SakuyaIzajoy (talk | contribs) (j.h deceiving animation in terms of hrutbox) |
|||
Line 217: | Line 217: | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
<tabber> | |||
Images = | |||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
GGST_Sol_6P.png |Not to be confused with f.S. | GGST_Sol_6P.png |Not to be confused with f.S. | ||
</gallery> | </gallery> | ||
|-| | |||
Hitboxes = | |||
<gallery widths="210px" heights="210px" mode="nolines"> | |||
GGST_Sol_6P_Hitbox.png | |||
</gallery> | |||
</tabber> | |||
</div> | </div> | ||
<div class="attack-info"> | <div class="attack-info"> |
Revision as of 01:34, 1 July 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Sol has tricky special moves which help him get in, and a suite of normals which excel at setting up frame traps, and throw mixups. Proper conditioning is a huge part of Sol’s offensive gameplan. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks can open up opportunities to punish these responses. Sol rewards players with a good grasp of yomi From Japanese "読み". Knowing the mind of the opponentTo understand in some way what is going on in the mind of the other player and play around it. Usually involved in reads and conditioning.. Sol also boasts a set of moves which can be used to augment the universal defensive mechanics the game provides. These include Volcanic Viper, a fast DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. which can be to challenge gaps in the opponent's pressure, and Night Raid Vortex, a move with extreme 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. properties that can slip past the hitboxes of some attacks.
Sol Badguy Sol Badguy , classified as a Balance type, is an aggressive character who beats the the opponent down with close range attacks.
- High Damage: Sol gets high damage combos even without RCs.
- Strong Defense: Sol has many abare options; 3 frame start-up 5K, meterless DP, low profile sweep and full-screen slide, and even an armored super. He also has several strong anti-airs allowing Sol to shut down most air approaches.
- Terrifying Pressure: multiple plus on block attacks, simple frametraps with high reward, and powerful hit/throw mix, whether its with normal throws or Wild Throw.
- Stronger with RCs: he has multiple special moves that put him airborne, leading into 50/50's with RC's. This combined with his already great meterless pressure make him a force to be reckoned with up close.
- Poor at Long Range: Sol's only real options at fullscreen besides movement are highly comittal moves like Night Raid Vortex. Has to take risks to get in.
Sol Badguy |
---|
Normal Moves
5P
Sol does a jab with a faster than average start-up of 4 frames. Despite what the animation implies, it can hit crouching opponents. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. Its vertical range and fast recovery makes it a low-risk anti-air, though 5K has is more rewarding and 6P has upper body invul for beating deep jump-ins. Combos into 6S against crouching opponents for both better damage and a knockdown.
5K
- Hits two times.
- Both hits are jump and dash cancelable.
At close range, 5K is an extremely fast knee with 3 frames of startup, making it Sol's fastest button. This makes him extremely dangerous in scramble situations, allows him to escape through small gaps in pressure (such as the 4 frame gap in Zato's Pierce), and punish conventionally safe moves. The fully extended kick is also a quite fast at 5 frames, which combined with its tall hitbox and multiple cancel options results in a strong anti-air. Note that the second hit will whiff against crouching opponents if Sol isn't close enough so don't use this as a poke from far away. Combos directly into either 6S for damage or 2D for a knockdown. Floats the opponent on air hit, juggling into Bandit Revolver mid-screen or Gun Flame in the corner. 5K into 6S also functions as a natural frame trap.
c.S
- Jump and dash cancelable.
- Forces stand on hit.
Sol does an uppercut. Can cancel the move into another action at any point during its recovery, making it very flexible within both blockstrings and combos. If it hits a grounded opponent, they will be put into a unique stun animation that causes immediate follow-ups to behave as though the opponent was airborne, but delaying them will result in a forced stand. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. Links into 5K on normal hit, links into itself on counter-hit.
f.S
- Knocks opponent away on air hit.
A lunging gut punch. Has much better range than the animation implies, enough to hit from round start range. Brings Sol close while being advantageous on block, making it a powerful pressure tool. Very easy to frame trap with as c.S can late cancel into f.S for one gap in blockstun, then f.S can late cancel into 5H for another gap. Links into 5K on hit, still combos if the first hit whiffs. Also links into 2K against crouching opponents, even at max range. On counter hit it can link into either itself, c.S, or Night Raid Vortex.
