[Xrd] Sol Badguy 101/Q&A/FAQ Thread in Sol Badguy Posted February 1, 2016 · Report reply @Illyrian 1. Riot Stomp has it's uses when cornered. With your back to the wall, it has 16 frames of startup, which makes it Sol's fastest overhead. It can also avoid low moves, even some far slashes and such, if done correctly. If you use it too much (or against good players in general), your opponent may start pressuring you in ways that hit you out of the startup. Limit the use of RS whenever possible. On a side note, if it does land, you do not need Dragon Install to combo after it. Just do air dash forwards and then j.HS>HSVV-TO 2. First of, don't do what you just described. It's a waste of meter, since 6HS on grounded opponents causes basically instant OTG state (even when they slightly bounce). While the Fafnir afterwards connects, it doesn't connect fully - it's an OTG (off the ground) hit, which means the damage and hitstun scale greatly. Basic moves to Roman Cancel depend on the type of RC - moves to Yellow Roman Cancel for neutral/pressure, and Red Roman Cancel for other situations. With YRC at first, you should stick to Gunflame. It allows you to move behind the Gunflame and approach this way. In pressure, doing Gunflame after certain moves on block (like c.S, f.S or even 5HS and 2D if you time it correctly), you can do YRC to run right back in and start pressuring again. For (red) Roman Cancels, you want to keep two basic options in mind. 5HS RC BB is one, and HSVV RC is the other. The former is a basic ground confirm from further away. If you connect 5HS at max range you can do RC into Bandit Bringer and run up to continue the combo. Full notation would look like this: f.S > 5HS RC BB > 5K/c.S >2HS (jc) j.S (jc) j.HS>HSVV-TO (you can use c.S in the middle to add a little more damage, but it requires stricter timing and is much easier if you were closer to the opponent; at max range stick to 5K for reliability). The latter is a more defensive option. If you're getting pressured and have 50 meter, HSVV RC allows you to check your opponent and get out of pressure, or, if you beat them out of moves or simply catch them not blocking, it will allow you to fully reverse the situation and do serious damage. Any typical ground to air combo will work after HSVV RC hits, like 5HS > 2HS (jc) j.S (jc) j.HS>HSVV-TO. Keep in mind that you can only RC Volcanic Vipers on block or hit - if your opponent avoids the move somehow (with a good backdash and such), you're left defenseless. 3. Zoning can be a pain in the ass for Sol, but that's just how it is. You must use the moves with best hitboxes (like 6P that has invulnerability over the knees or 2D which just low profiles under a lot of moves) and proper aerial approach (well timed super jumps or instant air dashes) to get around the options your opponent is choosing at that very moment. Using YRC without any move before it, just to get the slowdown, can be very effective, since it gives you time to get closer and see what your opponent was doing. In case of Axl, your best choice is whiff punishing - play patiently, since he will try to take the initiative when you're far away. Once he does something that you can punish, or at least use the gap he creates to approach a little bit more. Dash carefully and remember to dash break on the ground (hold back and tap two buttons other than Dust to cancel your run and block instantly). For Elphelt the rule is similar, although she wants to keep you at medium distance before she can put you in the corner. Block and remain patient until she is forced to reset pressure with Bridal Express (for the most part punishable if instant blocked) or a grenade (you can hit her out of grenade cocking or throw startup with f.S, if you notice it early enough).