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Matchups
- Keep on Rockin' is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have at least some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito


Startup:
Recovery:
Total 40Advantage:
- One of the only characters Sol can zone out with 6S or f.S.
- Sol's damage output is much larger than Anji's.
- Most of Anji's pressure can be challenged by Volcanic Viper
Guard:
AllStartup:
9Recovery:
18+10 after landingAdvantage:
-28. - Sol's fastest button 5K, can beat all Fuujin
Guard:
AllStartup:
16 [32]Recovery:
21Advantage:
-8 [-6] follow-ups except NagihaGuard:
LowStartup:
15 (28 with early cancel)Recovery:
20Advantage:
-7. - Issokutobi
Guard:
Startup:
Recovery:
22+6 after landingAdvantage:
into ground throw can be punished by Wild ThrowGuard:
Ground Throw: 120Startup:
6Recovery:
41Advantage:
. - Be careful of Anji's Suigetsu No Hakobi
Guard:
Startup:
Recovery:
Total 34~50Advantage:
as Sol can be easily caught in it. Punishable with ground throw or Wild ThrowGuard:
Ground Throw: 120Startup:
6Recovery:
41Advantage:
.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Anji's primary options: Backdash, 2K, f.S, Autoguard, FuujinGuard:
AllStartup:
16 [32]Recovery:
21Advantage:
-8 [-6]
Even though it seems Sol's options at round start are much more powerful. The threat of Anji's autoguard extremely limits your openers due to if you hit autoguard it'll count as a whiff and you'll be left susceptible for a optimal punish by Anji. Anji's also has faster button options that hit on round start like 2K.
Notable Interactions
Dealing with the Spin
Anji's specials such as Suigetsu No HakobiGuard:
Startup:
Recovery:
Total 34~50Advantage:
have an autoguard mechanic that makes moves whiff on contact. Moves like Sol's f.S can be optimally punished if it is caught in it so your best option on round start is to either to backdash or block as you can easily react to Suigetsu No Hakobi if it is thrown out and punish with Wild ThrowGuard:
Ground Throw: 120Startup:
6Recovery:
41Advantage:
or a timed S normal. If Anji advances with raw FuujinGuard:
AllStartup:
16 [32]Recovery:
21Advantage:
-8 [-6] or starting with 2K into Fuujin, Sol can deal with all future follow up options with 5K except NagihaGuard:
LowStartup:
15 (28 with early cancel)Recovery:
20Advantage:
-7 which is -7 on block allowing you take your turn.
A smart Anji will know this and most likely try to backdash to start his defensive gameplan. You can safely close the distance with Bandit RevolverGuard:
AllStartup:
12Recovery:
9+6 after landingAdvantage:
-7 if you react to this. Overall with this in mind, you should try to react to Anji's round start rather than start a offensive string.
Neutral
Anji tends to want to be more defensive until he can get in safely as he doesn't really have good pokes. Again, watch out for Suigetsu No HakobiGuard:
Startup:
Recovery:
Total 34~50Advantage:
, getting caught overusing your f.S will be devastating if Anji punishes using it.
Don't underestimate 2S. It's one of your best pokes that can be used to close the gap.
Offense
Defense
Anji has some of the strongest okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. options in the game. Using ShitsuGuard:
AllStartup:
29Recovery:
Total 52Advantage:
-6 to give himself advantage to start his safest mix-ups. Although this sounds scary to deal with, most of the time there are tiny gaps that Sol can exploit that most other characters cannot. Your 3 frame 5K or your S Volcanic ViperGuard:
AllStartup:
9Recovery:
18+10 after landingAdvantage:
-28 can beat those gaps like the follow-ups of FuujinGuard:
AllStartup:
16 [32]Recovery:
21Advantage:
-8 [-6] (except NagihaGuard:
LowStartup:
15 (28 with early cancel)Recovery:
20Advantage:
-7), or before the second hit of ShitsuGuard:
AllStartup:
29Recovery:
Total 52Advantage:
-6.
Axl Low

