![]() ![]() On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. As a rule of thumb, it's more reliable to dash cancel the move when anti-airing with it, as additional landing recovery from air blocking will give Sol follow-up pressure while still allowing for a combo should it actually hit. On air hit, it floats the opponent for a reliable juggle. The fully extended kick is also quite fast at 4 frames, which combined with its tall hitbox and multiple cancel options results in a strong anti-air. 7), and punish conventionally safe moves. This makes him extremely dangerous in scramble situations, allowing him to escape through small gaps in pressure (such as the 4 frame gap in Ky's 5K Guard: Privileged 3 frame normal that does it all.Īt close range, 5K is an extremely fast knee with 3 frames of start-up, making it Sol's fastest button and tied for the fastest normal in the game alongside Chipp's 5P Guard: Input Tension The amount of Tension gained when the move is input. (Usually only applicable to Special moves) OTG Ratio The proportion of damage dealt when hitting Off The Ground (OTG).Ĭhip Ratio The proportion of damage dealt on normal block. Wall Damage How much Wall Damage is applied when the move connects on hit. this move builds when normal or instant blocked. Throws list the amount of Frame Advantage upon successfully throwing the opponent. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. On-Hit The difference between the attacker's recovery and the period that the opponent is in hitstun. Proration A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. ![]()
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