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Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito
- 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 ViperGuardAllStartup9Recovery18+10 LandingAdvantage-28.
- Sol's fastest button 5K, can beat all FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] follow-ups except NagihaGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7. If it's used without meter to cancel, you can punish it using 2K, cancelling into either 2D or Bandit RevolverGuardAllStartup12Recovery9+6 LandingAdvantage-7 depending on distance.
- IssokutobiGuardStartupRecovery22+6 after LandingAdvantage- into ground throw can be punished in a variety of ways, but fuzzy jumping or mashing 5K are the most reliable ways to do it.
- Be careful of Anji's Suigetsu No HakobiGuardStartupRecoveryTotal 34~50Advantage- as Sol can be easily caught in it. Punishable with ground throw or Wild ThrowGuardGround ThrowStartup6Recovery41Advantage-.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Anji's primary options: Backdash, 2K, f.S, Autoguard, FuujinGuardAllStartup16 [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.
Notable Interactions
Dealing with the Spin
Anji's specials such as Suigetsu No HakobiGuardStartupRecoveryTotal 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 Hakobi if it is thrown out and punish with Wild ThrowGuardGround ThrowStartup6Recovery41Advantage- or a timed S normal. If Anji advances with raw FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] or starting with 2K into Fuujin, Sol can deal with all future follow up options with 5K except NagihaGuardLowStartup15 (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 RevolverGuardAllStartup12Recovery9+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 HakobiGuardStartupRecoveryTotal 34~50Advantage-, getting caught overusing your f.S will be devastating if Anji punishes using it.
Don't underestimate 2S. It's one of your best pokes that can be used to close the gap.
Offense
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 ShitsuGuardAllStartup29RecoveryTotal 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 S Volcanic ViperGuardAllStartup9Recovery18+10 LandingAdvantage-28 can beat those gaps like the follow-ups of FuujinGuardAllStartup16 [32]Recovery21Advantage-8 [-6] (except NagihaGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7), or before the second hit of ShitsuGuardAllStartup29RecoveryTotal 52Advantage-6.
Axl Low
As Sol only really excels at the closest distance possible, Axl can effectively keep him at arm's length and make neutral a pain.
- All of Axl's main buttons are significantly larger than Sol's, but cover specific angles that can be countered in a variety of ways. Dashblocking is the way to go since it's noncommittal and steadily gets you in, as Axl's buttons have generally long recovery and require special cancels to discourage forward movement.
- Night Raid VortexGuardAllStartup15~31 [32]Recovery32Advantage-17 is not a good option to skip neutral against Axl, as his primary pokes cover the floor anyway. Use it if you think he'll try to use something like f.S or air backdash j.S, and keep meter on hand to make it safe.
- Sol's buttons can directly counter some of Axl's if timed correctly. For example, Sol's 6H beats Axl's 2H even at long distance.
- When Sol does get in, Axl's limited defensive options make it very difficult for him to escape. 2K is his main tool to fall back on in this scenario, which will go under many of your typical pressure tools, but it's fairly easy to be safe against its stubby range; even if you can't whiff punish it, you can take your turn again.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Baiken
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 GaeshiGuardAllStartup15Recovery5Advantage-3 making her options up close much stronger than yours.
- Baiken's f.S is larger and faster than Sol's f.S, allowing her to control more space midscreen. However, Baiken cannot autopilot gatlings and special cancels from it without giving you an opportunity to close in on her due to her primary hitconfirm (2H, which only works on crouching on counterhit) creating a gap, meaning she will either need to cancel to 5H, which doesn't give her a reliable knockdown, or let f.S recover, which will allow you to take your turn. You should be playing a heavily noncommittal neutral against her most of the time.
- Some of Sol's strongest tools like 5K cannot be used against Baiken's gapless strings, but IB can be used against things like 2D or Tatami GaeshiGuardAllStartup15Recovery5Advantage-3 to make the situation afterward more threatening for her.
- HiiragiGuard-Startup1Recovery32Advantage- is a powerful counter to Sol's pressure. You will often have to bait it to continue your turn or sacrifice stronger pressure for Gun Flame okizeme.