As Sol only really excels at the closest distance possible Axl can effectively keep him at a safe distance .
- All of Axl's main buttons are significantly larger than Sol's.
- Most of the time the pushback and recovery on those buttons can keep Sol at bay.
- Sol's only real option of getting in is Night Raid Vortex
Guard:
AllStartup:
15~31 [32]Recovery:
32 [26]Advantage:
-17 but this is extremely unsafe on block (-17). You can Roman Cancel this to make it safe but it is difficult to get bar when Sol is constantly on defense. - Counterplay: Sol's buttons can directly counter some of Axl's buttons if timed correctly. Example, Sol's 6H beats Axl's 2H even at long distance.
- When Sol does get in however, There is little Axl can do to recover.
- 5K ain't gonna reach that guy :(
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Baiken

Baiken is another character that tries to get as close as possible to you. She easily has some of the strongest OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. options in the entire game. Most of the time you are forced to guess one of many true options after a hard knockdown from Tatami GaeshiGuard:
AllStartup:
15Recovery:
5Advantage:
-3 making her options up close much stronger than yours.
- Baiken's f.S is larger than Sol's f.S allowing her to control more space midscreen.
- Some of Sol's strongest tools like 5K cannot be used against Baiken's gapless strings.
- Hiiragi
Guard:
-Startup:
1Recovery:
32Advantage:
- is a powerful to counter Sol's pressure. You will often have to bait it to continue your turn. - Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. Youzansen
Guard:
HighStartup:
9Recovery:
Landing+7Advantage:
-14 (TK) is a generally amazing option that every character needs to look out for. - Sol has a higher damage output, which can be even furthered with Baiken's tether.
- Sol can easily punish options off of a blocked Kabari
Guard:
AllStartup:
18Recovery:
19Advantage:
-3 with 5K or S Volcanic ViperGuard:
AllStartup:
9Recovery:
18+10 after landingAdvantage:
-28.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Bridget

- Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Notable Interactions
Neutral
Offense
Defense
Chipp Zanuff

Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Faust
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Giovanna
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Goldlewis Dickinson
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Happy Chaos
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
I-No

