haven't added everything I deemed necess- |
| ary for this FAQ/Movelist yet.  Ver. 0.5                |
-----------------------------------------------------------

II.    Introduction

Konichi wa, fellow GUILTY GEAR players, and welcome to my guide!  I am
your host for this FAQ/Movelist, CyberLord X (a.k.a. CLX to many players
in arcades).  For those of you that don't know me--fear me.  For those
that do...well, uh...just try to fear me a little more, m'kay? ;)  I'd
just like to start by stating that this is my first attempt to write a
FAQ for GameFAQs (or anyone for that matter).  Al- though that's the
case, it doesn't mean in any way that I am not qualified to help you in
what this FAQ has to offer.  I am quite confident in my skills as a
fighting game fanatic and budding tournament player.  With that being
said, you should have faith that everything you read here comes from
hours of hard work and dedicated prowess--not to mention thumb blisters.
Although I don't expect you to become an expert overnight, this guide
should help make that journey all the more easier.  However, I'm never
too proud to accept help from outside sources, and seeing as how this is
a work in progress I will accept help and info (until otherwise noted)
that can help make this FAQ much more informative and enjoyable.  Keep
in mind that when I say that "I will accept outside help" that it means
I will accept help with something that needs correction or tweaking
within the FAQ (i.e. proper execution of moves, accurate info about
particular attacks, etc.).  PLEASE do not send me anything that hasn't
been inputted into this FAQ yet.  I promise that the updates will be as
frequent as possible, but I do have a life ya know--be paitent with me,
please. :)

This FAQ was specifically designed to aid you, the gamer, in mastering
the various techniques of this incredible fighter--more specifically, to
help hone your skills with the character I've profiled here.  It isn't
in any way designed to give you detailed info about the main story, but
it may give you further insight on this character.  So if you're looking
for explicit info on the background story and deeper gameplay mechanics,
I suggest hitting the Back button on your browser and looking for
another FAQ (AdrenalineSL's FAQ is tight as hell, so I definitely
suggest that as your first choice).  What you will be getting is in-
depth CHARACTER specific strategies and tips.  So, with that being said,
let's get started.  Ikuso!!


III.   Why Do A Sol Badguy FAQ?

I toyed with the idea about which character I should start off with.  I
was leaning towards either Ky Kiske or Chipp Zanuff, but figured that my
knowledge would first be suited to my favorite character (and probably
one of the first characters most of you chose when you first started
playing).

Every fighting game has its Ken/Ryu characters, and GUILTY GEAR X is no
exception.  Most players consider Sol to be the Ken-styled character
(wild, cocky, etc.), while Ky is more of a Ryu (always calm, a goody-
goody, but at the same time has his own dark side to deal with...).

Quite simply put, Sol Badguy is argueably one of the best (if not THE
best) characters to use in GUILTY GEAR X--period.  Although some of his
moves have changed slightly since the first one, he's still one of the
most dominating characters around.  He has slightly above average power
and is fairly fast (not nearly as fast as Chipp, though), his moves have
great priority, and he's fairly easy to combo with.  But even with all
of that going for him, the main reason why I chose Sol is because his
style of play is pretty much the basis of GGX--learn him, and you've
pretty much got an idea of what to expect (and what not to expect) from
the others.


IV.    Character Profile

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-

Note:  Info taken directly from the GGX instruction manual

Name:        Sol Badguy
Height:      182 cm
Weight:      74 kg
Blood Type:  Unknown
Eye Color:   Ochre
Birthday:    Unknown
Origin:      USA
Hobbies:     Listening to Queen

Sol was once a subject of biological weapon research.  To conceal his
past, he has spent the last 150 years living as a bounty hunter.  To
avert further tragedy, he continues his quest to find and eliminate all
Gears and their creator from the annals of history.  Hearing news of a
still-functioning Gear, he sets out for the Tournament to investigate.