- 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. YouzansenGuardHighStartup9Recovery7 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 KabariGuardAllStartup18Recovery19Advantage-3 with 5K or S Volcanic ViperGuardAllStartup9Recovery18+10 LandingAdvantage-28.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Bedman?
- Recently released character. Little information can be provided.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Bedman?'s Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Notable Interactions
Neutral
Offense
Defense
Bridget
A matchup where you have to suffer in neutral and be aware on defense, but Bridget has to rely on her unique movement to keep Sol out, and she needs to hit you thrice as much as you need to hit her.
- Most of her pokes are vulnerable to low profile apart from 2S, which can easily be stuffed using your own 2S. As a result, Bridget will mainly be trying to counterpoke you rather than taking space with her buttons, given Sol's mobility options.
- Safe pressure is recommended to bait out reversal options like 2K and StarshipGuardAllStartup9Recovery39Advantage-28, which will cost her a burst at best and outright kill her at worst.
- Bridget has powerful setups that force you to guess, so try to use FD and IBFD as much as possible to force her to overextend or create large gaps. You can threaten with 5K once Bridget begins using less safe mixups; make sure to dash cancel it if you confirm it connected to get either pressure or a full combo.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Notable Interactions
Neutral
Offense
Defense
Chipp Zanuff
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Faust
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Giovanna
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Goldlewis Dickinson
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Happy Chaos
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
I-No
I-No can dominate the neutral game with her projectiles and superior air mobility, and a single hit can spiral out of control, but Sol is good at checking her movement and she hates being pressured just as much as you do.
- Her main goal is to start her suffocating pressure game through pokes into Stroke the Big TreeGuardLowStartup16Recovery16Advantage-7. Conversely, she will be trying to take initiative in neutral most of the time, so it's ideal to focus on halting her approach using moves like 2S or 5P.
- When I-No uses Antidepressant ScaleGuardAllStartup29RecoveryTotal 51Advantage-8 in neutral, dash jump into it. This is safer than simply blocking it on the ground, as you will retain your air options once you can act; you can use this to safely retreat and make it harder for her to catch you.
- Sol's 5K hitting at an anti-air angle on frame 4 makes it a powerful option for interrupting I-No's hoverdash, forcing her to go for safer mixups that are easier to react to. Similarly, with Roman Cancel available, S Volcanic ViperGuardAllStartup9Recovery18+10 LandingAdvantage-28 is great at stealing a turn on block, and converts to a combo on hit; however, be wary of I-No using throws in her mix-ups to discourage it.
- Her reversal super Ultimate FortissimoGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26 has a large gap between hits which leaves I-No airborne, granting a c.S punish that leads into Sol's highest damage combos close to the corner.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Jack-O'
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Ky Kiske
Ky struggles to keep up with Sol's immense damage output and his pressure is comparatively risky with lower reward. That being said, his various neutral options are nothing to scoff at.
- Preemptive 2S in neutral will shut down a vast majority of Ky's neutral options, including Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14]. His bigger pokes which can beat out your other tools have significant recovery; while 6H is a massive attack that can hit low-profile, it's also very unsafe and has to be special cancelled, which you can play around.
- His j.S and j.K are fantastic, making it hard to approach him with jumping buttons if he's in the air.
- Try not to block Stun EdgeGuardAllStartup13RecoveryTotal 46Advantage-14 if you can avoid it, since at longer ranges it gives Ky initiative.
- Vapor ThrustGuardAllStartup11Recovery43Advantage-33 [-28] is slower than the average reversal, making it easier to safejump or safely pressure Ky.
- Fuzzy jump is useful when being pressured since Ky's mixup mainly revolves around strike/throw. Make sure to hold FD to mitigate R.I.S.C. gain.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Leo Whitefang
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
May
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
6P trades with 2S and puts May in a hard knockdown.