I-No can dominate the neutral game with her projectiles and superior air mobility, and a single hit can spiral out of control, but Sol is good at checking her movement and she hates being pressured just as much as you do.
- Her main goal is to start her suffocating pressure game through pokes into Stroke the Big Tree
Guard:
LowStartup:
16Recovery:
15Advantage:
-7. Conversely, she will be trying to take initiative in neutral most of the time, so it's ideal to focus on halting her approach using moves like 2S or 5P. - When I-No uses Antidepressant Scale
Guard:
AllStartup:
29Recovery:
Total 51Advantage:
-16 in neutral, dash jump into it. This is safer than simply blocking it on the ground, as you will retain your air options once you can act; you can use this to safely retreat and make it harder for her to catch you. - Sol's 5K hitting at an anti-air angle on frame 4 makes it a powerful option for interrupting I-No's hoverdash, forcing her to go for safer mixups that are easier to react to. Similarly, with Roman Cancel available, S Volcanic Viper
Guard:
AllStartup:
9Recovery:
18+10 after landingAdvantage:
-28 is great at stealing a turn on block, and converts to a combo on hit; however, be wary of I-No using throws in her mix-ups to discourage it. - Her reversal super Ultimate Fortissimo
Guard:
All (Guard Crush)Startup:
7+2Recovery:
13Advantage:
+26 has a large gap between hits which leaves I-No airborne, granting a c.S punish that leads into Sol's highest damage combos close to the corner.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Jack-O'
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Ky Kiske
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Leo Whitefang
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
May
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
6P trades with 2S and puts May in a hard knockdown.
Notable Interactions
Neutral
Offense
Defense
Millia Rage
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Nagoriyuki
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Potemkin
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
Mega Fist
- 2K punishes Mega Fist (Forward)
Guard:
HighStartup:
25Recovery:
16Advantage:
-6 from further than 5K (it is also safer on whiff if you still whiff it due to the spacing).
- You can dash block against Mega Fist (Forward) on reaction to get a better spacing for your punish, though it is quite hard.
- Mega Fist (Backward)
Guard:
HighStartup:
25Recovery:
6Advantage:
+4 avoids and punishes any 6S frame trap from 2P / 5P / 2K, don't autopilot those strings too much.
- If you’re looking for a Mega Fist, the best way to stop it on reaction without giving them a chance to Red Roman Cancel is either j.D or H Volcanic Viper
Guard:
AllStartup:
13Recovery:
19+10 after landingAdvantage:
-26 because your other main options to do on reaction, 6P, air throw and S Volcanic ViperGuard:
AllStartup:
9Recovery:
18+10 after landingAdvantage:
-28, are very inconsistent.
F.D.B.
- Night Raid Vortex
Guard:
AllStartup:
15~31 [32]Recovery:
32 [26]Advantage:
-17 goes under F.D.B.Guard:
AllStartup:
20~37Recovery:
20Advantage:
-6, 5H/6S > Gun Flame (Feint)Guard:
Startup:
Recovery:
Total 25Advantage:
into Vortex will punish a flick attempt on your Gun Flame (Feint).
- 5H/6S > Gun Flame (Feint), 6H will trade with F.D.B., without Gun Flame (Feint) it'll beat it clean (this is safer than Night Raid Vortex since it can't be punished with Potemkin Buster
Guard:
Ground ThrowStartup:
5Recovery:
37Advantage:
on block).
Hammer Fall
- You can 6P or Night Raid Vortex under Hammer Fall
Guard:
AllStartup:
18~62Recovery:
26Advantage:
-9, though the latter might be difficult on reaction.
- After a normal hit 6P, a late cancel into Bandit Bringer
Guard:
HighStartup:
30Recovery:
12 after landingAdvantage:
-2 will be meaty and a bit plus.
- An early cancel into Bandit Bringer will whiff and be minus but in range to Wild Throw
Guard:
Ground Throw: 120Startup:
6Recovery:
41Advantage:
them.
Garuda Impact
- On wake-up midscreen, you can backdash Garuda Impact
Guard:
All (Guard Crush)Startup:
28Recovery:
24Advantage:
+19 on reaction; you might get hit but you'll be taking some damage in exchange for getting out of his very powerful offense. Don’t do this in the corner or if the damage would kill you, of course.
- Garuda Impact is 0 to slightly minus when air blocked. If he does it outside of your wake-up, upback when you see it (if you upback early enough you'll just get out, if you air block it you’re at advantage).
- If you DP on wake-up and they Garuda Impact, you might get a clash. Because of this, you should OS something behind your DP on wake-up (or if you react to Garuda Impact while you do the DP motion), like Faultless Defense or a fast move (f.S, 6H...).
- Using Faultless Defense against Garuda Impact might be a good idea since its chip damage is no joke.
Slide Head
- Bandit Revolver
Guard:
AllStartup:
12Recovery:
9+6 after landingAdvantage:
-7 can be used on reaction midscreen to break Slide HeadGuard:
Low (Guard Crush)Startup:
29Recovery:
28Advantage:
0's armor and give you a punish. 6S > Bandit Revolver (1) will give you a grounded 5K / c.S combo (including kara H Volcanic Viper) and Bandit Revolver (1) > Bandit Revolver (2) will give you a medium Counter Hit punish.
Surviving on wake-up
- Delay backdash should beat his layer 1 mix-up (meaty or command throw) when he doesn’t have enough time to do Garuda Impact.
- Potemkin Buster midscreen into Hammer Fall Break[[File:|130x200px]]Guard:
N/AStartup:
Recovery:
27Advantage:
into "meaty" is real okizeme only if the Hammer Fall Break is timed perfectly, otherwise you should only be at a low frame disadvantage if he comes point blank, so you may try to challenge with 5K or jump back.
Ramlethal Valentine
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Sol Badguy

Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Sin Kiske
- Recently released character. Little information can be provided.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Sin's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Notable Interactions
Neutral
Offense
Defense
Testament
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Zato-1
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense