GGST/Sol Badguy/Strategy

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General Strategies

Sol does best at close range, so focus on staying on top of opponents with his powerful S buttons. To get close, run and use f.S or Fafnir (41236H), then use your plus frames to start your offense. If you're at mid range, use 2S, 6S, 6H, and Gun Flame (236P) to poke and fish for a hit. At long range, Sol's only option is to use Night Raid Vortex (214S) which, while a powerful option, is punishable on whiff or block. Try to only use it when you have 50% Tension for a Roman Cancel.

After knocking down an opponent, alternate between using a meaty normal like c.S or f.S (force opponents to respect your okizeme by stuffing wake-up jumps or throws) or a throw like a ground throw or Wild Throw (623K) (once they wake-up block to avoid being meatied, throws will punish their passivity). Once opponents begin attempting to mash out of pressure, frame trap using f.S or 6S for big damage on Counter Hit. If the opponent jumps out, either anti-air them with 5K, which can be jump canceled for a damaging combo on hit or dash canceled to reset pressure on block, or meet them in the air with an air throw. Sol's reward for landing an anti-air is significantly higher than most of the cast and showing that to the opponent will discourage them from jumping, allowing him to return to hit/throw mix-ups. This is the cycle of pain that is the key to winning with Sol.

Should Sol ever end up on the back foot, make use of his various defensive tools to turn the tide. Volcanic Viper (623S/H) can punch a hole through gaps in pressure or sloppy okizeme. 2D and Night Raid Vortex can low profile most pokes and projectiles; however, when using Night Raid Vortex to low profile certain moves (e.g  Potemkin's Giganter Kai) you must be aware of lingering hitboxes near the opponent that will catch you after you hit them with Night Raid Vortex getting caught by these will subject you to being knocked down or losing your ability to follow up on the Night Raid Vortex. 6P, 5K, 2H, and Volcanic Viper can all be used to anti-air opponents who make predictable jump-ins. If all else fails, use a super to take your turn back by force.

Ground Throw vs Wild Throw - which is better?

Sol’s mix-ups are primarily strike/throw based. For throws, Sol has two options: a normal ground throw and Wild Throw (623K). How do we know which option to go for? Let’s examine their advantages.

Advantages of Ground Throw

  • Faster to come out (2 frame start-up instead of 6 frames)
  • Provides the ability to choose between switching sides or keeping sides (Wild Throw forces side switch)
  • Can be Roman Canceled on hit for a full combo (Wild Throw can not)
  • Leads to stronger okizeme

Advantages of Wild Throw

  • More range (120000 range vs 90000 range)
  • Throw invulnerable during start-up
  • Untechable
  • Much more powerful (120 damage vs 80 damage)

These advantages can make it seem like Wild Throw is the superior option, as it is more powerful and more likely to hit due to its longer range and throw invulnerability. Its advantages are certainly easier to understand. However, the advantages of normal throws are quite impactful in many situations. It’s faster start-up makes it a better option for escaping pressure. Stronger okizeme means that you are more likely to keep momentum after landing it. The ability to choose whether or not to switch sides gives Sol the ability to keep a cornered opponent in the corner. By implementing an Roman Cancel combo, normal throws deal more damage than Wild Throw (Using Roman Cancel on Wild Throw only leads to a single additional hit). This is especially useful when the opponent is cornered, as Roman Cancel combos from normal throws allows Sol to score an easy wall break every time.

There are also situations where Wild Throw is superior. For example, if your opponent’s life is in the range where Wild Throw can K.O. but a normal throw can not (and you don’t have Tension for a Roman Cancel to compensate) the former is clearly the better option. In addition, Wild Throw is better against certain player habits. If you notice that your opponent prefers blocking and throwing over other options on their wake-up, Wild Throw will allow you to cover both options, whereas normal throws will be teched if they throw.

To summarize, both throws have their own uses. Wild Throw is more immediately rewarding and there are situations where it covers more options. However, certain circumstances make normal ground throws more beneficial in the long run, either by maintaining momentum, utilizing resources, or keeping stage positioning. Choose wisely!

Round Start Options

Rounds start in the mid range, where Sol has several good tools. f.S is a strong, aggressive option. It enforces frame advantage on hit and block, and is very rewarding on counter hit. The low recovery frames of the move means that even if the opponent jumps, it will be difficult for them to whiff punish. 6S is another useful tool due to having longer range than f.S. If the opponent moves backwards to evade f.S, use 6S to catch them. 6S also benefits from having a disjointed hitbox, making it likely to win in trades. However, this option is fairly slow. If your opponent has a button that is faster than 6S and has enough range to connect from round start distance, they can use it to beat 6S reliably.

