GGST/Sol Badguy: Difference between revisions

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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.
* Hold D to charge.
* Deals more damage at full charge.
* Launches opponents on hit when fully charged.
* Jump cancelable on hit against grounded opponents when fully charged.
* Jump cancel forces an Area Shift.
Upward swipe that hits overhead. Can be charged for more damage and a full combo on hit. As this is Sol's only grounded overhead, 5D is an integral part of his mix-up game. RC's allow this attack to continue into further pressure or convert into a combo without charging it. The charged version is Sol's most damaging and best scaling non-super attack which makes it a powerful option after an RRC, however the long start-up can make this somewhat difficult outside of the corner.
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Revision as of 10:59, 27 February 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview

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Normal Moves

5P

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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. Using 5P as an anti-air over 5K and 2H means you can link a 2H afterwards, thanks to the juggle it gives you. Not Sol's best anti-air but a good one nonetheless.

5K

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  • Both hits are dash cancelable.

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.

c.S

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  • Dash cancelable.

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.

f.S

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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 and itself.

5H

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  • Combo filler.
  • Good frametrap if delayed.
  • Combos into 236K.

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.

5D

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  • Hold D to charge.
  • Deals more damage at full charge.
  • Launches opponents on hit when fully charged.
  • Jump cancelable on hit against grounded opponents when fully charged.
  • Jump cancel forces an Area Shift.

Upward swipe that hits overhead. Can be charged for more damage and a full combo on hit. As this is Sol's only grounded overhead, 5D is an integral part of his mix-up game. RC's allow this attack to continue into further pressure or convert into a combo without charging it. The charged version is Sol's most damaging and best scaling non-super attack which makes it a powerful option after an RRC, however the long start-up can make this somewhat difficult outside of the corner.

6P

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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.

6S

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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, or Gunflame into Night Raid Vortex.

6H

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  • High risk, high reward.
  • Ground bounces on counterhit.
  • Cannot be special cancelled.

Very fast startup and good range, but has long recovery and cannot be special cancelled making it quite unsafe. 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.

2P

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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.

2K

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Your fastest low. Cancel into 2D for knockdown, 6P in the corner for comboing and 6S for a frametrap.

2S

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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.

2H

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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.

2D

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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.

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

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  • Can throw the opponent either forward or backwards.
  • Knockdown on hit.

Sol grabs the opponent and headbutts them. Very fast start-up, can potentially throw the opponent out of sloppy pressure or oki. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. PRC'ing the throw allows Sol to punish jumps or back dashes. Can lead into a full combo with an RRC, though it must hit before the opponent touches the ground.

Air Throw

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  • Can throw the opponent either forward or backwards.
  • Knockdown on hit.

Sol grips the opponent with his fist, detonating it with flames. Used to call out opponents who make predictable jump-ins or keep chicken blocking. Cannot act after the throw until Sol touches the ground. Can also lead into a full combo on hit with an RRC.

Special Moves

Gun Flame

236P

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  • Launches opponent on hit.

Sol releases a pillar of flame that slowly crawls along the ground. This is his only projectile, making it a vital part of Sol's neutral game. Is plus on block if it hits meaty or at a range, making it a strong pressure and oki tool. Can be PRC'd for tricky mix-ups, such as using Wild Throw before the attack is blocked or jumping over the opponent right before it hits for a cross-up. Very strong combo tool against airborne opponents, giving Sol time to hit with Night Raid Vortex mid-screen or dash in with 5K in the corner.

Gun Flame (Feint)

214P

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  • Builds a small amount of meter.

Sol assumes the same stance he uses for Gun Flame but doesn't fire a projectile. Has faster recovery than the real version, making it useful for resetting pressure or baiting jump-ins from an opponent who was expecting Gun Flame. Use it when fighting extremely distant and defensive opponents to build meter, forcing them to either get close or risk Sol building meter for free. Cancel into this after wall splatting with a normal as it recovers fast enough that Fafnir can still end the combo.

Volcanic Viper

623S/H (Air OK)

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Ground S
Ground H
Air S
Air H

623S
  • Strike invulnerable.
  • Launches opponent on hit.

Invincible from frame 1 and has low endlag. Use it to steal momentum against poor oki and predictable pressure. Loses to throws so try to only use it if the opponent isn't at point-blank range. Is safe on block if the opponent air blocked, making it a good anti-air. RC's retain Sol's upward momentum unless the RC is shifted in any direction. Can be PRC'd on hit for decent damage and better oki.


623H
  • Full invincibility.
  • Launches opponent away on hit.
  • Hits 2 times.
  • Second hit can clean hit at close range.
  • Clean hit greatly improves damage and grants a hard knockdown.

Frame 1, fully invincible reversal. Sol launches significantly higher than the Slash version, making him very punishable on whiff or ground block. Is a better reversal though only if an RC is available. Can be used to anti-air opponents due to its high reach and its safety on air block. If the opponent is cornered and was high enough when they blocked it, it can true blockstring into normals. The clean hit deals absolutely massive damage, so it should be used to end combos whenever possible. The hard knockdown leads into strong oki, though it can be sacrificed in exchange for even more damage with an OTG 6H (useful for closing out rounds). Doesn't knockdown and only deals moderate damage without the clean hit.


j.623S
  • Identical to the ground version.

Only use this if strike invincibility is desperately needed while in mid-air.


j.623H
  • Identical to the ground version.

Ideal combo ender. Can clean hit after most air normals so long as Sol is very close to the opponent and has forward momentum from a forward jump or air dash (j.D only works in the corner, j.H never works).