5H
- Ground slides opponent on air hit.
- Wall bounces airborne opponents in the corner.
Sol does a right hook with his sword. This move has moderate horizontal range and a surprisingly tall vertical hitbox, but it shouldn't be used as an anti-air as it is very unsafe on whiff. High push back on block makes this move safe if properly spaced, useful for frame traps. Extremely powerful combo part in the corner thanks to its high damage, good scaling, and wall bounce. Links into f.S and Night Raid Vortex on a grounded counter hit.
5D
- Hold D to charge.
- Deals more damage and launches opponent on hit when fully charged.
- Homing jump cancelable on hit against grounded opponents when fully charged.
- Homing jump cancel forces an Area Shift.
Upward swipe that hits overhead. Can be charged for more damage and a full combo on hit. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. RC's allow this attack to continue into further pressure or convert into a combo without charging it. The charged version is Sol's most damaging and best scaling non-super attack which makes it a powerful option after an RRC.
6P
- Upper body invincibility: above waist frame 1-2, above knees 3-14.
- Knocks opponent away on hit.
- Wall bounces opponents in the corner.
Sol's primary anti-air that can also be used to stuff pokes with extended hurtboxes. Low-profiles faster and lower than 2D, with proper timing this move can beat just about any poke whose hitbox doesn't reach the ground. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are S Volcanic Viper or Bandit Revolver or on counter hit. The corner wall bounce gives Sol more potential follow-ups but the wall bounce doesn't launch opponents any higher so he'll need to launch them before hand.
6S
- Launches opponent on counter hit.
Sol steps forward and swings his sword. Has high damage and incredible disjointed range, albeit with somewhat slow start-up. Good for frame traps as most light normals can cancel into it and immediate cancels leave a very small gap in blockstun. Used in nearly every combo Sol has. Leads into Bandit Revolver on hit from just about any range aside from the very tip, which can be RC'd for more damage. On air hit it can combo into specials that lead into additional follow-ups such as single hit Bandit Revolver, Bandit Bringer, and even Gun Flame in the corner. The launch on counter hit grants even more combos, notably into Night Raid Vortex.
6S can be kara-canceled into any special move, so long as the final input ends with 6. Thus, the only specials that cannot be kara-canceled are Gun Flame Feint, Night Raid Vortex, and Heavy Mob Cemetery. This technique transfers the initial forward movement of 6S into the special move, giving it more range (useful for making clean hit H Volcanic Viper more consistent). This can be combined with run momentum to cover large distances extremely quickly.
6H
- Cannot be special cancelled.
- Hard knockdown on hit.
- Ground bounces on counter hit.
- Ignores OTG proration.
Sol leans forward and slams his sword into the ground. Has the longest horizontal range amongst all his normals, very fast startup, and high damage but it has poor vertical range, long recovery on whiff, very unsafe on block, and it cannot be special cancelled. Thus, it is a very committal attack that should only be used in situations where you know it will hit. On counter hit, the ensuing ground bounce allows Sol to link into Night Raid Vortex for moderate damage at any range or 6S into an RC for massive damage. Also links into dash 5K in the corner. 6H is very helpful in particular match-ups where Sol can punish moves which are normally safe due to push back, such as Ky's Dire Eclat, max-range uncanceled f.S and 2D, and even Stun Edge at some spacings[1].
This is his highest damage OTG though doing so will sacrifice oki, so only do it if it will close out a round. Use this to break the wall if Fafnir won't combo in time.
2P
Crouching jab that is slower than 5P and 5K, but won't be low-profiled. Useful for mashing without releasing the input for crouch blocking.
2K
Sol does a crouching kick, which is his fastest low. Use it after an empty jump to catch opponents expecting an overhead. On hit, cancel into 2D for knockdown or 6S for a frame trap. Generally inferior to 5K in combos but it leads into 6S > Bandit Revolver more consitently in mid-screen juggles. Don't throw out this move in neutral as it's range is quite poor.
2S
Sol sweeps his sword along the ground. Strong tool for poking the opponent when paired with 6S and 6H due to its speed and safety. Combos into 5H as far as near max range or 2H at close range.