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-

CLX's INTERPRETATION:
A pissed-off badass walking the earth to layeth the smacketh down on the
candy asses of all Gears.  If you were lucky enough to play the first GG
on PSone and beat it with Sol, then you'd know more about his "concealed
past", since GGX's endings don't tell you jack.  But if you MUST know
what it is...

*******SPOILER ALERT*********










Sol Badguy is a Gear.  But not just any Gear--he was the first Gear
created.  He's a highly advanced prototype, and the first self-reliant
Gear that had free will (which is why Justice--the "ultimate Gear"--
couldn't control him).  He is now after all remaining gears and his
"father", the creator of the Gears...










*******END SPOILER*********

He also has a history with Ky Kiske--a somewhat bitter one.  Apparently
he was working freelance for the Sacred Order for Holy Knights at one
time, but unceremoniously left the Order (and "borrowed" one of their
prized treasures, which he uses as a weapon).  More accurate info about
this can be found in the Character Profiles of the GUILTY GEAR
instruction manual (PSone).

Sol's weapon of choice is the mighty Fireseal, sister sword to Ky's
weapon--Thunderseal.  When you fight Ky with Sol, they do have a special
pre-fight taunt, but not as noticable as say Millia Vs. Zato-1 or Johnny
Vs. May.

Sol also has a special pre-fight taunt against Axl and Dizzy
apparently.....


V.     Movelist

A wise man once said, "One must learn to walk before he can run".  This
FAQ is no exception, since learning the moves effectively before
attempting to rampage through GUILTY GEAR X is paramount.  Therefore,
I'm going to briefly list each move feature in GGX.  More detailed
control descriptions can be found in the GUILTY GEAR X instruction
manual located inside of your GGX game case (unless of course you rented
the game and some cheeky bastard that had the game before you lost the
damned thing...).  However, if added detail for the controls is needed,
I will definitely give you more input as to how to use the button in
question more effectively.

1.  Move Legend
----------------

U                        Up on Directional Pad
UF                       Up-Forward on Directional Pad
F                        Foward on Directional Pad (towards opponent)
DF                       Down-Foward on Directional Pad
D                        Down on Directional Pad
DB                       Down-Back on Directional Pad
B                        Back on Directional Pad (away from opponent)
UB                       Up-Back on Directional Pad

P                        Punch
K                        Kick
S                        Slash
HS                       Hard Slash

ODA                      Overdrive Attack
IK                       Instant Kill

/                        Short for "or", signifies an alternative
                         button, direction, or move can be used
                         (Ex: S/HS, F/DF, Volcanic Viper/Riot Stamp,
                          etc.)

+                        Signifies when a specified button needs to be
                         pressed (Ex: F+HS means press forward and then
                         press HS shortly after); also is used if two
                         or more buttons need to be pressed at the same
                         time (Ex: S+HS, P+K, etc.)


x#                       Tap button or direction repeatedly, whereas #
                         represents the number of times it will be
                         pressed  (Ex: Dx2, Fx3, Bx2, etc.)

charge                   hold direction or button briefly (usually at
                         least 2 seconds)

[AERIAL]                 indicates a move that can be performed in the
                         air

[JC]                     Jump Cancel; indicates an attack that can be
                         cancelled into a jump

[RC]                     Roman Cancel; indicates when a Roman Cancel
                         should be executed.

[OTG]                    Off-The-Ground; signifies a move that hits a
                         fallen opponent on the ground

2.  Universal Moves
---------------------

*The following maneuvers are the same for all characters, but should be
noted nonetheless.*

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Guard  --  Press and/or hold B to block high and mid-level attacks;
press and/or hold DB to block low attacks.  You can also block in the
air, but not all attacks can be air blocked.  If you're either trying to
keep from getting whipped or mounting a temporary defense, you'll be
using this quite often.
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Taunt/Respect --  Not technically a move, but what would a fighting game
be without a proper way to diss your opponent?  While standing, press R1
(default setting) to taunt your opponent.  This pisses off your foe, and
adds a bit of Tension into thier Gauge.  You're easy prey while you're
doing a taunt, and can't cancel into any moves until mid-taunt.