Your opponent might start going for 6P to utilize its upper-body invulnerability to beat out your aggressive options. In this situation, you can go for a move that hits low, such as micro dash into 2D, to beat them. Backwards movement into 6S will give you an opportunity to punish not just a whiffed 6P, but also many other buttons. Moving back is also relatively safe, making it a strong option in many scenarios. It’s not fool-proof, however. If your opponent has a button with good speed and range, such as  Ramlethal's f.S, they can punish a backdash or initiate a blockstring against walking back. Using the occasional jump is a good way to throw your opponent off. Mix up all of your options to avoid becoming predictable.

Neutral

Close Range / Brawling

Sol is an aggressive character, being up close and personal is his preferred range. At close range, Sol’s c.S is an amazing button. It has a +3 frame advantage on block and leads to strong combos on normal hit and Counter Hit. It’s very versatile during blockstrings, as it can gatling into S, H, D and command normals and it's both jump and dash cancelable. f.S is similar to c.S, it has less flexible gatling routes but works at longer ranges. Sol also takes a step forward when using f.S, which means that if it's blocked, Sol is always in range for another one. Not even Faultless Defense can push him out! Delay the follow-ups of the aforementioned moves to create oppressive frame traps. When your opponent is conditioned to block, mix in normal ground throws or Wild Throw (623K) for a deadly strike/throw mix-up.

Sol also has a lightning fast 5K. Up close, it hits at frame 3, which makes it excellent for contesting opponents. Sol can win many scramble situations with it, and it's also very rewarding for its speed. If your opponent reacts to your dash-in throws by jumping, mix in dash to 5K to punish them. You can also implement 5K into frame traps by using it after c.S or f.S to make use of the frame advantage. 5K is one of the most versatile attacks in the game, it's impossible to overstate how good it is.

Sol’s 5P and 2P are also speedy options. They are not quite as fast or rewarding as 5K, but are much safer on whiff. It's a good idea to stagger Sol’s P buttons and mix in throws for a strike/throw mix-up. Lastly, Sol's fastest low is 2K. It's not particularly important as Sol is primarily a strike/throw character. However, if you notice that your opponent has a tendency to stand block, this move will allow you to open them up.

If your opponent manages to block one of your blockstrings and you need to safely disengage, special cancel into Gun Flame (236P), which can catch them trying to mash. If they start respecting 236P, throw them off with Gun Flame (Feint) (214P). It fakes the animation of Gun Flame without actually shooting a projectile. This allows it to recover quickly, making it useful for resetting pressure against passive opponents or baiting jump-ins from an opponent who was expecting Gun Flame. Lastly, if you're feeling bold, 5D is a risky but very rewarding mix-up option. It is reactable, but if you condition your opponent to fear other options 5D can catch them by surprise. Pressuring with frame traps and strike/throw mix-ups is what defines Sol. Master mixing up your options and timing and you’ll quickly gain the upper hand thanks to Sol’s tremendous damage output.

Mid Range / Footsies

Sol prefers fighting close, but he is strong at mid range as well. The goal here is to use Sol’s larger attacks to create an opportunity to safely close the gap. 6S is his strongest mid-ranged poke. It has long range and a great horizontal disjoint. It also has a wide range of cancel options and launches opponents on Counter Hit, making it quite rewarding. It's likely to score a Counter Hit or interrupt an approach when used in footsies range. If characters like  Ky or  Leo give you trouble in mid range with their space control moves, use 6S to contest them. It’s a very, very strong tool, use it a lot.

Sol's f.S is another excellent move. It has a +2 frame advantage on block and recovers quite quickly. Its range is better than the animation implies due to Sol taking a big step forward when using the move. In fact, the step forward is actually even larger than the pushback of f.S on block, causing Sol to close space. Due to its frame advantage and forward movement, connecting f.S on hit or block means that you have successfully moved into close range and can transition to Sol's ferocious pressure. f.S is also highly rewarding on both normal hit and Counter Hit.

A more reserved option for when you want to poke without advancing forward is 2S. 2S starts up just as quickly as f.S, and while it doesn't have as much range, it still hits from a moderate distance relative to Sol's position. Furthermore, it has a disjointed hitbox, making it harder to counter poke. Both f.S and 2S can gatling into 5H for a frame trap.

A counter strategy against mid-ranged pokes is to position oneself to make them whiff before approaching or contesting them with 6P. If your opponent attempts this, vary your timing and positioning more to throw them off. Stay sharp!

Sol has an excellent sweep in his 2D. It has good speed and range, and leads to strong okizeme. It’s 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 gives it lots of flexibility. A risky but very rewarding option is 6H. It has the longest horizontal range of his normals, very fast start-up, and massive reward on Counter Hit. However, it has poor vertical range, long recovery on whiff, is unsafe on block, and it cannot be special canceled. Thus, it is a very committal attack that should be used carefully.

