GGXRD-R2/Sol Badguy/Resources

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 Sol Badguy


Preface

This page is Sol Badguy's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.

For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:

  • Character Discord pins
  • Links or transcriptions of external personal documents and / or Dustloop User Docs
  • Tech videos, especially from Twitter hashtags
  • One-off or niche combo routes
  • Set-ups (for pressure, mix-ups, okizeme, or setplay)
  • Video analyses of matches and sets
If more opinionated works are posted, such as match-up charts, it is highly recommended that you include accreditation to the creator and any other important specifics (such as ordering or et cetera), so that readers can evaluate the sourcing. To readers, also note that this means you should consume at your own discretion. Not all strategy or reasoning may be fully explained, tested, or viable, so either be sure to ask the creators any questions (if possible), or do your own research in training mode.
Community Links
Character Discord

Twitter Hashtag

Match Replays

Documents

The Tank's "Time to Optimize/Extend/Be Cool as Sol Badguy" Guide

A great reference for a number of option selects, frame kills, and optimized dustloops.

VR-Raiden and Blazue's Evernotes

Large resource of matchup information and other notes. A lot of this information is old (some of it going all the way back to Sign) but a lot of it still holds true and it's an excellent starting point for a lot of topics.


Videos


Stale Dragon's Youtube Channel

Tons of examples of various BnB combos and punishes, often with beginner and advanced routes.

Plain Text

Getting the good Bandit Revolver knockdown for Corner Oki

As written by Wake in the Sol Discord.

Getting spaced BR oki for high/low on the whole cast.

Even if the route is the same, the timing might be a little different within the group (especially for the runflame route's 6P BR).
You can eyeball it with experience! You also might need to adjust your spacing slightly by walking post-knockdown (especially with the ram route).
Please tell me if anything is wrong!


Legend: R.=running/microdash
DLY=delay
BRK=break, 214k


FAF BB GF GROUP: CH, EL, FA, JO, KU, KY, LE, PO
ROUTE: 6P 5H J.DD FAF BB GF 2H BR.
Microdash the fafnir vs. EL. Heavy delay after WT on CH.
At 2+ hits before launcher use [...] FAF R.GF 2H BR instead.


RUNFLAME SJ GROUP: AS, AX, JC, RV, SI, VE
ROUTE: 6P 5H J.DD FAF R.GF 6P DLY 2H 29 J.D BRK 6P BR.
At 3+ hits before launcher (2+ on VE), use [...] FAF R.GF 2H BR instead.


DOUBLE LOOP GROUP: BA, DI, IN, JA, MA, MI
ROUTE: 6P 5H J.DD 6 DLY 9 J.DD 669 J.SD DLY 9 J.SD BRK 6P BR.
Adjust your spacing and timing between the loops by not walking forward or delaying less.
At 2+ hits before launcher, use [...] J.DD IAD J.D BRK 2H BR


DOUBLE GF GROUP: BE, SO, SL, ZA
ROUTE: 6P 5H J.DD FAF R.GF 6P GF

->9 J.D BRK 6P BR. (SO, SL, ZA)
At 2+ hits before launcher, use [...] FAF R.GF 2H BR
->5H BR. (BE)
At 3+ hits before launcher, use [...] 2H BR


RAM: RA
ROUTE: 6P 5H J.DD FAF 66 2H 9 J.DD FAF BR.

At 2+ hits before launcher, use [...] FAF FAF instead.

How to do the most basic dust loop:

Launch with 6P or WT at, do a 5H, forward jump and press jD as soon as possible, press another on the way down, walk forward 9 jDD, IAD jDxj214K 6P BR.

The key when you're just starting out is to hit the first jD as early as possible, the second jD doesn't happen until you're nearly hitting the ground again

Oki from different combo enders:

6H ender:

- Can delay cancel into meaty gunflame. Very good against chars with small hitbox reversals. Sets up your standard pressure mixup. There's no real "out" for this for the opponent, like with a throw/anti air OS. They just have to take the pressure and make a decision

- Can be used to setup safejump timing on some chars with slow wakeup. vs Sin you can immediately jump for safejump j.S backdash OS against his DP

VV ender:

- Used either in routes where other enders are too slow or you are going for that extra damage. Also used because of the damage, and if you want to safejump the other character. I use VV ender on Leo a lot because I don't want to deal with DP. This also leads to conditioning which lets you do "fake" 50/50 mixups because they are expecting you to do a safejump

BR ender: - Gives you the most frame advantage

- Depending on the combo before hand, you are frequently spaced out of throw range, which let's you do a high/low mixup. The frame advantage allows you to be able to time it against any of the cast. 2K/j.S mixup can be variable guarded by good players since they have different timings

- If you have 50 meter, you can 50/50 with j.S/2D -> tyrant rave which has a more similar timing than with 2K. It also does crazy damage.

