GGST/Sol Badguy/Matchups

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Matchups

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.

A.B.A

Pending
  • Recently released character. Little information can be provided.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
A.B.A's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Anji Mito

 Anji MitoDon't let him breathe and you'll be fine. Only fear: Kachoufuugetsu KaiGGST Anji Mito 632146S.pngGuardStartup1Recovery10Advantage-
Very Favorable
  • One of the only characters Sol can zone out with 6S or f.S.
  • Sol's damage output is much larger than Anji's.
  • Most of Anji's pressure can be challenged by Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28.
  • Sol's fastest button 5K, can beat all FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] follow-ups except NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7. If it's used without meter to cancel, you can punish it using 2K, cancelling into either 2D or Bandit RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7 depending on distance.
  • IssokutobiGGST Anji Mito 236HK.pngGuardStartupRecovery22+6 after LandingAdvantage- into ground throw can be punished in a variety of ways, but fuzzy jumping or mashing 5K are the most reliable ways to do it.
  • Be careful of Anji's Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- as Sol can be easily caught in it. Punishable with ground throw or Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage-.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9
charged 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6]

Anji's primary options: Backdash, 2K, f.S, Autoguard, FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6]

Even though it seems Sol's options at round start are much more powerful. The threat of Anji's autoguard extremely limits your openers due to if you hit autoguard it'll count as a whiff and you'll be left susceptible for a optimal punish by Anji. Anji's also has faster button options that hit on round start like 2K.

Notable Interactions


Dealing with the Spin


Anji's specials such as Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- have an autoguard mechanic that makes moves whiff on contact. Moves like Sol's f.S can be optimally punished if it is caught in it so your best option on round start is to either to backdash or block as you can easily react to Suigetsu No Hakobi if it is thrown out and punish with Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage- or a timed S normal. If Anji advances with raw FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] or starting with 2K into Fuujin, Sol can deal with all future follow up options with 5K except NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 which is -7 on block allowing you take your turn.
A smart Anji will know this and most likely try to backdash to start his defensive gameplan. You can safely close the distance with Bandit RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7 if you react to this. Overall with this in mind, you should try to react to Anji's round start rather than start a offensive string.

Neutral


Anji tends to want to be more defensive until he can get in safely as he doesn't really have good pokes. Again, watch out for Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage-, getting caught overusing your f.S will be devastating if Anji punishes using it.
Don't underestimate 2S. It's one of your best pokes that can be used to close the gap.

Offense


Defense


Anji has some of the strongest okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. options in the game. Using ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 to give himself advantage to start his safest mix-ups. Although this sounds scary to deal with, most of the time there are tiny gaps that Sol can exploit that most other characters cannot. Your 3 frame 5K or your S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28 can beat those gaps like the follow-ups of FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] (except NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7), or before the second hit of ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6.


Asuka R♯

 Asuka RMake his brain explode and then his HP.
Disadvantageous

A very all or nothing matchup. Sol will struggle to get in, but the main thing to keep in mind is to use your disjointed hitbox A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.es in 5HGGST Sol Badguy 5H.pngGuardAllStartup11Recovery20Advantage-5, j.DGGST Sol Badguy jD.pngGuardHighStartup9Recovery17Advantage+4 (IAD) and S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28 to erase his cubes, and to Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 under those you can low profile. Against his Howling Metron MS ProcessingGGST Asuka R Howling Metron MS Processing.pngGuardAll [Guard Crush]Startup16, 21, 26RecoveryTotal 49Advantage+10 [+21] (green cubes), and to a higher extent, Metron ArpeggioGGST Asuka R Metron Arpeggio 2.pngGuardAll [Guard Crush]Startup31RecoveryTotal 59Advantage+113 [+124] (red cubes), use S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28 or block, as your other disjointed buttons are not nearly as effective.

Once you get in though, he has very few and far between defensive options. So run your mix and meaties with very little fear and keep an eye out for his Go To MarkerGGST Asuka R Go to Marker.pngGuardStartup16RecoveryTotal 35Advantage- (teleport).

