While on the ground
An overhead attack.
This move can open up an opponent when they're crouch blocking.
Holding the button will strengthen the attack.
Homing jump
When Dust Attack (Hold) hits
You can chase after the opponent and follow up with an attack.
Pressing the attack button you used again will perform a unique finisher.
Sweep
+
While on the ground
A low attack.
This move can open up an opponent when they're stand blocking.
Gatling Combination
AIR OK
Attack buttons in a specific order
Air OK
You can perform a combo by using normal attacks in a certain order.
Throw
AIR OK
or+
Air OK
A move that has a very short range, but cannot be blocked.
You can't block an opponent while they are blocking an attack.
You can escape throws by inputting the throw command the instant you are thrown.
Stand blocking
While on the ground
Blocking while standing allows you to block the opponent's overhead attacks.
However, stand blocking cannot defend against low attacks or throws.
Crouch Blocking
While on the ground
Blocking while crouching allows you to block the opponent's low attacks.
However, crouch blocking cannot defend against overhead attacks or throws.
Air Blocking
AIR ONLY
or
Air only
In mid-air
Air blocking allows you to block all attacks except for throws.
Instant Block
AIR OK
or
Air OK
Right as the attack connects
Your character will flash white when you successfully Instant Block.
Instant Block gains more Tension Gauge than regular blocking, and you will not be knocked away from the opponent.
Faultless Defense
AIR OK
or+Hold 2 attack buttons except
Air OK
A more powerful way of blocking that consumes Tension Gauge.
Faultless Defense pushes the opponent farther away than regular blocking.
Roman Cancel
AIR OK
Press 3 attack buttons except
Air OK
Consumes 50% of your Tension Gauge.
Its function changes depending on what your character is doing when you use it.
Psych Burst
AIR OK
+Any attack button
Air OK
Consumes the entire Burst Gauge.
It can be used when blocking or taking damage as well, but its properties will change.
Command Normals
Command Normal 1
+
An attack with upper body invincibility.
It's a good way to stop the opponent's jump-ins as it works well against aerial attacks.
Command Normal 2
+
Sol moves forward before performing this attack.
Its long reach makes it a good poke at mid-range.
Command Normal 3
+
An attack with a fast startup and long range.
It's a good choice when looking to punish a vulnerable opponent.
Although it deals heavy damage, it leaves you wide open when whiffed.
Special Attacks
Gun Flame
+
A projectile that knocks the opponent down.
It doesn't cover a very long range, but Sol is at an advantage if the opponent blocks at the far edge of the attack.
It works well as a poke at mid-range.
Gun Flame (Feint)
+
A feint with the same animation as Gun Flame.
Although no fire pillars appear, it has much faster recovery.
It can catch opponents who are looking to punish Gun Flame off guard.
Volcanic Viper
AIR OK
+or
Air OK
A strong anti-air attack.
As it is invincible on startup, it can be used to interrupt your opponent's blockstrings.
The
version deals more damage but has longer recovery.
It can't be Roman Canceled when whiffed, so make sure to use it carefully.
Bandit Revolver
AIR OK
+
Air OK
A lunging attack with great horizontal movement.
Input
to perform a follow-up attack that blows the opponent away.
It is easy to use and works well in combos.
Bandit Bringer
AIR OK
+
Air OK
An overhead attack where Sol leaps up over the opponent's head.
It can be used to evade the opponent's pokes, and the opponent can't block it while crouching.
When performing the aerial version, the attack can be delayed by holding down the button.
Wild Throw
+
An extremely damaging command grab.
Although it can't be blocked, it will whiff unless you are very close to the opponent.
Whiffing this move will leave you wide open.
Night Raid Vortex
HOLD OK
+
Hold OK
Sol glides across the ground while keeping his stance low before delivering a blow to the opponent.
On hit, it launches the opponent into the air, creating an opportunity for a combo.
You can extend the distance Sol moves forward by holding down the button.
It can be used to evade attacks that hit high, but can't be canceled into from normal attacks.
Fafnir
+
An attack where Sol strikes forward with his fist.
It has a quick recovery and gives you the advantage when blocked, making it a great poke.
It can't be canceled into from a normal attack.
Heavy Mob Cemetery
+
Sol transforms and lunges forward, grabbing the opponent.
This move deals incredible damage, and Sol is able to withstand any attack when he is charging forward.
This move can't be canceled into from a normal attack.
Overdrives
Tyrant Rave
+
Sol transforms and lunges forward, grabbing the opponent.
This move deals incredible damage, and Sol is able to withstand any attack when he is charging forward.
This move can't be canceled into from a normal attack.