GGXRD/Sol Badguy: Difference between revisions

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(→‎Move List: 5HS / 2HS)
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*Used for counter poking and ranged pressure or combos after f.S.
*Used for counter poking, ranged pressure or combos after f.S, converting far air hits into knockdown, and setting up D-Loops.
*Significant added hitstun on Counter Hit.
*Significant added hitstun on Counter Hit.
* [[Sol_Frame_Data_(GGXRD)#Gatling_Table|Gatling Options:]] 2HS, 5D, 2D  
* [[Sol_Frame_Data_(GGXRD)#Gatling_Table|Gatling Options:]] 2HS, 5D, 2D  
Sol’s other long range poke. 5HS is slower than f.S, but much more rewarding on Counter Hit since it leads to combos at no Tension cost. Options after a blocked 5HS are limited. In general it should be cancelled to something because it has significant recovery. It gatlings into 2D for a low, but typically connects outside 2D range. It can be jump or special cancelled for a return to neutral or attempt to press the offensive.
Sol’s other long range poke. 5HS is slower than f.S, but much more rewarding on Counter Hit since it leads to combos at no Tension cost. Options after a blocked 5HS are limited. In general it should be cancelled to something because it has significant recovery. It gatlings into 2D for a low, but typically connects outside 2D range. It can be jump or special cancelled for a return to neutral or attempt to press the offensive. From farther air hits, it combos into Instant Air Dash j.P/j.K, or can be Roman Cancelled into Bandit Bringer to allow following up with knockdown combos. 5HS will combo into j.D on air hit, so it is used frequently to set up D-Loops in corner.
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*Used in combos and blockstrings on airborne opponents.
*Used in combos and blockstrings on airborne opponents, converting far air hits into knockdown, and setting up D-Loops.
*Launches on Counter Hit.
*Launches on Counter Hit.
* [[Sol_Frame_Data_(GGXRD)#Gatling_Table|Gatling Options:]] 5D, 2D
* [[Sol_Frame_Data_(GGXRD)#Gatling_Table|Gatling Options:]] 5D, 2D
2HS is primarily used in combos on airborne opponents, such as from anti-air 5K and corner 6P. It is impractical on its own due to its slow startup, long recovery, and limited options on block. It also has significant pushback which can make any follow-up pressure weaker. In general, it is better to avoid using 2HS in pressure if possible. A Counter Hit results in a launch which can be followed up, but Sol has much better frame trap options. It has situational use as an anti-air on rare occasions.
2HS is primarily used in combos on airborne opponents, such as from anti-air 5K and corner 6P. It is impractical on its own due to its slow startup, long recovery, and limited options on block. It also has significant pushback which can make any follow-up pressure weaker. In general, it is better to avoid using 2HS in pressure if possible. A Counter Hit results in a launch which can be followed up, but Sol has much better frame trap options. It has situational use as an anti-air on rare occasions. From farther air hits, it combos into Instant Air Dash j.P to allow following up with knockdown combos. 2HS will combo into j.D on air hit, so it is used frequently to set up D-Loops in corner
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Revision as of 13:31, 24 October 2014

Sol Badguy

Overview

The titular "Guilty Gear" and protagonist of the Guilty Gear series, Sol Badguy is a battle-hardened bounty hunter with a sordid past. He travels with his protege Sin Kiske, claiming bounties to make a living. Sol's real objective, however, remains unchanged: To destroy all vagrant Gears and enact his revenge on "That Man", a mysterious individual from Sol's past. Presently, the world faces another Merciless Apocalypse. Entities carrying the name "Valentine" have emerged once again, and Sol must confront the remnants of his past once more. With his services now under the temporary hire of his long-time rival and Sin's father, Ky Kiske, Sol takes Sin, and with his modified weapon "Junkyard Dog Mk3", answers the call to battle.

Sol is a well-rounded, yet very rushdown-focused character. He has a tool for every situation, some tools better than others, but his primary goal is to get up close and personal, as his close-range options are where Sol is at his scariest. Fortunately, Sol can do this with the help of Gun Flame, a projectile that can be used to cover Sol's approach when Roman Cancelled. When up close, Sol has some powerful buttons. 5K and 2D are among the best normals in the game, a 3 frame poke that can be used as a 5 frame anti-air and a fast, low profile sweep, respectively. While lacking a strong, standing overhead, much of Sol's close-range mix-up comes from his command throw, Bukkirabou ni Nageru, and the fear of getting caught in his command throw opening the opponent up to frame traps. Speaking of fear, Sol possesses the best invincible reversal in the game, Volcanic Viper, a powerful tool which forces the opponent to consider the safety of their offense. Of course, this isn't to say that his mid-range game is absent. Other moves such as f.S and 5HS possess a great deal of range, and his new and improved Fafnir is probably the scariest of them all, a massively vicious, flaming strike that sends the opponent tumbling away on hit and is even plus on block. When the opponent is forced into the corner, that's when the real fun starts. Sol's infamous D-Loop (or rather, Dustloop) is back in all its prior glory, and with the addition of a new air-to-ground special, Kudakero, Sol's damage in the corner is stronger than ever.

Strengths
  • Has many strong normals and specials for nearly any situation.
  • Excels at close range with strong normals coupled with his command grab, Bukkirabou ni Nageru (aka Wild Throw).
  • Excellent ability to convert nearly any hit into knockdown. Good starters lead to high damage combos at no Tension cost.
  • Has undoubtedly the strongest invulnerable reversal in the game, Volcanic Viper, for use in multiple situations.
  • Makes very good use of both Yellow and Red Roman Cancels.
Weaknesses
  • Has difficulty dealing with strong zoning. Must sometimes take risks to break into his ideal, up close range.
  • Mix-up abilities are very basic. Landing good hits on offense requires strong reading and conditioning of opponents.
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
GGXRD Sol 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for pressure and tick throws.
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D

5P doesn’t see much use outside of pressure. As a standalone poke, it has limited use since other normals can do some of the same things more effectively. It recovers fast and has slightly longer horizontal range than 5K, so it can be used as a low risk counter to attacks which put the opponent’s hurtbox far out. For pressure, it can be used for tick throws and gatlings to lows. It's worth noting that 5P is the only standing normal that gatlings into 2K. On characters with smaller crouching hurtboxes, it will whiff over and makes for a potentially tricky throw setup.

