GGST/Sol Badguy: Difference between revisions

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   Sol does a standard jab. Despite the animation, it still hits crouchers. Because of that, however, its use as an ground-to-air move is enhanced, although you would usually use 5K or 2H instead. What 5P can do while 5K and 2H cannot is that the move is recovers so fast that you can link a move of 2H's startup or less when hitting the opponent in the air and it still combos.
   Sol does a standard jab. Despite the animation, it hits crouchers. Its height and self-gatling can make it effective as a ground-to-air move, although you would usually use 5K or 2H instead. What 5P can do while 5K and 2H cannot is that the move is recovers so fast that you can link a move of 2H's startup or less when hitting the opponent in the air and it still combos.
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   5K was nerfed in Rev 2 to 5 frames, now in Strive it's back to 3 frames. It extending its hitbox high up in just 5 frames makes it a pretty good anti-air. Although it doesn't recover as fast as 5P for a link, it is jump cancellable, allowing for a short air combo afterwards.
   At close range, 5K is an extremely fast knee with 3 frame startup. The fully extended kick is also a pretty fast 5 frames, and combined with its tall hitbox it is a good anti-air. Although it doesn't recover as fast as 5P for a link, it is jump cancellable, allowing for a short air combo afterwards. On air hit it floats the opponent long enough for a reliable Bandit Revolver juggle.
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   Sol does an uppercut with his fist. This move, in general, is better than it is in previous games. When you hit the opponent when they are on the ground, they will be launched in the air for a brief moment before they are back on the ground, which means more hitstun overall. The hitboxes also extend upward compared to previous versions, which means hitting the opponent in the air is easier. You can also cancel the move into another move at anytime in its recovery, so you can adjust your combos and create frametraps. Moreover, although it's not official, but you seem to also be able to get the move out at any distances to the opponent if you hold back when you hit the button. An overall excellent move.
   Sol does an uppercut with his fist. If it hits the opponent when they are on the ground, they will be launched in the air for a brief moment before they are back on the ground, causing followup moves to behave as though they were an air hit, and causes long hitstun overall. You can also cancel the move into another move at anytime in its recovery, so you can adjust your combos and create frametraps. Moreover, although it's not official, but you seem to also be able to get the move out at any distances to the opponent if you hold back when you hit the button. An overall excellent move.
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   A punch to the gut, although weaker than 6P. Since he doesn't use his sword, the range of this move is considerably poorer, so it is no longer ideal at roundstart. Other than that, it has more or less the same uses as his old f.S.
   A lunging punch to the gut. The range of this move is pretty poor, but it is advantageous on block and steps Sol forward further than it pushes him out, making it a useful pressure tool. On counterhit it links to c.S.
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   Sol swings a left hook with his sword. Like his new f.S, this new 5H has less range than the older one. It does, however, hit the opponent more easily if they are in the air and close to you. And it looks seemingly more powerful, too. Unfortunately, it is no longer jump cancellable, but you won't really need that anyway due to it causing ground tumble (and a low ground bounce if they get to the corner) on air hit.
   Sol swings a left hook with his sword. It has shorter range than some of his other pokes but a taller hitbox. On air hit, it causes a ground tumble, and if near the corner it causes a low ground bounce.
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   Your universal overhead. Standing Dusts in Strive are in general faster than it is in previous versions, and Sol's is no exception (its not as fast as his DI Standing Dust in AC though). The usual Dust effect in previous versions doesn't entirely convert in Strive (it only occurs on CH, but also on air CH), you can still convert into a short combo in the corner on regular hit should the opponent be grounded or airborne, although it is screen-position specific and is not as easy as Ky's.
   Your universal overhead. Standing Dusts are fast and difficult to react to, and Sol's is no exception. On normal hit it causes a wall bounce in the corner regardless of ground or air hit, although it is screen-position specific and is not as easy as Ky's.
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   The more powerful version of f.S, with the cost of gatling opportunities. Aside from that, it is generally the same as its old self.
   This move has upper body invincibility making it an effective anti-air if timed correctly. On counterhit it causes a long ground tumble, allowing a combo into Night Raid Vortex and huge corner carry.
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   To compensate for the lack of range f.S and 5H has now, 6S is born. Incredible range, albeit a little slow. It blows the opponent away on hit, and can combo into Bandit Bringer on CH or at a certain air height.
   Sol's farthest reaching normal. Incredible range, albeit a little slow. On normal hit it blows the opponent away and can be followed up only if they are high enough. But on counterhit it launches them straight upwards, allowing for various combos including Bandit Bringer.
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   The startup is halved, but the move somehow isn't special cancellable. As its startup is fast, it is a good attendant at roundstart, but requires some reads.
   Very fast startup and good range, but has long recovery and cannot be special cancelled. One of Sol's better options on round start but requires some reads. It also can be used to tack on extra damage and knockdown from 2PPP confirm.
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   5P but done crouching. This actually has more range than his older one, but is still inferior to 5P which hits faster and also hits crouchers with an anti-air hitbox. Can also link into other moves like 5P.
   5P but done crouching. Inferior to 5P which hits faster and also hits crouchers with an anti-air hitbox. Can also link into other moves like 5K.
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   Due to the range nerf of f.S, the slow startup of 6S and how unstable 6H is, Sol's 2S has now become an ideal choice for a poking battle at roundstart. The hitbox is greatly disjointed for the range it has, it recovers quickly and it IS special cancellable.
   Due to the short range of f.S, the slow startup of 6S and how unstable 6H is, Sol's 2S is an ideal choice for a poking battle at roundstart. The hitbox is greatly disjointed for the range it has and it recovers very quickly.
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   The legendary low-profile sweep. Nothing more to say about it.
   The legendary low-profile sweep. This will either beat or evade just about anything that doesn't hit the ground, and leads to combos on counterhit. Slower than P and K moves so use carefully on defense.
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* Can now whiff
 