There's always two sides to everything, and where there's a taunt
there's oppurtunity to show some love to your opponent.  Press and/or
hold F then press R1 to do Sol's Respect move.  The cheeky thing about
this move is that although the opponent can still hit you out of this,
you can cancel the Respect at any time--a nasty surprise maneuver for
those that think you're defenseless. >:)
---------------------------------------------------------------------
Double Jump -- After a jump, press U/UF/UB to jump a second time in the
air.  Called "two-level jumps" in the instruction manual.  Any character
can perform a double jump, or can substitute the second jump with a
forward/backward air dash instead.  Only Chipp Zanuff and Dizzy can
perform a triple jump.  Note that after doing the second or third jump,
some characters can't air dash afterwards.  Sol is one of them.
---------------------------------------------------------------------
Super Jump -- Tap D, U.  You'll jump higher than a normal jump, and can
even perform an air dash afterwards.  However, you can't do a double
jump once you've done a super jump.
---------------------------------------------------------------------
Forward Thrust Attack -- Press F+P/K/HS to do an attack that lunges
towards an enemy.  The attacks differ for each character, and some
characters may not use the same buttons.  Experiment and see what your
character can do!
---------------------------------------------------------------------
Dead Angle Attack -- Guard an attack, then press F+any 2 attack buttons
simultaneously.  If done correctly, a greenish sphere will flash and
your character will flash white for a split second, then he/she will
counterattack your opponent.  The only problem is that doing this
maneuver will drain half of your Tension Gauge; chances are you probably
won't be using this move too often, but keep in mind that it does have
its advantages when used at the appropriate times (i.e. when you're
getting your ass trapped in the corner).  Think of it as an Alpha
Counter from the Street Fighter Alpha series.
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Dust Attack -- Push S+HS simultaneously.  I dunno what the hell Sammy
was smoking the day they came up with the name for this move, but
despite the awkward choice it does have its uses.  By performing a Dust
Attack, you'll break the guard of crouching opponents.  Once hit, your
hapless foe will spin around high up into the air; when you see this,
that's your cue to press U quickly (before they have a chance to
recover) and follow them into the air to perform your favorite air
combo.  The drawback?  Glad you asked.  It's a pretty slow move, and
doesn't have much range.  In other words, you can't chain this move with
other moves.  However, try mixing it up in your strategy to catch
crouching opponents off-guard.  You'd be surprised as to how many times
you get this move to land. ;)
--------------------------------------------------------------------
Sweep -- Hold D, then press S+HS.  Your character will perform a
sweeping technique with either their legs or weapon--some characters
have more awkward ways of knocking your foe on his butt.  The best thing
about this attack is that it comes out fairly quickly, and your opponent
can't recover once hit.  Bwahahaha!  You'll definitely want to
incorporate this into your fighting techniques.
--------------------------------------------------------------------
Recovery --  Push any 2 attack buttons after being knocked down or up
into the air.  Depending on the direction you press when you recover,
you'll either bounce forwards, backwards, or into a neutral position.
If you don't want to be the victim of a long combo string, you'll want
to use this move whenever you can.
--------------------------------------------------------------------
Throw -- Press F/B+HS when you're near your opponent to execute a
standard throw.  Of course, your foe can't block this move, and if
you're fast enough you can rush in and OTG him/her with an attack
(provided that they didn't recover in time, and that your character's
throw allows it).
--------------------------------------------------------------------
Negative Penalty -- OK, before I describe this move, I have to put in my
two cents and say that every fighting game should have something this.
Why?  Because it penalizes those fighters that like to run away all the
time, and forces you to stay on the offensive--that is, unless you don't
want to keep your Tension Gauge meter filled.  Basically, if your moves
fail to land or if you backpedal from your opponent too much, your
Tension gauge will be depleted and the words "Negative Penalty" will
appear above your fighter.  The game will let you know if you're in
danger of getting the penalty, because you will see "Danger" on the
Tension Gauge about 8 seconds before you're penalized.  In layman's
terms, if you're acting like a biya-biya, then ya get no dice.  So grow
a set, playa!
--------------------------------------------------------------------
Gatling Combo -- In the instruction manual, it's basically described as
any set of normal moves that can be chained together to form a combo
from a standing position.  Very similar to the fighting system of games
such as Marvel Vs. Capcom 2.  Most characters can chain at least 3-4
normal hits, and the number goes up from there if you can mix it up with
your special moves.