2H
- Forces stand on hit.
Sol does an uppercut with his sword's hilt. Somewhat slow start-up for an anti-air but has high vertical range (about as high as 5K). High reward on air hit or counter hit, leading into Gun Flame followed by Night Raid Vortex for good damage and corner carry. Unsafe on block or whiff while being barely plus on air block, so consider using less committal anti-airs like 5P or 5K instead.
2D
- Hard knockdown on hit.
- Launches opponent on counter hit.
Sol drops to the ground and sweeps the opponent with a kick. Legendary low-profile sweep that beats or evades just about any move that doesn't hit the ground, must be blocked low, can hard knockdown for strong oki, and leads into a full combo on counter hit. Can set-up a meaty with Gun Flame by slightly delaying the special cancel on hit. 5P and 5K are better buttons against fast or low-reaching moves so don't default to 2D when on the defensive. Do note though that its hurtbox is Sol's entire body, which actually makes it a little bit taller than 6P's is.
j.P
Basic air jab that's fairly safe on whiff. Used to contest an opponent's air approach or to open up opponents with a fast overhead after doing a delayed air dash. Combos into air Volcanic Viper or Bandit revolver for more damage and a knockdown.
j.K
- Double jump and air dash cancelable on hit or block.
- Hits slightly behind Sol, allowing it to be used for cross-ups.
Long range and fast start-up kick used for air-to-air exchanges and for air dash cancel combos, normally off a successful anti-air 5K.
j.S
- Double jump and air dash cancelable on hit or block.
Sol swings his sword beneath himself. Primary jump-in and air combo part.
j.H
- Hits two times.
Sol stabs downward with his sword. Cannot be canceled into anything other than specials. However, this move has very low recovery, allowing Sol to link into follow-up attacks which is vital for his advanced combos. Despite the animation, j.H does not actually pull Sol's hurtbox upwards, and the hitbox does not reach below the bottom of his regular jumping hurtbox, making it a worse jump-in than j.S in terms of speed and reach.
j.D
- Double jump and air dash cancelable on hit or block.
- Launches opponent on hit.
- Wall bounces opponent in the corner.
Sol strikes with the hilt of his sword. High damage and wall bounce property leads into massive damage when used as a combo part in the corner. With proper timing it can loop into itself (i.e. a dustloop), but note that using it multiple times will decrease wall durability rapidly leading to shorter and less damaging combos. Important tool for landing clean hit Volcanic Viper in the corner.
Universal Mechanics
Ground Throw
6D or 4D
- Can throw the opponent either forward or backwards.
- Knockdown on hit.
Sol grabs the opponent and headbutts them. Very fast start-up, can potentially throw the opponent out of sloppy pressure or oki. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. PRC'ing the throw allows Sol to punish jumps or back dashes. Can lead into a full combo with an RRC, though it must hit before the opponent touches the ground.
Air Throw
j.6D or j.4D
- Can throw the opponent either forward or backwards.
- Knockdown on hit.
Sol grips the opponent with his fist, detonating it with flames. Used to call out opponents who make predictable jump-ins or keep chicken blocking. Cannot act after the throw until Sol touches the ground. Can also lead into a full combo on hit with an RRC.
Special Moves
Gun Flame
236P
- Launches opponent on hit.
Sol releases a pillar of flame that slowly crawls along the ground. This is his only projectile, making it a vital part of Sol's neutral game. Is plus on block if it hits meaty or at a range, making it a strong pressure and oki tool. Can be PRC'd for tricky mix-ups, such as using Wild Throw before the attack is blocked or jumping over the opponent right before it hits for a cross-up. Very strong combo tool against airborne opponents, giving Sol time to hit with Night Raid Vortex mid-screen or dash in with 5K in the corner.
Can be done out of a dash to let Sol slide closer to the opponent as the projectile moves forward, making it easier for him to utilize the plus frames of a late hit Gun Flame. This technique is called a "Run Flame." Can also be kara-canceled into from 6S to move Sol forward before launching the projectile. Combining both dash momentum and kara-cancels allows Sol to slide a huge distance forward but remain safe as the flame pillar travels with him.
Gun Flame (Feint)
214P
- Builds a small amount of meter.