If you need a projectile, Gun Flame (236P) is a solid one for mid range. It moves forward slowly, which causes it to leave Sol at an advantage if it is blocked at tip range, giving you an opportunity to close the gap. It’s hitbox also hits fairly high, allowing it to snuff out opponents who recklessly use Instant Air Dash. Lastly, Sol can transition from mid range to close range by using Fafnir (41236H), a forward-lunging Guard Crush. It leaves Sol at a massive +11 frame advantage on block, and is also very rewarding on Counter Hit. Fafnir’s range can be extended by combining it with a dash or kara canceling with 6S. However, Fafnir is vulnerable during its start-up. Characters with strong space controlling normals, such as  Leo or  Nagoriyuki, can intercept the move quite easily. Don’t use it recklessly.

If you cycle Sol's mid-ranged moves well, your opponent might start approaching from the air to avoid having to contest with Sol at mid or close range. Sol is armed with many solid anti-airs, be ready to whip them out at a moment’s notice.

Long Range / Closing Space

Sol is lacking in meaningful options that reach full screen. Therefore, your goal at longer ranges is to find a way to close enough space to transition to mid range or close range tools. Understanding how to use basic movement options is key. Don’t make the mistake of running from full screen all the way to your opponent's face, as that makes your approach predictable and punishable with large attacks. You need to mix up your approach by dashing shorter distances and then blocking. You can also do a short dash into a disjointed attack, such as 6S, but don’t get predictable. Air dashing is also a good tool for closing space. Mix air dash into aerial attacks with air dash to block.

Sol has several special moves that move him forward a fair bit. Night Raid Vortex (214S) is a 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. attack that slides forward across the ground. The range can be extended to reach full screen by holding the S button. It’s useful for slipping under many pokes and projectiles, but be careful of attacks that hit low to the ground, such as sweeps and 2S. It leads to powerful combos on normal hit and Counter Hit, but is punishable on block. The move is best used when you have 50% Tension, as you can take advantage of its strengths and Roman Cancel it for safety on block.

Sol can also close space by using Fafnir (41236H), a forward-lunging Guard Crush. It leaves Sol at a massive +11 frame advantage on block, and is also very rewarding on Counter Hit. Fafnir can carry dash momentum to increase its range. It can also be kara canceled from 6S for a range increase. Combining both together allows Fafnir to travel nearly fullscreen. However, Fafnir is vulnerable during its start-up. Exercise caution, especially if your opponent has strong space control tools.

Air-to-Air

j.P - Sol's fastest aerial attack. Its speed and short recovery makes it effective as an air-to-air. It can combo into Bandit Revolver (236K) for a knockdown.

j.K - Has a larger hitbox than j.P but also more recovery on whiff. It can lead to combos due to being air dash cancelable. If your opponent has their back to the wall, it can chain into j.D.

j.D - Has less recovery than j.K but is also a tad slower. The hitbox is chunky, and damage is good. Useful when your opponent is cornered as the wall bounce can result in big conversions.

Jump-In

j.S - A premier jump-in option due to having a good hitbox below Sol. It’s also jump and air dash cancelable, which can come in handy.

j.H - Has two hits. When done from an Instant Air Dash, the second hit will connect just before Sol hits the ground, allowing it to combo into 5K confirms. Very useful from an air dash as a result.

Defense

Defensive System Mechanics

Faultless Defense (FD), Psych Burst and Yellow Roman Cancel (YRC) are cornerstones of defense in Guilty Gear, as they are quite handy for breaking out of pressure. Utilizing them well is essential for mastering any character. They all cost a resource though, so think about how you use them.

Faultless Defense

The green shield shows that Faultless Defense is currently in use.

A unique type of guard that gradually depletes Tension when used. Hold any two buttons except D while blocking to use it. FD augments your block by giving it several special properties. When in use, FD prevents the R.I.S.C gauge from increasing, nullifies chip damage and drastically increases pushback on block. FD allows you to create space between yourself and the opponent. Using it during an opponent's blockstring can push the opponent away far enough to cause an attack to miss. This creates opportunities to whiff punish or to disengage.

While FD is a strong tool, using it also increases the blockstun your character receives. If your opponent has the awareness to recognize your FD, they can respond by utilizing the extra plus frames by going for longer ranged moves, allowing them to continue pressuring you as your Tension depletes. In addition, some moves have properties that completely nullify the pushback of FD. For example,  Sol’s f.S moves Sol forward far enough for him to always be in range for another one. This means that FD isn’t useful against f.S pressure resets. If your opponent employs counterplay against FD, you have to be ready to switch your options up at a moment’s notice.

Yellow Roman Cancel

Unlike other RCs, YRC cannot be drifted or canceled early.