Sol Badguy can link up almost all of his normal attacks.  Here's an
example of what your ground combos can look like:

P, K, S, HS
P, Kx2, S, HS
Hold D, then P, K, S, HS
--------------------------------------------------------------------
Overdrive Attack -- The name given for GUILTY GEAR X's devestating Super
Moves.  Every Character has at least one, and when executed will take
away half of your Tension Gauge.  You can even chain some of your normal
attacks into ODAs, but keep in mind that an ODA done by itself does
significantly more damage than one that was linked into a combo.  The
skilled player will learn how to extend their combos even further to
maximize the inflicted damage...
--------------------------------------------------------------------
Instant Kill -- This maneuver is the one most GGX players fear the most,
even with its limitations.  I will admit this much--it has been greatly
toned down in cheapness from the first game (you can no longer do it
whenever you want, and it is much easier to defend against).  To
activate it, first press all 4 attack buttons simultaneously.  Your
character will charge-up and start to glow with a red aura surrounding
him/her (you are an easy target during the initial chargeup of this
move).  When this happens, the Tension Gauge transforms into the Instant
Kill Gauge.  Whatever energy you had in the Tension Gauge before
activation will now be transferred into the IK gauge, and will slowly
deplete over time (think of it as a timer).  Once that energy is gone,
your character's health will start to deplete instead (giving you more
time, but will hinder your chances of winning greatly).  If you don't
think you'll be able to land the attack (or if you pushed the buttons
accidently), just press all 4 attack buttons again to return your
Tension Gauge back to normal.

To take out your opponent with the IK using Sol, do the following
command after the chargeup:

D, DF, F, D, DF, F+HS

Keep in mind that the IK can be blocked, so don't do it just for the
hell of it.  And if you miss landing the IK, your Tension Gauge is gone
for the remainder of the round, and any actions requiring the Gauge
along with it.  Also, each character's IK has different range, and some
can even combo it from their normal attacks.  Train hard to get the most
out of this move.
----------------------------------------------------------------------

Quite alot of stuff to learn, eh?  We're just getting started... ;)


3.  Character Specific Moves
-----------------------------

Let's take a good look at all the moves Sol has honed into becoming the
badass he is today. I've also taken the time to list the damage of each
move (done on its own and not in a combo).  The damage was recorded in
Training Mode with the Guard Level at 0 and Ky Kiske as a sparring
partner, meaning that the damage recorded is a rough average of what you
should expect.  (Some characters have a better damage tolerance than
others).
More accurate damage readings can be found in other various GUILTY GEAR
X FAQs.

--[Normal Attacks]----------------------------------------------------

Standing Punch (P) -- Damage: 10 (33 using F+P)
Sol does a short jab with the hilt of his sword.  Not much range, but
CAN combo with other normal attacks when done up close.  Press F+P and
Sol will do a gut punch that sends the opponent reeling, sometimes
bouncing off the wall if close enough.  It's also possible to OTG after
the F+P, especially in the corner.

Crouching P -- Damage: 8
Looks the same as above, except crouching.  Comes out pretty fast, and
can combo easily into other normal attacks.

