GGST/Sol Badguy/Starter: Difference between revisions

From Dustloop Wiki
(Moving character links to independent template)
(quick sol guide, cobbled mainly from his other pages)
Line 1: Line 1:
{{GGST/CharacterLinks}}
{{GGST/CharacterLinks}}
==Key Moves==
{{Card
|header=Key Moves
|content=
<big>'''Pressuring the Opponent:'''</big>
<Gallery mode="packed" heights=220px>
GGST_Sol_cS.png||'''{{clr|S|c.S}}'''<br> {{keyword|Plus}} with great reward on hit.
GGST_Sol_Badguy_fS.png||'''{{clr|S|f.S}}'''<br> Forward advancing and {{keyword|Plus}}.
GGST_Sol_623K.png||Wild Throw '''{{clr|K|623K}}'''<br> High damage command grab.
</gallery>
<big>'''Controlling the Ground:'''</big>
<Gallery mode="packed" heights=180px>
GGST_Sol_2S.png||'''{{clr|S|2S}}'''<br> Disjointed low.
GGST_Sol_2D.png||'''{{clr|D|2D}}'''<br> Low with an extremely {{keyword|low profile}}.
GGST_Sol_6S.png||'''{{clr|S|6S}}'''<br> Disjointed mid-range poke.
GGST_Sol_6H.png||'''{{clr|H|6H}}'''<br> Extremely fast but risky call-out and punishing tool.
</gallery>
<big>'''Controlling the Air:'''</big>
<Gallery mode="packed" heights=220px>
GGST_Sol_5K.png||'''{{clr|K|5K}}'''<br> Privileged 3 frame normal.
GGST_Sol_6P.png||'''{{clr|P|6P}}'''<br> Universal Anti-Air.
GGST_Sol_Badguy_623S.png||'''{{clr|S|623S}}'''<br> Sol's faster meterless {{keyword|DP}}.
</gallery>
}}
==Combos==
{{Note| A combo notation guide can be found at the top of Sol's [[GGST/Sol Badguy/Combos|Combo page]] as well as a more extensive list of combos. A detailed explanation can be found on the [https://www.dustloop.com/w/Notation Notation] page.|level=low}}
{{TheoryBox
| Title      = Close Range {{clr|K|K}} Starter Ground Combo
| Oneliner  = Great way to mash out of pressure with {{clr|K|5K}}.<br>59-82 Damage (Depends on starter and whether or not the combo uses the follow-up to Bandit Revolver)
| Difficulty = Very Easy
| Anchor    = Sol Beginner Combo 2
| Video      = GGST Sol Close Range Light Starter BNB.mp4
| Size      = 256x192
| Recipe    = {{clr|K|5K}} or {{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|236K(K)}}
| content    =
This combo is Sol's standard meterless conversion off a grounded {{clr|K|K}} normal. It causes a {{Keyword|Soft Knockdown}}, which allows Sol to use {{clr|S|f.S}} as a {{keyword|Meaty Attack}} to start his pressure game described [[GGST/Sol Badguy/Combos#Sol Beginner Combo 3|below]].
The two {{clr|K|K}} starters into {{clr|D|2D}} include {{clr|K|5K}} and {{clr|K|2K}}. {{clr|K|5K}} is usually used as a way to stop the opponent's offense due to its 3 frame start-up and long range. While {{clr|K|2K}} is usually used for frame traps after a blocked {{clr|S|f.S}}.
This combo also works as a jump in starter from {{clr|S|j.S}} for easy air to ground conversions.
If {{keyword|okizeme}} is more of a priority, then check out this version of the combo [[GGST/Sol Badguy/Alternate Combos#Close Range K Starter Ground Combo Okizeme Ender|here]].
}}
{{TheoryBox
| Title      = Close Range {{keyword|BnB}} {{clr|S|c.S}} Ground Combo
| Oneliner  = A staple combo that grants amazing pressure on hit.<br>98-134 Damage (Depends on starter)
| Difficulty = Easy
| Anchor    = Sol Beginner Combo 3
| Video      = GGST Sol Close Range BNB.mp4
| Size      = 256x192
| Recipe    = {{clr|S|c.S}} > delay {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|236KK}}
| content    =
This combo is one that all Sol players know and love, due to it being easy to {{keyword|Hit Confirm}} off of a blocked {{ComboText|{{clr|S|c.S}} > {{clr|S|f.S}} > {{clr|H|5H}}}} string, as if the {{clr|H|5H}} does not hit, he can cancel into {{MMC|input=236P|label=Gun Flame}} on block for a way to disengage with his opponent. In addition, Sol’s {{clr|S|f.S}} is plus on block, allowing for easy {{keyword|frame trap}}s with {{clr|H|5H}}. 
This combo also works if you start from a mid range {{clr|S|f.S}} hit, all you have to do is cut out the {{clr|S|c.S}} and you will be able to do the exact same combo with no other executional changes.