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* Can now whiff
 
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* Move makes the opponent get knock down further than previous iteration, capable of leading them to the wall in one combo from mid-screen. Near the wall the moves causes a wall bounce which can then be followed up with c.S
Flying knee with an automatic followup kick on hit. Causes great knockback, capable of leading them to the wall in one combo from mid-screen. Near the wall the moves causes a wall bounce which can then be followed up with c.S.
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Wild Throw used to take barely 12% of the opponent's health bar and an opportunity for conversion anywhere of the screen, making the damage 25-55% in total. Now, it takes 50% instantly without any conversion at all, even if you RC. At least, though, it still gives you oki.
Sol's command throw. Very scary move that deals tremendous damage and a hard knockdown. It switches sides with the opponent, which can be a good or bad thing depending on where you are. Followup combo is not possible even with RC, limiting the maximum damage you can get from it.
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Night Raid Vortex replaces Grand Viper/Ground Viper as a low-profile sliding single strike. It no longer contains any low hit in it, but the initial startup is a little faster than GV. The startup listed is the fastest Night Raid Vortex possible when you just press the button, travelling Sol about one third of the screen, but you can hold the button to extend the startup and the length Sol travels. After the move, you recover in time to link into a fast move. c.S is possible, but for consistency, use 5P or 5K. You cannot cancel the move from normals, but you can link into it from Farnir.
Sol rushes forward low to the ground and delivers a launching uppercut. Its startup and travel distance varies depending on how long you hold the button. It ranges from about a third of the screen at its minimum (the startup listed above), to beyond full screen at its maximum. The further he travels, the higher the launch, allowing for a c.S combo at longer distances, but for consistency use 5P or 5K. You cannot cancel the move from normals, but you can link into it from Farnir.
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Still Fafnir, but it took steroids before getting in the game. Instead of hitting Mid like before, it causes Guard Break on block for a long enough duration for Sol to link into a fast normal if he is close enough. On hit, it causes a bizarre-looking ground bounce, allowing you to a Night Raid Vortex afterwards anywhere on the screen if you land it close or the opponent is in the corner.
A slow mid punch with high reward. It causes Guard Break on block for a long enough duration for Sol to link into a fast normal if he is close enough. On hit, it causes a bizarre-looking ground bounce, allowing you to a Night Raid Vortex afterwards anywhere on the screen if you land it close or the opponent is in the corner.
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Revision as of 20:50, 26 April 2020