Jumping P -- Damage: 13
Sol jumps towards the opponent and gives them a quick knuckle sandwich
in mid-air.

Standing Kick (K) -- Damage: 14 (26 up-close)
Sol does a sweet looking roundhouse kick to the opponent's head.  Hits
twice when up close with just one button press (no need to tap K twice),
and easy to combo into most attacks.

Crouching K -- Damage: 12
Sol kneels and extends his leg out to attack his foe low.  Average
speed, but can combo into other normal attacks fairly well.

Jumping K -- Damage: 22
Sol does a skillful jumping sidekick.  Nice range and damage, but a
little on the slow side.

Standing Slash (S) --  Damage: 31 (35 at sweep distance)
When in-close, Sol slickly switches his sword from one hand to the next,
doing a cross cut to the opponent's torso in the process.  At sweep
distance, he does a mid-to-low range slash.  Nice distance, and is fast
enough to snuff out any dash-happy players (look out Chipp-lovers--
hehehehe).

Crouching S -- Damage: 27
Sol quickly slashes the opponent's shins with his sword.  Pretty fast,
and can combo nicely.

Jumping S -- Damage: 32
Sol does a quick downward slash that curves big enough to cover his body
during his descent.  The arch of his sword suggests some nice cross-up
opportunities, eh?  :D

Standing Hard Slash (HS) -- Damage: 45 (86 using F+HS)
Sol does a powerful mid-to-high ranged slash with his sword.  Easy to
combo into special moves with, although the start-up of the move is
kinda slow (compared to S).  Press/Hold F+HS while running or at sweep
distance to have Sol mercilessly bring the Fireseal sword down in a
hammer-like attack that hits twice--and hurts like hell.  The drawbacks
of this move is that the start-up is very slow and it leaves you open
for a few frames after execution.  You can't combo into other normal
moves after this, but you can combo into either a special move or the
Tyrant Rave after the first or second hit.  (I prefer mixing between a
HS Volcanic Viper or the Gun Flame after the first hit of this move).

Crouching HS -- Damage: 42
Sol does a quick uppercut with his sword in one hand.  This move has
excellent anti-air priority, and can hit your opponent on all three
levels (high, mid, and low).  Its only flaw is that it does have slight
recovery at the end of it, leaving you open for about a split second.
Very useful.

Jumping HS -- Damage: 28 (53 if it hits twice)
Um...forgive me for thinking perversely, but quite honestly it looks
like Sol's trying to slash his testicles off doing this move. :p  He
lunges the sword towards him, legs spread outward, and stabs the sword
down.  Nonetheless, this wierd-as-hell method allows Sol to hit twice if
he jumps in deep enough.  Other than the jumping S, it's definitely the
move you'd want to use if you plan on jumping in with a combo.

Crouching S+HS --Damage: 30
Pretty straight-forward.  Sol sweeps the opponent with his leg.  Average
speed, and great in combos.

--[Special Moves]----------------------------------------------------

Gun Flame [OTG] -- D, DF, F+P  Damage: 22/38/51 (varies depending on
distance)
Sol thrusts Fireseal into the ground in front of him, the resulting
shock sending a short wave of flames towards the enemy.  If this hits,
the opponent will be knocked into the air slightly.  This move is not
nearly as fast as it was in the first GG, but its priority has been
increased dramatically.  Plus, if you nail the opponent with this and
time it just right, you can leap up after the opponent for a short air
combo.  The drawbacks of this move is: 1) it's slow, and very hard to
combo (I've only found one TRUE ground combo that can end in the Gun
Flame; more research is pending), and 2) it only goes about half-screen.
Other than that, it still has some nasty priority--it's able to negate
most fireballs and still hit/trade hits with the opponent (Ex: it can
even trade hits with Ky's Stun Edge Charge Attack or completely negate
Ride The Lightning!).

