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Revision as of 20:34, 24 October 2014
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 |
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5K |
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c.S |
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f.S |
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5HS |
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6P |
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6HS |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2HS |
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2D |
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j.P |
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j.K |
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j.S |
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j.HS |
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j.D |
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Throws
Ground Throw |
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Air Throw |
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Special Moves
Gun Flame 236P |
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Gun Flame (Feint) 214P |
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Volcanic Viper 623S/HS (air OK) |
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Tataki Otoshi (translated as "Knockdown") During Volcanic Viper: 214K |
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Bandit Revolver 236K (air OK) |
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Bandit Bringer 236[K] |
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Kudakero (translated as "Crush") j.214K |
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Bukkirabou ni Nageru (translated as "Wild Throw") 623K |
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Riot Stamp 214K |
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Grand Viper (misromanised as "Ground Viper") 214S |
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Fafnir 41236HS |
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P.B.B. During Dragon Install: j.623K |
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Overdrives
Tyrant Rave ver.β 632146HS |
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Dragon Install 214214HS (air OK) |
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Instant Kill
Branding Breach During IK Mode: 236236HS |
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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.
- 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.
- 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 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 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 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
- Placeholder
- General Blockstring Notes
- Placeholder
- Low/Throw/Frame Trap Dynamic
- Placeholder
- 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
- 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.
- 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.
- - meaty j.P/j.K/j.S/j.HS
- 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.
- 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:
- 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 (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.
- 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.
- - corner OTG 2K > GF (YRC) > forward jump > land 2K hit/block > 6P into combo/pressure (video example)
- 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.
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
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Special/Overdrive Abbreviations: |
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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.
- 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.
- 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.
- 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.
- 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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- 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.
Combo Examples