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Asuka's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Axl Low

 Axl LowNight Raid Vortex and probably die. Designated zoner of the game....
Unfavorable

As Sol only really excels at the closest distance possible, Axl can effectively keep him at arm's length and make neutral a pain.

  • All of Axl's main buttons are significantly larger than Sol's, but cover specific angles that can be countered in a variety of ways. Dashblocking is the way to go since it's noncommittal and steadily gets you in, as Axl's buttons have generally long recovery and require special cancels to discourage forward movement.
  • Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 is not a good option to skip neutral against Axl, as his primary pokes cover the floor anyway. Use it if you think he'll try to use something like f.S or air backdash j.S, and keep meter on hand to make it safe.
  • Sol's buttons can directly counter some of Axl's if timed correctly. For example, Sol's 6H beats Axl's 2H even at long distance.
  • When Sol does get in, Axl's limited defensive options make it very difficult for him to escape. 2K is his main tool to fall back on in this scenario, which will go under many of your typical pressure tools, but it's fairly easy to be safe against its stubby range; even if you can't whiff punish it, you can take your turn again.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3]
6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8
2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8]
214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3
214HGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24
IADB j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage-

Notable Interactions


Neutral


Offense


Defense



Baiken

 BaikenBabe, you gotta stop the jump-ins. Instant overhead beats your kick btw
Balanced

Baiken is another character that tries to get as close as possible to you. She easily has some of the strongest Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. options in the entire game. Most of the time you are forced to guess one of many true options after a hard knockdown from Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 making her options up close much stronger than yours.

  • Baiken's f.S is larger and faster than Sol's f.S, allowing her to control more space midscreen. However, Baiken cannot autopilot gatlings and special cancels from it without giving you an opportunity to close in on her due to her primary hitconfirm (2H, which only works on crouching on counterhit) creating a gap, meaning she will either need to cancel to 5H, which doesn't give her a reliable knockdown, or let f.S recover, which will allow you to take your turn. You should be playing a heavily noncommittal neutral against her most of the time.
  • Some of Sol's strongest tools like 5K cannot be used against Baiken's gapless strings, but IB can be used against things like 2D or Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 to make the situation afterward more threatening for her.
  • HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- is a powerful counter to Sol's pressure. You will often have to bait it to continue your turn or sacrifice stronger pressure for Gun Flame okizeme.
  • Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) is a generally amazing option that every character needs to look out for.
  • Sol has a higher damage output, which can be even furthered with Baiken's tether.
  • Sol can easily punish options off of a blocked KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 with 5K or S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8
Walk Back 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13
Neutral Jump j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD)

Notable Interactions


Neutral


Offense


Defense



Bedman?

Pending


Round Start


Common Round Start Interaction Table
Bedman's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense


Bridget

 BridgetWanna lose to a British zoner? Wanna see me do it again?
Slightly Unfavorable

A matchup where you have to suffer in neutral and be aware on defense, but Bridget has to rely on her unique movement to keep Sol out, and she needs to hit you thrice as much as you need to hit her.

  • Most of her pokes are vulnerable to low profile apart from 2S, which can easily be stuffed using your own 2S. As a result, Bridget will mainly be trying to counterpoke you rather than taking space with her buttons, given Sol's mobility options.
  • Safe pressure is recommended to bait out reversal options like 2K and StarshipGGST Bridget 623P.pngGuardAllStartup9Recovery39Advantage-28, which will cost her a burst at best and outright kill her at worst.
  • Bridget has powerful setups that force you to guess, so try to use FD and IBFD as much as possible to force her to overextend or create large gaps. You can threaten with 5K once Bridget begins using less safe mixups; make sure to dash cancel it if you confirm it connected to get either pressure or a full combo.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense



Chipp Zanuff

 Chipp ZanuffLike swatting a fly with a nuke...
Favorable


Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8
2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7
IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD)