5K
GGXRD Sol 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for pressure, frame traps, punishing, anti-airing, and option selecting with forward throw.
  • Increased untechable time on air Counter Hit from the 2nd hit.
  • Gatling Options: 6P, c.S, f.S, 2S, 5HS, 2HS, 5D, 2D

5K is one of the main reasons Sol is powerful in close quarters. Sol’s fastest attack, with the first hit active at frame 3 and second hit at frame 5. Ideal for quick punishes, closing gaps in pressure, and counter poking out of gaps in the opponent’s pressure. As a starter, 5K leads to good combo routes on hit and multiple pressure options on block. The second hit has far vertical and horizontal reach and relatively fast recovery on whiff, which makes it extremely useful for anti-airing and catching jumps. 5K is commonly used when option selecting forward throw as 6K+HS to perform 5K if the opponent is not throwable, and throw if they are throwable.

c.S
GGXRD Sol cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for pressure, frame traps, punishing, and occasionally setting up D-Loops.
  • Gatling Options: 6P, f.S, 2S, 5HS, 2HS, 5D, 2D

c.S is a strong pressure tool since it gatlings from almost every non-HS and D normals, and is one of Sol’s best starters. It leads to high damage combos on hit and decent pressure on block. It is Sol’s most common punisher on highly unsafe attacks. c.S will combo into j.D on air hit, so it can be used to set up D-Loops in corner.

f.S
GGXRD Sol fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used as a fast, long range poke. Also useful for ranged pressure and punishes.
  • Gatling Options: 2S, 5HS, 2HS, 5D, 2D

f.S is Sol’s main long range poke, at 7 frames it’s very fast for how far it reaches. Useful for counter poking an opponent’s slower attacks at long range and catching opponents out of jump startup or forward movement. Also used as a fast punisher for slightly unsafe attacks at a distance. On block, f.S should be cancelled to specials or 2S, since a whiffed or blocked 2S will leave Sol at advantage. On hit f.S can be cancelled to 5HS for long range confirms with tension. f.S has significant recovery on whiff so if the opponent jumps over or avoids it somehow, it is likely to be punished. It also extends Sol’s hurtbox out very far so it can be counter poked with fast short range attacks.

5HS
GGXRD Sol 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for counter poking, ranged pressure or combos after f.S, converting far air hits into knockdown, and setting up D-Loops.
  • Significant added hitstun on Counter Hit.
  • Gatling Options: 2HS, 5D, 2D

Sol’s other long range poke. 5HS is slower than f.S, but much more rewarding on Counter Hit since it leads to combos at no Tension cost. Options after a blocked 5HS are limited. In general it should be cancelled to something because it has significant recovery. It gatlings into 2D for a low, but typically connects outside 2D range. It can be jump or special cancelled for a return to neutral or attempt to press the offensive. From farther air hits, it combos into Instant Air Dash j.P/j.K, or can be Roman Cancelled into Bandit Bringer to allow following up with knockdown combos. 5HS will combo into j.D on air hit, so it is used frequently to set up D-Loops in corner.

6P
GGXRD Sol 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for counter poking, frame traps, anti-airing, and corner combos.
  • Knockdown on hit, wall bounce within range. Increased untechable time after wall bounce on Counter Hit.
  • Upper-body invulnerability starts early in startup.
  • Gatling Options: c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D

6P is strong and used frequently since it has a wide variety of applications. It has upper-body invulnerability so it can counter higher-hitting pokes from the opponent at range and occasionally be used as an anti-air. For anti-airing, it is most effective against opponents jumping in at a shallow angle or air dashing closer to ground. The hitbox reaches farther horizontally than vertically, so it is much less reliable than 5K against steeper aerial approaches. 6P is a strong frame trap option in pressure, since even on trades it can be followed up as long as it hit near corner or Counter Hit. The wall bounce on 6P also makes it a staple in corner combos. On block, it has multiple delayable gatling options.

6HS
GGXRD Sol 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used as a frame trap gatling from 2S and combo ender option.
  • Knockdown on hit, ground bounce on Counter Hit.

6HS is Sol’s longest range normal, but is rarely used on its own due to slow startup, lengthy recovery, and extended hurtbox. The most common use for it is gatling from 2S for a frame trap. On Counter Hit, it results in significant stun and damaging combos. On block it raises guard bar significantly and should be special cancelled, with Gun Flame (Feint) being the safest option to cut down recovery time. It is usable as a corner combo ender option from air hit 6P or after a Fafnir ground slide.

5D
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used as an overhead attack in pressure.
  • Hits overhead, cancels to Homing Jump or Dash on hit only.

5D should be used sparingly; Sol has much stronger options on offense. It hits overhead but has very slow startup and is unsafe on block. Rewards on hit are nothing spectacular. However, while in Dragon Install it becomes much faster and is less likely to be blocked on reaction.

Dead Angle Attack
GGXRD Sol 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used as an anti-pressure option on defense.
  • Knockdown on hit, wall bounce within range.

Dead Angle is occasionally useful as a relatively low risk anti-pressure option with 50% Tension. It knocks the opponent away and causes knockdown which can be followed up with ground okizeme. Sol has particularly good defensive options otherwise, so he does not need to rely on Dead Angle as much as others.

2P
GGXRD Sol 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for starting pressure, and setting up tick throws or frame traps.
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5HS, 2HS, 5D, 2D

2P is a staple in Sol’s pressure game. It has slightly delayable gatlings into itself or almost any other attack, and is plus on block. This makes it great for starting pressure and setting up blockstrings, tick throws, and frame traps. On hit it can easily be converted to a knockdown combo.

2K
GGXRD Sol 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used as a quick low hit in pressure and okizeme, as a mid-range poke, and for tick throws.
  • Hits low.
  • Gatling Options: 6P, c.S, f.S, 2S, 2HS, 5D, 2D

2K is Sol’s fastest low attack and important in pressure and okizeme. Using it in blockstrings will discourage opponents from trying to jump or backdash out, and its quick recovery makes it another tick throw option. It also has decent reach for its speed, so it is useful as a standalone poke when outside 5K or c.S range.

2S
GGXRD Sol 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used as a blockstring ender, gatling option from f.S to reduce recovery, and defensive tool in neutral.
  • Gatling Options: 5HS, 2HS, 6HS, 5D, 2D

2S is a strong neutral and pressure tool. It has slow startup, but good active frames and recovers nearly instantly on whiff while keeping Sol’s hurtbox far back. It can stop ground approaches and recovers quickly enough to keep Sol safe from opponents jumping over. A particularly strong use for 2S is cancelling to it from f.S to reduce recovery and leave you at advantage. On block it is plus, making it a safe blockstring ender option. Between ending at 2S to gain ground from the frame advantage, or cancelling it to normals and specials, 2S is vital to Sol’s pressure. On hit it will combo into 2D, or 5HS from farther range, and on Counter Hit it combos into 6HS for a far range knockdown.

