Rivals of Aether

Rivals of Aether

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Sol Badguy
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Nov 3, 2023 @ 10:21am
Oct 3, 2024 @ 11:11am
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Sol Badguy

In 1 collection by Teruko
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617 items
Description
The Flame of Corruption finds his way into Rivals of Aether!


Sol is a combo-heavy all-rounder character. Sol brings the Gatling system of Guilty Gear to the table, allowing for a wider range of combo opportunities through attack cancels, jump cancels and special cancels. This character will feel familiar for Guilty Gear fans, and unique for Rivals of Aether fans.

(On controller, I recommend having Strong bound to the right analog stick to aid you with aerial attack cancels.)

GATLINGS?
Put simply, a Gatling is an attack being cancelled into another attack. Gatlings can only be performed while hitting an opponent, requiring active input from the player. For the sake of simplicity, this term will be used to refer to moves that can be cancelled into after landing an attack. Sol's Gatling options will be listed at the bottom of his movelist.

UNIQUE MECHANIC

AIR DASH
While Sol is in the air, double-tap the direction that you want to go. Sol can air dash forward and backward. This gives Sol an incredible edge in movement, and can even be acted out of. However, using it will consume your double jump. It cannot be used after a double jump, either.

SPECIALS

NEUTRAL SPECIAL (HOLD): GUNFLAME
A projectile that covers a large distance, but takes a while to recover. Use it to control space and add to your opponent's percentage. Try to use it from further away, as a late hit will allow you to recover before they're out of hitstun! However, be mindful that this move will put you in parry stun if it is parried.


NEUTRAL SPECIAL (TAP): GUNFLAME FEINT
When performing Gunflame, tap the Special button instead of holding it. This move recovers very quickly and will allow you to fake the opponent out in a situation where they may have dodged or parried Gunflame.


AERIAL NEUTRAL SPECIAL: SIDEWINDER
When Neutral Special is used in the air, Sol will perform Sidewinder. This move is a powerful combo ender when used correctly. However, it has a very small sweetspot for a very small amount of time, requiring the player to land the move at a very specific point. If this is successful, you will score a "Clean Hit", boasting a high amount of damage and knockback. If the move hits at any other point, the regular hit will have very low hitstun and knockback, ending your combo in a much less satisfying way.


SIDE SPECIAL: BANDIT REVOLVER/BANDIT BRINGER
A move with plenty of forward trajectory that changes depending on whether the input is tapped or held.
When Special is tapped, Sol will perform Bandit Revolver. This move is one of Sol's primary combo tools, being usable both on the ground and in the air. When used near the edge of a stage, its KO power shines through. If you miss your opponent, however, this move will put you into pratfall and leave you vulnerable.
When Special is held, Sol will perform Bandit Bringer. This move is only usable while grounded, and puts you into pratfall whether you landed it or not. However, it is a prime tool for closing the distance and starting combos. Be careful not to go off the stage with it, or you'll fall right into a blastzone!


UP SPECIAL: VOLCANIC VIPER
Sol leaps into the air, using his weapon to perform a flaming uppercut. This attack can be devastating when used near the top blastzone. Prime combo ender, as well as an overall fast attack to throw out. However, you will be left useless in pratfall during your descent.


DOWN SPECIAL: WILD THROW
This move is incredibly short-range. However, on successful hit, you will grab the opponent and throw them to the other side, bouncing them against the ground. This gives Sol a clean combo starter, as well as dealing some damage on its own. Useful for catching opponents who are attempting to roll.


AERIAL DOWN SPECIAL: BREAK
Break is a useful tool for aerial approaches and combos. When performed, Sol stalls in the air for a short amount of time, before then descending downward with a flaming divekick, dragging the opponent down and blasting them away with a flaming pillar. Use this to catch an opponent aiming to parry an aerial attack from you!
NEW TO V1.4
Press B again at any point during this attack's descent to immediately cancel into the flame pillar followup. This allows you to control how far you want to descend with the move.

GATLING OPTIONS
Below is a list of Sol's normal attacks and the gatling options he has from them. Note that, as seen in the first gif and trailer, these cancels must be done on hit in a short window of time.

JAB
  • First and second hits are tilt-cancellable.
  • Second and third hits are jump-cancellable.

UP TILT
  • Jump-cancellable.
  • Gatlings into Forward tilt and Down tilt.

FORWARD TILT
  • Special-cancellable.
  • Gatlings into Down tilt.