Notable Interactions


Neutral


Offense


Defense



Elphelt Valentine

 Elphelt ValentineRekka? No. Volcanic Viper.
Very Favorable

Elphelt's toolkit revolves around 1 main thing, her rekka A series of special attacks that are only available after the first one is performed., {Chain LollipopGGST Elphelt Valentine 214S.pngGuardAllStartup20Recovery16Advantage-2. Sol possesses his mighty 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16 as well as S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28 which can stop her right in her tracks. As if that wasn't enough, she also loses in neutral. Elphelt has 2 main specials in neutral: Miss Charlotte and Miss Charlotte (Out Of Repair)GGST Elphelt Valentine 214K.pngGuardAllStartup14Recovery10Advantage-8~+3, which can both be low profiled by Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Elphelt's Button Loses To Beats Trades Whiffs

Neutral


Be passive and wait for her to make a move, then react with an approach option such as Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 or air {Aerial Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup22~29 [30]RecoveryUntil Landing+18Advantage-.

Offense


Elphelt doesn't have a very good defensive kit, while Sol posseses an amazing offensive one. For example, she has 1 reversal, and a subpar one at that, so meaties are your friend. FafnirGGST Sol Badguy 41236H.pngGuardAll (Guard Crush)Startup24Recovery16Advantage+11 has its Guard Crush effect so it's not a bad choice. Just beware of wake-up throws.

Defense


Call her out on trying to start her rekka or Bomb-Bomb ChocolatGGST Elphelt Valentine 214H 2.pngGuardAllStartup29Recovery0Advantage+14 (mid air) with 5KGGST Sol Badguy 5K.pngGuardAllStartup3Recovery25Advantage-16 and S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28. Try to keep your cool and remember that all it takes is one mistake on her end.


Faust

Unfavorable


Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3
6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21
5KGGST Faust 5K.pngGuardAllStartup7Recovery8Advantage-2
f.SGGST Faust fS.pngGuardAllStartup12Recovery20Advantage-8
2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage-

Notable Interactions


Neutral


Offense


Defense



Giovanna


Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5

Notable Interactions


Neutral


Offense


Defense



Goldlewis Dickinson


Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19
5KGGST Goldlewis Dickinson 5K.pngGuardLowStartup10Recovery12Advantage-7
f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5
j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD)

Notable Interactions


Neutral


Offense


Defense



Happy Chaos

 Happy ChaosBrought a gun to a fistfight
Unfavorable

Miserable, but at least his lack of defensive options and poor health make slogging through neutral and defense worth it.

  • Consider practicing restraint and dash braking with Faultless Defense when fighting this character, lest he whiff a button and then shoot you for trying to punish. Since he usually delays the shot to convert in case his attack hits, whiff punishing on a read is a lot more effective than trying to react to what he's doing.
  • Keep him honest by preventing 2K from finding success as a mash option, forcing him to rely on his mediocre P normals or punishable 6P instead. Short, safe blockstrings are the way to go until you've earned his respect enough to begin resetting pressure, at which point you can start draining his resources.
  • 5K is an important move in this matchup since it demands Chaos make his blockstrings tight, making his pressure more executionally demanding and letting you get away with some things you wouldn't be able to otherwise, like up-back. That said, he's still hard to block, so you'll have to guess often if you can't take your turn back as soon as possible.
  • His damage and conversion ability are absurd, making hits painful to take, especially if he has meter to break wall with Deus Ex MachinaGGST Happy Chaos Deus Ex Machina.pngGuardAllStartup13+(193 Flash)+7RecoveryAdvantage-25, which could very well be the end of the round. Conversely, Chaos himself crumples like wet paper once you get your hands on him, so being able to threaten high damage consistently is extremely important against him, or he'll get more chances to play the game.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16
5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3
2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4
f.SGGST Happy Chaos fS.pngGuardAllStartup10Recovery21Advantage-14
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7
6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8
236PGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-

Notable Interactions


Neutral


Offense


Defense



I-No

 I-NoCan turn scrambly very quickly.
Favorable

I-No can dominate the neutral game with her projectiles and superior air mobility, and a single hit can spiral out of control, but Sol is good at checking her movement and she hates being pressured just as much as you do.

