Please feel free to make edits, but include edit summaries and sources where applicable.
Normal Moves
5P
- GGST Sol 5P.jpg
Sol does a standard jab. 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 high vertical hitbox can make it effective as a ground-to-air move, although you would usually use 5K or 2H instead. Using 5P as an anti-air over 5K and 2H means you can link a 2H afterwards, thanks to the juggle it gives you. Not Sol's best anti-air but a good one nonetheless.
5K
- GGST Sol 5K.jpg
- 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. 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. 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.
c.S
- GGST Sol Close S.jpg
- 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 and even itself (if done with dashing momentum at point-blank range) on counter-hit.
f.S
- GGST Sol Far S.jpg
Oppression in a can
- 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. Links into 5K on hit which still combos if the first hit whiffs. Combos into clean hit Volcanic Viper at close range against airborne opponents in the corner. On counter hit it can link into either c.5S or itself, depending on proximity.
5H
- GGST Sol 5HS.jpg
- 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.5S on a grounded counter hit.
5D
- Hold D to charge.
- Deals more damage and launches opponent on hit when fully charged.
- Jump cancelable on hit against grounded opponents when fully charged.
- 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 an integral part of his mix-up game. 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 on start-up.
- 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. With proper timing this move can beat just about any jump-in or most pokes that don't hit the ground but in exchange the reward for doing so is greatly diminished. Doesn't combo into anything mid-screen except into S Volcanic Viper at point-blank range or Bandit Revolver against airborne opponents. 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 opponents before hand. Will greatly decrease wall durability if used multiple times in the same combo so don't spam it.
6S
- GGST Sol 6S.jpg
- Launches opponent on counter hit.
Sol steps forward and swings his sword. Has high damage and incredible 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, 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.
6H
- GGST Sol 6HS.jpg
Fishing for counterhits
- Cannot be special cancelled.
- Hard knockdown on hit.
- Ground bounces on counter hit.
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 be used sparingly. This is his highest damage OTG though doing so will sacrifice oki so only do so if it will close out a round. Use this to break the wall if Fafnir won't combo in time. On counter hit, the ensuing ground bounce allows Sol to link into 6S for massive damage, though whether or not it leads into a full combo depends on how close he was to the opponent, screen positioning, and if meter is available for an RC.
2P
- GGST Sol 2P.jpg
5P but done while crouching. Inferior to 5P which comes out and recovers faster, deals more damage, can be used as an anti-air, and can also hit crouching opponents. Its only advantage is its low profile which is used to punish attacks that whiff against crouching opponents.
2K
- GGST Sol 2K.jpg
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. Low damage, hitstun, and range means this move shouldn't be thrown out in neutral or used as a combo part.
2S
- GGST Sol 2S.jpg
Sol sweeps his sword along the ground. Strong tool for poking the the opponent when paired with 6S and 6H due to its speed and safety. Combos into 5H at almost max range or 2H at close range.
2H
- GGST Sol 2HS.jpg
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.
j.P
- GGST Sol j.P.jpg
- Double jump and air dash cancelable on hit or block.
Basic air jab. 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 for more damage and a knockdown.
j.K
- GGST Sol j.K.jpg
- Double jump and air dash cancelable on hit or block.
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
- GGST Sol j.S.jpg
- Double jump and air dash cancelable on hit or block.
Sol swings his sword beneath himself. Primary jump-in and air combo part. Hits slightly behind Sol, allowing it to be used for cross-ups.
j.H
- GGST Sol j.HS.jpg
- 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.
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
- 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
- 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
- GGST Sol 236P.jpg
- 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.
Gun Flame (Feint)
214P
- GGST Sol 214P.jpg
- 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 or HS.jpg
- 623S
- Strike invulnerable.
- Launches opponent on hit.
Invincible from frame 1 and has low endlag. 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
- Strike invulnerable.
- Hits 2 times, both launch the opponent away on hit.
- Second hit can clean hit at close range.
- Clean hit greatly improves damage and grants a hard knockdown.
Frame 1, strike invincible reversal. 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).
Bandit Revolver
236K (Air OK)
- GGST Sol BanditRevolver.png
- Hits 2 times. First hit launches the opponent, the second knocks them away.
- 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. Avoid using this to end corner combos as the second hit cannot 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)
- GGST Sol 214K.jpg
- Air version can be delayed by holding K.
- Slight ground bounce on hit, hard knockdown upon landing.
Sol floats through the air before doing a diving punch. 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.5S. The hard knockdown can either grant good oki or lead into an OTG (c.5S 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
- GGST Sol 623K.jpg
I guess Sol's a grappler now.
- Switches sides on hit.
- Hard knockdown 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.
Night Raid Vortex
214S (Hold OK)
- GGST Sol NightRaidVortex 1.png
- GGST Sol NightRaidVortex 2.png
Sol's version of EWGF
- Launches opponent on hit.
- Can extend range by holding S.
- Low profiles until the attack comes out.
- Doesn't seem to have the ability to be canceled from any moves unlike his other specials.
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 beyond 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.5S, though 5K should be used instead if the forward movement doesn't bring him close enough for c.5S. The attack launches higher and deals more damage at full charge, launching even higher on counter hit.
Fafnir
41236H
- GGST Sol 41236HS.jpg
Obligatory Rush-type Guard Crush
- Ground bounces on hit.
Sol lunges forward with a flaming straight punch. Guard breaks on block, leaving Sol at a frame advantage. 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.5S 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.
Overdrives
Tyrant Rave
632146H
- GGST 632146HS.jpg
- GGST 632146HS follow-up.jpg
- Full invincibility.
- Hits 2 times. First hit launches the opponent, the second knocks them away.
- Second hit can clean hit at close range, though only if the first 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
Genesic Crimson Sol Buster
- Armor on start-up 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 reversal. Will lose to throws before the super flash but this will not waste any tension. 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!