Sol Badguy
GGST Sol Badguy Portrait.png

Overview

Lore:Sol Badguy is the main protagonist of the Guilty Gear series and Ky Kiske's eternal rival. He is an aloof and brash bounty hunter, whose apparent laziness and gruffness belies a terrifying fighting ability, intelligence, and emotional depths beneath. From- https://guilty-gear.fandom.com/wiki/Sol_Badguy
Pros
Cons
  • Command grab mixup due to Wild throw's damage and new changes to RC. (Based on BETA)
  • Good wall carry with Bandit Revolver (Based on BETA)
  • weakness



Normal Moves

5P
5P
GGST Sol 5P.png
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Sol does a standard jab. Despite the animation, it hits crouchers. Its height and self-gatling can make it effective as a ground-to-air move, although you would usually use 5K or 2H instead. What 5P can do while 5K and 2H cannot is that the move is recovers so fast that you can link a move of 2H's startup or less when hitting the opponent in the air and it still combos.

5K
5K
GGST Sol 5K.png
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At close range, 5K is an extremely fast knee with 3 frame startup. The fully extended kick is also a pretty fast 5 frames, and combined with its tall hitbox it is a good anti-air. Although it doesn't recover as fast as 5P for a link, it is jump cancellable, allowing for a short air combo afterwards. On air hit it floats the opponent long enough for a reliable Bandit Revolver juggle.

5S
c.S
GGST Sol cS.png
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Sol does an uppercut with his fist. If it hits the opponent when they are on the ground, they will be launched in the air for a brief moment before they are back on the ground, causing followup moves to behave as though they were an air hit, and causes long hitstun overall. You can also cancel the move into another move at anytime in its recovery, so you can adjust your combos and create frametraps. Moreover, although it's not official, but you seem to also be able to get the move out at any distances to the opponent if you hold back when you hit the button. An overall excellent move.

f.S
f.S Template:AttackDataHeader-GGST

A lunging punch to the gut. The range of this move is pretty poor, but it is advantageous on block and steps Sol forward further than it pushes him out, making it a useful pressure tool. On counterhit it links to c.S.

5H
5H
GGST Sol 5H.png
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Sol swings a left hook with his sword. It has shorter range than some of his other pokes but a taller hitbox. On air hit, it causes a ground tumble, and if near the corner it causes a low ground bounce.

5D
5D
GGST Sol 5D.png
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Your universal overhead. Standing Dusts are fast and difficult to react to, and Sol's is no exception. On normal hit it causes a wall bounce in the corner regardless of ground or air hit, although it is screen-position specific and is not as easy as Ky's.

6P
6P
GGST Sol 6P.png
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This move has upper body invincibility making it an effective anti-air if timed correctly. On counterhit it causes a long ground tumble, allowing a combo into Night Raid Vortex and huge corner carry.

6S
6S
GGST Sol 6S.png
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Sol's farthest reaching normal. Incredible range, albeit a little slow. On normal hit it blows the opponent away and can be followed up only if they are high enough. But on counterhit it launches them straight upwards, allowing for various combos including Bandit Bringer.

6H
6H
GGST Sol 6H.png
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Very fast startup and good range, but has long recovery and cannot be special cancelled. One of Sol's better options on round start but requires some reads. It also can be used to tack on extra damage and knockdown from 2PPP confirm.

2P
2P
GGST Sol 2P.png
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5P but done crouching. Inferior to 5P which hits faster and also hits crouchers with an anti-air hitbox. Can also link into other moves like 5K.