A unique type of Roman Cancel that can be used when blocking at the cost of 50% Tension. Press any three buttons (except D) simultaneously while in blockstun to use it. Upon activation, your character creates a shockwave that forces opponents into a Guard Crush state, granting your character massive frame advantage. YRC is a useful tool for challenging an opponent’s pressure, as it allows you to swing the situation in your favour.

However, YRC is -16 on block and leaves your character in counter hit state during its recovery frames. Sharp opponents can block YRC on prediction and punish it heavily. Make sure to vary when you go for YRC to avoid becoming predictable. In addition, the hefty 50% Tension cost must always be taken into consideration. Said meter could be used for Overdrives or extending combos or blockstrings with other types of Roman Cancels. Practice utilizing all of your defensive options so as to not end up over-relying on YRC and burning Tension too quickly. Lastly, keep in mind that YRC cannot be used when your character is in a Guard Crush state.

Psych Burst

A get out of jail free card. Unless the opponent blocks it, or stays out of range, or disables it...

A powerful defensive option that can be used in a variety of situations at the cost of a full Burst Gauge. Press D + any other attack button to use it. Upon activation, it gives your character full invincibility and creates a shockwave attack that knocks opponents away. Burst can be used at almost any point in the match, including when you’re in blockstun or hitstun. This allows Burst to function as both a combo breaker and as a way to challenge the opponent’s pressure. The Burst Gauge refills slowly over time, so it's a good idea to use it early to break out of a powerful combo, such as a Counter Hit combo. This will allow you to spend the rest of the round recharging it, possibly finding another opportunity to use it.

While Bursts are very powerful, they are far from infallible. After the activation shockwave, your character becomes completely vulnerable for a significant amount of time. Sharp opponents can block Burst on prediction and punish it heavily. Make sure to vary when you go for Burst to avoid becoming predictable. In addition, the range of Burst has its limitations. Characters with long ranged attacks, such as  Nagoriyuki and  Ramlethal, have access to Burst-safe combos and blockstrings that allow them to punish Burst if you go for it or continue their offense if you don’t. Against players that employ these tactics, you will need strong matchup knowledge to survive. Lastly, keep in mind that Burst cannot be used when your character is wallsplatted or when getting hit by an Overdrive.

Counter Pokes

6P - A strong counter poke due to its upper body invulnerability. Use it to challenge an opponent's attack in mid or close range. Many S attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like  Nagoriyuki's f.S. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.

6S - An excellent button because of its long range and great horizontal disjoint. It also has a wide range of cancel options and launches opponents on Counter Hit, making it quite a rewarding counter poke. Use it from ranges where 6P won't reach.

2D - A low sweep with very good 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. It leads into strong okizeme on normal hit or powerful combos on Counter Hit. A classic option due to its versatility and effectiveness.

Anti-Airs

Anti-airs, as the name suggests, are moves that are useful against aerial opponents. They are typically either fast, high-reaching, protected by invulnerability of some kind, or a combination of these traits. Sol has five effective anti-airs: 6P, 5K, Air Throw, S Volcanic Viper (623S) and H Volcanic Viper (623H).

6P - A safe and reliable option due to its upper body invulnerability. Easily confirms into Bandit Revolver (236K) on Counter Hit. A useful option in many instances.

5K - Faster than 6P but lacks upper body invulnerability. It can catch opponents trying to jump during close range brawling. It's also quite rewarding on hit.

Air Throw - A useful anti-air for all characters, especially against opponents that like to jump into block.

Volcanic Viper (623S/H) - Has high reach and full strike invulnerability. Both versions are safe on air block, making them very useful anti-airs. The H version deals more damage, especially so on a Clean Hit, but the S version is much harder to punish on whiff. Choose carefully. The move is very handy in certain match-ups, such as against  Chipp's j.2K.

Abare

Abare means to attack during an opponents frame advantage with the intention of interrupting their pressure. Naturally, fast moves work best for this task.

5K - At close range, this move hits at frame 3, making it Sol's fastest move. It's tied for fastest attack in the game with  Chipp's 5P, and is Sol's best abare option by extension. It combos into 6S > Bandit Revolver (236K) for a meterless knockdown, an amazing feat considering its lightning-fast speed. Get used to using this and your opponent will be more scared of pressuring you.

2D - Much slower at 10 frames, but it has very good 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. It's quite rewarding on Counter Hit, use it if you predict that your opponent will use a move with a high hitbox.

Sol's reversals can also be used for abare due to their invulnerability. Do note that Volcanic Viper (623S/H) loses to throws in some situations where attacking will not.

