GGST/Sol Badguy

From Dustloop Wiki
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
overview
Overview

Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Sol 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 Sol’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. Sol rewards players with a good grasp of yomi From Japanese "読み". Knowing the mind of the opponentTo 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.. Sol 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 DP Dragon Punch A 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 profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. properties that can slip past the hitboxes of some attacks.

 Sol Badguy  Sol Badguy is a well rounded, close-range brawler who thrives off of good yomi.

Pros
Cons
  • wild throw go brrr
  • sidewinder doesn't exist in strive


Sol Badguy
GGST Sol Badguy Portrait.png

Normal Moves

5P
5P
GGST Sol 5P.png
Template:AttackDataHeader-GGST

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.

5K
5K
GGST Sol 5K.png
Template:AttackDataHeader-GGST

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.

5S
c.S
GGST Sol cS.png
Template:AttackDataHeader-GGST

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 combos and create frametraps. Moreover, although it's not official, but you seem to also be able to get the move out at any distances to the opponent if you hold back when you hit the button. An overall excellent move.

f.S
f.S Template:AttackDataHeader-GGST

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.

5H
5H
GGST Sol 5H.png
Template:AttackDataHeader-GGST

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
5D
GGST Sol 5D.png
Template:AttackDataHeader-GGST

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.

6P
6P
GGST Sol 6P.png
Template:AttackDataHeader-GGST

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
6S
GGST Sol 6S.png
Template:AttackDataHeader-GGST

Sol's farthest reaching normal. Incredible range, albeit a little slow. On normal hit it blows the opponent away and can be followed up only if they are high enough. But on counterhit it launches them straight upwards, allowing for various combos including Bandit Bringer.

6H
6H
GGST Sol 6H.png
Template:AttackDataHeader-GGST

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.

2P
2P
GGST Sol 2P.png
Template:AttackDataHeader-GGST

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
2K
GGST Sol 2K.png
Template:AttackDataHeader-GGST

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

2S
2S
GGST Sol 2S.png
Template:AttackDataHeader-GGST

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
2H
GGST Sol 2H.png
Template:AttackDataHeader-GGST

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
2D
GGST Sol 2D.png
Template:AttackDataHeader-GGST

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.P
GGST Sol jP.png
Template:AttackDataHeader-GGST

j.K
j.K
GGST Sol jK.png
Template:AttackDataHeader-GGST

j.S
j.S
GGST Sol jS.png
Template:AttackDataHeader-GGST

j.H
j.H
GGST Sol jH.png
Template:AttackDataHeader-GGST

j.D
j.D
GGST Sol jD.png
Template:AttackDataHeader-GGST

Universal Mechanics

Ground Throw
Ground Throw
GGST Sol Ground Throw.png
Template:AttackDataHeader-GGST

Air Throw
Air Throw
GGST Sol Air Throw.png
Template:AttackDataHeader-GGST

Special Moves

Gun Flame
Gun Flame
236P
Template:AttackDataHeader-GGST

Gun Flame (Feint)
Gun Flame (Feint)
214P
Template:AttackDataHeader-GGST

Volcanic Viper
Volcanic Viper
623S/H (Air OK)
Template:AttackDataHeader-GGST
Ground S
Ground H
Air S
Air H

Bandit Revolver
Bandit Revolver
236K (Air OK)
Template:AttackDataHeader-GGST
Ground
Air

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.

Bandit Bringer
Bandit Bringer
214K (Air OK)
Template:AttackDataHeader-GGST
Ground
Air

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.

Wild Throw
Wild Throw
623K To prove the power of Flex Sol, I sawed this healthbar in half!
Template:AttackDataHeader-GGST

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
Night Raid Vortex
214S (Hold OK) Sol's version of EWGF
Template:AttackDataHeader-GGST

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.

Fafnir
Fafnir
41236H Because every rushdown characters have to have a guard breaker.
Template:AttackDataHeader-GGST

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.

Overdrives

Tyrant Rave
Tyrant Rave
632146H
Template:AttackDataHeader-GGST
  • Gives sol more advantage after wallbreak

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.

Template:Navbar-GGST