GGXRD-R2/Sol Badguy/Matchups

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 Sol Badguy


Matchups

Table of Contents
GGXRD-R2 Answer Icon.png GGXRD-R2 Axl Icon.png GGXRD-R2 Baiken Icon.png GGXRD-R2 Bedman Icon.png GGXRD-R2 Chipp Icon.png
GGXRD-R2 Dizzy Icon.png GGXRD-R2 Elphelt Icon.png GGXRD-R2 Faust Icon.png GGXRD-R2 I-No Icon.png GGXRD-R2 Jack-O Icon.png
GGXRD-R2 Jam Icon.png GGXRD-R2 Johnny Icon.png GGXRD-R2 Kum Icon.png GGXRD-R2 Ky Icon.png GGXRD-R2 Leo Icon.png
GGXRD-R2 May Icon.png GGXRD-R2 Millia Icon.png GGXRD-R2 Potemkin Icon.png GGXRD-R2 Ramlethal Icon.png GGXRD-R2 Raven Icon.png
GGXRD-R2 Sin Icon.png GGXRD-R2 Slayer Icon.png GGXRD-R2 Sol Icon.png GGXRD-R2 Venom Icon.png GGXRD-R2 Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • Character Strategy pages generally have at least some basic counter-strategy.
  • Please keep in mind the matchup chart is subjective and not all players may agree.

Answer

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Defense


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Neutral


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Offense


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Axl Low

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Defense


  • Pressuring Sol as Axl might as well be an unfavorable situation for Axl. This is because Sol has a good round of defense and abare options outside of Universal mechanics (Ex. 5K, HVV)). Axl thrives under the timer, Axl has an option for all of Sol's exit routes, making it exceptionally difficult to escape.
  • Axl 2H covers dash block/run up buttons if used preemptively. However, Axl has very few enders that leave him at an advantage, leaving Sol a small opening to escape.
  • Axl 2S/5P covers jump out and airdash, making the options risky, yet rewarding if Sol Calls out Axl's 2H .
  • Effective use of FD, IB, and dash blocking is going to be key to escaping the corner. Sol's hasty startup normals aid him in poking his out of the corner. While discouraged, Bandit bringer, HVV, and Gunflame YRC are Sol's options to bludgeon is way out of the corner.

Neutral


  • Neutral against Axl is a test of patience. Axl relies on 5P and 2H to poke and prod Sol in neutral in attempts to cover both air and grounded approach. Dash Blocking until in Sol's f.S and 2S is both the Safest option and key to Sol's approach. Once in Sol's effective range, Sol can contest Axl's space due to f.S/2S fast startup and disjointed hitboxes.
  • In neutral, Sol does have some ways to force his way in. These options being Bandit Bringer, a hard callout to Axl 2H, and gunflame YRC, which reaches into Axl's extended hurtbox on his 2H and 5P . These options make Sol a threat even from Axl's max 2H range but, should be used with caution.

Offense


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Baiken

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Neutral


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Bedman

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Neutral


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Chipp Zanuff

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Defense


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Neutral


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Dizzy

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Elphelt Valentine

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Faust

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I-No

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Jack-O

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Jam Kuradoberi

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Johnny

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Kum Haehyun

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Ky Kiske

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Leo Whitefang

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May

 May
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Millia Rage

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Potemkin

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Ramlethal Valentine

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Raven

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Sin Kiske

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  • Sin's damage goes toe-to-toe with Sol's. Stray hits, and big counter hits leading to big damage will be a common occurence.
  • IB'ing Elk HuntGGXRD Sin ElkHunt.pngGuardLowStartup15-21Recovery11Advantage0 makes it -4, creating an opportunity for Sol to press a button.

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


Notable Interactions


  • Because of Hawk Baker's poor hitbox, 2S is a solid meaty option against sin if spaced well. Hawk Baker will whiff, denying Sin any special to special cancels, and handing Sol a free CH punish.
  • 6H can be utilized as a huge callout to Sins who like to swing in neutral. Reaches into Sin's disjoints, but can often trade with his normals and specials.

Defense


  • Sin has some of the most oppressive offense in the corner… When he has hunger to spend. Sol’s goal is to Utilize FD Sin out to create enough space for him to wiggle out. In the midst of this, Sin will most likely try to use his far reaching specials to keep Sol in the corner, spending even more Food Bar, and creating an even more favorable situation for Sol.. If he manages to escape.
  • Unlike some other matchups, Sol will be using less of his normals to poke his way out of the corner and more movement to force Sin to whiff, allowing Sol to gain space, or whiff punish with f.S.
  • The goal, at the very least, is to reset back to neutral. At most, Sol can force Sin to take a few extra risks to reset pressure. These risks usually involve Sin spending a few extra calories to get back in...
  • TLDR, Force Sin to spend his calories. He's helpless without them.

Neutral


  • Sol, much like in many of his other matchups, will spend a lot of time utilizing Dash Brake to inch his way forward and create whiff punish opportunities. Sin's buttons outclass nearly all of Sol's with their range, hasty start-up, and dislocated hitboxes. Most notably F.S/2S and 2D. Whiff punishing these normals can be difficult, but not impossible and may be one of Sol's few options that dissuade Sin from swinging haphazardly.
  • Sin will want to poke Sol out until he can score a knockdown. Sin will usually have to spend food to do this, however, further encouraging Dash Blocking to push against Sin. Not only will this help Sol gain space, it'll also help widdle Sin's food meter down leading to more favorable interactions.

Offense


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Slayer

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Sol Badguy

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Venom

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Zato-1

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