Reversals

Invincible reversals are moves used to steal your turn back by force. They can be used during holes in an opponent's blockstrings or during your wake-up to punish sloppy oki. Sol has three reversals to choose from: S Volcanic Viper (623S), H Volcanic Viper (623H), and Tyrant Rave (632146H)

Volcanic Viper (623S/H) - Functions as an invincible reversal due to its frame 1 strike invulnerability. 623H deals more damage, especially so on a Clean Hit, but 623S has shorter recovery on whiff. Volcanic Viper does have some exploitable weaknesses that need to be taken into consideration. The first is that it's vulnerable to throws during the start-up. The second is that it's punishable on block. If your opponent is alert enough to predict Volcanic Viper, you should use it more sparingly. Feel free to go nuts with it if they don't know how to deal with it, or if they attack into your wake-up in a predictable manner.

Tyrant Rave (632146H) - An Overdrive with frame 1 invulnerability against both strikes and throws. It is punishable on block, but can be Roman Canceled for safety. This would end up costing 100% Tension though. The hefty Tension cost means that 623H is a much more economic high-risk high-reward option. 623H can be Roman Canceled on hit to make up for the damage discrepancy, and can also be Roman Canceled for safety on block. Tyrant Rave does have throw invulnerability though. If all else fails, it can be used as an expensive cover-all option to take your turn back by force.

Pressure

Among Sol's many strengths, his pressure stands out as being truly exceptional. Clever use of his pressure tools will allow you to obliterate opponents thanks to Sol's tremendous damage output. Mastering Sol's pressure is essential for a Sol player who strives to make the most of the character.

Strike / Throw Mix-Up

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.

There are several ways to initiate strike / throw mix-ups. Connecting Sol's f.S on hit or block is one of the simplest ways of doing it. You can also meaty their wake-up with either c.S or a ground throw. If you connect a move and knock them down, meaty them again. They will be forced to block at some point, which allows you to transition to Sol’s various blockstrings to frame trap them.

Pressure Resets

When pressuring with blockstrings, varying your offense is key to opening up your opponent. If you employ frame traps in a predictable manner, your opponent can simply block until you reach the end of the blockstring. Throws are vital for opening them up, but the timing of throws must be varied, lest a skilled opponent catches on to your timing and employs counter-play. It is with the help of pressure resets that throws can be made more ambiguous.

After c.S or f.S, try using the plus frames to go for another f.S or a dash into another c.S. This will reset pressure, extending the blockstring and increasing the amount of opportunities you have for mixing in throws. The more ambiguous your mix-up becomes, the greater the chance that your opponent will make a mistake. Resetting pressure also increases the mental burden on your opponent due to the R.I.S.C gauge increasing and the ever looming threat of throws. They have to try to escape eventually, which provides you with opportunities to punish if you have the right read.

Another way to reset pressure is with Gun Flame (Feint) (214P). Sol’s blockstrings are typically ended with Gun Flame (236P), if you notice that your opponent respects Gun Flame, Gun Flame (Feint) can be used instead, as it fakes the animation of Gun Flame without actually shooting a projectile. This allows it to recover quickly, giving Sol an opportunity to reset pressure with f.S. Gun Flame (Feint) is also useful for baiting and punishing jump-ins from an opponent who was expecting Gun Flame.

Premier Blockstrings

The following are Sol's best blockstrings due to their versatility and ease of use. If you're a beginner, start with these and practice other sequences later.

  • 5K > 6S > (dl) 236P

Natural frame trap into 6S that leads into high damage and is a natural combo into Gun Flame (236P) on counter hit. Gun Flame can end your blockstring safely but it can also be delayed to frame trap as well.

  • c.S > (dl) f.S > (dl) 5H > (dl) 236P

This string is a true blockstring if done as fast as possible or it can have several frame traps in it if manual delays are used. Note that 5H has a lot of push back so it won't true blockstring into Gun Flame (236P) if c.S wasn't done at point blank range or if they use Faultless Defense. If either c.S or f.S are counter hits, micro-dash into a c.S for a devastating combo. If 5H counter hits, micro-dash into f.S for similarly excellent damage, though not as good as off c.S or f.S.

  • c.S > (dl) f.S, 5K(2) > 6S > (dl) 236P

Combines both previous strings for an even longer one with even more frame trap potential. Same logic as each prior one, however 5K will only hit once without a micro-dash and at that range it will whiff against crouching opponents. You can micro-dash to avoid this but it's normally a 3 frame gap so the dash will widen the gap enough for most characters to contest it with a jab. If you go for 5K after a dash momentum f.S, Sol should be close enough that no micro-dash is needed to connect with the first hit of 5K. Note that if 5K catches them jumping you get a juggle combo with lots of corner carry and high damage.

Other Blockstrings

  • 2K > 2D > (dl) 236P

A string that starts from a low. Hitting your opponents with more niche strings like this one is important to avoid becoming predictable. You can also delay 2D for a frame trap or replace it with 5D for a mix-up.

Corner Pressure

(Under construction. Feel free to add to this section, or any section for that matter.)

