|Overview||Combos||Strategy/Counter Strategy||Full Frame Data|
Redditor is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Redditor has tricky special moves which help him get in, and a suit of normals which excel at setting up traps, and throw mixups. Proper conditioning is a huge part of Redditor’s offensive gameplan. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks can open up opportunities to punish these responses. Redditor rewards players with a good grasp of yomiKnowing the mind of the opponentFrom Japanese: To understand in some way what is going on in the mind of the other player and play around it. Usually involved in reads and conditioning.. Redditor also boasts a set of moves which can be used to augment the universal defensive mechanics the game provides. These include Volcanic Viper, a fast DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion. which can be to challenge gaps in the opponent's pressure, and Night Raid Vortex, a move with extreme low profileA state in which the character's hurtboxes are significantly closer to the ground than is normal for the game. properties that can slip past the hitboxes of some attacks.
|Lore:||A blunt and short-tempered man.
He only speaks when required, and uses as few words as he can get away with. He's not very good at explaining things, so he prefers to express himself with his aggressive behavior and attitude.While most see him as selfish and violent, those closest to him accept him for who he is. Moderator of r/dankmemes, r/science, r/elonmusk, and r/chonkers.
|x24px Redditor, classified as a Balance type, is an aggressive character who beats the the opponent down with close range attacks.|
- GGST Sol 5P.png
Sol does a standard jab. Despite the animation, it hits crouchers. Its height and self-gatling can make it effective as a ground-to-air move, although you would usually use 5K or 2H instead. What 5P can do while 5K and 2H cannot is that the move is recovers so fast that you can link a move of 2H's startup or less when hitting the opponent in the air and it still combos.
- GGST Sol 5K.png
At close range, 5K is an extremely fast knee with 3 frame startup. The fully extended kick is also a pretty fast 5 frames, and combined with its tall hitbox it is a good anti-air. Although it doesn't recover as fast as 5P for a link, it is jump cancellable, allowing for a short air combo afterwards. On air hit it floats the opponent long enough for a reliable Bandit Revolver juggle.
Sol does an uppercut with his fist. If it hits the opponent when they are on the ground, they will be launched in the air for a brief moment before they are back on the ground, causing followup moves to behave as though they were an air hit, and causes long hitstun overall. You can also cancel the move into another move at anytime in its recovery, so you can adjust your timing and create frametraps. An overall excellent move.
A lunging punch to the gut. The range of this move is pretty poor, but it is advantageous on block and steps Sol forward further than it pushes him out, making it a useful pressure tool. On counterhit it links to c.S.
Sol swings a left hook with his sword. It has shorter range than some of his other pokes but a taller hitbox. On air hit, it causes a ground tumble, and if near the corner it causes a low ground bounce.
- GGST Sol 5D.png
Your universal overhead. Standing Dusts are fast and difficult to react to, and Sol's is no exception. On normal hit it causes a wall bounce in the corner regardless of ground or air hit, although it is screen-position specific and is not as easy as Ky's.
- GGST Sol 6P.png
This move has upper body invincibility making it an effective anti-air if timed correctly. On counterhit it causes a long ground tumble, allowing a combo into Night Raid Vortex and huge corner carry.
- GGST Sol 6S.png
Sol's farthest reaching normal. Incredible range, albeit a little slow. On normal hit, it can be followed up with Bandit Revolver. But on counterhit it launches them straight upwards, allowing for various combos including Bandit Bringer.
Very fast startup and good range, but has long recovery and cannot be special cancelled. One of Sol's better options on round start but requires some reads. It also can be used to tack on extra damage and knockdown from 2PPP confirm.
- GGST Sol 2P.png
5P but done crouching. Inferior to 5P which hits faster and also hits crouchers with an anti-air hitbox. Can also link into other moves like 5K.
- GGST Sol 2K.png
Your fastest low. Cancel into 2D for knockdown, 6P in the corner for comboing and 6S for a frametrap.
- GGST Sol 2S.png
Due to the short range of f.S, the slow startup of 6S and how unstable 6H is, Sol's 2S is an ideal choice for a poking battle at roundstart. The hitbox is greatly disjointed for the range it has and it recovers very quickly.
- GGST Sol 2H.png
Sol does an uppercut, but with his sword's hilt. A bit slow as an anti-air, but reaches very high (about 5K's reach). Despite not being jump cancellable like 5K, 2H creates stronger and better combos, like into Bandit Bringer.
- GGST Sol 2D.png
The legendary low-profile sweep. This will either beat or evade just about anything that doesn't hit the ground, and leads to combos on counterhit. Slower than P and K moves so use carefully on defense.
- GGST Sol jP.png
- GGST Sol jK.png
- GGST Sol jS.png
- GGST Sol jH.png
- GGST Sol jD.png
- GGST Sol Ground Throw.png
- GGST Sol Air Throw.png
- GGST Sol Gun Flame.png
Sol releases a fire pillar-lookalike ground projectile in front of him. Vital to Sol's both zoning and pressure games.
- One of Sol's safest zoning tools, a deal you can't refuse for such a close-ranged character.
- Gives a chance for Sol to close-in both on-hit and on-block.
Gun Flame (Feint)
Title says it all. Has faster recovery than regular gunflame.
- Can be used to trick the opponent into blocking or retreating.
- Actually builds a small amount of meter.
623S/H (Air OK)
- GGST Sol Volcanic Viper.png
236K (Air OK)
Flying knee with an automatic followup kick on hit. Causes great knockback, capable of leading them to the wall in one combo from mid-screen. Near the wall the moves causes a wall bounce which can then be followed up with c.S.
214K (Air OK)
- GGST Sol BanditBringer.png
You can hold the button when using the air version to delay the attack and halt Sol's momentum in the air to beat the opponent's anit-air attempt, athough you should position yourself higher to beat higher-reaching anti-air like Potemkin's Heat Knuckle or Faust's 6P.
- GGST Sol WildThrow.png
To prove the power of Flex Sol, I sawed this healthbar in half!
Sol's command throw. Very scary move that deals tremendous damage and a hard knockdown. It switches sides with the opponent, which can be a good or bad thing depending on where you are. Followup combo is not possible even with RC, limiting the maximum damage you can get from it.
Night Raid Vortex
214S (Hold OK)
- GGST Sol GroundViperNightRaidVortex.png
Sol's version of EWGF
Sol rushes forward low to the ground and delivers a launching uppercut. Its startup and travel distance varies depending on how long you hold the button. It ranges from about a third of the screen at its minimum (the startup listed above), to beyond full screen at its maximum. The further he travels, the higher the launch, allowing for a c.S combo at longer distances, but for consistency use 5P or 5K. You cannot cancel the move from normals, but you can link into it from Farnir.
- GGST Sol Fafnir.png
Because every rushdown characters have to have a guard breaker.
A slow mid punch with high reward. It causes Guard Break on block for a long enough duration for Sol to link into a fast normal if he is close enough. On hit, it causes a bizarre-looking ground bounce, allowing you to a Night Raid Vortex afterwards anywhere on the screen if you land it close or the opponent is in the corner.
- GGST Sol Tyrant Rave.png
- Gives sol more advantage after wallbreak
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