GGST/Sol Badguy/Matchups

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< GGST‎ | Sol Badguy
Revision as of 17:36, 8 April 2023 by Nimi (talk | contribs) (Added information for Baiken, Bridget, Potemkin, Ky, the mirror, as well as rewriting Axl's segment and some minor stuff against Anji.)

Matchups

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • 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

 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. If it's used without meter to cancel, you can punish it using 2K, cancelling into either 2D or Bandit RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7 depending on distance.
  • IssokutobiGGST Anji Mito 236HK.pngGuardStartupRecovery22+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 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

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9
charged 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6]

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.

Notable Interactions


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 Hakobi 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'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 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 S 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 Low

 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 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 VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [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


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3]
6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8
2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8]
214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3
214HGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24
IADB j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage-

Notable Interactions


Neutral


Offense


Defense



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 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 GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 to make the situation afterward more threatening for her.
  • HiiragiGGST Baiken 236P 2.pngGuard-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. 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 S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28.

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


Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8
Walk Back 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13
Neutral Jump j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD)

Notable Interactions


Neutral


Offense


Defense



Bedman?

Pending
  • Recently released character. Little information can be provided.

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


Round Start


Common Round Start Interaction Table
Bedman?'s Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense



Bridget

 BridgetWanna lose to a British zoner? Wanna see me do it again?
Slightly unfavorable

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 StarshipGGST Bridget 623P.pngGuardAllStartup9Recovery39Advantage-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


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense



Chipp Zanuff

 Chipp ZanuffLike swatting a fly with a nuke...
Favorable


Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8
2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7
IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD)

Notable Interactions


Neutral


Offense


Defense



Faust

Unfavorable


Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3
6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21
5KGGST Faust 5K.pngGuardAllStartup7Recovery8Advantage-2
f.SGGST Faust fS.pngGuardAllStartup12Recovery20Advantage-8
2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage-

Notable Interactions


Neutral


Offense


Defense



Giovanna


Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5

Notable Interactions


Neutral


Offense


Defense



Goldlewis Dickinson


Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19
5KGGST Goldlewis Dickinson 5K.pngGuardLowStartup10Recovery12Advantage-7
f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5
j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD)

Notable Interactions


Neutral


Offense


Defense



Happy Chaos


Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16
5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3
2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4
f.SGGST Happy Chaos fS.pngGuardAllStartup10Recovery21Advantage-14
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7
6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8
236PGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-

Notable Interactions


Neutral


Offense


Defense



I-No

 I-NoCan turn scrambly very quickly.
Balanced

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 TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-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 ScaleGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 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 ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+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 FortissimoGGST I-No Ultimate Fortissimo-2.pngGuardAll (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


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9
f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13
2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5
236SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- / j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage-

Notable Interactions


Neutral


Offense


Defense



Jack-O'

Balanced


Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19

Notable Interactions


Neutral


Offense


Defense



Ky Kiske

 Ky KiskeBattle of the protagonists.
Favorable

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 DipperGGST Ky Kiske 236K 1.pngGuardLow, 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 EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 if you can avoid it, since at longer ranges it gives Ky initiative.
  • Vapor ThrustGGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-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


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8 2S f.S Yes
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5 f.S, 5H, 6P No
2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8 Walk back 6P, 5H f.S, 2S No
2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10 5H Yes
236KGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] No (- on hit)

Notable Interactions


Neutral


Offense


Defense



Leo Whitefang


Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense



May

 May
Balanced


Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7
5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5
2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7
IADB j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD)
DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3

6P trades with 2S and puts May in a hard knockdown.

Notable Interactions


Neutral


Offense


Defense



Millia Rage

Very Favorable


Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense



Nagoriyuki

Very Unfavorable


Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2
2S
214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7

Notable Interactions


Neutral


Offense


Defense



Potemkin

 PotemkinPlease send help.
Balanced

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.

  • HammerfallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-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 ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 or F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 reliably, sending him halfscreen away and forcing him to burn meter or slog through screen space again respectively.
  • Heavenly Potemkin BusterGGST Potemkin Heavenly Potemkin Buster.pngGuardAir 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


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1
6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15
f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8
2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8

Notable Interactions


Neutral


Offense


Defense and Punishes


Mega Fist


  • 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 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 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 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


Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2
f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD)

Notable Interactions


Neutral


Offense


Defense



Sol Badguy

 Sol BadguyDaisuke's Vision
Balanced

This mirror either gets really strategic or really stupid.

  • Sol can and will mash 5K and Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+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 RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7 > Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround 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


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11
f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2
2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7
6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27
2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4
Dash 623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26

Notable Interactions


Neutral


Offense


Defense



Sin Kiske

Pending
  • Recently released character. Little information can be provided.

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


Round Start


Common Round Start Interaction Table
Sin's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense



Testament

Very Unfavorable


Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7
236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4
j.236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2
Walk Back

Notable Interactions


Neutral


Offense


Defense



Zato-1

Favorable


Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3 [-1]
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9
Walk Back 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9

Notable Interactions


Neutral


Offense


Defense



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