Volcanic Viper [AERIAL] [OTG] -- F, D, DF+S/HS; D, DB, B+K for
additional hit
Damage: 52-57 (73-76 if additional hit with K connects)
Sol uses the inate power of the Fireseal to leap high into the air,
hitting the enemy twice with his flaming sword.  If you do a backwards-
fireball motion and press kick immediately after doing the V.Viper, Sol
can flip slightly higher and quickly send the enemy back to earth with a
vicious spinning back kick.  This move has great priority over almost
every oncoming attack--either from the ground or from the air.  Also, if
you're powered up after a Dragon Install, the HS version will hit
multiple times using a gigantic vertical flame, and does INSANE damage!
The major drawback of this move is the lag after the execution
(ESPECIALLY when using the HS V.Viper)--Sol is wide open to any attack
during his decent.  In other words, don't get too predictable with this
move against a human opponent.
Used correctly, this move is argueably the best attack Sol has in his
arsenal.

Grand Viper [OTG] -- D, DB, B+S  Damage: 58
Sol quickly dashes towards his foe for a short distance, charging into
them for 3 hits before sending them high into the air for 2 more using a
modified V.Viper.  Not as much anti-air priority as his regular V.Viper,
but highly effective up-close.  It can even slide underneath most
fireballs (including Ky's Stun Edge Charge Attack) during the initial
dash.  It's also good to combo with (most effective after a close HS).
Of course, its drawback is that you need to be close to your opponent to
score maximum damage, and the lag after the move is equal (if not more)
to the lag of the regular V.Viper.  It CAN hit a downed opponent, but
isn't recommended.  Due to its emphasis on needing to be used at close
range, using it at anything more than sweep distance away from your foe
would be foolish.

Bandit Revolver [AERIAL] [OTG] -- D, DF, F+K  Damage: 24/45/67/ (varies
depending on distance), Hold K
Sol leaps towards the enemy with a jumping knee with one leg, then
performs a spinning axe kick with his other leg.  If done up-close, this
move will knock the enemy down.  I haven't researched this move as
thoroughly as I probably should, since my feelings about this move is
mixed. It would at first seem pretty useless against oncoming attacks,
but if used effectively in combos it opens up some pretty sic chains
(especially in the corner).  Also, if you hold down K you can delay the
move and allow Sol to do a flaming axe kick.  Using the delay can be a
neat fake-out against a human opponent.

Riot Stamp [OTG] -- D, DB, B+K  Damage: 40
Leaping quickly backwards, Sol flies across the screen to give his enemy
a flaming boot to the face.  If it connects, the opponent is knocked
backwards against the wall and eats the floor.  (If the opponent is
directly next to the corner, he can't perform a Recovery.)  What can I
really say about this move, except it can be hella cheap. >:)
Seriously.  You could probably beat an average player with this move
alone, provided that he doesn't catch on as to how to avoid it.
However, even a seasoned GGX player will fall victim to this move once
in awhile.  You can pretty much invent the combo of your choice
afterwards if your foes don't recover in time.  Personally, I prefer to
wake them up with a Tyrant Rave to the skull...  ;)

--[Throws]------------------------------------------------------------

Headbutt -- F/B+HS  Damage: 55
This move is self explanatory.  Sol grabs the enemy, pauses to belittle
him/her, then headbutts the foe.

Wild Throw -- F, D, DF+K  Damage: 66
This move should've been called the Smackdown if ya ask me--but you
didn't. :p  Because that's exactly what Sol does.  He grabs the
opponent, pauses, then mercilessly slams them into the floor with such
force that the opponent's carcass is bounced like a basketball.  The
opponent CAN recover from this move after he's bounced, but there's
plenty of time for you to quickly followup with another move before that
happens.  Also, like the V.Viper, you can perform this move from a dash
(since your thumb/joystick is already positioned F, you can roll it for
the rest of the motion easily).  The drawback is that you have to be
extremely close to your opponent to grab them, since it has little to no
range.  And let's not mention what could happen if you miss...