Notable Interactions
Neutral
Offense
Defense
Millia Rage
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Nagoriyuki
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Potemkin
A volatile matchup that's an absolute pain to play for both characters. Potemkin has trouble keeping pressure going due to Sol's excellent defensive toolkit, but Sol has to be very careful in neutral and cannot trade with Pot under most circumstances.
- HammerfallGuardAllStartup18~62Recovery26Advantage-9 has a hit of armour, which will get you killed for trying to place preemptive counterpokes. As Potemkin's pokes aren't fantastic to begin with against a character like Sol, it's important to either 6P it on reaction or mash 5K to beat Potemkin trying to RC it.
- While his pressure is certainly terrifying, knowing to pick when to jump or mash against him trying to steal a turn makes it more manageable. You can also use IBFD on his slower moves like Garuda ImpactGuardAll (Guard Crush)Startup28Recovery24Advantage+19 or F.D.B.GuardAllStartup18~36Recovery19Advantage-6 reliably, sending him halfscreen away and forcing him to burn meter or slog through screen space again respectively.
- Heavenly Potemkin BusterGuardAir ThrowStartup12+0Recovery16AdvantageN/A PRC gives him one defensive option to watch out for, but otherwise he's fairly helpless on defense as long as you keep everything safe and tight.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense and Punishes
Mega Fist
- 2K punishes Mega Fist (Forward)GuardHighStartup25Recovery16Advantage-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)GuardHighStartup25Recovery6Advantage+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 Mega Fist, the best way to stop it on reaction without giving them a chance to Red Roman Cancel is either j.D or H Volcanic ViperGuardAllStartup13Recovery19+10 LandingAdvantage-26 because your other main options to do on reaction, 6P, air throw and S Volcanic ViperGuardAllStartup9Recovery18+10 LandingAdvantage-28, are very inconsistent.
F.D.B.
- Night Raid VortexGuardAllStartup15~31 [32]Recovery32Advantage-17 goes under F.D.B.GuardAllStartup18~36Recovery19Advantage-6, 5H/6S > Gun Flame (Feint)GuardStartupRecoveryTotal 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 BusterGuardGround ThrowStartup5Recovery37Advantage- on block).
Hammer Fall
- You can 6P or Night Raid Vortex under Hammer FallGuardAllStartup18~62Recovery26Advantage-9, though the latter might be difficult on reaction.
- After a normal hit 6P, a late cancel into Bandit BringerGuardHighStartup30Recovery13Advantage-3 will be meaty and a bit plus.
- An early cancel into Bandit Bringer will whiff and be minus but in range to Wild ThrowGuardGround ThrowStartup6Recovery41Advantage- them.
Garuda Impact
- On wake-up midscreen, you can backdash Garuda ImpactGuardAll (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 RevolverGuardAllStartup12Recovery9+6 LandingAdvantage-7 can be used on reaction midscreen to break Slide HeadGuardLowStartup29Recovery24Advantage0'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 Impact.
- 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.
Ramlethal Valentine
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Sol Badguy
This mirror either gets really strategic or really stupid.
- Sol can and will mash 5K and Volcanic ViperGuardAllStartup9Recovery18+10 LandingAdvantage-28 at any point in a blockstring, especially with meter. Because many of your pressure tools move you forward, it is important to occasionally represent safer attacks like 2K so you can discourage this.
- Both of you will be hitting 2S a lot preemptively. If you look for it, try to whiff punish using something like 6S.
- It's actually fairly difficult for Sol to anti-air Sol without overcommitting. Rising j.H is one way to do this.
- Bandit RevolverGuardAllStartup12Recovery9+6 LandingAdvantage-7 > Wild ThrowGuardGround ThrowStartup6Recovery41Advantage- is not real, and you should c.S them for trying since every Sol will try it at least once. 5K will comfortably punish the first hit of BR on its own if you don't want to gamble.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Sin Kiske
- Recently released character. Little information can be provided.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Sin's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Notable Interactions
Neutral
Offense
Defense
Testament
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense
Zato-1
Short Summary Goes Here.
Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top
Round Start
Notable Interactions
Neutral
Offense
Defense