- Some characters can 6P/throw OS the high low mixup no matter what, so sometimes you will want to mixup with a meaty safejump or an airdash j.PP, which should catch mashing and backdash

vs Raven: try not to whiff crouching things since at max range on standing hit he just gets like f.S but on crouching hit he can get f.S 2H Scratch

you can fill the space between you with gunflame and it's hard for him to punish that, he has to pin yrc airdash or jump forward jD (which is really low payoff) unless he's at just the right spacing to dash through it, and if you yrc the gunflame as he moves forward then he's kinda screwed

you want to patiently walk forward and if he's throwing out things to check you you can IB them for free meter. when you have 50 meter you're a lot scarier because you can contest with things like f.S rc

a thing to remember in the raven matchup is that his damage payoffs are shit off almost everything, which skews the risk/reward on things like fishing with your 6H since if you ever snipe a f.S or 2H or 2K with that he'll melt

at the same time you want to cool it when he shows that he's willing to do random neutral stance to catch big things like 6h / fafnir. you won't always be able to run up and grab stance but you can at least move into a better position, this is definitely a matchup where anytime he stops controlling your movement that's a small victory for you.

however the point about the damage isn't really true if he can easily mix you up off knockdowns, so you need to make sure you can at least react to his 5D and his 63214H properly or you'll be free

proper response to 63214H is to jump forward and punish with a combo, unless he has 50 meter to prc, then you want to jump neutral / back or if you're in the corner you can superjump; this way he won't get a free 63214S. if you have trouble seeing the difference between 63214S and 63214H then you want to condition yourself to jump late

if you do get 'checkmated' into a 63214S remember that you can blitz it or sometimes j623S it if you're close enough, since it's not a throw, it's just unblockable (like Heat Knuckle)

there's a ton of footage of DEB vs manny blaze you can look at for reference. though manny doesn't really zone, he's more aggressive, so you can look up footage of rafi for a more neutral-focused raven. and of course there's the sets of zadi vs haaken

vs Potemkin "5h, jH, and fafnir are all ready important options for the matchup in neutral. I think mixing between them is the easiest way to win. Honestly, I think Roi is the best at playing vs Potemkin, so watching him is definitely worthwhile"

vs Chipp "I'm not as confident in the Chipp matchup because of gamma lol, but I think it's an okay matchup. Waiting is really important but running is too. Running is probably more important. Chipp has a lot of moves that can beat Sol dashing (2s, 2d, gamma, etc) but FD braking and dashing normals can beat them. For example, Chipp players stick out 2s predictively vs a dashing Sol, and you can make it whiff by FD braking or beat it with fS. Of course, you should also aim to hit them with high reward moves (fafnir, 6h). It's not only just about hitting them, but also just showing them that you're willing to do it can pressure the Chipp player. That's applicable to all the other matchups, too. Just make sure to avoid Chipp being on offence, him building too much meter, or just dying in the corner to him. Being knocked down or getting hit by small moves is okay, just make sure to build 25% in neutral (for blitz vs his mixup). When on offence vs Chipp, I've recently started to mix them up from the ground rather than do a safejump with jS. The reason is because Chipp's wakeup time is slow. He has beta blade, but if the ground mixup hits then it's big guaranteed damage. That's my basic thought process. The matchup varies based on player and because YRC is in this game it's impossible to be stable. Sol is the ultimate player read character, so more than just matchup, winning depends on your yomi as well. "

vs Slayer "Although I think Sol is strong vs Slayer, I'm also not that confident. It's a very read-based matchup. Gunflame is very strong against many of his options, but his airdash is low for him to hit you if he's prepared. Likewise, Fafnir beats many things but could also lose to 2d, mappa, or 2h. Even when you knock him down, Slayer has blitz as well as an unbeatable jump out. However, Sol basically has the same sort of thing on defence so I guess it's not that bad. The big thing to emphasise is that no matter how strong your option is, Slayer can beat it with a well-placed read. Things like dashing at him could make him react with a pilebunker, which could lose to you simply using dash fafnir instead. It's most important to read the Slayer's habits and know interactions like that."

vs Johnny "Here's my opinion on Johnny: winning or losing depends on both player's options and what they choose to do. I tend to play very patient in this matchup, but it's also important to move in relation to what the Johnny does. Is he using coin a lot? Is he using lvl 1 mist finer a lot? Of course, even if you try to adapt to these things with your movement, he may vary it himself next time, so it's important to keep that in mind and remember it's not really stable lol. Still, you HAVE to use things like 5h, gunflame, bb, fafnir, 2d, 6p, and 6h in neutral. It's also important to use DP when he approaches you in pressure. I don't have a real stable gameplan against him in all honestly. It's all about reading the opponent when you implement these options. You shouldn't do all these options at once, but vary them between waiting instead."

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