2HS
GGXRD Sol 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used in combos and blockstrings on airborne opponents, converting far air hits into knockdown, and setting up D-Loops.
  • Launches on Counter Hit.
  • Gatling Options: 5D, 2D

2HS is primarily used in combos on airborne opponents, such as from anti-air 5K and corner 6P. It is impractical on its own due to its slow startup, long recovery, and limited options on block. It also has significant pushback which can make any follow-up pressure weaker. In general, it is better to avoid using 2HS in pressure if possible. A Counter Hit results in a launch which can be followed up, but Sol has much better frame trap options. It has situational use as an anti-air on rare occasions. From farther air hits, it combos into Instant Air Dash j.P to allow following up with knockdown combos. 2HS will combo into j.D on air hit, so it is used frequently to set up D-Loops in corner

2D
GGXRD Sol 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for frame traps, low-profiling oncoming attacks, and as a low hit in pressure and okizeme.
  • Hits low, knockdown on hit, floats on Counter Hit.
  • Low-profiles early in startup.

2D is another strong neutral and pressure tool. Its low profile ability makes it useful for countering higher hitting pokes. It hits low so it is useful in blockstrings and okizeme. On block, it is important to keep the opponent guessing with what you cancel to, be it specials or nothing at all. A non-cancelled 2D is negative on block, but difficult to react in time to punish since Sol can delay a cancel to specials. On normal hit it causes knockdown, or combos to Bandit Revolver or Volcanic Viper for extra damage into knockdown when within range. On Counter Hit, the opponent floats and Gun Flame can connect for high damage combos at no Tension cost. This, along with its fast startup and evasive properties, makes it a strong frame trap option.

j.P
GGXRD Sol jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for meeting opponents in the air, making air combos burst safe, okizeme, tick throws, and as a quick attack out of an air dash.
  • Gatling Options: j.P, j.K, j.S, j.HS

j.P is Sol’s fastest air normal, making it ideal for close-quarters air-to-air encounters. Upon connecting it can easily lead to combos into Aerial Volcanic Viper for a knockdown. It cancels to itself even on whiff which is useful for covering space with a long series of active hitboxes. Rising j.P is a particularly low risk space control option due to its quick recovery allowing you to react to any situation accordingly. It is effective for punishing aerial approaches or attempts to escape the corner. Air dash j.P is useful for approaching characters with taller standing hurtboxes, and can sometimes clash with certain 6P’s since it shifts Sol’s hurtbox forward. Following knockdowns, j.P is the easiest air normal to safe jump with and puts the opponent in short blockstun, so it is a common tick throw option. In combos, j.P delayed gatling to itself will combo and is safe to bursts.

j.K
GGXRD Sol jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for cross-ups, air combos, as a long range air-to-air attack.
  • Large cross-up hitbox.
  • Gatling Options: j.S, j.D

j.K has the farthest horizontal reach of Sol’s air normals so it can be used at long distance in air-to-air situations. It has a large hitbox behind Sol allowing it to cross-up, making it useful for okizeme following closer knockdowns.

j.S
GGXRD Sol jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for okizeme, air combos, and as a low reaching air-to-ground attack.
  • Gatling Options: j.K, j.HS, j.D

j.S is Sol’s best air starter for combos, so it is commonly used in safe jump and Gun Flame (YRC) okizeme as a high hit. It is also used frequently used to extend combos on airborne opponents due to being jump cancellable. j.S reaches far downward with relatively quick startup, so it can be used after jumping or instant air dashing in to whiff punish or catch grounded opponents off guard at neutral. However, it is not difficult to anti-air, so it must be used with caution.

j.HS
GGXRD Sol jH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for okizeme, air combos, and as an air-to-ground or air-to-air attack.
  • Hits twice, both high hits. Instant recovery following second hit.

j.HS has utility in a wide variety of areas; in general it is Sol’s most commonly used air normal. While it doesn’t gatling to any other air normals, it recovers instantly. On hit, block, or whiff it can easily be followed up with anything in the air. j.HS followed by j.P is particularly strong from a blocked j.HS to continue pressure. j.HS is useful as both an air-to-air and air-to-ground attack due to its good hitbox, long active frames, and evasive hurtbox. On high air-to-air hits or in combos, it can be cancelled to Aerial Volcanic Viper for a knockdown. Closer to ground air-to-air hits can be converted to extended air combos by using 5K immediately upon landing to relaunch. At neutral, rising j.HS has similar utility to rising j.P as a method of covering space. For okizeme, j.HS is useful as a safe jump that can hit high twice.

j.D
GGXRD Sol jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for air combos, D-Loops, and as an air-to-air attack.
  • Launches on ground hit, significant untechable on hit. Wall bounce on Counter Hit within range.
  • Has 3 frames of landing recovery.

j.D is primarily used in combos on airborne opponents to maximize damage, such as D-Loops near corner. On its own, j.D has limited use as an air-to-ground attack, the hitbox has more range horizontally and upward vertically than downward. In addition, it has extra landing recovery which makes follow-up pressure after it is blocked not as strong. It has slow start-up but can occasionally be useful as an air-to-air, mainly near corner so it can be followed up.

Throws

Ground Throw
GGXRD Sol GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used in any situation where the opponent is throwable on ground, primarily while on the defensive.
  • Unblockable, causes knockdown.

Sol’s ground throw is used much more frequently on defense than offense. Typically, using Wild Throw is a stronger and more rewarding option on offense. Throw is faster though, so it can be used in situations which the opponent makes themselves throwable for a brief period of time. It can only be followed up with combos using Roman Cancel. Performing throw as 6K+HS acts as a useful option select to perform 5K if the opponent is not throwable, and throw if they are. This cannot be used for throwing opponents behind due to Faultless Defense, but is much safer than using 6H. Another useful throw option select is 4/6HS+D, which will perform Gold Burst or throw.

Air Throw
GGXRD Sol AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used in any situation where the opponent is throwable in the air.
  • Unblockable, causes knockdown.

Sol’s air throw is useful in multiple situations, since air throws are strong in general. Sol makes use of it particularly during offense and okizeme during Gun Flame (YRC) pressure to grab opponents who attempt to escape by jumping out. It knocks down upon connecting and must be Roman Cancelled to follow up, except from a very close to ground air throw in corner it links to 5K.

Special Moves

Gun Flame
236P
GGXRD Sol GunFlame.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used for controlling space, pressuring, okizeme, and combos.
  • Launches on hit, Counter Hit is untechable.
  • Sol is in Counter Hit state for entire duration.

Gun Flame (GF) is a vital neutral and offensive tool, and is especially powerful when Yellow Roman Cancelled (YRC). GF can be followed up with various combos depending on spacing and whether or not it Counter Hit. On block, frame advantage of GF depends on how late the opponent blocked it. The later flames are more advantage, the earlier flames are less. At neutral, it covers a huge area for a long time making it ideal for ground space control. It will stop opponents from approaching or attacking on ground when within its range. They must either back off or take to the air to avoid it. GF has significant recovery, so if it is jumped over it can lead to punishes. In general, GF usage will encourage the opponent to jump, which is valuable in itself. With YRC, Sol is safe and can meet the opponent in air with pressure if they jumped over it. GF (YRC) followed by dashing, jumping, or air dashing is Sol’s most effective method of safely approaching opponents. On offense, GF can be used to frame trap or as a pressure reset using YRC. The opponent must leave block stun to allow YRC so it is more commonly cancelled into from non-HS normals in pressure, most notably 2D. GF (YRC) can lead to high/low/throw mix-ups in pressure and okizeme, and is particularly strong in corner okizeme.