--[Overdrive Attacks]--------------------------------------------------

Dragon Install -- D, DB, B, D, DB, B+S  Damage: 0 (Ability Up)
Uses 1/2 of the Tension Gauge
Sol channels his hidden energy and unleashes it into a flaming berserker
rage.  Afterwards, his body surges with a reddish glow, and his
techniques are sped up for a short period of time.  If you think Sol was
a sick bastard before, use this move properly and you'll be called the
king of cheese.  Pretty much EVERY normal attack can be chained quickly
together.  The HS version of his V.Viper is greatly improved--Sol will
soar high into the air in a gigantic eruption of flames.  The large
amount of energy used to powerup Sol takes its tole on him after awhile,
and he slumps over exhausted once the effects wear off.  Needless to
say, you're vulnerable afterwards.  Try to time your onslaught to end
with a downed opponent, right before Sol needs to recover from this
move.
One thing I've noticed with this move is that during the initial startup
animation of this move, Sol can't be hit.  Keep that in mind...

Tyrant Rave -- F, DF, D, DB, B, F+HS  Damage: 140
Uses 1/2 of the Tension Gauge
Sol gathers his energy into his fist, then punches forward with a huge
ball of flames; immediately he uses Fireseal to slash the flaming ball,
causing it to expand in front of him in a monstrous fireshield.  This
move is pretty powerful, is fairly easy to combo, can hit the enemy up
to 4 times, and has great anti-air capabilities.  If done in the corner,
it's possible to follow up with an air combo or ANOTHER Tyrant Rave.
However, it has ho-hum range, going only half the distance of Sol's Gun
Flame.

--[Instant Kill]-------------------------------------------------------

Napalm Death -- D, DF, F, D, DF, F+HS  Damage: DEATH
Sol kneels quickly, then wildly leaps upward in a diagonal rage,
complete with flames spiraling around him.  Despite this move's size, it
has little range (you'll need to be just inside sweep distance to nail a
standing opponent) and minimal priority.  However, it is VERY anti-air,
assuring that anyone foolish enough to attempt a jumping-in attack
against you will pay dearly.
I have yet to find a true combo that uses Sol's IK (assuming that it's
possible).

-----------------------------------------------------------------------


4.  Advanced Techniques
-----------------------

After you've gotten down the basic moves, it's now time to train
yourself on the more advanced techniques GUILTY GEAR X has to offer.
Mastering the basic skills alongside these skills before tackling any
other opponents could spell the difference between the thrill of victory
or the agony of defeat.

Yeah, I know...that sounded really cheesy.  Live with it. :p

-----------------------------------------------------------------------
Faultless Defense -- Hold P+K while guarding.  This creates a greenish
"shield" around your fighter.  While this shield is up, special attacks
that normally would drain your life while blocking do no damage.  You'll
also guard-recoil slightly more than normal, giving you some breathing
room after an opponent's attack.  Doing a Faultless Defense drains
energy from your Tension Gauge, though, and if you don't have any energy
left in your Gauge this move is not available.
-----------------------------------------------------------------------
Roman Cancel -- Wierd name... O_o
While attacking, press any 3 attack buttons to cancel the current attack
and allow your character to either return to his/her neutral state or
buffer in another attack.  Using this technique will allow you to create
some pretty flashy custom combos.  The big drawback is that this move
drains 1/2 of your Tension Gauge.  It kinda raises the question "Is
losing half of my Tension Gauge, which could be used for an OD, worth
doing a RC?"  That's entirely up to you, but chances are you probably
won't be using this move much--unless you want to show off. ;)
-----------------------------------------------------------------------
Air Combo -- Similar properties as a Gatling Combo, only in the air.  In
laymen's terms, any combo performed in the air.  If your opponent is
airborne, or if he/she's off balance in mid-air by your attack, you'll
want to chase him and try to combine certain attacks to perform
effective air combos.  As always, some moves combo better than others,
and your opponent can (and WILL) recover if the combo isn't continuous.
Experiment and see what moves work best for you!
-----------------------------------------------------------------------
Jump Cancel -- Certain moves can be cancelled midway into a jump (even
while you're defending).  Simply press U/UB/UF during an attack that can
be JCed.  Determining which moves your fighter can JC will greatly
improve your fighting technique.  This is especially effective in air
combos.
-----------------------------------------------------------------------
Off-The-Ground (or OTG) -- Above anything else, GGX puts heavy emphasis
on offense.  As such, you're vulnerable almost all the time--even when
lying on yer ass.  In such instances when you've knocked your opponent
down, don't just sit there and allow him to recover--try using various
attacks to tag your downed foe while he's crippled.  Using OTG tactics
frequently will maximize the damage you can inflict in your combos--not
to mention piss off your opposition.  >:)
-----------------------------------------------------------------------

