< GGXRD
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:'''Ground Game/Footsies''' | :'''Ground Game/Footsies''' | ||
:*Dash Brake (see explanation [[Movement_(GGXRD)#Ground_Movement|here]]) is a strong method of ground movement and is essential. Use it to block oncoming attacks instantly out of running or stop just outside their range to make them whiff, which can lead to punishes or a chance to gain ground. | :*Dash Brake (see explanation [[Movement_(GGXRD)#Ground_Movement|here]]) is a strong method of ground movement and is essential. Use it to block oncoming attacks instantly out of running or stop just outside their range to make them whiff, which can lead to punishes or a chance to gain ground. | ||
:*... | :* Use [[Sol_Badguy_(GGXRD)#Normal_Moves|f.S]] to poke at long range. Timed properly, it can counter an opponent’s pokes out of startup, hit them out of jump startup, or force them to stop forward movement. You can also use it to whiff punish. | ||
:::f.S should always be cancelled to something, whether it hits or is blocked. On hit it combos to [[Sol_Badguy_(GGXRD)#Normal_Moves|5HS]] which can be Roman Cancelled into further combos, however 5HS will not reach from a max range f.S hit. f.S cancelled into [[Sol_Badguy_(GGXRD)#Normal_Moves|2S]] is the most common choice. It leaves you at advantage after a f.S hit or block whether the 2S is in range to connect or whiffs. This gives you a chance to gain ground, or counter an opponent attacking to keep you from doing that. The following are some examples of how to use f.S > 2S. | |||
::::- f.S > 2S(whiff) > Dash Brake is a safe way to gain ground. f.S > 2S(whiff) > block is a similar option which lets you confirm how the opponent reacted and act accordingly. | |||
::::- f.S > 2S(whiff) > (dash) f.S can catch the opponent out of attacking or moving, and allows you to reapply f.S pressure options. | |||
::::- f.S > 2S(whiff) > 5HS can counter an opponent’s attacks with high reward. f.S > 2S(whiff) > [[Sol_Badguy_(GGXRD)#Special_Moves|Fafnir]] is similar option which also gains ground and allows for continued pressure on block. | |||
:::Conditioning opponents into looking for f.S > 2S(whiff) can introduce the opportunity to use special cancel options when f.S connects, which are more risky without Tension but can be rewarding. [[Sol_Badguy_(GGXRD)#Special_Moves|Gun Flame(GF)]] and [[Sol_Badguy_(GGXRD)#Special_Moves|Bandit Revolver(BR)]] following a f.S complement each other’s strengths and weaknesses. With Tension, the GF can be Yellow Roman Cancelled(YRC) for a stronger option which is covered later. Mixing these two options together well, along with 2S options, can keep the opponent guessing with how to react after f.S. This tactic is useful unless the opponent is truly reacting to BR or GF startup consistently, and punishing them accordingly. | |||
::::- f.S > GF can encourage blocking and jumping, since they can punish a non-YRC’d GF by jumping or airdashing over it. The fact that GF will be advantage on block at this distance and deal chip damage are more incentives to jump. GF can counter attacks, so attacking in anticipation of BR is risky for the opponent. | |||
::::- f.S > BR can encourage attacking or staying grounded, since they can punish BR startup with upper-body or otherwise invulnerable attacks. BR has a large hitbox which can catch opponents out of air into knockdown unless they Faultless Defense, which also encourages staying grounded. BR blocked from far range will be advantage on block, so the opponent is inclined to counter it’s startup with attacks, which loses to GF. | |||
*:... | |||
:'''Approaching from Air''' | :'''Approaching from Air''' | ||
:*... | :*... |
Revision as of 16:37, 22 September 2014
Overview
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- Strengths
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- Weaknesses
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- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run
Defense Modifier: x1.00
Guts Rating: 1
Stun Resistance: 60
Jump Startup: 3
Backdash Time: 16
Backdash Invincibility: 8
Move List
- See also: Sol Full Frame Data
Note: Data in [ ] refers to Sol in Dragon Install. DI is short for Dragon Install.
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5HS |
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6P |
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6HS |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2HS |
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2D |
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j.P |
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j.K |
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j.S |
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j.HS |
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j.D |
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Throws
Ground Throw |
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Air Throw |
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Special Moves
Gun Flame 236P |
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Gun Flame (Feint) 214P |
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Volcanic Viper 623S/HS (air OK) |
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Tataki Otoshi (translated as "Knockdown") Volcanic Viper -> 214K |
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Bandit Revolver 236K (air OK) |
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Bandit Bringer 236[K] |
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Kudakero (translated as "Crush") j.214K |
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Bukkirabou ni Nageru (translated as "Wild Throw") 623K |
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Riot Stamp 214K |
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Grand Viper (misromanised as "Ground Viper") 214S |
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Fafnir 41236HS |
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P.B.B. j.623K during Dragon Install |
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Overdrives
Tyrant Rave ver.β 632146HS |
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Dragon Install 214214HS (air OK) |
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Instant Kill
Napalm Death 236236HS during Instant Kill Mode |
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Strategy
Neutral
Sol's gameplan at neutral depends heavily on the matchup. Successfully anticipating and acknowledging how opponents react to certain situations at neutral is key. Almost every move in Sol's arsenal is useful in some fashion here. Sol excels at close range, his neutral often revolves around trying to get in range of his strong close range normals and Wild Throw.
- Round Start Options
- ...
- Ground Game/Footsies
- Dash Brake (see explanation here) is a strong method of ground movement and is essential. Use it to block oncoming attacks instantly out of running or stop just outside their range to make them whiff, which can lead to punishes or a chance to gain ground.
- Use f.S to poke at long range. Timed properly, it can counter an opponent’s pokes out of startup, hit them out of jump startup, or force them to stop forward movement. You can also use it to whiff punish.