Dragon Install - - - - - - - -

Placeholder

Gun Flame (Feint)
214P
GGXRD Sol GunFlameFeint.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for reducing the recovery of 5HS or 6HS, building tension, and tricking opponents into jumping for expecting a Gun Flame.
  • Has no hitbox.
  • Sol is in Counter Hit state for entire duration.

Gun Flame (Feint) (GF(F)) has few practical uses. It is primarily used for cancelling the recovery of 5HS or 6HS on block to leave Sol at better frame advantage. It also builds a small amount of Tension and recovers relatively quick, so it can be used at safe distances and times for Tension gain. In pressure, it is a risky but occasionally useful method of tricking the opponent into jumping in anticipation of a Gun Flame, then either anti-airing or meeting them in air.

Volcanic Viper
623S/HS (air OK)
GGXRD Sol VolcanicViper.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground GGS.png - - - - - - - -
  • Used at neutral from a distance as a strong but risky counter to an opponent's pokes. Can be used as an invulnerable reversal on wake-up or while being pressured.
  • Hits twice, both hits launch. If only first hit connects, it is untechable on Counter Hit. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Fully invulnerable from frame 1.
  • Cannot Yellow or Purple Roman Cancel.

At neutral, Ground GGS.png Volcanic Viper (VV) can be used at range to counter an opponent’s poke into a knockdown, but it is risky and will only be effective on attacks that extend their hurtbox. It can also be used as an invulnerable reversal, but is slower than Ground GGH.png VV.

Aerial GGS.png - - - - - - - -
  • Used as an invulnerable aerial attack in close quarters air-to-air situations, and as a strong but risky anti-air punisher. Also used for ending air combos.
  • Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Strike invulnerable from frame 1.
  • Cannot Yellow or Purple Roman Cancel.

Aerial GGS.png Volcanic Viper (VV) can act as a high risk high reward anti-anti-air as Sol approaches from air. It will typically defeat anti-air attempts, or at least clash with them. At the proper height and spacing, it can be followed up with 5K after landing for combos at no Tension cost. Aerial GGS.png VV can be used to counter aerial attacks at close range. It is also used frequently to end air combos into knockdown with Tataki Otoshi.

Ground GGH.png - - - - - - - -
  • Used as an invulnerable reversal on wake-up or while being pressured. Also used for offense, anti-airing, and ending combos.
  • Hits twice, both hits launch. If only second hit connects, it is untechable on Counter Hit. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Fully invulnerable from frame 1.
  • Cannot Yellow or Purple Roman Cancel.

Ground GGH.png Volcanic Viper (VV) is Sol’s strongest defensive tool, and has applications for neutral and offense as well. It has fast start-up and is invulnerable instantly, so it can be used on wake-up or at any gap in the opponent’s pressure to counter their attacks. However, it is highly unsafe on block or whiff. An opponent successfully baiting it will get a strong punish. Roman Cancel (RC) makes it less risky since you will be safe and can continue pressure on block, or convert to a combo on hit. Dashing Ground GGH.png VV is a strong but high risk method of breaking through an opponent’s attempts to keep you out with pokes, and is especially good when opponents are in air. An aerial Counter Hit of the second hit can be followed up with combos at no Tension cost. Ground GGH.png VV is a strong anti-air option that can only fail if the opponent uses Faultless Defense (FD), dodges, or does their aerial attack very close to ground. It is particularly useful for punishing forward air dashes, since the opponent must wait until the air dash is complete to FD. On offense, Ground GGH.png VV can be used as a high risk or expensive frame trap and anti-throw option, depending on whether Tension is available to RC.

Aerial GGH.png - - - - - - - -
  • Used as an invulnerable aerial attack in close quarters air-to-air situations. Also used for ending air combos.
  • Hits twice, both hits launch. Second hit can be cancelled into Tataki Otoshi on hit, block, or whiff.
  • Strike invulnerable from frame 1.
  • Cannot Yellow or Purple Roman Cancel.

Much like Aerial GGS.png Volcanic Viper (VV), Aerial GGH.png VV can counter aerial attacks, and is used frequently to end air combos into knockdown with Tataki Otoshi. It reaches much higher than Aerial GGS.png VV, so it can be used from farther range.

(DI) Ground GGS.png - - - - - - - -
(DI) Aerial GGS.png - - - - - - - -

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(DI) Ground GGH.png - - - - - - - -
(DI) Aerial GGH.png - - - - - - - -

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Tataki Otoshi
(translated as "Knockdown")

During Volcanic Viper: 214K

GGXRD Sol Knockdown.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used after Volcanic Viper on hit to knockdown the opponent, and on block to throw off an opponent's Volcanic Viper punish timing.
  • Knockdown on hit, can be cancelled into from Volcanic Viper on hit, block, or whiff.
  • Sol is in Counter Hit state for the entire duration.

Tataki Otoshi (TO) is the add-on to Volcanic Viper (VV) which is used to knock the opponent down after a VV hits. The cancel to TO is delayable, so depending on the height at which VV connects, a difference in timing may be required for it to connect. Whiffing a TO after VV connects will leave Sol at disadvantage, and is often even punishable if the opponent air techs properly. Delay cancel into TO can also be used in an attempt to throw off the opponent’s punish timing when they block or dodge a VV, but doing so puts Sol in Counter Hit state, leaving VV even more punishable if it fails. There are countless option select VV punishes that take a delayed TO into account, so this option is rarely helpful outside low level play.

Dragon Install - - - - - - - -

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Bandit Revolver
236K (air OK)
GGXRD Sol BanditRevolver1.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground - - - - - - - -
Aerial - - - - - - - -
  • Used for combos and ranged pressure.
  • First hit launches, second hit causes knockdown on air hit.

Bandit Revolver (BR) is primarily used to end combos into Sol’s most advantageous knockdown. From a 2D hit, it can be Roman Cancelled to extend ground combo damage and corner carry. The second hit of BR has a large hitbox and knocks down on air hit. It must be blocked with Faultless Defense in air, so it is useful at neutral or in ranged pressure to catch opponents trying to jump, such as after 2D. Typically, this will be in anticipation of a Gun Flame. Using too much BR is dangerous, since the opponent can 6P, use an invulnerable reversal, Blitz Shield, or sometimes simply Instant Block (IB) to punish it. Frame advantage of a blocked BR depends on distance and whether it is crouch or stand blocked. From far range on standing block, BR will be slightly advantage, but in other situations it is slightly negative and punishable on IB. On rare occasions, BR can be used at neutral to catch an opponent’s extended hurtbox pokes or evade lower-hitting pokes to whiff punish with the second hit on a crouching opponent, which will link to 5K. In air, BR can be Yellow Roman Cancelled to give Sol forward momentum, acting as another aerial movement option.

