GGST/Sol Badguy/Matchups: Difference between revisions

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Revision as of 20:20, 8 August 2022

 Sol Badguy



Matchups

  • Keep on Rockin' is a great resource to find specific matchups played by good players: https://strive.keeponrock.in/#/?p1chars=sol
  • Replays of Celestial matches can be found in-game as well.
  • Character Strategy pages generally have at least some basic counterplay.
  • Please keep in mind the matchup chart is subjective and not all players may agree.

Matchup Legend

Scale Matchup Legend
Very Favorable Favorable Balanced Unfavorable Very Unfavorable

Anji

 Anji MitoDon't let him breathe and you'll be fine
Only fear: Kachoufuugetsu KaiGGST Anji Mito 632146S.pngGuardStartup1Recovery10Advantage-
Very Favorable
  • One of the only characters Sol can zone out with 6S or f.S
  • Sol's damage output is much larger than Anji's
  • Most of Anji's pressure can be challenged by Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28
  • Sol's fastest button 5K, can beat all FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] follow ups except NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7
  • IssokutobiGGST Anji Mito 236HK.pngGuardStartupRecovery22+6 after LandingAdvantage- into ground throw can be punished by Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage-
  • Be careful of Anji's Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- as Sol can be easily caught in it. Punishable with ground throw or Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage-

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

General Gameplan

Round Start

Anji's primary options: Backdash, 2K, f.S, Autoguard, FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6]

Even though it seems Sol's options at round start are much more powerful. The threat of Anji's autoguard extremely limits your openers due to if you hit autoguard it'll count as a whiff and you'll be left susceptible for a optimal punish by Anji. Anji's also has faster button options that hit on round start like 2K.

Dealing with the Spin

Anji's specials such as Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- have an autoguard mechanic that makes moves whiff on contact. Moves like Sol's f.S can be optimally punished if it is caught in it so your best option on round start is to either to backdash or block as you can easily react to Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- if it is thrown out and punish with Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage- or a timed S normal. If Anji advances with raw FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] or starting with 2K into Fuujin, Sol can deal with all future follow up options with 5K except NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 which is -7 on block allowing you take your turn.
A smart Anji will know this and most likely try to backdash to start his defensive gameplan. You can safely close the distance with Bandit RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7 if you react to this. Overall with this in mind, you should try to react to Anji's round start rather than start a offensive string.

Neutral

Anji tends to want to be more defensive until he can get in safely as he doesn't really have good pokes. Again watch out for Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage-, getting caught overusing your f.S will be devastating if Anji punishes using it.
Don't underestimate 2S! It is one of your best pokes that can be used to close the gap.

Defense

Anji has some of the strongest okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. options in the game. Using ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 to give himself advantage to start his safest mix ups. Although this sounds scary to deal with, most of the time there are tiny gaps that Sol can exploit that most other characters cannot. Your 3 frame 5K or your Reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. (Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28) can beat those gaps like the follow ups of FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] (except NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7), or before the second hit of ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6.

Axl

 Axl LowNight Raid Vortex and probably die
Designated zoner of the game....
Unfavorable

As Sol only really excels at the closest distance possible Axl can effectively keep him at a safe distance

  • All of Axl's main buttons are significantly larger than Sols
  • Most of the time the pushback and recovery on those buttons can keep Sol at bay
  • Sol's only real option of getting in is Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17 but this is extremely unsafe on block (-17). You can Roman Cancel this to make it safe but it is difficult to get bar when Sol is constantly on defense
  • Counterplay: Sol's buttons can directly counter some of Axl's buttons if timed correctly. Example, Sol's 6H beats Axl's 2H even at long distance
  • When Sol does get in however, There is little Axl can do to recover.
  • 5K ain't gonna reach that guy :(

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Baiken

 BaikenBabe, you gotta stop the jump-ins
Instant overhead beats your kick btw
Balanced

Baiken is another character that tries to get as close as possible to you. She easily has some of the strongest Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. options in the entire game. Most of the time you are forced to guess one of many true options after a hard knockdown from Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 making her options up close much stronger than yours.

