Introduction
Sol's mixup game is centered around frametrap pressure and airdash okizeme. Pressure is already covered in detail in the Strategy page. Once you have scored a knockdown you can apply the following mixups on the opponent's wakeup.
Example routes
Midscreen knockdown
- 236P (FRC), IAD over their head, ADB j.236S/j.D/land
- 236P (FRC), IAD high/low/throw
- Crossup 236[K]
- 236[K] (FRC) high/low/throw
Corner knockdown
Sol's corner okizeme becomes much scarier, as his already fearsome pressure now converts on hit into a powerful Dustloop combo from a j.D, 2K, Wild Throw etc., ending in a knockdown and looping the situation from the beginning.
- Airdash forward, j.S
- j.S hits: gatling into j.D and combo into Dustloop
- j.S is blocked: gatling into j.H, land, Wild Throw/pressure string
- j.S connects: land, 2K and confirm into Dustloop on hit or pressure string on block
Fuzzy mixup with multiple overheads, lows and throws.
- Airdash forward, j.H (hits twice)
- j.H hits: land, 2K
- j.H is blocked: land, Wild Throw/pressure string
j.H hits twice, leading to further mixups based on how early you time it.
- Airdash forward, late j.H (hits once)
- j.H connects: land, 2K
- j.H is blocked: land, Wild Throw/pressure string
Having j.H hit once will catch players expecting to block two high hits, thus you can make them block high once and land for a low confirm or a throw.
- Airdash forward, early j.H (whiffs)
- land, 2K
- land, Wild Throw
- land, pressure string
Similar concept to above.