(DI) Ground - - - - - - - -
(DI) Aerial - - - - - - - -

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Bandit Bringer
236[K]
GGXRD Sol BanditBringer1.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used as an evasive attack to punish high recovery moves on whiff or catch movement. Also used in certain combos.
  • Hits overhead. Floor bounce on hit, higher bounce on Counter Hit.

Bandit Bringer (BB) should be used sparingly outside combos. It has very slow and telegraphed startup, so it can easily be anti-aired or air thrown if the opponent is ready. It is also throwable on Instant Block within range. It hits overhead, but is too slow for it to realistically hit an opponent for crouch blocking. The main use of BB on its own is as an evasive attack at neutral to dodge and whiff punish an opponent’s attacks at long range, but this will typically be done in anticipation rather than reaction. It can also catch backdashes or jump startup.

Dragon Install - - - - - - - -

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Kudakero
(translated as "Crush")

j.214K

GGXRD Sol Kudakero1.png
GGXRD Sol Kudakero2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used for punishing anti-air attempts, stopping momentum in air, and combos.
  • Launches on hit, Counter Hit is untechable.
  • Significant minimum height restriction when Tiger Knee’d.

Kudakero is an all-round strong aerial attack, and is useful with Yellow Roman Cancel (YRC). It stalls Sol’s momentum in air, making it usable as an anti-anti-air option since it comes down quickly after the delay to whiff punish an opponent’s ground attacks. On hit, it can be followed up with combos near corner, or midscreen using Roman Cancel. It is used frequently in corner combos for ending dustloops with Bandit Revolver. On block Kudakero is safe, but only if the flame pillar connects. From very close range block (typically Instant Block), the flame pillar can whiff behind the opponent after the dive kick, leaving Sol vulnerable to punishes. Kudakero is difficult to anti-air cleanly, but it is possible to do so. Improper spacing and overuse will result in punishes. After landing from the dive kick, the flame pillar will come out even on whiff, making Kudakero done from farther range difficult to whiff punish. Kudakero (YRC) makes Sol drop quickly to the ground, allowing for stronger whiff punishes using falling jump attacks, landing into low or throw setups, and starting general pressure from air without worry of being anti-aired. It also gives Sol slight forward momentum, so it can create ambiguous cross-ups with falling j.K.

Dragon Install - - - - - - - -

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Bukkirabou ni Nageru
(translated as "Wild Throw")

623K

Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used on offense to grab opponents for blocking.
  • Unblockable, cannot be cancelled into from normals.

Bukkirabou ni Nageru aka Wild Throw (WT) is Sol’s command throw, which makes him especially dangerous when within its range. WT is a fundamental part of Sol’s offense. It's fast with a start-up of only 4 frames, it can outrange normal throws and it allows strong follow-up combos on hit at no Tension cost. During pressure it is useful in conjunction with frame traps and lows, depending on whether opponents opt to try countering its startup, or jumping and backdashing to avoid it. Opponents using Faultless Defense excessively to keep Sol out are extra susceptible to WT. It is important to space WT well, because it can be thrown out of start-up if done too close. On whiff, there is a recovery animation which can be punished by quick attacks, but it can be Purple Roman Cancelled for safety. It can even be Yellow Roman Cancelled (YRC) on the final start-up frame to YRC on whiff and grab otherwise (NEEDS VERIFICATION).

Dragon Install - - - - - - - -

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Riot Stamp
214K
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used as an evasive attack to punish moves on whiff or escape undesirable situations. When backed into corner, it becomes a fast overhead.
  • Hits twice, both overhead. Wall bounce on hit.
  • Sol is airborne from frame 1.

Riot Stamp (RS) is high risk but occasionally useful for dodging long recovery attacks at neutral to whiff punish. It can be used to evade throws or certain lows with the proper timing. RS recovers quickly and Sol is able to act in air, allowing for follow-up combos on hit and safety on block. At midscreen RS is punishable on reaction by 6P, invulnerable attacks, or Blitz Shield, so it is dangerous to use frequently. With Sol’s back to corner it becomes much more practical in general, since Sol has less distance to travel backwards. It becomes a quick overhead or whiff punisher. With a Yellow Roman Cancel following RS, the opponent can be tricked into attempting to punish or blocking high, then they can be whiff punished or pressured.

Dragon Install - - - - - - - -

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Grand Viper
(misromanised as "Ground Viper")

214S

GGXRD Sol GrandViper1.png
GGXRD Sol GrandViper2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used as a long range instant low-profile attack and midscreen combo ender when opponents do not have Burst.
  • Hits low, minimum of 5 hits, maximum of 10 hits. Rapid directional and button inputs are required to increase number of hits and travel distance. Knockdown from final hit.
  • Low profiles from frame 1.
  • Cannot Yellow or Purple Roman Cancel.

Grand Viper (GV) is the most risky attack in Sol’s arsenal, but it has applications as an instant low profile attack, combo ender, and low hit late in blockstrings. The following is a consistent method for getting the maximum travel distance and 10 hits: Immediately after the GV input, quickly alternate between left and right (diagonals work as well) while also alternating between any two buttons (not including D). It is advised to use two buttons rather than three since that introduces the possibility of accidentally Roman Cancelling (RC). GV has massive recovery and cannot be cancelled on whiff. It can low profile any attack that does not reach the floor, which can be useful at neutral, on wake-up, or while being pressured. Midscreen ground hits confirmed into 10 hit GV will lead to high damage combos at no Tension cost. However, it is important to keep the opponent’s Burst in mind when using GV. With the proper timing, the opponent can Burst at the point where Sol launches into the sky which makes the Burst whiff, then Sol is punishable as he lands.

Dragon Install - - - - - - - -

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Fafnir
41236HS
GGXRD Sol Fafnir.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used for covering ground while attacking at neutral, whiff punishing pokes, counter poking, catching movement, pressuring, and combos.
  • Tumble on hit, significantly long tumble on Counter Hit.
  • Cannot be cancelled into from normals.

Fafnir is extremely strong and can be used in just about any situation, except when Sol is under pressure. Fafnir’s only real weakness is its relatively slow startup, so at close range it is more likely to get stuffed by other attacks. On block, it is significantly plus. Fafnir has far reach due to Sol stepping a far distance forward during its startup, making it ideal in neutral for counter poking and whiff punishing. Sol’s hurtbox lowers slightly during startup, so it can duck under certain higher-hitting attacks and counter them. It recovers quickly, so if opponents avoided it by jumping, Sol often recovers fast enough to anti-air. Fafnir’s forward momentum coupled with its rewards on hit or block makes it a strong option for covering ground. It is often useful in pressure after a blocked or whiffed 2S, or following Gun Flame to keep opponents from jumping out. In combos, Fafnir can be used to extend damage and corner carry from midscreen Roman Cancel combos, and during dustloops in corner.

Dragon Install - - - - - - - -

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P.B.B.
During Dragon Install: j.623K
GGXRD Sol PBB1.png
GGXRD Sol PBB2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for grabbing opponents in air, and ending Dragon Install combos to put Sol a safe distance away for the exit recovery animation.
  • Unblockable, can grab airborne opponents both in and out of hitstun and can grab grounded opponents in hitstun.

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Overdrives

Tyrant Rave ver.β
632146HS
GGXRD Sol TyrantRave1.png
GGXRD Sol TyrantRave2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - - - - - -
  • Used to do unburstable damage, in corner combos, and as an invulnerable reversal on defense with more horizontal range than Volcanic Viper. Occasionally used on offense.
  • Hits twice, first hit launches, second hit knocks away and is untechable. Wall bounce near corner.
  • Fully invulnerable from frame 1.

Tyrant Rave ver.β (TR) is primarily used to do unburstable damage in combos, usually when it will kill. It also gives high damage combos from a corner 2D hit. It can be used as a more costly reversal option on wake-up or in pressure. However, Volcanic Viper (VV) Roman Cancel is almost always a better idea since it is much less risky. TR is slightly unsafe on block, whether the opponent interrupts the second hit or not. As a reversal, the only benefits TR has over VV are that it has more horizontal range and cannot be Bursted. It can be used on offense similarly to VV as a frame trap and throw punish, but this is rarely practical.

Dragon Install - - - - - - - -

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Dragon Install
214214HS (air OK)
GGXRD Sol DragonInstall1.png
GGXRD Sol DragonInstall2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Ground - - - - - - - -
Aerial - - - - - - - -
  • Used for significant comebacks, extending combos to maximize damage for the kill, and as an invulnerable reversal.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Instant Kill

Branding Breach
During IK Mode: 236236HS
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Used for comboing into for the kill when opponent is in Hell Fire status and killing stunned opponents.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Strategy

Click to the right of each section to expand or collapse information.

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. Round start essentially begins the neutral game at Sol’s f.S max range. The information in the following sections on neutral can be applied here.
Ground Game/Footsies
  • Dash Brake is a strong method of ground movement and is essential. Use it to block oncoming attacks instantly out of dashing or stop just outside their range to make them whiff, which can lead to punishes or a chance to gain ground.
  • Use 5P as a counter to opponent’s poking with extended hurtbox attacks. 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.
  • 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 start-up 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 air dashing 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 start-up 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 start-up with attacks, which loses to GF.
  • Use 5HS at max range for countering shorter range or slower pokes. It is difficult to hit Sol out of because his hitbox doesn’t extend forward as it does with f.S. On Counter Hit, it combos into Grand Viper (GV), Instant Air Dash (IAD) j.S on standing hit, and Bandit Bringer (BB) on crouching hit. 5HS does have significant recovery on whiff, so you should only use it when it’s likely to connect. If blocked, it should be special or jump cancelled to reduce recovery. You can apply similar special cancel options as f.S here, but they will be less effective since the opponent has less options to look out for.
  • Use 6P to counter higher-hitting pokes with its upper-body invulnerability. On Counter Hit you can combo off the wall bounce, so trades will usually be in your favor. 6P can be counter poked by an opponent’s lower-hitting attacks and can often be whiff punished.
  • Use 2K as a quick low poke when opponents are outside 2P or 5K range. You can use it to hit low-profile attacks out of their startup. It will combo to 2D within range, and f.S from a max range hit.
  • Use 2S to cancel f.S as explained above, and as a low risk high reward poke. It recovers quickly so whiffs will not leave you in such a bad position as many other pokes, and on block it is advantage. 2S can be counter poked due to its slower startup, but Sol’s hurtbox is not extended, so only long range attacks will work when it is used from max range. 2S compliments the weaknesses of f.S well, so using these two normals in conjunction is a large part of Sol’s ground game. From max range it combos to 5HS on hit and 6HS on Counter Hit.
  • Use 2D or dashing 2D to low-profile under an opponent’s higher-hitting pokes for a knockdown or damaging combo on Counter Hit. 2D can also be used to duck under certain projectiles, preventing you from needing to block or jump them. Due to the recovery on a 2D whiff, this should only be used at safe distances. 2D is susceptible to being countered by quick low attacks and whiff punished.
  • GF...
  • VV...
  • 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 or anti-air. If the opponent blocks, you are at frame advantage. Fafnir will lose to fast pokes which hit low enough, although if the attack trades for a Counter Hit it will give you a full screen carry combo.
Approaching from Air
  • Typically, approaching from air should be a last resort since your options are limited while airborne. Remember to use Faultless Defense (link) while airborne and blocking against grounded opponents since almost all ground attacks will be unblockable otherwise.
  • Double jump can be used when jumping in on an opponent who is ready to anti-air. Double jumping when the opponent inputs their anti-air of choice can make it whiff, causing them to be in recovery or punishable as you come down on them from the double jump. However, this option is risky since many of the better anti-airs will recover in time to allow the opponent to use them again as you fall. Opponents expecting this can also simply not do their anti-air until they see you use all your air options, so use this method with caution.
  • High Jump can be used along with an air dash to evade many anti-airs due to the very high jump arc. This will be more useful if you will not land within range of the opponent’s anti-airs, since if they see a High Jump, they know you have more limited air options.
  • Instant Air Dashing (IAD) into air attacks can be a risky but fast and rewarding way of covering distance. IAD j.P is best on very tall characters and puts Sol’s hurtbox forward slightly allowing it to counter or clash with anti-airs on occasion. IAD j.S reaches farthest down, and does so very quickly, so it is good for whiff punishing pokes which you may have avoided with the IAD or catching the opponent trying to move forward. IAD j.HS covers the most space with long active frames. Follow it up with falling j.P after the recovery to continue pressure if it was blocked. All of these options are susceptible to being anti-aired, so use them with caution.
  • Neutral jumping at range can be used to check what the opponent does and react accordingly. If they backed off or whiffed something, you can often air dash in for pressure or a punish. If they started approaching, you can air dash back to give yourself space. If the opponent was simply waiting and sees the jump, they will often be getting ready to anti-air an air dash. You can sometimes use this against them if they don’t react to an air dash and input their anti-air in anticipation. Simply land and either whiff punish the anti-air attempt or use it as a chance to begin your offensive.
  • Air GGS.png Volcanic Viper (VV) will typically beat anti-air attempts, so you can jump or air dash in and use it right when you expect the opponent to use their anti-air. Air GGS.png VV can be followed up for no Tension at the correct height after landing with 5K. This option is rewarding when it works, but also risky when you don’t have meter to Roman Cancel (RC) if the opponent blocked. If the opponent avoids it somehow, preventing an RC, it is highly punishable.
  • Kudakero can be used similarly to double jumps, in that you can use it to bait anti-air attempts since it stalls in midair before diving down. This is also punishable if the opponent is looking for it, so it should be used with caution. With Yellow Roman Cancel available this becomes a much less risky option, since you can confirm what the opponent did during the slowdown to come down on them with either a whiff punish or pressure.
Anti-Airing
  • 5K is typically the anti-air option of choice due to its speed and hitbox. Unless the opponent already has an air attack on top of you, or their attack outranges 5K, it will either hit or force the opponent to block or avoid it. Since it recovers quickly, double jumping to avoid 5K is not effective, since Sol recovers and can simply attempt to anti-air again. On hit, it can be converted to different options depending on height.
- 5K (JC) > j.P can be used on normal hit at most heights.
- 5K (HJC) > j.P can be used on normal hit from max height.
- 5K > 2HS > j.S can be used on normal hit from lower heights and adds an extra hit for damage and hit confirming.
- CH 5K > IAD j.P/j.K can be used for extra corner carry routes using the added untechable time on Counter Hit.
  • 6P has limited used for anti-airing, since it doesn’t reach very high. It will mostly work on closer to ground air dash approaches. Unlike 5K it does have upper-body invulnerability which begins early in its startup. In general, it is not used when anti-airing regular jump-ins, since many air attacks will reach below the upper-body invulnerable area and outrange the hitbox vertically. A normal hit can be cancelled to c.S to keep the opponent from being knocked back, then converted to an air combo with 2HS. Near corner or on Counter Hit, you can simply combo from the wall bounce.
  • Volcanic Viper (VV) is a strong anti-air option, typically the GGH.png version since it is faster and has more reach. With quick reactions, VV will be essentially guaranteed against opponents air dashing in (unless they use something invulnerable or Yellow Roman Cancel), since they cannot use air Faultless Defense until the air dash has ended. Against regular jump-ins, VV is completely invulnerable so it will beat any air normals, as long as they weren’t done so deep that the opponent lands in time to block. Take care not to get baited into using anti-air VV only to have the opponent air Faultless Defense and punish you. VV is risky without Tension to Roman Cancel, unless you already see an air attack starting up. The opponent can also sometimes air backdash to avoid VV, preventing any cancels, so doing it in anticipation too often or predictably can backfire. A normal hit can be converted to Tataki Otoshi for a knockdown. A Counter Hit of only the second hit (a likely situation when anti-airing) causes untechable until the ground, allowing follow-up combos upon landing when within range.
  • Rising j.P is useful for anti-airing, more so done in anticipation of an opponent’s aerial approach. It is very low risk since it recovers quickly and allows any air options if it misses.
  • Air Throw is a universally strong mechanic and can be used when meeting opponents in air during their descent. If you are in Air Throw range, below the opponent, and they don’t already have an attack connecting with you, in general they can be thrown (very few air attacks are Air Throw Invulnerable). When going for Air Throw, it helps to hold back so that you will block incase the opponent gets an air attack out before you can get into range.

Offense

This section gives an overview of Sol's offensive options including Blockstrings/Pressure and Okizeme. Common options are listed and explained in some detail.

Blockstrings/Pressure
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  • General Blockstring Notes
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  • Low/Throw/Frame Trap Dynamic
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Okizeme
Sol's okizeme (oki) can be categorized into basic, safe jump, Gun Flame, and Gun Flame (YRC) options. They are explained in detail in this section.
  • Basic
The simplest and weakest Sol oki involves doing meaty ground attacks, throws, or baiting wake-up options from the opponent. The main mix-up available here is 2K or 2D as a low, or Wild Throw (WT) to throw. Lows will catch jumping on wake-up or not blocking low, and WT will catch blocking. 5D can also be used as an overhead. None of these options are particularly strong, especially if the opponent uses Fuzzy Jump. They will lose to invulnerable reversals and backdash on wake-up as well. You can use a meaty 2P that connects late in its active frames to block some reversals, so this can be a safe method of starting ground pressure. It is important to try spacing yourself outside of throw range so wake-up throw is not an option, but you can also choose to bait and punish that. In a nutshell, basic oki requires accurate reading of the opponent, since there are many ways to deal with or punish each of your options. In general this oki should only be used if other oki options are not available.
  • Safe Jump
Safe jump 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 mix-ups 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 cross-up options or neutral jump instead. In corner, safe jump 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 cross-ups 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.
- cross-up j.K
j.K cross-up 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 cross-up 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
This is high risk without Tension, but will punish opponents attempting to throw you as you land. Note that you can still be thrown the frame you land, but if the opponent reacts to not blocking a jump-in with throw, typically they will not get their throw out before you can VV. Tyrant Rave ver.β (TR) and Dragon Install (DI) work as well since they are also throw invulnerable instantly.
- close-to-ground air dash j.P/j.S
j.P acts mainly as a throw attempt punish here. When opponents react to not blocking a jump-in with throw, j.P can Counter Hit them out of their throw whiff normal. Close-to-ground j.P is also good for punishing backdashes since it cancels into itself on whiff. j.S can punish throw attempts here as well, but since it is slower, it is more likely to lose to certain throw whiff option selects (such as 6P+HS, anti-air/throw OS). j.S is primarily used here to hit opponents who crouch block in reaction to not blocking a jump-in (in anticipation of a low), however this relies on a high level of respect from the opponent, namely if their throw attempts have been punished regularly.
- corner far range j.D
From corner knockdown, space yourself outside throw range and use j.D to hit opponents for not blocking on wake-up. j.D has extra landing recovery, but in corner it can be followed up easily on hit. It is also harder to convert into strong combos from j.S or j.HS at this range. Use this option in conjunction with the following option.
- corner far range 2K
When spaced outside throw range, empty jump 2K becomes much stronger since it removes a common option for dealing with it. It will combo to 6P into a full corner combo at this range.
- deep j.K/j.S blocked > fuzzy j.S/j.D
This option is highly character specific, but can catch opponents blocking low after they block the j.K or j.S, assuming that you land as usual. On characters which this works on, you can mix it up with deep j.K/j.S blocked > 2K. The fuzzy j.S/j.D will whiff over an opponents crouch if they Instant Block the deep j.K/j.S however, putting you in a bad spot.
- j.HS(2) stand blocked > air dash j.S
Another character specific option, since the j.HS(2) will only connect on standing block on taller characters. This option tricks the opponent into blocking low after they block the air hit, only to be hit by air dash j.S which is a very strong starter.
When using the meaty safe jump jump-in option, the opponent has the ability to reversal backdash to avoid blocking it and escape being pressured. To discourage this, you can option select to punish the backdash. Performing a ground attack immediately after the jump-in would normally connect will cause this ground attack to come out if the opponent didn’t block the jump-in. The ground attack will not come out if the opponent did block the jump-in, and you can then continue pressure as you would normally. The most common option select is meaty j.S/j.HS~5K. 5K is fast and has long active frames for catching backdashes. Dash 5K, 6HS, Fafnir, and Tyrant Rave are other potential backdash punish options. The worth of this option select is heavily character specific, since a character’s reversal options and backdash properties must be taken into account.
  • Gun Flame
Gun Flame (GF) oki doesn’t permit any mix-ups, but is a relatively safe method of starting ground pressure following knockdowns. Use GF oki when you don’t have enough time to use safe jump oki, such as after 2D or Dead Angle Attack knockdowns. After a close knockdown, perform GF such that it will be meaty, but not so early that it hits OTG. The earlier you can do GF such that the flames will still connect, the better, because that will leave you at more frame advantage. Reversal backdash will typically get caught by the later active frames of GF, so the only options the opponent has are blocking or using an invulnerable reversal. Depending on the reversal, you can use this oki at a distance which the reversal will not reach. Upon blocking the GF, you can frame trap with f.S to catch movement or attacks that aren’t invulnerable, or use the frame advantage to gain ground. Fafnir following a blocked GF is also useful here since it moves you forward, puts you at frame advantage once again if blocked, and acts as a frame trap. At closer range, you can start regular ground pressure after the GF. If the opponent uses invulnerable attacks after blocking GF to beat your frame traps, you can simply block to bait them.
- (see Blockstrings/Pressure)
  • 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 safe jump oki at less risk. It is more difficult for the opponent to punish mix-up 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 safe jump oki.
- (see Safe Jump)
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.
- (see Blockstrings/Pressure)
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 a high-low mix-up. 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 mix-up. 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 air dash.
- corner OTG 2K > GF (YRC) > forward jump > close-to-ground air dash 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 > GF (opponent air techs) (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 mix-up.