DOWN TILT
  • Special-cancellable.

NEUTRAL AIR
  • Special-cancellable.
  • Gatlings into Down air, Forward air and Back air.

DOWN AIR
  • Special-cancellable.
  • Gatlings into Forward air and Back air.

FORWARD AIR
  • Special-cancellable.

BACK AIR
  • Special-cancellable. (Flips sol to the other side.)

Sol has Abyss Runes and mod compatibility!
MOD COMPATIBILITY
  • Pokemon Stadium
  • Muno Link spear drop
  • Final Smash Buddy
  • Prowler Parry Buddy
  • Steve death message
  • Soulbound Conflict
  • Agent N codec
  • Greenwood Town
  • Spamite/TCG Kirby
  • Snake Interrogation
  • Mt. Dedede & Boxing Ring
  • GreenFlower Zone
  • Miiverse
  • Dracula Boss
  • Stamina Mode (When paired with Dragon Install Abyss Rune)

MOD AUTHORS
Teruko - Spriting and coding
TelosTurntable - Portrait artwork
54 Comments
Sakarain Mar 15 @ 10:43pm 
omg all of the sprite art is perfect!! his gatlings and special cancels are sick. i love how he correctly turns after j.D/b-air into sidewinder and it's funny you even included the hurtbox on gunflame feint. It's also cool how you included moves from xx, xrd, & strive

i see someone else called his moves stubby which is funny because that's how it feels in +R lol
bruftgamerX Jan 27 @ 8:56am 
You wanna be Crazy?
Teruko  [author] Jan 27 @ 3:37am 
That being said, I'm not dismissing anyone's criticism here. I'm just saying what I think, as I'm pretty confident after the extensive playtesting the character has had with various groups of players on varying levels of skill.

If there's more of a general consensus on the character being too weak, or otherwise a lot of consistent solid criticisms on the character, then I'll definitely consider making some changes. But as it is, I don't fully believe the character needs to be changed significantly at the moment.
Teruko  [author] Jan 27 @ 2:54am 
The dash attack is like that by design. It's not really meant to be used as an easy approach tool, but more of a situational one. It's great at calling out rolls, sliding under projectiles, and avoiding high-hitting moves. His down-tilt is decent at doing the latter two, as well.

On top of that, Sol can special cancel out of a LOT of his attacks, which allows him to convert and score more damage off of a stray hit rather easily.

Even besides all that... you have a pretty useful airdash that's rather versatile for movement, for baiting/punishing options, and pretty much anything else. Sol as a whole will rely a lot on parrying, hard reads, and otherwise baiting and punishing when dealing with characters that can wall him out.

Essentially, I designed him in my image based on playing him in Guilty Gear (mostly Xrd) and I think where he sits right now is pretty good. I think giving him any better methods of approaching at this point will offset the balance.
Teruko  [author] Jan 27 @ 2:53am 
I wouldn't say that's completely true.

The character is a close-range bruiser, with his neutral control/larger, stronger moves typically (with some exceptions) being his slowest ones in exchange for his fast close-range attacks and easy gatling combos allowing him to overwhelm people and keep up combos that reward you for staying on top of the opponent.
He can kill pretty quickly if the opponent isn't careful, but can also be walled out pretty hard by characters that simply have better neutral - or zoners.

He has some low-commitment approach options as well - his forward air is an incredible tool for approaching. Good range, a bit of a disjoint, low recovery, and it's easy to combo after regardless of when and where you hit it. Down air is useful too, but riskier and overall slower. Neutral air is perfectly fine as well, even despite it seeming small.
Neutral special on the ground will help you a lot if you're having trouble approaching too.
Sans with Pancreatic Cancer Jan 26 @ 6:13pm 
but that also means he's got no tools to actually hit consistently, and his dash attack has a weird blindspot that makes it awkward.
like, he's fun, i like him, but it's impossible to pin down some characters simply because he has no way to reach using his tilts
Teruko  [author] Jan 26 @ 12:28am 
That's the point.
Sans with Pancreatic Cancer Jan 25 @ 9:30pm 
he's so cool but he's so stubby ;-;
Phoenium Nov 3, 2024 @ 2:36am 
Listening to Find Your One Way will make this character PEAK.
Schmampus Aug 3, 2024 @ 6:09pm 
Sol Badguy with voices on is so obnoxious I'm willing to bet it was like that on purpose (other than that good character)