Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Please feel free to make edits, but include edit summaries and sources where applicable.
Normal Moves
5P
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
- 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
- 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
- GGST Sol f.S.png
Oppression in a can
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
- 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
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
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
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.
6H
- 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
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
Your fastest low. Cancel into 2D for knockdown, 6P in the corner for comboing and 6S for a frametrap.
2S
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
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
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
Air Throw
Special Moves
Gun Flame
236P
- 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)
214P
- GGST Sol Gun FlameFeint.png
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.
Volcanic Viper
623S/H (Air OK)
- GGST Sol Volcanic Viper.png
Ground S |
---|
Ground H |
Air S |
Air H |
- 623S
- Strike invulnerable.
- Recovers surprisingly quickly.
- 623H
- High damage, invincible reversal.
- Has a sweet spot up close.
- Can true blockstring into normals if airblocked in the corner.
- j.623S
- Probably don't use this one.
- j.623H
- Air DP.
- Not all that useful either.
Bandit Revolver
236K (Air OK)
- GGST Sol BanditRevolver.png
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
214K (Air OK)
- GGST Sol BanditBringer.png
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
623K
- GGST Sol WildThrow.png
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 NightRaidVortex.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.
Fafnir
41236H
- GGST Sol Fafnir.png
Obligatory Rush-type Guard Crush
A slow mid punch with high reward. It causes Guard Break on block for long enough that Sol can move before the opponent, focing them to keep blocking. On hit, it causes a bizarre-looking ground bounce, allowing you to do a Night Raid Vortex afterwards.
Overdrives
Tyrant Rave
632146H
- GGST Sol Tyrant Rave.png
- Gives Sol more advantage after wallbreak.
- Deals better scaled damage then Heavy Mob Cemetary.
Heavy Mob Cemetery
214214H
- GGST Sol Heavy Mob Cemetery.png
- Never breaks the wall.
- Switches sides on hit.
- High raw damage, but low scaled damage.
- Reaches 3/4 of the screen.
- It's a hit not a grab.
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.