  • Her main goal is to start her suffocating pressure game through pokes into Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7. Conversely, she will be trying to take initiative in neutral most of the time, so it's ideal to focus on halting her approach using moves like 2S or 5P.
  • When I-No uses Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8 in neutral, dash jump into it. This is safer than simply blocking it on the ground, as you will retain your air options once you can act; you can use this to safely retreat and make it harder for her to catch you.
  • Sol's 5K hitting at an anti-air angle on frame 4 makes it a powerful option for interrupting I-No's hoverdash, forcing her to go for safer mixups that are easier to react to. Similarly, with Roman Cancel available, S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28 is great at stealing a turn on block, and converts to a combo on hit; however, be wary of I-No using throws in her mix-ups to discourage it.
  • Her reversal super Ultimate FortissimoGGST I-No Ultimate Fortissimo-2.pngGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26 has a large gap between hits which leaves I-No airborne, granting a c.S punish that leads into Sol's highest damage combos close to the corner.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9
f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13
2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5
236SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- / j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage-

Notable Interactions


Neutral


Offense


Defense



Jack-O'

Balanced


Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19

Notable Interactions


Neutral


Offense


Defense



Johnny

Pending
  • Recently released character. Little information can be provided.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Johnny's Button Loses To Beats Trades Whiffs

Neutral


Offense


Defense



Ky Kiske

 Ky KiskeBattle of the protagonists.
Favorable

Ky struggles to keep up with Sol's immense damage output and his pressure is comparatively risky with lower reward. That being said, his various neutral options are nothing to scoff at.

  • Preemptive 2S in neutral will shut down a vast majority of Ky's neutral options, including Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14]. His bigger pokes which can beat out your other tools have significant recovery; while 6H is a massive attack that can hit low-profile, it's also very unsafe and has to be special cancelled, which you can play around.
  • His j.S and j.K are fantastic, making it hard to approach him with jumping buttons if he's in the air.
  • Try not to block Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 if you can avoid it, since at longer ranges it gives Ky initiative.
  • Vapor ThrustGGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-33 [-28] is slower than the average reversal, making it easier to safejump or safely pressure Ky.
  • Fuzzy jump is useful when being pressured since Ky's mixup mainly revolves around strike/throw. Make sure to hold FD to mitigate R.I.S.C. gain.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 2S f.S Yes
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5 f.S, 5H, 6P No
2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8 Walk back 6P, 5H f.S, 2S No
2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10 5H Yes
236KGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] No (- on hit)

Notable Interactions


Neutral


Offense


Defense



Leo Whitefang

 Leo WhitefangWill DP Or Flash Kick Win?
Balanced


Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense


May

 May
Balanced


Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7
5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5
2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7
IADB j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD)
DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3

6P trades with 2S and puts May in a hard knockdown.

Notable Interactions


Neutral


Offense


Defense



Millia Rage

 Millia RageLocal Badguy Forced to Block
Balanced

Sol will be playing defensively and reactively to Millia while she flies around the screen like a mosquito and runs unseeable mixups on you, but hit her once and she loses the game.

  • This is one of the few matchups where Sol can take advantage of his stellar ability to defend screen space, as Millia has no valid options at long range and has to rush you down as often as possible. She will be fishing for whiff punishes, so it's important to not commit unless you're absolutely confident she's going to approach.
  • You have to block her mixups out, as most of her setups are entirely DP-safe. Even meter won't help, as her H Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36 won't go away if she blocks. While she's extremely difficult to defend against, getting hit isn't the end of the world, as her damage is low and Sol has good effective health. You are always winning the damage race against her, even meterlessly.
  • 6P is very active, but that makes it easier to react to and take space against her if she whiffs it. On defense, she'll be relying on her 4-frame 2P to contest your pressure, though that naturally comes with the risk of being frame trapped and exploding; try to keep your frame traps tight until you're sure she's going to mash late. It's also important to look for Millia's backdash, as it's very fast; in the corner you can catch it with a fast attack most of the time, but it's more difficult to punish midscreen.
  • KapelGGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS) makes it nearly impossible to reliably anti-air her, so you should wait for her to use it first and then catch her landing. Thankfully, her jump-ins can usually be beaten with 5K or low profiled with 2D if you're in position; if you don't want to gamble on grounded anti-airs, air throw is a good option since it covers both that and Turbo FallGGST Millia Rage Turbo Fall.pngGuard-Startup14Recovery9LAdvantage-.
  • She doesn't have the best options to discourage mashing after cancelling out of c.S unless she has meter, so you can dashblock between hits to move in on her.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense



Nagoriyuki

 NagoriyukiIf he knows what he's doing, just let go of the controller.
Very Unfavorable

You'll have to play more defensively against Nagoriyuki. Mainly because he has a bunch of ways to shut you down. Although you will need to be careful of his Rekka A series of special attacks that are only available after the first one is performed. pressure and Bloodsucking UniverseGGST Nagoriyuki Bloodsucking Universe.pngGuardGround ThrowStartup7Recovery48AdvantageNA, your main objective shouldn't be to get in, but to make him "pop" (AKA to make him go into Blood Rage mode) as he'll lose 50% of his health over the duration of the state, and take more damage.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6 2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7 6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27 f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11 f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2 6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27 - 2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7
2S 6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11 2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7
214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7

Avoid round starting with f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2 or 6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27 as his 5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 counters you. However, if you think he'll do 5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2, you can counter with 6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11. Otherwise, try using 2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7 as you'll both wiff in that situation. Keep in mind that if Nagoriyuki uses ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 or walks back he can punish you for it. Try mixing your round start options to keep the Nagoriyuki on his feet. As well as more unorthodox options like jumping or just walking back. If the Nagoriyuki has been doing moves like 2S too much, try jumping and using Aerial Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup22~29 [30]RecoveryUntil Landing+18Advantage-. If you think hes playing too defensively at round start, run up and grab them or, if youre feeling spicy, Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage- them. If all else fails, you always could (but shouldn't) go for the nuclear option and round start Gold Burst.

Notable Interactions


Neutral


Nagoriyuki can counter your Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10 with ZarameyukiGGST Nagoriyuki Zarameyuki1.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5 which clashes with projectiles. You'll also be giving them a free approach and some Tension. you could try to use Gun Flame (Feint)GGST Sol Badguy 214P.pngGuardStartupRecoveryTotal 25Advantage- to scare him into staying away, but you should still be careful.

Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 leaves you at -17 on block, but it has high reward on hit.

If you have the life lead and you two are far away, try to bait his FukyoGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A if he has high amounts of Blood Gauge and pray to the gods above that he pops Blood Rage and you can get a full combo. However, do be aware that if you are far away, you shouldn't just Vortex in. Dont worry, he's already losing a lot of health. So stay calm and keep your mental in check.

Ultimately, you should try to play keepaway if you have the lead, and try to manage his Blood Gauge better than him, as a good "pop" can give you the punish Attacking someone when they are unable to block, making the damage guaranteed. of a lifetime.

Offense


Defense


Potemkin

 PotemkinPlease send help.
Balanced

A volatile matchup that's an absolute pain to play for both characters. Potemkin has trouble keeping pressure going due to Sol's excellent defensive toolkit, but Sol has to be very careful in neutral and cannot trade with Pot under most circumstances.

  • Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 has a hit of armor, which will get you killed for trying to place preemptive counterpokes. As Potemkin's pokes aren't fantastic to begin with against a character like Sol, it's important to either 6P it on reaction or mash 5K to beat Potemkin trying to Roman Cancel it.
  • While his pressure is certainly terrifying, knowing to pick when to jump or mash against him trying to steal a turn makes it more manageable. You can also use Instant Faultless Defense on his slower moves like Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 or F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 reliably, sending him half screen away and forcing him to burn meter or slog through screen space again respectively.
  • Heavenly Potemkin BusterGGST Potemkin Heavenly Potemkin Buster.pngGuardAir ThrowStartup12+0Recovery16AdvantageN/A PRC gives him one defensive option to watch out for, but otherwise he's fairly helpless on defense as long as you keep everything safe and tight.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1
6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15
f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8
2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8