Okizeme

Most knockdowns (such as from 6P or Bandit Revolver (236K)) don't grant much in the way of okizeme, at least outside the corner. However, the options that grant a hard knockdown are always quite strong:

  • 2D can be canceled into Gun Flame (Feint) (214P), which if followed up with an immediate Gun Flame (236P) will meaty the opponent's wake-up with the second fire column, leaving Sol plus on block.
  • H Volcanic Viper (623H) can Clean Hit, which will launch opponents through the air. Run after the opponent and use Gun Flame at a moderate distance such that the third column meaties their wake-up, giving Sol enough plus frames to close the distance and apply pressure.
  • Bandit Bringer (214K) is difficult to land mid-combo, but it's just as rewarding as 2D on hit. Slightly delay Gun Flame after it connects to meaty them with the second flame column.
  • Tyrant Rave (632146H) only grants okizeme in the corner where it forces a wall break, though the high damage and positive bonus makes it worth it most of the time. Once Sol lands, jump and instant air dash with either j.S or j.H to do a safe jump.
  • Heavy Mob Cemetery (214214H) has the weakest okizeme of the previous options, though it still grants meaty okizeme with f.S.

Note that 6H and Wild Throw (623K) also hard knockdown but they aren't plus enough to do much with, so continue pressure at your own peril.

Fighting Sol

Sol is a well-rounded character who has a tool for nearly every situation, allowing him to counter any option you pick. There is no overarching weak point for you to exploit (such as  Millia's weak defensive moves and frailty). Instead, counterplay against Sol requires you to learn the ins and outs of each of his moves rather than overwhelming him with a particular strategy. You will also need to get a grasp of your opponent's habits and find a way to exploit them. Stay calm and react to their tendencies accordingly and you'll net yourself a win.

Most Sols will end their blockstrings with Gun Flame (236P) as it's safe on block. Remember that they are still negative on block if the first flame column hits on its first active frame, so make sure to remind them that it's no longer their turn. Try to not jump at a Sol without a plan, his reward of anti-airs are extremely high. Against a truly skilled Sol who doesn't spam the same couple options and uses each tool at the appropriate time, you'll need to rely on proper spacing, tight meaty okizeme, and the occasional Instant Block to get your offense going. If your character can fight effectively at long or mid range, try to keep the fight at that distance.

f.S

input damage guard startup active recovery onBlock invuln
f.S 29 All 10 2 13 +2
  • Is +2 on block, allowing powerful frame traps and strike/throw mix-ups.
  • Has enough forward movement to counteract the pushback of Faultless Defense.
  • There is an 8 frame gap if Sol goes for f.S twice in a row, challenge with an attack that's 8 frames or faster to escape.

Sol's f.S is a powerful pressure tool thanks to its speed, range and +2 frame advantage. It's a cornerstone of Sol's pressure game, as it allows him to initiate his strike/throw mix-ups. Many players are too intimidated to challenge Sol after blocking f.S because of his highly rewarding frame traps. You have to try to escape at some point, though. If you never challenge him, he can continue to loop f.S into f.S, which means he gets away with more strike/throw mix-ups than he should. Not even Faultless Defense can push him away because f.S has enough forward movement to always leave Sol in range for another one. However, f.S into f.S leaves an 8 frame gap to attack him through. Every character has at least two grounded normals that are frame 7 or faster, which will allow you to interrupt Sol. If you aren't sure what moves your character can use to escape, go into training mode with Sol as P1 and your character as P2. Set the dummy to reversal with an attack after blocking, then attack them twice in a row with Sol's f.S. Experiment in training mode to find your strongest conversions from your fast buttons to improve the risk-reward ratio. If you need more help on how to lab the move, check out Sajam's video tutorial on the topic.[1]

By challenging Sol's f.S, you will force him to occasionally continue the blockstring with 5H or 5K in order to frame trap you. If he succeeds in scoring a Counter Hit, you're going to be taking a lot of damage. On the plus side, these moves don't allow him to loop pressure as easily, giving you more opportunities to escape if you block. For an example, if you think Sol might frame trap you with 5H and you’re mid-screen, you can use Faultless Defense to push him away, then either continue blocking to react to his next move, backdash and punish whiffed attacks, or jump away to disengage entirely. You can also escape f.S into f.S by backdashing. However, the recovery of f.S is too short to punish Sol. Backdashing will, at best, reset to neutral, giving you an opportunity to punish his next move. Do note that backdash can be punished by Sol’s 6S, should he go for it. Mix up all your options to throw your opponent off.

Do note that no matter how unpredictable you are and no matter how optimized your conversions are, the risk-reward ratio is always in favour of Sol. Such is the nature of highly damaging plus on block moves. If you want to learn more, check out HiFight’s video tutorial.[2]

6S

input damage guard startup active recovery onBlock invuln
6S 45 All 15 6 20 -9
  • Has massive horizontal range and a good disjoint.
  • The disjointed hitbox becomes a hurtbox during the recovery frames.
  • Highly rewarding on Counter Hit.
  • It's often special canceled due to being -7 on block.