This combo also gives an opportunity for a meaty after the Bandit Revolver with {{clr|S|f.S}}, which starts Sol's {{Keyword|Pressure}} game, this can create an opportunity for guaranteed offense. For more information on Sol's pressure game, click [[GGST/Sol Badguy/Strategy#Pressure|here]].}}
{{TheoryBox
| Title      = Mid Range {{clr|S|6S}} Ground Combo
| Oneliner  = Very good way to poke, stay safe, and convert into a knockdown.<br>79 Damage
| Difficulty = Very Easy
| Anchor    = Sol Beginner Combo 4
| Video      = GGST Sol BNB Mid Range Slash Starter Ground Combo.mp4
| Size      = 256x192
| Recipe    = {{clr|S|6S}} > {{clr|K|236KK}}
| content    =
This combo is amazing to use in {{keyword|Neutral}} as a confirm due to {{MMC|input=6S|hitboxMode=true|label={{clr|S|6S}}}}'s long range, disjointed hitbox and decent amount of active frames, making it a a powerful tool for controlling space. It also gives similar okizeme to the combo described [[GGST/Sol Badguy/Combos#Close Range c.S Ground Combo|above.]] Do note that at longer ranges, you will be forced to skip the first hit of {{Clr|K|236K}} and instead mash your way to the second hit, possibly giving slightly worse okizeme.
You can also confirm into Gun Flame on block for a safe way to reset into neutral to try hitting {{clr|S|6S}} again.
}}
===Combo Cheat Sheet===
All of the above {{keyword|BnB}} combos at a glance:
{| class='wikitable mw-collapsible mw-expanded' style="text-align: center; margin: 0px auto 0px 0px;"
|+ style="white-space:nowrap; text-align: left; margin-bottom: 5px;" colspan=4 |
|-
! Combo !! Position !! Notes
|-
| {{clr|K|5K}} or {{clr|K|2K}} > {{clr|D|2D}} > {{clr|K|236K(K)}} || Anywhere || {{clr|K|K}} Button BnB
|-
| {{clr|S|c.S}} > delay {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|K|236KK}} || Anywhere || {{clr|S|c.S}} BnB
|-
| {{clr|S|6S}} > {{clr|K|236KK}} || Anywhere || {{clr|S|6S}} Confirm
|-
|}
==Pressure==
{{Note| A far more detailed explanation of Sol's Pressure can be found on [[GGST/Sol_Badguy/Strategy#Pressure|Sol's Strategy Page]].|level=low}}
{{Card
|header=Block Strings
|content=
Sol's offensive is relatively freeform, focused primarily on using his powerful strike/throw mix-ups to make the opponent commit to jumps or mashing out of blockstrings. After initiating any blockstring, you have the options of either continuing the string or mixing in a throw. Your opponent has three main options: continuing to block, jumping or attacking. Choosing to finish the string with strikes will interrupt jumps or attacks, but gives up your turn against blocking opponents. Throwing will open them up if they block, but loses to jumping and attacking.
'''Example Block Strings:'''
:<code> {{clr|2|5K}} > {{clr|3|6S}} > (dl) {{clr|1|236P}}</code>
:<code> {{clr|3|c.S}} > (dl) {{clr|3|f.S}} > (dl) {{clr|4|5H}} > (dl) {{clr|1|236P}}  </code>
:<code> {{clr|3|6S}} > (dl) {{clr|1|236P}} </code>
:<code> {{clr|1|2K}} > {{clr|5|2D}} > (dl) {{clr|1|236P}} </code>
}}
==Further Learning ==
{{Card
|header=
|content=Sol has a much deeper pool of Combos that he is capable of doing most of which are based around {{MMC|input=623H|label=Volcanic Viper}}'s {{keyword|Clean Hit}} property and routing into it as frequently as possible.
*[[GGST/Sol Badguy/Combos|Sol's Combo Page]] explains in detail Sol's entire combo theory as well as listing a variety of more difficult, niche, or character specific combos that make Sol hit even harder.
*[[GGST/Sol Badguy/Strategy|Sol's Strategy page]] explains how to enforce and convert into strike throw situations, as well as detailing Sol's {{keyword|safejump}}s and {{keyword|meaty}} {{MMC|input=41236H|label=Fafnir}} setups.
{{clear}}
}}
{{StarterGuideSEO}}


==Navigation==
==Navigation==
{{GGST/Navigation}}
{{GGST/Navigation}}

Revision as of 20:09, 17 July 2023



Key Moves

Key Moves

Pressuring the Opponent:

Controlling the Ground:

Controlling the Air:

Combos

A combo notation guide can be found at the top of Sol's Combo page as well as a more extensive list of combos. A detailed explanation can be found on the Notation page.