Notable Interactions


Neutral


Offense


Defense and Punishes


Mega Fist


  • 2K punishes Mega Fist (Forward)GGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6 from further than 5K (it is also safer on whiff if you still whiff it due to the spacing).
  • You can dash block against Mega Fist (Forward) on reaction to get a better spacing for your punish, though it is quite hard.
  • Mega Fist (Backward)GGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 avoids and punishes any 6S frame trap from 2P / 5P / 2K, don't autopilot those strings too much.
  • If you’re looking for a Mega Fist, the best way to stop it on reaction without giving them a chance to Red Roman Cancel is either j.D or H Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26 because your other main options to do on reaction, 6P, air throw and S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28, are very inconsistent.

F.D.B.


  • Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 goes under F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, 5H/6S > Gun Flame (Feint)GGST Sol Badguy 214P.pngGuardStartupRecoveryTotal 25Advantage- into Vortex will punish a flick attempt on your Gun Flame (Feint).
  • 5H/6S > Gun Flame (Feint), 6H will trade with F.D.B., without Gun Flame (Feint) it'll beat it clean (this is safer than Night Raid Vortex since it can't be punished with Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage- on block).

Hammer Fall


  • You can 6P or Night Raid Vortex under Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9, though the latter might be difficult on reaction.
  • After a normal hit 6P, a late cancel into Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup30Recovery13Advantage-3 will be meaty and a bit plus.
  • An early cancel into Bandit Bringer will whiff and be minus but in range to Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage- them.

Garuda Impact


  • On wake-up midscreen, you can backdash Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 on reaction; you might get hit but you'll be taking some damage in exchange for getting out of his very powerful offense. Don’t do this in the corner or if the damage would kill you, of course.
  • Garuda Impact is 0 to slightly minus when air blocked. If he does it outside of your wake-up, upback when you see it (if you upback early enough you'll just get out, if you air block it you’re at advantage).
  • If you DP on wake-up and they Garuda Impact, you might get a clash. Because of this, you should OS something behind your DP on wake-up (or if you react to Garuda Impact while you do the DP motion), like Faultless Defense or a fast move (f.S, 6H...).
  • Using Faultless Defense against Garuda Impact might be a good idea since its chip damage is no joke.

Slide Head


  • Bandit RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7 can be used on reaction midscreen to break Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0's armor and give you a punish. 6S > Bandit Revolver (1) will give you a grounded 5K / c.S combo (including kara H Volcanic Viper) and Bandit Revolver (1) > Bandit Revolver (2) will give you a medium Counter Hit punish.

Surviving on Wake-up


  • Delay backdash should beat his layer 1 mix-up (meaty or command throw) when he doesn’t have enough time to do Garuda Impact.
  • Potemkin Buster midscreen into Hammer Fall Break[[File:|130x200px]]GuardN/AStartupRecovery27Advantage- into "meaty" is real okizeme only if the Hammer Fall Break is timed perfectly, otherwise you should only be at a low frame disadvantage if he comes point blank, so you may try to challenge with 5K or jump back.


Ramlethal Valentine

 Ramlethal ValentineYou're both going to explode.
Balanced

Actually not as bad of a matchup as it first appears, as Sol has as many ways to deal with Ramlethal's game as Ramlethal has to deal with Sol's.

  • Her default neutral gameplan of sneaking damage and positioning with f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13] > 5HGGST Ramlethal Valentine 5H.pngGuardAllStartup12Recovery28Advantage-12 [-13] is extremely vulnerable to dash blocking, especially if you can IB either of these attacks. Notably, if she tries to delay 5HGGST Ramlethal Valentine 5H.pngGuardAllStartup12Recovery28Advantage-12 [-13] to catch mashing from closer up, you can dashblock into it and get a punish on her.
  • Your f.S gives considerably more reward than what she can get unless you're near the corner, and its speed makes it very difficult for her to deal with it without using preemptive low profile options.
  • Her pressure is scary, but Sol gets to cheat and earn knockdowns if she gets sloppy using 5K, as well as punishing some of her more committal blockstring extenders, such as her rekkaGGST Ramlethal Valentine Erarlumo 1.pngGuardAllStartup16Recovery12Advantage-5 (Definition of "Rekka A series of special attacks that are only available after the first one is performed.") midscreen. During your own offense, it's good to stagger and delay often, as her mash options don't have a lot of range and MortobatoGGST Ramlethal Valentine Mortobato.pngGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} is extremely unsafe.
  • Being a lightweight and having bad health makes her extremely frail, and she can't keep up with your damage output and conversion ability unless she has meter.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2
f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD)