Defense

Overview explanation

Escaping Pressure
  • Universal defense option 1
  • Universal defense option 2
  • Universal defense option 3
  • Counter poking discussion
  • Reversal specials discussion
Wake-up Options
  • Reversal backdash discussion
  • Reversal specials discussion

Combos

For a full, detailed list of combos, please consult the (Xrd) Sol Badguy Combo Thread topic on Dustloop.

An explanation of common combo routes is provided below in the Combo Theory section.
Simple examples of combos making use of these routes are listed in the Combo Examples section.
(Click to the right of each section to expand or collapse information.)

Combo Notation Guide

Combo Notation Guide:
> = Progress from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
|> = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
(JC) = Jump Cancel
(HJC) = High Jump Cancel
(JI) = Jump Install
(RC) = (Red) Roman Cancel
(YRC) = Yellow Roman Cancel
(PRC) = Purple Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
Special/Overdrive Abbreviations:
GF = Gun Flame
GF(F) = Gun Flame (Feint)
VV = Volcanic Viper
SVV = GGS.png Volcanic Viper
HSVV = GGH.png Volcanic Viper
TO or KD = Tataki Otoshi or Knockdown
BR = Bandit Revolver
BB = Bandit Bringer
WT = Bukkirabou ni Nageru (Wild Throw)
RS = Riot Stamp
GV = Grand Viper
TR = Tyrant Rave ver.β
DI = Dragon Install
IK = Branding Breach (Instant Kill)

Combo Theory

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Dustloop Routes
The dustloop is used to maximize damage output in corner. The dustloop involves using a rising j.D to hit an airborne opponent, then perform another j.D after the first one recovers as Sol descends from the jump. To put it simply, j.D grants long enough untechable time to combo into itself without the need for any cancels. A “1 rep” dustloop involves one rising j.D comboing into a falling j.D, then following that up with an ender of some sort. A “2 rep” dustloop involves comboing a rising j.D into a falling j.D, then landing and doing the same once more before going to an ender. Sol can go into the dustloop from any hits that make the opponent airborne, the most common example being 6P, which wall bounces. Following the wall bounce, simply use 5HS or 2HS then jump cancel into j.D. Other common dustloop starters include airdash j.S > j.D, Wild Throw, Gun Flame, and Tyrant Rave. The following are common, practical routes that make use of the dustloop.
  • Basic Universal
- 1 or 2 reps |> dash j.K/j.S > j.D (JC) > j.S > j.D > j.SVV->TO
This is the standard dustloop into air Volcanic Viper -> Tataki Otoshi knockdown. It works on all characters, with minor timing alterations required depending on a character’s weight or aerial hurtbox. From most starters, 2 reps are possible here, the only time 2 reps will not connect is from jump-in starters linked into ground combos to start the dustloop, or if too many normals were included in the ground combo which set up the dustloop. In general, the goal is to set the dustloop up with as few moves as possible.
Example 1: j.S |> 5K > 6P > 5HS/2HS (JC) into Basic Universal route. Only 1 rep will be possible here.
Example 2: 5K/2K > 6P > 5HS/2HS (JC) into Basic Universal route. 2 reps will be possible here.
  • Optimal for Non-Lightweights (also Not-Deep-in-Corner Lightweights)
- 1 rep |> Fafnir, dash 6P > 5HS/2HS (JC) > j.D > Kudakero |> 6P > BR
This route is optimal for non-lightweights because it builds more Tension, Bandit Revolver is a better knockdown than air Volcanic Viper -> Tataki Otoshi, and results in nearly the same damage. This is typically for non-lightweights because Fafnir has issues connecting on lighter characters (I-no, May, Millia) when deep in corner after the dustloop rep. They float too high and Fafnir whiffs under. Ramlethal is also light, but is an exception to this due to her aerial hurtbox. If the dustloop rep did not put Sol very deep in corner, Fafnir will still connect, which is common from certain starters.
Example 1: airdash j.S > j.D |> dash 5HS/2HS (JC) into Optimal for Non-Lightweights route.
Example 2: Wild Throw (thrown out of corner) > cross-under 5HS/2HS (JC) into Optimal for Non-Lightweights route. Note this will also work on all lightweights because the dustloop rep ends with Sol not deep in corner.
  • Optimal for Deep-in-Corner Lightweights
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  • Optimal with Early Fafnir for Non-Lightweights
- 1 rep |> dash j.D, falling j.K (JC) > j.D > Kudakero |> 6P > BR
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  • Optimal with Early Fafnir for Lightweights
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  • Max Damage for Non-Lightweights
- 2 reps |> Fafnir, dash 6P > 5HS/2HS (JC) > j.D > Kudakero |> HSVV -> TO
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Combo Examples

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