< GGXRD
m (→Offense) |
|||
Line 1,309: | Line 1,309: | ||
:::::- corner far range 2K | :::::- corner far range 2K | ||
::::::placeholder | ::::::placeholder | ||
:::*''''' | :::*'''''Gun Flame''''' | ||
::::Placeholder | ::::Placeholder | ||
:::::- GF 1 | :::::- GF 1 | ||
:::::- GF 2 | :::::- GF 2 | ||
:::*''''' | :::*'''''Gun Flame(YRC)''''' | ||
::::Gun Flame(GF) Yellow Roman Cancel(YRC) gives Sol his strongest oki, most notably in corner. Following a GF(YRC) after a knockdown, you can forward jump into similar options as Safejump oki at less risk. It is more difficult for the opponent to punish mixup attempts after the jump due to GF being on top of them and the slowdown from the YRC. However, it usually isn’t worth using GF(YRC) midscreen unless you’ve got meter to burn or get a knockdown which isn’t ideally spaced for regular Safejump oki. Examples: | ::::Gun Flame(GF) Yellow Roman Cancel(YRC) gives Sol his strongest oki, most notably in corner. Following a GF(YRC) after a knockdown, you can forward jump into similar options as Safejump oki at less risk. It is more difficult for the opponent to punish mixup attempts after the jump due to GF being on top of them and the slowdown from the YRC. However, it usually isn’t worth using GF(YRC) midscreen unless you’ve got meter to burn or get a knockdown which isn’t ideally spaced for regular Safejump oki. Examples: | ||
:::::- (see Safejump options) | :::::- (see Safejump options) |
Revision as of 19:51, 30 September 2014
Overview
Placeholder
- Strengths
- Placeholder
- Weaknesses
- Placeholder
- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run
Defense Modifier: x1.00
Guts Rating: 1
Stun Resistance: 60
Jump Startup: 3F
Backdash Time: 16F
Backdash Invincibility: 1-8F
Move List
- See also: Sol Full Frame Data
Note: Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
Normal Moves
5P |
---|
5K |
---|
c.S |
---|
f.S |
---|
5HS |
---|
6P |
---|
6HS |
---|
5D |
---|
Dead Angle Attack |
---|
2P |
---|
2K |
---|
2S |
---|
2HS |
---|
2D |
---|
j.P |
---|
j.K |
---|
j.S |
---|
j.HS |
---|
j.D |
---|
Throws
Ground Throw |
---|
Air Throw |
---|
Special Moves
Gun Flame 236P |
---|
Gun Flame (Feint) 214P |
---|
Volcanic Viper 623S/HS (air OK) |
---|
Tataki Otoshi (translated as "Knockdown") Volcanic Viper -> 214K |
---|
Bandit Revolver 236K (air OK) |
---|
Bandit Bringer 236[K] |
---|
Kudakero (translated as "Crush") j.214K |
---|
Bukkirabou ni Nageru (translated as "Wild Throw") 623K |
---|
Riot Stamp 214K |
---|
Grand Viper (misromanised as "Ground Viper") 214S |
---|
Fafnir 41236HS |
---|
P.B.B. j.623K during Dragon Install |
---|
Overdrives
Tyrant Rave ver.β 632146HS |
---|
Dragon Install 214214HS (air OK) |
---|
Instant Kill
Napalm Death 236236HS during Instant Kill Mode |
---|
Strategy
Neutral
Details of Sol's gameplan at neutral depend heavily on the matchup. This section explains Sol neutral in general. Successfully anticipating and reacting to an opponent's actions at neutral is key. Almost every move in Sol's arsenal is useful in some fashion here. Sol excels at close range, his neutral often revolves around working his way into range of his strong close range normals and Wild Throw.
- Round Start
- Making the right decision at round start can put you well on your way to dominating the round. Depending on the matchup, player tendencies, and outcomes of previous round start exchanges, certain options will be stronger or weaker. The goal is to take advantage of how you anticipate the opponent will start the round, while not taking unnecessary risks. The following is a list of common options.