Notable Interactions


Neutral


Offense


Defense


Sol Badguy

 Sol BadguyDaisuke's Vision
Balanced

This mirror either gets really strategic or really stupid.

  • Sol can and will mash 5K and Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28 at any point in a blockstring, especially with meter. Because many of your pressure tools move you forward, it is important to occasionally represent safer attacks like 2K so you can discourage this.
  • Both of you will be hitting 2S a lot preemptively. If you look for it, try to whiff punish using something like 6S.
  • It's actually fairly difficult for Sol to anti-air Sol without overcommitting. Rising j.H is one way to do this.
  • Bandit RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7 > Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage- is not real, and you should c.S them for trying since every Sol will try it at least once. 5K will comfortably punish the first hit of BR on its own if you don't want to gamble.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11
f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2
2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7
6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27
2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4
Dash 623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26

Notable Interactions


Neutral


Offense


Defense



Sin Kiske

 Sin KiskeIt's Okay™️
Favorable

There's really not much to be said about Sin. Your damage output and faster attacks give you a lot of leeway to bully him in many situations, and his win condition of mixing you up in the corner is weaker than usual due to Sol's amazing defense.

  • His poor frame data makes it hard for him to take initiative in a lot of situations, forcing him to rely on his lights to stop your approach or use his longer-ranged moves like 2S and Beak DriverGGST Sin Kiske 236H.pngGuardAllStartup16Recovery22Advantage-14 preemptively, which is vulnerable to patient play and whiff punishment.
  • Sin has simple but powerful mixups and his combos will take you straight to the corner, but he often needs to keep his pressure short and safe due to the threat of Sol's defensive options. It's important to keep the high/low mix between 6K and Hoof StompGGST Sin Kiske 214S 2.pngGuardHighStartup21Recovery22Advantage-11 in mind, as doing so will make those options easier to block, since Sin usually throws them in where you aren't going to be able to mash anyway.
  • Watch out for Hawk BakerGGST Sin Kiske 623S 2.pngGuardAllStartup9Recovery36Advantage-26 and remember to punish between the first and second hit if he does it meterless.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Sin's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense



Testament

 TestamentHope you've been watching Mocchi.
Slightly Unfavorable

Typical projectile zoner matchup with more neutral movement spice.

  • Testament is rough for Sol to fight at a glance because of options like f.S, 2K and Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4. With their great space control, it becomes a challenge to get in; neutral mainly consists of dashblocking their projectiles to slowly gain ground and abusing their poor frame data once you're at a closer range.
  • Since their buttons typically sacrifice speed for range and disjoint, Sol can bully them at around midrange with moves like f.S, 2S, 5H and 2D, leveraging the threat of a strong conversion to move around their preemptive counterpokes.
  • Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup30Recovery13Advantage-3 can be good to throw out from time to time, clearing their ground-level zoning easily and at least forcing them to block. The air version is especially useful because 6P, as ridiculous of a button as it is, is their only reliable anti-air; as such, mixing your air approach up correctly can reward you with a knockdown and let you get started against them.
  • Their 2K has remarkable range for a normal of its kind, making it slightly more difficult to run conventional stagger pressure against them, but besides that their defensive options are unremarkable to outright poor. Of note is the ability to safely meaty Calamity OneGGST Testament 236236K.pngGuardAllStartup11+4Recovery67Advantage-38 using 2P, which is also YRC-safe.
  • Instant Block is worth practicing against them since Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 is their typical pressure ender, and the second hit always comes at a predictable timing after the first. Keeping yourself as close to them as possible is great, since it allows you to threaten with Sol's amazing close-range options, such as keeping you in range for Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top


Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 2K, 2S, 2D f.S, 6S 6P
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7 f.S, 6P, 2D 2S, 6S
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7 2S f.S 6P
236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4
j.236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2
Walk Back

Notable Interactions


2D is a workhorse in this match-up because it can low profile Testament's f.S and beat 6P while contesting Testament's lows. Additionally, if you can get a Counter Hit, you get good reward such as CH 2D > 236K, 214S, 2K > 6S~CL 623H, or 5K > 6S > 236KK.

Neutral


Neutral is RPS between f.S, 2S, 2D and Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup30Recovery13Advantage-3.

f.S:

  • Sol's f.S beats Testament's f.S and gives great reward on Counter Hit. Use this button if Testament is conditioned not to use 6P because of 2D or whiff punishing.

2S:

  • Great poke that can beat 2K, 2S and 6P. Use this move when the Testament player is using those moves often and force them to use f.S in order to contest this button, which can be beaten by 6P and 2D. If they start trying to do dash 2K this button is solid for contesting that as well.

6S:

  • Use this button sparingly since it loses badly to f.S, 2K, and 2H. However as your farthest reaching move it can be used to catch testament players attempting to do S Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 from a farther distance thus its good to represent this option.

6H:

  • Crutch button that completely sidesteps most of their layer 1 gameplan until they adapt to it, which isn't difficult for them to pick up on quickly. Whiffing it or them blocking it is more or less a death sentence, but it will frequently hit them out of the startup of many of their pokes and zoning and give you a trade at worst, letting Sol close the distance for free.

Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup30Recovery13Advantage-3:

  • If Testament does a lot of S Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4. In particular, if they use one after another, you can Bandit Bringer after the first one. What this accomplishes is forcing the Testament player to either do H Grave ReaperGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2 to catch it or wait and block and see. This gives you the room you need to get in.

Whiff Punishing:

  • As in all of Sol's match-ups, whiff punishing is very important, in particular for this match-up for punishing 2S and 6P. Don't try to react to the button, but aim to press expecting them to press the button. Using this allows you to get space and do dash f.S because of their fear of you punishing their whiffing in neutral. The button that you should be using is 6H because of its speed and horizontal range for punishing 2S and 6P.

Dash Blocking:

  • Dash blocking projectiles are important because it allow you to stay at your ideal distance where you can operate, but also allows you to punish Unholy DiverGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 with Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17. Showing that you can punish this will slow down Testament's momentum after they S Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 and force them to think more on how they can start their pressure.

Offense


  • Things to note about Testament's defense options when running offense against this character are 2K and 6P. f.S into 2S is essential in this match-up because it will beat 6P mash after f.S and whiff punish 2K or beat it after f.S. f.S into 5H can also work but is riskier.
  • Be careful about doing both hits of Bandit RevolverGGST Sol Badguy 236KK.pngGuardAllStartup6Recovery6+17 LandingAdvantage-11 into Roman Cancel because Testament's 2K can low profile the second hit and screw up your 50/50 high-low mix.

Defense


  • S Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 and H Arbiter SignGGST Testament 214H.pngGuardHighStartup28Recovery26Advantage-12 are a must to learn how to block. It is very doable since the start-up of these moves are 24 and 28 frames respectively. Fuzzying low then high is an effective way of dealing with Arbiter Sign pressure well, and since they are fairly slow, its very lenient. Fuzzying in this instance would be done by blocking low for a little bit of time and then blocking high, this will take practice to grasp but the training mode has options that allow you to practice this.
  • If the Testament player does a blockstring into an Arbiter Sign at around round start distance and you block it, you can punish with 6H and take your turn back. This is assuming that you do not have Stain State.
  • Testament's 6H can be beaten with 6P or S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28 on reaction.

Zato-1

Unfavorable


Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9
Walk Back 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9

Notable Interactions


Neutral


Offense


Defense



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