Sol assumes the same stance he uses for Gun Flame but doesn't fire a projectile. Has faster recovery than the real version, making it useful for resetting pressure or baiting jump-ins from an opponent who was expecting Gun Flame. Can be used when fighting extremely distant and defensive opponents to build meter, though the amount built is too small to mean much unless its spammed multiple times. Cancel into this after wall splatting with a normal as it recovers fast enough that Fafnir can still end the combo.
Volcanic Viper
623S/H (Air OK)
- GGST Sol 623S.png
You may think you can punish it on whiff, but the Sol player has already inputted another 623S.
- All Versions
- Strike invulnerable.
- Launches opponent on hit.
- Crouching state recovery.
- Counter state recovery
- 623S
Invincible from frame 1 and has low recovery. Use it to steal momentum against poor oki and predictable pressure. Loses to throws so try to only use it if the opponent isn't at point-blank range. Is safe on block if the opponent air blocked, making it a good anti-air. RC's retain Sol's upward momentum unless the RC is shifted in any direction. Can be PRC'd on hit for decent damage and better oki.
- 623H
- Hits 2 times, both launch the opponent on hit.
- Second hit can clean hit at close range.
- Clean hit greatly improves damage, increases launch distance, and grants a hard knockdown.
Frame 1, strike invincible reversal. Loses to throws so try to only use it if the opponent isn't at point-blank range. Sol launches significantly higher than the Slash version, making him very punishable on whiff or ground block. Can be used to anti-air opponents due to its high reach and its safety on air block. If the opponent is cornered and was high enough when they blocked it, it can true blockstring into normals. The clean hit deals absolutely massive damage, so it should be used to end combos whenever possible. The hard knockdown leads into strong oki, though it can be sacrificed in exchange for even more damage with an OTG 6H (useful for closing out rounds). Doesn't knockdown and only deals moderate damage without the clean hit.
- j.623S
- Identical to the ground version.
Only use this if strike invincibility is desperately needed while in mid-air.
- j.623H
- Identical to the ground version.
Ideal combo ender. Can clean hit after most air normals so long as Sol is very close to the opponent and has forward momentum from a forward jump or air dash (j.D only works in the corner, j.H never works). If tiger-kneed after jump cancelable normals in the corner, the clean hit version can link into 5K for a full combo, though this is only possible early on in a combo when scaling is low and the link is tighter against heavier opponents.
Bandit Revolver
236K (Air OK)
- Hits 2 times. First hit launches the opponent, the second knocks them away and puts them into a tumble state upon landing.
- Second hit only occurs if the first hit the opponent.
Flying knee with an automatic followup kick on hit. Sol's main combo ender mid-screen when Volcanic Viper won't clean hit. The high knock back of the second hit provides good corner carry and it leads into good damage if RC'd. If the knee attack connects at its maximum vertical range, the follow-up will whiff. However, Sol is plus enough that he can land and link into 5K which can be done intentionally to extend combos. The tumble state on the second hit can link into 5K if they were high enough when it hit, making it a strong combo part in the corner. Avoid using this to end corner combos as the second hit cannot reliably wall splat opponents. If the first does, the second will cause an Area Shift without giving Sol a chance to use a stronger ender like Fafnir or Tyrant Rave.
Bandit Bringer
214K (Air OK)
- Air version can be delayed by holding K.
- Slight ground bounce on hit, hard knockdown upon landing.
- Crouching state recovery.
Sol floats through the air before doing a diving punch. Hits overhead, but it's very reactable and it can be punished by throws after being blocked at close range. Can potentially be plus on block if properly spaced or if it hits meaty. The air version can be delayed to halt Sol's aerial momentum, useful for baiting out an opponent's anti-air attempts, although it will lose to attacks with high vertical reach like Potemkin's Heat Knuckle, Faust's 6P, or most rising DP's.
The ground bounce allows for a full combo if a RRC is used, usually by shifting it downward and dashing in with c.S. The hard knockdown can either grant good oki or lead into an OTG (c.S can be dash-canceled to maintain pressure while 6H maximizes damage). Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. Should only be used in corner combos if the attack will trigger a wall splat, otherwise other attacks should be used to maximize damage.