Phew.  Now that we've gotten all of that out of the way, you're now
ready to start training in the ability to perform combinations of
attacks that will set you apart from the average GGX player.

In other words, it's time to REALLY learn how to kick some ass. :)


VI.    Basic Sol Badguy Combos
(Coming Soon)


VII.   Advanced Sol Badguy Combos
(Coming Soon)


VIII.  Miscellaneous Hippycrap
(Coming Soon)


IX.    FAQ
(Coming Soon)


X.     CLX's Final Thought

Man, that was a lot of crap to cram in. :p  Believe it or not, it took
me about a week and a half to get the structure of this FAQ down just
right.  And to think there's still a bit of work left in it.  Pretty
much what you can expect to see in the next few updates is the basic and
advanced Sol Badguy combos I've been working on, along with some added
tidbits of info about Sol himself in the Miscellaneous Hippycrap
section.  The FAQ section is self explanatory--if you guys have any
questions regarding the FAQ, Sol Badguy, or myself, please feel free to
contact me.  Just please don't send me any "Sol Sucks--(insert favorite
character here) RULES!!" emails, as they'll only be laughed at by myself
and friends and then promptly discarded.  I'm also working on posting up
how Sol operates in GG Mode (special moves, combos, etc.), as well as a
quick strategy against other characters.  I'll keep you posted.

Writing this FAQ has been rather enjoyable, and I hope that it helps
those of you who have yet to master this game--hell, even I still have a
bit of a way to go.

C-ya next update.  One...


*  Special Thanks
------------------

*Gotta give props to my mom and dad--thanks for going insane and
conceiving me.  Now the world is mine...  >:)
Just kidding.  Thanks Mom for everything--even though you could be
pretty strict at times.
*CJayC for having a phat site and for hosting this FAQ.  For more of the
best in comprehensive FAQs and walkthroughs, visit www.GameFAQs.com
Cheap plug--yeah, I know. :D
*All my local friends/associates:
  David -- For being one of the first to show me GGX when it was just a
  Dreamcast import awhile back.  You'd better start getting your skills
  back up, you Chipp-using bastard. >:)  Also a kick-ass player in
  Marvel Vs. Capcom 2.
  Thomas -- For being my occasional GGX punching bag. :)  Another
  Chipp-user, but not nearly as good as David--yet. ;)
  Brian -- For being one of the best damned Marvel Vs. Capcom 2 players
  I've ever seen.  Can't wait to test you in Capcom Vs. SNK 2.  >:)
*Sammy and Arc System Works for creating this tight fighting game, and
for making my wish come true and releasing this game stateside on the
PS2.  Now, about those endings... :p
*Tyler Durden, for showing me the way.  It's all taken care of, sir...
*...and you, for reading this FAQ.  Good news--I've decided not to kill
you.  :D


"...Reap the prophecy..."
"b(r)L(r)d X"(tm)
(c)2001