A powerful long-ranged attack. Sol commonly uses 6S in the midrange for keep-out and counter poking. The move is difficult to contest for a lot of characters because of its range and large disjoint. On block, 6S has many useful special cancel options. At 15 frames, it’s far from the speediest option, but it's fast enough considering its other good properties. 6S is -7, which means Sol will usually special cancel it. If you’ve been struggling against this move, learning about its various cancel options can help you understand which option to go for and when.

The most common cancel option from 6S is Gun Flame (236P). If you block 6S at tip range, Gun Flame will connect late, making it plus on block. It's a good idea to backdash or jump to avoid blocking Gun Flame entirely. If you predict Gun Flame, you can IAD after blocking 6S for an aerial counter hit punish. Keep in mind that Sol can mix up Gun Flame with Bandit Bringer (214K), which can catch backdashes and is plus on air block. However, Bandit Bringer can be punished with a throw if you stay on the ground and block it.

If you block 6S close, the situation changes. Jumps will get clipped by Gun Flame, which means that you won't be able to IAD for a punish. In addition, backdashes will leave you at the range where Gun Flame becomes plus. In this situation, you should block Gun Flame as it becomes minus on block when close. Just be wary of Gun Flame (Feint) (214P), which fakes the animation of Gun Flame without actually committing to it, allowing Sol to recover quickly. Skilled Sol players will use it to catch you by surprise.

The hitbox of 6S is disjointed during the active frames of the move, but the hitbox actually becomes a hurtbox during the recovery frames. This, in combination with its significant 20 frames of recovery, make it more punishable than you might expect. There are two main ways of contesting it. The first is using moves with longer range than 6S to contest Sol from beyond its effective range. The other is by counter poking 6S with moves that have comparable range and disjoints but faster speed. Clever use of large space control tools that fulfill either of these criteria can force Sol to play more patiently and methodically, giving you more breathing room and more opportunities to intercept his approach. Examples of such moves include  May's f.S,  Ramlethal's f.S,  Nagoriyuki's 5H,  Axl's 2H and  Potemkin's 6H.

Volcanic Viper (623S/H)

input name damage guard startup active recovery onBlock invuln
623S S Volcanic Viper 40 All 9 14 18+10 Landing -28 1-11F Strike
623H H Volcanic Viper 35, 40 [35, 100] All 13 5, 11 19+10 Landing -26 7-14F Strike
j.623S Aerial S Volcanic Viper 40 All 9 9 Until Landing+10 1-10F Strike
j.623H Aerial H Volcanic Viper 35, 40 [35, 100] All 13 5, 11 Until Landing+10 7-14F Strike

Both the S and H versions of Volcanic Viper (623S/H) have strike invulnerability from frame 1, which means it can be used as a reversal on wake-up. Many players who aren't good at dealing with pressure or mix-ups will rely on it like a crutch. The S version starts up faster at 7 frames, the H version is slower at 13 frames. Volcanic Viper can be rather difficult to deal with when you're attempting offense, but it does have several exploitable weaknesses.

  • Bait and punish - The classic bait, useful in that it's not difficult. Move in close to trick Sol into thinking you will attack, and then back away. This will allow you to avoid or block the reversal and punish. Do note that the total duration of 623S is rather short. You need to be on point to punish it. Backing away will also allow you to whiff punish a throw and stay safe against a jump. However, this option will allow your opponent to initiate a blockstring if they button mash.
  • Throws - Volcanic Viper is susceptible to throws during the start-up. Standard throws have a start-up speed of 2 frames, which means they will beat anything but a normal 5 frames or faster, should Sol go for it. Throwing against an opponent's wake-up requires precise timing though, so practice it in training mode (If you keep getting Counter Hit by Volcanic Viper, you're most likely throwing too early).
  • Outrange it with safe moves - A great option is using long ranged setplay moves to pressure Sol's wake-up without putting yourself in Volcanic Viper’s attack range. Characters with projectiles that have long active durations are especially good at this.
 Millia's Tandem Top (236H) has a long active duration. Throw it out and keep your distance. That way, you can mix Sol up if he blocks or punish him if he uses Volcanic Viper. The existence of Volcanic Viper forces Millia to pressure Sol’s wake-up more carefully than she would against characters without invincible reversals, as she normally doesn’t need to keep her distance when using it.
 Ky's Stun Edge Charge Attack (236H) is another powerful setplay projectile, just make sure you set it up properly. The effectiveness of Ky’s 236H set-ups are not diminished by Volcanic Viper, unlike Millia’s Tandem Top. It also has the benefit of inflicting Shock State.
 Anji's Shitsu (236P) is another projectile attack that functions similarly to the previous two.
 Sol can use Gun Flame (236P) to cover an opponent’s reversal. Space yourself so that Gun Flame hits at max range to make it plus on block.