Wild Throw
623K
- Throw invincible.
- Switches sides on hit.
Sol's command grab. Has more range and damage than his normal throw and is untechable but it always side switches and is more unsafe on whiff. Vital part of Sol's mix-up game as the fear of being hit by this move will incentivize the opponent to either jump or mash out of pressure, allowing Sol to fish for counter hits and anti-airs. PRC can be used to make it safe on whiff. Can only be followed-up on hit with a PRC into an OTG 6H as RRC's make the opponent tech roll away. Sometimes, it might be a better idea to do a normal throw for slightly less damage to keep the corner and get a better knockdown. Wild Throw also leads into less damage than normal throws when RC's are used, so try to only use it as a round ender or to punish an opponent's throw or throw break attempt.
Night Raid Vortex
214S (Hold OK)
- Launches opponent on hit.
- Can extend range by holding S.
- Low profiles until the attack comes out.
- Cannot be special canceled from any move.
Sol rushes forward low to the ground and delivers an uppercut. Its startup and travel distance increases the longer S is held. Moves forward about one character length at no charge to full screen at max charge. This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if RC's are available. Combos directly into c.S, though 5K should be used instead if the forward movement doesn't bring him close enough for c.S. The attack launches higher and deals more damage at full charge, launching even higher on counter hit.
Fafnir
41236H
- Ground bounces on hit.
- Cannot be special canceled from any move.
Sol lunges forward half-screen with a flaming straight punch. Guard breaks on block, leaving Sol at a frame advantage and greatly increasing the opponent's RISC. On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into Night Raid Vortex. Bounces higher on counter hit, allowing the follow-up NRV to combo into c.S rather than 5K. This is also Sol's optimal corner combo ender after wall splatting an opponent thanks to its high damage and single-hit nature.
Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. It can also be kara-canceled from 6S for another range increase. Combining both together allows Fafnir to travel nearly full-screen, which helps alleviate Sol's problem of lacking full-screen options.
Overdrives
Tyrant Rave
632146H
- GGST 632146HS.jpg
- GGST 632146HS follow-up.jpg
Yay, it's finally out of beta!
- Full invincibility.
- Hits 2 times. First hit launches the opponent, the second knocks them away.
- Second hit can clean hit at close range, putting the opponent into a tumble state on hit. Only occurs if the first hit successful connected.
- Will force an Area Shift if the opponent touches the corner.
- Will hard knockdown after an Area Shift.
Sol does an uppercut followed by a fiery straight punch. This is his only fully invincible reversal, but the first hit has poor range and the entire attack is unsafe on block or whiff. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. Thus, if an RC is available to make it safe, avoid only using it after the second hit. An RC'd Volcanic Viper can lead into similar damage and oki while being safer and leading into a potential mix-up, so consider doing that instead.
This super is primarily meant to be a high damage combo ender, especially in the corner where Sol receives increased damage, strong oki, and regenerating tension after the forced Area Shift. RRC's can be used to combo after it connects for even more damage. However, the short range of the first hit, the high knock back of the second, and the forced Area Shift in the corner makes this difficult mid-screen and impossible in the corner.
Heavy Mob Cemetery
214214H
- GGST Sol 214214HS.jpg
Still his heart is blazing...
- GGST Sol 214214HS (2).jpg
Damn, he's good.
- Infinite Armor after super flash til the end of active frames.
- Switches sides on hit.
- Launches opponents on hit, hard knockdown upon landing.
Sol activates his Dragon Install before lunging full screen. If the opponent is hit, Sol drags them into the air and dives into the ground, creating a huge explosion. Sol has infinite hits of armor until he reverts to his base form, meaning it can be used as a fast, long range punish. Will lose to any attack before the super flash but this will not waste any tension and you won't get counter hit. Any jump or a RC drifted upward can evade it if timed well so its usefulness is low when the opponent hits Sol's armor with a jump cancelable move or they have 50% tension. Has somewhat quick recovery, making it difficult to punish on whiff. Keep in mind that while it cannot be ground blocked it also cannot be used during a combo. Leads into absurd damage with RRC's by shifting it downwards after the final hit so that the RRC whiffs, giving Sol time to run underneath the opponent and fully charge 5D, even after switching sides!
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 |