- Block or Dash Brake
- - Use either of these simple options to see how the opponent starts the round and act accordingly. Staying in place to block will allow you to whiff punish or confirm a chance to gain ground. Dash Brake has the advantage of safely closing distance, which often lets you press the offensive if the opponent started by backing up.
- Backdash or Instant Air Backdash
- - Use either of these to safely put distance between yourself and the opponent to start the neutral game from afar. This option is very low risk, but can backfire if the opponent immediately goes on the offensive and forces you closer to corner.
- Rising j.P or j.HS:
- - Use rising j.P or j.HS to catch an opponent jumping in at round start, while allowing yourself to recover if they stayed grounded so you can act accordingly. If they whiffed a poke on ground and you jumped forward, you can often punish it or at least start your offensive. If they stayed in place and are ready to anti-air, you can still use air options to retreat or alter your descent.
- 5P
- - Use 5P as a counter to opponent’s poking with extended hurtbox attacks at round start. It recovers quickly so it’s unlikely to be whiff punished. 5P will be countered by long range attacks which don’t extend their hurtbox.
- f.S
- - Use f.S to hit the opponent out of slower pokes, stop forward dashes, and begin ranged pressure. This option is high risk since if the opponent jumps forward or uses an evasive attack they can often punish your recovery. f.S can also be countered by quick short range pokes since it extends Sol’s hurtbox.
- 5HS
- - Use 5HS to counter slower pokes with more reward than f.S. It will also counter quick short range pokes since 5HS doesn’t extend Sol’s hurtbox. This is also a high risk option, but combos on Counter Hit lead to good damage and corner carry making it an excellent way for the round to begin.
- 6P
- - Use 6P to counter higher-hitting pokes and push the opponent to the corner with follow-up combos. On trades, this option will usually still be in your favor. 6P will lose to an opponent’s faster, lower-hitting attacks and is whiff punishable.
- 2D or dashing 2D:
- - Use 2D to low-profile under an opponent’s higher-hitting pokes for a Counter Hit into follow-up combo. 2D will not reach from round start, so unless you dash into it, it will only hit attacks which extend their hurtbox. Dashing makes you vulnerable to quick pokes hitting you out of the dash.
- Fafnir
- - Use Fafnir to counter higher-hitting pokes while at the same time gaining ground and potentially starting pressure. If the opponent jumped or backdashed to avoid it, you recover instantly and can continue with your pursuit. If the opponent blocks, you are at frame advantage. Fafnir will lose to fast pokes which hit low enough, although if the attack trades it will be in your favor. This option is risky but rewarding on hit, especially Counter Hit which starts the round with a full screen carry combo into knockdown.
- Block or Dash Brake
- Ground Game/Footsies
- Dash Brake is a strong method of ground movement and is essential. Use it to block oncoming attacks instantly out of running or stop just outside their range to make them whiff, which can lead to punishes or a chance to gain ground.
- Use f.S to poke at long range. Timed properly, it can counter an opponent’s pokes out of startup, hit them out of jump startup, or force them to stop forward movement. You can also use it to whiff punish.
- f.S should always be cancelled to something, whether it hits or is blocked. On hit it combos to 5HS which can be Roman Cancelled into further combos, however 5HS will not reach from a max range f.S hit. f.S cancelled into 2S is the most common choice. It leaves you at advantage after a f.S hit or block whether the 2S is in range to connect or whiffs. This gives you a chance to gain ground, or counter an opponent attacking to keep you from doing that. The following are some examples of how to use f.S > 2S.
- - f.S > 2S(whiff) > Dash Brake is a safe way to gain ground. f.S > 2S(whiff) > block is a similar option which lets you confirm how the opponent reacted and act accordingly.
