m (Corrected capitalisation and line breaks) |
m (→Further Learning: Added 'throw' to 'high/low mixup') |
||
Line 111: | Line 111: | ||
*Safejumps: | *Safejumps: | ||
**After most knockdowns, Sol can time a {{clr|3|j.S}} or {{clr|4|j.H}} such that, if the opponent blocks, it will hit them, but if they backdash or use an invincible reversal, it will whiff and recover in time for Sol to block and punish them. | **After most knockdowns, Sol can time a {{clr|3|j.S}} or {{clr|4|j.H}} such that, if the opponent blocks, it will hit them, but if they backdash or use an invincible reversal, it will whiff and recover in time for Sol to block and punish them. | ||
**Once the opponent starts respecting these, Sol can instead perform a high/low mixup between empty jump {{clr|2|2K}}, airdash {{clr|3|j.S}} > {{clr|4|j.H}} or empty jump Wild Throw ({{clr|2|623K}}). | **Once the opponent starts respecting these, Sol can instead perform a high/low/throw mixup between empty jump {{clr|2|2K}}, airdash {{clr|3|j.S}} > {{clr|4|j.H}} or empty jump Wild Throw ({{clr|2|623K}}). | ||
**The timing will change depending on the opponent's wakeup time. | **The timing will change depending on the opponent's wakeup time. | ||
}} | }} |
Revision as of 07:46, 28 June 2022
- f.SGuardMidStartup7Recovery24Advantage-11, 2SGuardMidStartup10Recovery8Advantage+3 and 5HGuardMidStartup11Recovery26Advantage-9 are Sol's primary pokes.
- f.S is the fastest of the three. Gatling into 2S makes f.S safer even if 2S whiffs.
- 2S is hard to punish due to its short recovery and frame advantage on block.
- 5H has the longest range and can lead to large damage on Counter Hit.
- 6PGuardMidStartup11Recovery20Advantage-9 and 2DGuardLowStartup7Recovery20Advantage-6 are counterpokes with hurtboxes that low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. many moves.
- j.SGuardHigh/AirStartup9Recovery23Advantage- and j.HGuardHigh/AirStartup9Recovery0Advantage- are Sol's primary jump-ins.
- j.H in particular is active for a long time, shrinks Sol's hurtbox and has no recovery at all.
- 2D and Bandit RevolverGuardMidStartup9Recovery2+7 after landingAdvantage-3 (236K) end many combos in a knockdown.
- 5KGuardMidStartup3Recovery13Advantage-7 is a quick anti-air with high vertical range. It has somewhat low recovery, but try not to whiff it.
- 2HGuardMidStartup8Recovery26Advantage-13 is a slower but slightly disjointed anti-air.
- j.PGuardHigh/AirStartup5Recovery4Advantage- and j.KGuardHigh/AirStartup6Recovery17Advantage- are air-to-airs that can be performed while rising during a jump.
- Air ThrowGuard88 pixelsStartupRecoveryAdvantage- is another decent air-to-air, though it leads to much shorter combos midscreen. It can be option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.ed with an air normal (usually j.6P+H) to perform the air normal (in this case, j.P) if Air Throw cannot come out.
- H Volcanic ViperGuardMidStartup5Recovery29+10 after landingAdvantage-43 (623H) is an extremely risky anti-air that must be used on prediction, if at all for this purpose.
- 5K is an excellent abare An attack during the opponent's pressure, intended to interrupt it. move that is tied for the fastest normal in the game.
- Volcanic Viper (623SGuardMidStartup7Recovery21+10 after landingAdvantage-28/H) is a very solid dragon punch A move that has invulnerability during its startup, long recovery, and a rising motion., but is incredibly unsafe on block or whiff.
- Grand ViperGuardLow×7, MidStartup17Recovery37Advantage-21 (214S) low profiles from frame 1 and can be used to evade some meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.s, but is also incredibly unsafe on block or whiff. It is recommended to Roman Cancel this if Sol has 50 Tension.
Sol mainly opens blocking opponents up with frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s and tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s. His three grounded overheads, 5DGuardHighStartup24Recovery24Advantage-13, Bandit BringerGuardHigh/AirStartup32Recovery9+4 after landingAdvantage+1 (236[K]) and Riot StampGuardHigh/AirStartup9 after reaching wallRecovery3 after landingAdvantage-4~ (214K), are too slow and reactable to be used as reliable mix-ups. Due to Sol's faster moves lacking range, his blockstrings are usually short.
It is important that the below techniques be used in combination to condition opponents. Failure to do so can result in predictable patterns that opponents can easily counter and punish.- 5PGuardMidStartup4Recovery6Advantage0/2PGuardMidStartup5Recovery4Advantage+2 > dl 5P/2P - Can be repeated until Sol is pushed out.
- 5P/2P > dl 5K/2KGuardLowStartup6Recovery8Advantage-1
- 5P/2P/2K > 6P/2S
- 5P/2P > 5H
- 6P/5K/c.SGuardMidStartup5Recovery12Advantage0 > dl 5H
- 5P/2P/6P/5K/2K/c.S > dl 2H
- 5P/2P/6P/5K/c.S/2S/2H > dl 2D
- 2S > 5P/2P/5K/c.S - Is a link instead of a gatling.