Night Raid Vortex (214S)

input damage guard startup active recovery onBlock invuln
214S 45 [55] All 15~31 [32] 2 [8] 32 [26] -17 7-(1F before Active) Low Profile
  • Cannot be special canceled from any move.
  • Can extend range by holding S.
  • Has 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 until the attack comes out.
  • Launches opponent on hit, hard knockdown upon landing.

Sol’s Night Raid Vortex (214S) is a combo starter that is evasive enough to slip under many attacks, and its range can be extended to reach full screen. It’s a useful tool for closing space. In neutral, Sol can randomly throw this move out at any time, which can make it quite stress-inducing. It has some limitations though. Notably, Night Raid Vortex cannot be special canceled into, which means you don’t have to fear this move during blockstrings. In addition, it has several weaknesses that you need to be aware of in order to deal with it.

  • Bait and punish - If the Sol player keeps using Night Raid Vortex to get close and punish your pokes, try to bait him by whiffing fast buttons like 5P. There's a good chance that Sol isn't reacting to specific attacks or opening, rather he is simply responding to the fact that you did something. If he falls for the bait, simply block the attack and punish it. At -17 on block, you can punish him with essentially any S or H normals for a full combo. The stronger your punish is, the more you'll discourage Sol from using Night Raid Vortex again, so make sure to practice your optimal punish. Keep in mind that Sol can use Roman Cancel to make Night Raid Vortex safe on block. However, forcing Sol to burn Tension is a win in and of itself.
  • Space controlling lows - As evasive as Night Raid Vortex may be, Sol still has a hurtbox, which means that its evasive properties are limited. In addition, the hitbox doesn’t come out until a frame after the evasive properties disappear. The combination of these two limitations means that attacks with low hitboxes can consistently interrupt the move if you predict it. Low hitbox attacks that have good speed, range or a combination of both are especially good at this. Examples of such moves include  Ky's 2S,  Nagoriyuki's 2S,  Axl's 2H and  Giovanna's 2D.

Fafnir (41236H)

input damage guard startup active recovery onBlock invuln
41236H 65 All (Guard Crush) 24 3 16 +11
  • Cannot be special canceled from any move.
  • Massive frame advantage on block (+11!)
  • Can extend range by dashing and/or kara canceling.

Fafnir (41236H) is a powerful, rush type Guard Crush. It’s range can be significantly extended by dashing and kara canceling. It’s massive frame advantage and powerful Counter Hit combos make it a move to be feared. However, the move is by no means infallible. The most important thing to keep in mind is the move’s hefty, 24 frame start-up animation. If Sol extends its range, it becomes even slower. Because the move has no defensive properties, Sol is wide open when using it. Long-ranged attacks that are well rewarding on Counter Hit are the best option for punishing Sol.

While it is possible to react to an extended Fafnir and interrupt it in time, if Sol doesn’t extend the range, 24 frames of start-up can be difficult to react to with an attack. Fafnir is a border case between "punishable on reaction" and "punishable on prediction". Not only because the start-up time can vary depending on distance and range extension, but also because human reaction speed varies from person to person. If you’re playing online, online latency can also play a part. Because of these factors, you are going to be forced to block it from time to time. In addition, Sol can use the move off of setups that make it safer, such as during okizeme. In these scenarios, the risk-reward ratio is skewed to be more favorable for Sol.

If you do end up forced to block Fafnir, then whatever you do, don’t mash! Its +11 frame advantage is far too large for any regular button to be a good choice. Using a counter throw is a decent option if you predict Sol to follow Fafnir up with a dash into an attack up close, but this is heavily punishable if he meaties you, jumps or backs away. It’s also possible to challenge Sol with an invincible reversal, though this has its own obvious risks and can get predictable in the long run. Please be careful!

Heavy Mob Cemetery (214214H)

input damage guard startup active recovery onBlock invuln
214214H 40, 161 Ground Throw 13+7 16 49 14-35F Throw, Guardpoint

Sol's Heavy Mob Cemetery (214214H) is a ground throw, and as such cannot be blocked on the ground. However, it cannot hit you if you're airborne, so jumping can avoid it. If you were in the middle of an action when Sol uses the attack, shift a Roman Cancel upward to dodge it. Actually punishing the move is extremely difficult as it travels full screen and has very little recovery, so the only consistent method is to already be that far away from him when the move starts. Note that he can be thrown out of the start-up (before the close-up cinematic), so if they use it on wake-up it can be beaten the same way as Volcanic Viper. If you need more help, refer to novriltataki's anti-Heavy Mob Cemetery guide.[3]

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