- f.S should always be cancelled to something, whether it hits or is blocked. On hit it combos to 5HS which can be Roman Cancelled into further combos, however 5HS will not reach from a max range f.S hit. f.S cancelled into 2S is the most common choice. It leaves you at advantage after a f.S hit or block whether the 2S is in range to connect or whiffs. This gives you a chance to gain ground, or counter an opponent attacking to keep you from doing that. The following are some examples of how to use f.S > 2S.
- - f.S > 2S(whiff) > Dash Brake is a safe way to gain ground. f.S > 2S(whiff) > block is a similar option which lets you confirm how the opponent reacted and act accordingly.
- - f.S > 2S(whiff) > (dash) f.S can catch the opponent out of attacking or moving, and allows you to reapply f.S pressure options.
- - f.S > 2S(whiff) > 5HS can counter an opponent’s attacks with high reward. f.S > 2S(whiff) > Fafnir is similar option which also gains ground and allows for continued pressure on block.
- Conditioning opponents into looking for f.S > 2S(whiff) can introduce the opportunity to use special cancel options when f.S connects, which are more risky without Tension but can be rewarding. Gun Flame(GF) and Bandit Revolver(BR) following a f.S complement each other’s strengths and weaknesses. With Tension, the GF can be Yellow Roman Cancelled(YRC) for a stronger option which is covered later. Mixing these two options together well, along with 2S options, can keep the opponent guessing with how to react after f.S. This tactic is useful unless the opponent is truly reacting to BR or GF startup consistently, and punishing them accordingly.
- - f.S > GF can encourage blocking and jumping, since they can punish a non-YRC’d GF by jumping or airdashing over it. The fact that GF will be advantage on block at this distance and deal chip damage are more incentives to jump. GF can counter attacks, so attacking in anticipation of BR is risky for the opponent.
- - f.S > BR can encourage attacking or staying grounded, since they can punish BR startup with upper-body or otherwise invulnerable attacks. BR has a large hitbox which can catch opponents out of air into knockdown unless they Faultless Defense, which also encourages staying grounded. BR blocked from far range will be advantage on block, so the opponent is inclined to counter it’s startup with attacks, which loses to GF.
- f.S should always be cancelled to something, whether it hits or is blocked. On hit it combos to 5HS which can be Roman Cancelled into further combos, however 5HS will not reach from a max range f.S hit. f.S cancelled into 2S is the most common choice. It leaves you at advantage after a f.S hit or block whether the 2S is in range to connect or whiffs. This gives you a chance to gain ground, or counter an opponent attacking to keep you from doing that. The following are some examples of how to use f.S > 2S.
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- Approaching from Air
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- Anti-Airing
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Offense
Overview explanation
- Blockstrings/Pressure
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- Topic 1
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- - Topic 1.1
- - Topic 1.2
- Topic 2
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- - Topic 2.1
- - Topic 2.2
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- Okizeme
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- Basic
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- - Basic 1
- - Basic 2
- Safejump
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- - Safejump 1
- - Safejump 2
- GF
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- - GF 1
- - GF 2
- GF(YRC)
- Gun Flame(GF) Yellow Roman Cancel(YRC) gives Sol his strongest oki, most notably in corner. Following a GF(YRC) after a knockdown, you can forward jump into similar options as Safejump oki at less risk. It is more difficult for the opponent to punish mixup attempts after the jump due to GF being on top of them and the slowdown from the YRC. However, it usually isn’t worth using GF(YRC) midscreen unless you’ve got meter to burn or get a knockdown which isn’t ideally spaced for regular Safejump oki. Examples:
- - GF(YRC) 1
- - GF(YRC) 2
- From closer knockdowns, GF(YRC) can be used as a safe confirm into combos, pressure, or punishes depending on what the opponent does on wake-up. You can block immediately following the YRC to confirm whether the opponent got hit, blocked, or did a reversal, then act accordingly. This can also be used to bait and punish Dead Angle attack attempts. Examples:
- - GF(YRC) 3
- - GF(YRC) 4
- From corner knockdowns, GF(YRC) is the oki of choice. Following corner knockdowns, hit and off-the-ground (OTG) normal at point blank range and cancel it to GF(YRC) immediately, then forward jump into an airtight high-low mixup. Normally, the opponent can air tech the OTG to escape the GF to a safe distance. In corner, if the opponent air techs they can always be air thrown back into corner following the YRC, which will be low enough to link 5K into combos. Simply get into point blank range, OTG 2K (or 2K>c.S, or 2D) > GF(YRC) > forward jump, confirm whether or not they air teched, then act accordingly. If they air teched, air throw them on the way up in your jump. If they didn’t air tech, proceed into high-low mixup. Examples:
- - corner OTG 2K > GF(YRC) > forward jump > land 2K hit/block > 6P into combo/pressure (video example)
- Hits the opponent low for anticipating a high from the jump or a close-to-ground airdash.
- - corner OTG 2K > GF(YRC) > forward jump > close-to-ground airdash j.S hit/block > j.D into combo/pressure (video example)
- Hits the opponent high for anticipating a low when they notice that you didn’t attack initially from the jump (acts as a fake low).
- - corner OTG 2K > c.S > (opponent air techs) GF(YRC) > forward jump > air throw > 5K into combo (video example)
- Hits the opponent for air teching after OTG 2K, which will enforce that they cannot air tech and must deal with the above high-low mixup.
- - corner OTG 2K > GF(YRC) > forward jump > land 2K hit/block > 6P into combo/pressure (video example)
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Defense
Overview explanation
- Category 1
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- Category 2
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Combos
Combo Notation Guide: |
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Special/Overdrive Abbreviations: |
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