Once opponents are conditioned to block patiently, Sol can instead run forward and start a new blockstring. This leaves a gap that opponents can mash out of if they predict it. Pressure resets are usually done from 5P, 2P, 2K, c.S and 2S due to their speed and/or frame advantage. If opponents continue to block patiently, Sol can instead run forward and throw them. This is usually performed with Wild ThrowGuard70 pixelsStartup4Recovery31Advantage- (623K), which has much greater reward on hit than Ground ThrowGuard43 pixelsStartupRecoveryAdvantage- due to it allowing a follow-up combo anywhere. Ground Throw can be option selected with a ground normal (usually 6K+H) to perform the ground normal (in this case, 5K) if Ground Throw cannot come out, making it safer than Wild Throw.
Any gap in a blockstring can be beaten with various options, each of which can usually be punished if predicted:
- Attack - Frame trap.
- Jump - Frame trap, anti-air, or end blockstrings with Bandit Revolver (236K).
- Backdash - Dash forward and punish with an attack.
- Throw - Space attacks outside of opponents' throw range.
- Invincible reversal - Differs depending on the reversal in question; usually block and punish with an attack.
- c.S > 2D > Bandit Revolver (236K) - Basic close range combo into a knockdown. Can be comboed into from:
- 5P
- 2P
- 5K(1)
- 5K with dash momentum
- 2K
- f.S > 5H > Fafnir (41236H) - Basic mid range combo. Can be comboed into Tyrant Rave (41236H/DGuardMidStartup11Recovery17Advantage+7 > 64D) for additional damage and a knockdown at the cost of 25 Tension.
- 5D > j.DGuardHigh/AirStartup9Recovery10+5 after landingAdvantage- > j.D > j.S > j.K > j.S > dj.S > j.D > S Volcanic Viper (623S) > Knockdown (214K) - Basic 5D combo into a knockdown. Hold up during the first two j.Ds in order to cancel them back into Homing Jump.
- j.S > dj.S > j.H > S Volcanic Viper (623S) > Knockdown (214K) - Basic air combo ender into a knockdown. Can be comboed into from:
- j.PxN
- 5K(2) > j.P except on lightweights
- 5K > 2H except on lightweights
- CH 2H
- Wild Throw (623K) > 66 > 2H
- 5K(2) > sj.P > j.S > j.H > S Volcanic Viper (623S) > Knockdown (214K) - Shorter anti-air combo into a knockdown that is more consistent on lightweights.
These are intermediate/high level techniques that are best gradually learned and integrated into your play rather than learned up-front.
- Force Roman Cancel points:
- Gun Flame (236P) FRC is Sol's best use of 25 Tension. It turns Gun Flame into a safe projectile that can control the ground in neutral, reset blockstrings from moves with fewer gatling options and give Sol great frame advantage in okizeme.
- Aerial Bandit RevolverGuardAllStartup6RecoveryUntil landing+12Advantage- (j.236K) FRC propels Sol forward without using up an air option, effectively giving him a second airdash. It can also extend some air combos.
- Dustloop - The first of Sol's loop combos, and the namesake of this website.
- A rising j.D causes enough untechable time Minimal hitstun before teching is possible. to allow for another j.D to be linked in the corner before landing. This is ended with 66 > j.S > j.D > dj.S > j.D > S Volcanic Viper (623S) > Knockdown (214K).
- This requires specific combo routes that differ between character weights.
- Bandit Revolver loop - The second of Sol's loop combos.
- A 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.d aerial Bandit Revolver (j.236K) causes enough untechable time to allow for a 5K to be linked, then cancelled into another aerial Bandit Revolver. This is ended with 5K > Bandit Revolver (236K).
- This deals less damage than Sol's other loops, but builds more Tension.
- This also requires specific routes that differ between character weights.
- Sidewinder loop - The last of Sol's loop combos, and the most utilised in +R.
- A Clean Hit SidewinderGuardHigh/AirStartup9RecoveryUntil landing+13Advantage- (j.236H) causes a wall bounce and enough untechable time to allow for an attack string into another Sidewinder. This is ended with Bandit Revolver (236K) or S Volcanic Viper (623S) > Knockdown (214K).
- This becomes Sol's primary combo at an intermediate and advanced level, as it deals high damage, can be comboed into easily (including from Dustloops) and can combo into other attacks easily (including into Bandit Revolver loops).
- Like Sol's other loop combos, the routing differs between character weights as well as hurtboxes - each character has specific hurtboxes that Sidewinder must hit in order to inflict a Clean Hit. Force Break SidewinderGuardHigh/AirStartup9RecoveryUntil landing+13Advantage- (j.236D) guarantees the Clean Hit at the cost of 25 Tension and more damage scaling.
- Grand Viper combos:
- Grand Viper (214S) can be mashed by rapidly pressing two directions and buttons. If fully mashed, it inflicts a Clean Hit and allows for a follow-up combo. Some routes on some characters can land a Clean Hit Grand Viper with no or little mashing.
- Sidewinder loops can be performed from Clean Hit Grand Viper and even increase in damage the more Clean Hits were landed previously in the combo.
- Safejumps:
- After most knockdowns, Sol can time a j.S or j.H such that, if the opponent blocks, it will hit them, but if they backdash or use an invincible reversal, it will whiff and recover in time for Sol to block and punish them.
- Once the opponent starts respecting these, Sol can instead perform a high/low/throw mixup between empty jump 2K, airdash j.S > j.H or empty jump Wild Throw (623K).
- The timing will change depending on the opponent's wakeup time.