GGST/Sol Badguy

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Sol Badguy
GGST Sol Badguy Portrait.png

Overview

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

 Sol Badguy -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --

Normal Moves

5P
5P
GGST Sol 5P.png
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Sol does a standard jab. Unlike in previous games, this jab no longer hits most crouchers due to the hitbox being higher. 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.

5K
5K
GGST Sol 5K.png
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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.

5S
c.S
GGST Sol cS.png
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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.

f.S
f.S Template:AttackDataHeader-GGST

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.

5H
5H
GGST Sol 5H.png
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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.

5D
5D
GGST Sol 5D.png
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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.

6P
6P
GGST Sol 6P.png
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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.

6S
6S
GGST Sol 6S.png
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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 for a roundstart. It blows the opponent away on hit, and their velocity is about enough for you to cancel into Grand Viper Night Raid Vortex afterwards.

6H
6H
GGST Sol 6H.png
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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.

2P
2P
GGST Sol 2P.png
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5P but done crouching. This actually has more range than his older one, and due to the new 5P whiffing on most crouchers now, 2P's use as a neutral and pressure jab is even more important. Can also link into other moves like 5P.

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 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. Has a gatling into 6H, but 6H is so unorthodox that you won't consider it.

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. Nothing more to say about it.

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

Sol halts his own air momentum in the air version. You can bait most 6Ps and most anti-airs normals with air Bandit Bringer in about normal jump height, but you need to place yourself higher in the air to bait DPs and anti-airs specials like Heat Knuckle.

Wild Throw
Wild Throw
623K Now with 1000% more damage
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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 about 35-40% without any conversion at all, even if you RC. At least, though, it still gives you oki.

Ground Viper Night Raid Vortex
Ground Viper Night Raid Vortex
214S (Hold OK)
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Grand Viper (or Ground Viper if you might prefer) has now taken its new form into Grand Viper Night Raid Vortex (or Ground Viper Night Raid Vortex if you might prefer), abbreviated to GVNRV. GVNRV only has one hit, which resembles the final hit of GV in the Accent Core series, and that means there are no longer low hits in Sol's 214S command, although the low-profile property in GV is still inherited in GVNRV (and it's not like Sol lacks a low option anyway). The startup listed is when you just press the button and this travels Sol about half the screen, but you can hold the button to extend the startup and the length Sol travels. After the move, you can link into a fast move. c.S is possible, but for consistency, use 5K.

Fafnir
Fafnir
41236H FOURFNIR
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According to the EVO Japan build, first Fafnir causes ground bounce on hit, although all the later Fafnirs still causes ground tumble.

Overdrives

Tyrant Rave
Tyrant Rave
632146H
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Instant Kill

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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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