GGST/Sol Badguy/Strategy: Difference between revisions

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===General Strategies===
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==General Strategies==
Sol does best at close range, so focus on staying on top of opponents with his powerful Slash buttons. If at mid range, use 6S and 6H to fish for a hit. At far range, Sol's only option is to use Night Raid Vortex which, while a powerful option, is punishable on whiff or block. After knocking down an opponent, alternate between using a meaty normal (c.S or f.S) or a throw (normal or Wild Throw). Once opponents begin attempting to mash out of pressure, frame trap using f.S or 6S for big damage on counter hit. If the opponent jumps out, either anti-air them with 5K, which can be jump canceled for damaging combo on hit or dash canceled to reset pressure on block, or meet them in the air with an air throw. Sol's reward for landing an anti-air is significantly higher than most of the cast and showing that to the opponent will discourage them from jumping, allowing him to return to hit/throw mix-ups. This is the cycle of pain is the key to winning with Sol. Should Sol ever end up on the back foot, make use of his various defensive tools to turn the tide. Volcanic Viper can punch a hole through gaps in pressure or sloppy oki. 2D and Night Raid Vortex can low profile most pokes and projectiles. 6P, 5K, 2H, and VV can all be used to anti-air opponents who make predictable jump-ins. If all else fails, use a super to take your turn back by force.
Sol does best at close range, so focus on staying on top of opponents with his powerful Slash buttons. If at mid range, use 6S and 6H to fish for a hit. At far range, Sol's only option is to use Night Raid Vortex which, while a powerful option, is punishable on whiff or block. After knocking down an opponent, alternate between using a meaty normal (c.S or f.S) or a throw (normal or Wild Throw). Once opponents begin attempting to mash out of pressure, frame trap using f.S or 6S for big damage on counter hit. If the opponent jumps out, either anti-air them with 5K, which can be jump canceled for damaging combo on hit or dash canceled to reset pressure on block, or meet them in the air with an air throw. Sol's reward for landing an anti-air is significantly higher than most of the cast and showing that to the opponent will discourage them from jumping, allowing him to return to hit/throw mix-ups. This is the cycle of pain is the key to winning with Sol. Should Sol ever end up on the back foot, make use of his various defensive tools to turn the tide. Volcanic Viper can punch a hole through gaps in pressure or sloppy oki. 2D and Night Raid Vortex can low profile most pokes and projectiles. 6P, 5K, 2H, and VV can all be used to anti-air opponents who make predictable jump-ins. If all else fails, use a super to take your turn back by force.


===Oki===
==Oki==
Most knockdowns (such as from 6P or Bandit Revolver) don't grant much in the way of oki, at least outside the corner. However, the options that grant a hard knockdown are always quite strong:
Most knockdowns (such as from 6P or Bandit Revolver) don't grant much in the way of oki, at least outside the corner. However, the options that grant a hard knockdown are always quite strong:


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*'''Tyrant Rave''' only grants oki in the corner where it forces a wall break, though the high damage and positive bonus makes it worth it most of the time. Once Sol lands, jump and instant air dash with either j.S or j.H to do a safe-jump.
*'''Tyrant Rave''' only grants oki in the corner where it forces a wall break, though the high damage and positive bonus makes it worth it most of the time. Once Sol lands, jump and instant air dash with either j.S or j.H to do a safe-jump.


*'''Meavy Mob Cemetery''' has the weakest oki of the previous options, though it still grants meaty oki with f.S.
*'''Heavy Mob Cemetery''' has the weakest oki of the previous options, though it still grants meaty oki with f.S.


Note that 6H and Wild Throw also hard knockdown but they aren't plus enough to do much with, so continue pressure at your own peril.
Note that 6H and Wild Throw also hard knockdown but they aren't plus enough to do much with, so continue pressure at your own peril.


===Fighting Sol===
==Fighting Sol==
As he has a tool for nearly every situation, a good Sol player can counter nearly every option you pick. However most players form habits and habits are exploitable. If they love to spam c.S and f.S, use Faultless defense to push them away, then either continue blocking to react to their next move, back dash and punish whiffed attacks, or jump away to disengage entirely. Most Sols will end their blockstrings with Gun Flame as its safe on block but remember that they are still negative on block if the first flame column hits on its first active frame, so make sure to remind them that its no longer their turn. If the Sol player loves spamming Night Raid Vortex, try to bait them by whiffing fast buttons like 5P, then block and punish it. Do they never respect your oki by using Volcanic Viper? Use throws, VV loses against them (even better if you have a command grab). Are they doing YOLO HMC's? super jump and air dash back to try to punish it. If you were in the middle of an action and you have 50% tension, RC drift upward to evade the super. Lastly, try to not jump at a Sol without a plan, his reward of anti-airs are extremely high.
As he has a tool for nearly every situation, a good Sol player can counter nearly every option you pick. However most players form habits and habits are exploitable. If they love to spam c.S and f.S, use Faultless defense to push them away, then either continue blocking to react to their next move, back dash and punish whiffed attacks, or jump away to disengage entirely. Most Sols will end their blockstrings with Gun Flame as its safe on block but remember that they are still negative on block if the first flame column hits on its first active frame, so make sure to remind them that its no longer their turn. If the Sol player loves spamming Night Raid Vortex, try to bait them by whiffing fast buttons like 5P, then block and punish it. Do they never respect your oki by using Volcanic Viper? Use throws, VV loses against them (even better if you have a command grab). Are they doing YOLO HMC's? super jump and air dash back to try to punish it. If you were in the middle of an action and you have 50% tension, RC drift upward to evade the super. Lastly, try to not jump at a Sol without a plan, his reward of anti-airs are extremely high.