Bandit Revolver

236K (Air OK)

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Ground
Air

  • Hits 2 times. First hit launches the opponent, the second knocks them away.
  • Second hit only occurs if the first hit the opponent.

Flying knee with an automatic followup kick on hit. Sol's main combo ender mid-screen when Volcanic Viper won't clean hit. The high knock back of the second hit provides good corner carry and it leads into good damage if RC'd. If the knee attack connects at its maximum vertical range, the follow-up will whiff. However, Sol is plus enough that he can land and link into 5K which can be done intentionally to extend combos. Avoid using this to end corner combos as the second hit cannot wall splat opponents. If the first does, the second will cause an Area Shift without giving Sol a chance to use a stronger ender like Fafnir or Tyrant Rave.

Bandit Bringer

214K (Air OK)

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Ground
Air

  • Air version can be delayed by holding K.
  • Hard knock down on hit.

Sol floats through the air before doing a diving punch. The air version can be delayed to halt Sol's aerial momentum, useful for baiting out an opponent's anti-air attempts, although it will lose attacks with high vertical reach like Potemkin's Heat Knuckle, Faust's 6P, or most DP's. The hard knockdown can either grant good oki or lead into an OTG (c.5S can be dash-canceled to maintain pressure while 6H maximizes damage). Slow start-up makes it difficult to use in longer combos and the forced knockdown allows opponents to tech roll out RC combos if they touch the ground before the RRC connects. Use this move to end corner combos if the move itself or a follow-up OTG 6H will trigger a wall splat. Break the wall with Fafnir in the former case or with 6H again in the latter scenario.

Wild Throw

623K

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  • Switches sides on hit.
  • Hard knockdown on hit.

Sol's command grab. Has more range and damage than his normal throw and is untechable but it always side switches and is more unsafe on whiff. Vital part of Sol's mix-up game as the fear of being hit by this move will incentivize the opponent to either jump or mash out of pressure, allowing Sol to fish for counter hits and anti-airs. PRC can be used to make it safe on whiff. Can only be followed-up on hit with a PRC into an OTG 6H as RRC's make the opponent tech roll away.

Night Raid Vortex

214S (Hold OK)

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  • Launches opponent on hit.
  • Can extend range by holding S.
  • Low profiles until the attack comes out.

Sol rushes forward low to the ground and delivers an uppercut. Its startup and travel distance increases the longer S is held. Moves forward about a third of the screen at no charge to beyond full screen at max charge. This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if RC's are available. The attack launches higher and deals more damage at full charge, allowing Sol to combo into c.5S. Follow it up with 5K instead if not fully charged or if the opponent wasn't already airborne. While it cannot be directly canceled into from normals, the dash cancels out of 5K and c.5S can be canceled into this move. Doing so massively increases Sol's meterless combo damage, especially mid-screen. Can theoretically infinitely loop into itself from an air hit 5K dash cancel, but doing so requires high execution skills and will scale your combo damage into oblivion.

Fafnir

41236H

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  • Ground bounces on hit.

Sol lunges forward with a flaming straight punch. Guard breaks on block, leaving Sol at a frame advantage. On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into Night Raid Vortex. Bounces higher on counter hit, allowing the follow-up NRV to combo into c.5S rather than 5K. This is also Sol's optimal corner combo ender after wall splatting an opponent thanks to its high damage and single-hit nature.

Overdrives

Tyrant Rave

632146H

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  • Full invincibility.
  • Hits 2 times. First hit launches the opponent, the second knocks them away.
  • Second hit can clean hit at close range, though only if the first hit as well.
  • Will force an Area Shift if the opponent touches the corner.
  • Gives a hard knockdown after an Area Shift.

Sol does an uppercut followed by a fiery straight punch. Fast reversal, but the first hit has poor range and the entire attack is unsafe on block or whiff. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. Thus, if an RC is available to make it safe, avoid only using it after the second hit. An RC'd Volcanic Viper can lead into similar damage and oki while being safer and leading into a potential mix-up, so consider doing that instead.

This super is primarily meant to be a high damage combo ender, especially in the corner where Sol receives increased damage, strong oki, and regenerating tension after the forced Area Shift. Just remember that if the opponent is wall splatted by an OTG, then this super cannot be used properly as the opponent will tech out after the first hit and be able to block or reversal through the second. RRC's can be used to combo after it connects for even more damage. However, the short range of the first hit, the high knock back of the second, and the forced Area Shift in the corner makes this difficult mid-screen and impossible in the corner.

Heavy Mob Cemetery

214214H

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  • Full invincibility.
  • Switches sides on hit.
  • Launches opponents on hit, hard knockdown upon landing.
  • Cannot cause an Area Shift, even if the opponent has wall splatted.

Sol activates his Dragon Install before lunging about 3/4ths of the screen. If the opponent is hit, Sol drags them into the air and dives into the ground, creating a huge explosion. Sol is invincible until he reverts to his base form, meaning it can be used as a slow but long range reversal. Very unsafe on block but has somewhat quick recovery, making it difficult to punish on whiff. Can be canceled at any time with a PRC to make it safe or even create mix-ups, such as PRC'ing before touching a guarding opponent and using Wild Throw. Deals more damage than Tyrant Rave, both raw and scaled, but since it cannot Wall Break it will deal less damage and give weaker oki in corner. Leads into absurd damage with RRC's by shifting it downwards after the final hit so that the RRC whiffs, giving Sol time to run underneath the opponent and fully charge 5D, even after switching sides!

External References

Navigation

To edit frame data, edit values in GGST/Sol Badguy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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