- - f.S > 2S(whiff) > (dash) f.S can catch the opponent out of attacking or moving, and allows you to reapply f.S pressure options.
- - f.S > 2S(whiff) > 5HS can counter an opponent’s attacks with high reward. f.S > 2S(whiff) > Fafnir is similar option which also gains ground and allows for continued pressure on block.
- Conditioning opponents into looking for f.S > 2S(whiff) can introduce the opportunity to use special cancel options when f.S connects, which are more risky without Tension but can be rewarding. Gun Flame(GF) and Bandit Revolver(BR) following a f.S complement each other’s strengths and weaknesses. With Tension, the GF can be Yellow Roman Cancelled(YRC) for a stronger option which is covered later. Mixing these two options together well, along with 2S options, can keep the opponent guessing with how to react after f.S. This tactic is useful unless the opponent is truly reacting to BR or GF startup consistently, and punishing them accordingly.
- - f.S > GF can encourage blocking and jumping, since they can punish a non-YRC’d GF by jumping or airdashing over it. The fact that GF will be advantage on block at this distance and deal chip damage are more incentives to jump. GF can counter attacks, so attacking in anticipation of BR is risky for the opponent.
- - f.S > BR can encourage attacking or staying grounded, since they can punish BR startup with upper-body or otherwise invulnerable attacks. BR has a large hitbox which can catch opponents out of air into knockdown unless they Faultless Defense, which also encourages staying grounded. BR blocked from far range will be advantage on block, so the opponent is inclined to counter it’s startup with attacks, which loses to GF.
- f.S should always be cancelled to something, whether it hits or is blocked. On hit it combos to 5HS which can be Roman Cancelled into further combos, however 5HS will not reach from a max range f.S hit. f.S cancelled into 2S is the most common choice. It leaves you at advantage after a f.S hit or block whether the 2S is in range to connect or whiffs. This gives you a chance to gain ground, or counter an opponent attacking to keep you from doing that. The following are some examples of how to use f.S > 2S.
- ...
- Approaching from Air
- ...
- Anti-Airing
- ...
Offense
Overview explanation
- Blockstrings/Pressure
- Placeholder
- Topic 1
- Placeholder
- - Topic 1.1
- - Topic 1.2
- Topic 2
- Placeholder
- - Topic 2.1
- - Topic 2.2
- Placeholder
- Okizeme
- Placeholder
- Basic
- Placeholder
- - Basic 1
- - Basic 2
- Safejump
- Safejump oki is Sol’s most common follow-up to knockdowns, namely after Bandit Revolver(BR) and Volcanic Viper(VV). It is a safe way of establishing pressure on opponents waking up at no Tension cost. Once respected, it can lead to potential mixups and rewarding punishes. Following a knockdown, forward jump (or dash neutral jump) with timing such that a meaty jump-in will be safe to reversals. From very far knockdowns, a dash forward jump may be required. From closer knockdowns at midscreen (typically VV), a forward jump may put you behind the opponent, so you can use crossup options or neutral jump instead. In corner, safejump oki is stronger since you can use a neutral jump at an ideal spacing. The following are common example options for each situation:
- - meaty j.P/j.K/j.S/j.HS
- This option will enforce that the opponent must block high on wake-up, unless they choose to reversal with invulnerable moves, which you will be safe to and can punish. j.P is easiest to time but least rewarding on hit and has the least blockstun. It is mostly used to set up tick throws, and against very fast invulnerable reversals which are hard or impossible to get the safe timing on with other air normals. j.K is mostly used when attempting to make crossups more ambiguous. It is faster than j.S, but less rewarding on hit and doesn’t reach as low. j.S and j.HS are the most common options. j.S is most rewarding on hit and reaches lowest. j.HS is easier to time and allows for altering timing such that the first, second, or both hits connect. Following any of these jump-ins on hit, you can convert to ground combos. On block, you can use them as a tick throw set up or convert to pressure.
- - crossup j.K
- j.K crossup is useful after closer knockdowns, typically from VV. It allows you to land close to the opponent on knockdowns in which a forward jump will cross over the opponent, rather than neutral jumping and landing too far away for effective follow-up combos or pressure. You can be use it similarly to the above options, but it also forces the opponent to block in the other direction. The crossup also helps when you want an advantageous change in position to corner the opponent.
- - empty jump 2K/2D/Throw/WT
- These can hit opponents for blocking high in anticipation of a meaty jump-in. 2K is the faster low, but doesn’t reach as far as 2D. 2D will reach farther and is a much stronger starter with Tension available. Throw is faster than WT, but shorter range and much less rewarding. At midscreen, these options require a high level of respect from the opponent. They are all susceptible to being thrown the instant you land. It is difficult to space yourself such that you land outside throw range at midscreen. The opponent’s throw attempt is punishable, but without properly anticipating their reaction to not blocking a jump-in, these options can fail and put you on the defensive.
- - empty jump VV/TR
- placeholder
- - close-to-ground airdash j.P/j.S
- placeholder
- - corner far range j.D
- placeholder
- - corner far range 2K
- placeholder
- - meaty j.P/j.K/j.S/j.HS
- Gun Flame
- Placeholder
- - GF 1
- - GF 2
- Gun Flame(YRC)
- Gun Flame(GF) Yellow Roman Cancel(YRC) gives Sol his strongest oki, most notably in corner. Following a GF(YRC) after a knockdown, you can forward jump into similar options as Safejump oki at less risk. It is more difficult for the opponent to punish mixup attempts after the jump due to GF being on top of them and the slowdown from the YRC. However, it usually isn’t worth using GF(YRC) midscreen unless you’ve got meter to burn or get a knockdown which isn’t ideally spaced for regular Safejump oki. Examples:
- - (see Safejump options)
- From closer knockdowns, GF(YRC) can be used as a safe confirm into combos, pressure, or punishes depending on what the opponent does on wake-up. You can block immediately following the YRC to confirm whether the opponent got hit, blocked, or did a reversal, then act accordingly. This can also be used to bait and punish Dead Angle attack attempts. Examples:
- - (see Blockstrings/Pressure options)
- From corner knockdowns, GF(YRC) is the oki of choice. Following corner knockdowns, hit and off-the-ground (OTG) normal at point blank range and cancel it to GF(YRC) immediately, then forward jump into an airtight high-low mixup. Normally, the opponent can air tech the OTG to escape the GF to a safe distance. In corner, if the opponent air techs they can always be air thrown back into corner following the YRC, which will be low enough to link 5K into combos. Simply get into point blank range, OTG 2K (or 2K>c.S, or 2D) > GF(YRC) > forward jump, confirm whether or not they air teched, then act accordingly. If they air teched, air throw them on the way up in your jump. If they didn’t air tech, proceed into high-low mixup. Examples:
- - corner OTG 2K > GF(YRC) > forward jump > land 2K hit/block > 6P into combo/pressure (video example)
- Hits the opponent low for anticipating a high from the jump or a close-to-ground airdash.
- - corner OTG 2K > GF(YRC) > forward jump > close-to-ground airdash j.S hit/block > j.D into combo/pressure (video example)
- Hits the opponent high for anticipating a low when they notice that you didn’t attack initially from the jump (acts as a fake low).
- - corner OTG 2K > c.S > (opponent air techs) GF(YRC) > forward jump > air throw > 5K into combo (video example)
- Hits the opponent for air teching after OTG 2K, which will enforce that they cannot air tech and must deal with the above high-low mixup.
- - corner OTG 2K > GF(YRC) > forward jump > land 2K hit/block > 6P into combo/pressure (video example)
- Placeholder
Defense
Overview explanation
- Category 1
- ...
- Category 2
- ...
Combos
Combo Notation Guide: |
---|
|
Special/Overdrive Abbreviations: |
---|
|