  • Baiken's f.S is larger than Sol's f.S allowing her to control more space mid screen.
  • Some of Sol's strongest tools like 5K cannot be used against Baiken's gap less strings
  • HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- is a powerful to counter Sol's pressure. You will often have to bait it to continue your turn.
  • Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) is a generally amazing option that every character needs to look out for
  • Sol has a higher damage output, which can be even furthered with Baiken's tether
  • Sol can easily punish options off of a blocked KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 with 5K or ReversalGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Bridget

Pending
  • Recently released character little information can be provided

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Chipp

Faust

Giovanna

Goldlewis

Happy Chaos

I-No

Jack-O'

Ky

Leo

May

Millia

Nagoriyuki


Potemkin

Balanced

Defense and Punishes


Megafist


  • 2K punishes Mega Fist (Forward)GGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6 from further than 5K (it is also safer on whiff if you still whiff it due to the spacing).
  • You can dash block against Mega Fist (Forward) on reaction to get a better spacing for your punish, though it is quite hard.
  • Mega Fist (Backward)GGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 avoids and punishes any 6S frame trap from 2P / 5P / 2K, don't autopilot those strings too much.
  • If you’re looking for a Megafist, the best way to stop it on reaction without giving them a chance to Red Roman Cancel is either j.D or H Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26 because your other main options to do on reaction, 6P, air throw and S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28, are very inconsistent.

F.D.B.


  • Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17 goes under F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, 5H/6S > Gun Flame (Feint)GGST Sol Badguy 214P.pngGuardStartupRecoveryTotal 25Advantage- into Vortex will punish a flick attempt on your Gun Flame (Feint).
  • 5H/6S > Gun Flame (Feint), 6H will trade with F.D.B., without Gun Flame (Feint) it'll beat it clean (this is safer than Night Raid Vortex since it can't be punished with Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage- on block).

Hammer Fall


  • You can 6P or Night Raid Vortex under Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9, though the latter might be difficult on reaction.
  • After a normal hit 6P, a late cancel into Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup30Recovery13Advantage-3 will be meaty and a bit plus.
  • An early cancel into Bandit Bringer will whiff and be minus but in range to Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage- them.

Garuda Impact


  • On wake-up midscreen, you can backdash Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 on reaction; you might get hit but you'll be taking some damage in exchange for getting out of his very powerful offense. Don’t do this in the corner or if the damage would kill you, of course.
  • Garuda Impact is 0 to slightly minus when air blocked. If he does it outside of your wake-up, upback when you see it (if you upback early enough you'll just get out, if you air block it you’re at advantage).
  • If you DP on wake-up and they Garuda Impact, you might get a clash. Because of this, you should OS something behind your DP on wake-up (or if you react to Garuda Impact while you do the DP motion), like Faultless Defense or a fast move (f.S, 6H...).
  • Using Faultless Defense against Garuda Impact might be a good idea since its chip damage is no joke.

Slide Head


  • Bandit RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7 can be used on reaction midscreen to break Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0's armor and give you a punish. 6S > Bandit Revolver (1) will give you a grounded 5K / c.S combo (including kara H Volcanic Viper) and Bandit Revolver (1) > Bandit Revolver (2) will give you a medium Counter Hit punish.

Surviving on wake-up


  • Delay backdash should beat his layer 1 mix-up (meaty or command throw) when he doesn’t have enough time to do Garuda.
  • Potemkin Buster midscreen into Hammer Fall Break[[File:|130x200px]]GuardN/AStartupRecovery27Advantage- into "meaty" is real okizeme only if the Hammer Fall Break is timed perfectly, otherwise you should only be at a low frame disadvantage if he comes point blank, so you may try to challenge with 5K or jump back.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

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Sol

Testament

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