Close Range K Starter Ground ComboGreat way to mash out of pressure with 5K.
59-82 Damage (Depends on starter and whether or not the combo uses the follow-up to Bandit Revolver)
Very Easy

5K or 2K > 2D > 236K(K)
This combo is Sol's standard meterless conversion off a grounded K normal. It causes a Soft Knockdown A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense., which allows Sol to use f.S as a 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. to start his pressure game described below.

The two K starters into 2D include 5K and 2K. 5K is usually used as a way to stop the opponent's offense due to its 3 frame start-up and long range. While 2K is usually used for frame traps after a blocked f.S.

This combo also works as a jump in starter from j.S for easy air to ground conversions.

If okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. is more of a priority, then check out this version of the combo here.

Close Range BnB A staple combo that is simple yet effective. c.S Ground ComboA staple combo that grants amazing pressure on hit.
98-134 Damage (Depends on starter)
Easy

c.S > delay f.S > 5H > 236KK
This combo is one that all Sol players know and love, due to it being easy to Hit Confirm To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent. off of a blocked c.S > f.S > 5H string, as if the 5H does not hit, he can cancel into Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10 on block for a way to disengage with his opponent. In addition, Sol’s f.S is plus on block, allowing for easy 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 with 5H.

This combo also works if you start from a mid range f.S hit, all you have to do is cut out the c.S and you will be able to do the exact same combo with no other executional changes.

This combo also gives an opportunity for a meaty after the Bandit Revolver with f.S, which starts Sol's Pressure To attack the opponent continuously and leave little room for counter attacks. game, this can create an opportunity for guaranteed offense. For more information on Sol's pressure game, click here.

Mid Range 6S Ground ComboVery good way to poke, stay safe, and convert into a knockdown.
79 Damage
Very Easy

6S > 236KK
This combo is amazing to use in Neutral When neither player is in an advantageous position in terms of stage position. as a confirm due to 6SGGST Sol 6S Hitbox.pngGuardAllStartup15Recovery20Advantage-9's long range, disjointed hitbox and decent amount of active frames, making it a a powerful tool for controlling space. It also gives similar okizeme to the combo described above. Do note that at longer ranges, you will be forced to skip the first hit of 236K and instead mash your way to the second hit, possibly giving slightly worse okizeme.

You can also confirm into Gun Flame on block for a safe way to reset into neutral to try hitting 6S again.

Combo Cheat Sheet

All of the above BnB A staple combo that is simple yet effective. combos at a glance:

Combo Position Notes
5K or 2K > 2D > 236K(K) Anywhere K Button BnB
c.S > delay f.S > 5H > 236KK Anywhere c.S BnB
6S > 236KK Anywhere 6S Confirm

Pressure

A far more detailed explanation of Sol's Pressure can be found on Sol's Strategy Page.
Block Strings

Sol's offensive is relatively freeform, focused primarily on using his powerful strike/throw mix-ups to make the opponent commit to jumps or mashing out of blockstrings. After initiating any blockstring, you have the options of either continuing the string or mixing in a throw. Your opponent has three main options: continuing to block, jumping or attacking. Choosing to finish the string with strikes will interrupt jumps or attacks, but gives up your turn against blocking opponents. Throwing will open them up if they block, but loses to jumping and attacking.

Example Block Strings:

5K > 6S > (dl) 236P
c.S > (dl) f.S > (dl) 5H > (dl) 236P
6S > (dl) 236P
2K > 2D > (dl) 236P

Further Learning

Sol has a much deeper pool of Combos that he is capable of doing most of which are based around Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26's Clean Hit When certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce. property and routing into it as frequently as possible.

  • Sol's Combo Page explains in detail Sol's entire combo theory as well as listing a variety of more difficult, niche, or character specific combos that make Sol hit even harder.
  • Sol's Strategy page explains how to enforce and convert into strike throw situations, as well as detailing Sol's safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s and meaty 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. FafnirGGST Sol Badguy 41236H.pngGuardAll (Guard Crush)Startup24Recovery16Advantage+11 setups.

Navigation

Systems Pages
Application & Advanced Information
Archived Information