2K
2K
GGST Sol 2K.png
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Your fastest low. Cancel into 2D for knockdown, 6P in the corner for comboing and 6S for a frametrap.

2S
2S
GGST Sol 2S.png
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Due to the short range of f.S, the slow startup of 6S and how unstable 6H is, Sol's 2S is an ideal choice for a poking battle at roundstart. The hitbox is greatly disjointed for the range it has and it recovers very quickly.

2H
2H
GGST Sol 2H.png
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Sol does an uppercut, but with his sword's hilt. A bit slow as an anti-air, but reaches very high (about 5K's reach). Despite not being jump cancellable like 5K, 2H creates stronger and better combos, like into Bandit Bringer.

2D
2D
GGST Sol 2D.png
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The legendary low-profile sweep. This will either beat or evade just about anything that doesn't hit the ground, and leads to combos on counterhit. Slower than P and K moves so use carefully on defense.

j.P
j.P
GGST Sol jP.png
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j.K
j.K
GGST Sol jK.png
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j.S
j.S
GGST Sol jS.png
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j.H
j.H
GGST Sol jH.png
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j.D
j.D
GGST Sol jD.png
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Universal Mechanics

Ground Throw
Ground Throw
GGST Sol Ground Throw.png
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Air Throw
Air Throw
GGST Sol Air Throw.png
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Special Moves

Gun Flame
Gun Flame
236P
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Gun Flame (Feint)
Gun Flame (Feint)
214P
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Volcanic Viper
Volcanic Viper
623S/H (Air OK)
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Ground S
Ground H
Air S
Air H

Bandit Revolver
Bandit Revolver
236K (Air OK)
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Ground
Air

Flying knee with an automatic followup kick on hit. Causes great knockback, capable of leading them to the wall in one combo from mid-screen. Near the wall the moves causes a wall bounce which can then be followed up with c.S.

Bandit Bringer
Bandit Bringer
214K (Air OK)
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Ground
Air

You can hold the button when using the air version to delay the attack and halt Sol's momentum in the air to beat the opponent's anit-air attempt, athough you should position yourself higher to beat higher-reaching anti-air like Potemkin's Heat Knuckle or Faust's 6P.

Wild Throw
Wild Throw
623K To prove the power of Flex Sol, I sawed this healthbar in half!
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Sol's command throw. Very scary move that deals tremendous damage and a hard knockdown. It switches sides with the opponent, which can be a good or bad thing depending on where you are. Followup combo is not possible even with RC, limiting the maximum damage you can get from it.

Ground Viper Night Raid Vortex
Night Raid Vortex
214S (Hold OK) Sol's version of EWGF
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Sol rushes forward low to the ground and delivers a launching uppercut. Its startup and travel distance varies depending on how long you hold the button. It ranges from about a third of the screen at its minimum (the startup listed above), to beyond full screen at its maximum. The further he travels, the higher the launch, allowing for a c.S combo at longer distances, but for consistency use 5P or 5K. You cannot cancel the move from normals, but you can link into it from Farnir.

Fafnir
Fafnir
41236H Because every rushdown characters have to have a guard breaker.
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A slow mid punch with high reward. It causes Guard Break on block for a long enough duration for Sol to link into a fast normal if he is close enough. On hit, it causes a bizarre-looking ground bounce, allowing you to a Night Raid Vortex afterwards anywhere on the screen if you land it close or the opponent is in the corner.

Overdrives

Tyrant Rave
Tyrant Rave
632146H
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  • Gives sol more advantage after wallbreak

Instant Kill

??? Does this game even need Instant Kills? Template:AttackDataHeader-GGST

Roadmap

98% complete
Page Status %
Overview Complete. 20/20
Combos Beginner and optimal combos, all listed by starter. Combo theory is up-to-date. Missing video examples of optimal routes. 9/10
Strategy Needs video examples of Sol's general game plan. 19/20
Frame Data Complete. 50/50
Click here for the scoring criteria to assess character page completion.


Navigation

To edit frame data, edit values in GGST/Sol Badguy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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