Against a truly skilled Sol, you'll need to rely on proper spacing, tight meaty oki, and constant Instant Blocks to get your offense going. If your character can fight effectively at long or mid range, try to keep the fight at that distance. Stay calm and react to their tendencies accordingly and you'll net yourself a win.
Against a truly skilled Sol, you'll need to rely on proper spacing, tight meaty oki, and constant Instant Blocks to get your offense going. If your character can fight effectively at long or mid range, try to keep the fight at that distance. Stay calm and react to their tendencies accordingly and you'll net yourself a win.

Revision as of 09:59, 8 June 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    


General Strategies

Sol does best at close range, so focus on staying on top of opponents with his powerful Slash buttons. If at mid range, use 6S and 6H to fish for a hit. At far range, Sol's only option is to use Night Raid Vortex which, while a powerful option, is punishable on whiff or block. After knocking down an opponent, alternate between using a meaty normal (c.S or f.S) or a throw (normal or Wild Throw). Once opponents begin attempting to mash out of pressure, frame trap using f.S or 6S for big damage on counter hit. If the opponent jumps out, either anti-air them with 5K, which can be jump canceled for damaging combo on hit or dash canceled to reset pressure on block, or meet them in the air with an air throw. Sol's reward for landing an anti-air is significantly higher than most of the cast and showing that to the opponent will discourage them from jumping, allowing him to return to hit/throw mix-ups. This is the cycle of pain is the key to winning with Sol. Should Sol ever end up on the back foot, make use of his various defensive tools to turn the tide. Volcanic Viper can punch a hole through gaps in pressure or sloppy oki. 2D and Night Raid Vortex can low profile most pokes and projectiles. 6P, 5K, 2H, and VV can all be used to anti-air opponents who make predictable jump-ins. If all else fails, use a super to take your turn back by force.

Oki

Most knockdowns (such as from 6P or Bandit Revolver) don't grant much in the way of oki, at least outside the corner. However, the options that grant a hard knockdown are always quite strong:

  • 2D can be canceled into Gun Flame Feint, which if followed-up with an immediate Gun Flame will meaty the opponent's wake-up with the second fire column, leaving Sol plus on block.
  • Bandit Bringer is difficult to land mid-combo, but its just as rewarding as 2D on hit. Slightly delay Gun Flame after it connects to meaty them with the second flame column.
  • H Volcanic Viper can be connect as a clean hit, which will launch opponents through the air. Run after the opponent and use Gun Flame at a moderate distance such that the third column meaties their wake-up, giving Sol enough plus frames to close the distance and apply pressure.
  • Tyrant Rave only grants oki in the corner where it forces a wall break, though the high damage and positive bonus makes it worth it most of the time. Once Sol lands, jump and instant air dash with either j.S or j.H to do a safe-jump.
  • Heavy Mob Cemetery has the weakest oki of the previous options, though it still grants meaty oki with f.S.

Note that 6H and Wild Throw also hard knockdown but they aren't plus enough to do much with, so continue pressure at your own peril.

Fighting Sol

As he has a tool for nearly every situation, a good Sol player can counter nearly every option you pick. However most players form habits and habits are exploitable. If they love to spam c.S and f.S, use Faultless defense to push them away, then either continue blocking to react to their next move, back dash and punish whiffed attacks, or jump away to disengage entirely. Most Sols will end their blockstrings with Gun Flame as its safe on block but remember that they are still negative on block if the first flame column hits on its first active frame, so make sure to remind them that its no longer their turn. If the Sol player loves spamming Night Raid Vortex, try to bait them by whiffing fast buttons like 5P, then block and punish it. Do they never respect your oki by using Volcanic Viper? Use throws, VV loses against them (even better if you have a command grab). Are they doing YOLO HMC's? super jump and air dash back to try to punish it. If you were in the middle of an action and you have 50% tension, RC drift upward to evade the super. Lastly, try to not jump at a Sol without a plan, his reward of anti-airs are extremely high.

Against a truly skilled Sol, you'll need to rely on proper spacing, tight meaty oki, and constant Instant Blocks to get your offense going. If your character can fight effectively at long or mid range, try to keep the fight at that distance. Stay calm and react to their tendencies accordingly and you'll net yourself a win.