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==External Resources==
==External Resources==
*Sajam's anti-f.S spam guide: https://www.youtube.com/watch?v=19_Tfn6RtY4
*How to use Sol by Deb: https://www.youtube.com/watch?v=D6Sdf7gF5ns
*novriltataki's anti-Heavy Mob Cemetery guide: https://www.youtube.com/watch?v=rLnQWU-HkqM
*Anti-f.S spam guide by Sajam: https://www.youtube.com/watch?v=19_Tfn6RtY4
*Anti-Heavy Mob Cemetery guide by Novriltataki: https://www.youtube.com/watch?v=rLnQWU-HkqM


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Revision as of 19:39, 23 July 2021




General Strategies

Sol does best at close range, so focus on staying on top of opponents with his powerful S buttons. To get close, run and use f.S or Fafnir (41236H), then use your plus frames to start your offense. If you're at mid range, use 2S, 6S, 6H, and Gun Flame (236P) to poke and fish for a hit. At long range, Sol's only option is to use Night Raid Vortex (214S) which, while a powerful option, is punishable on whiff or block. Try to only use it when you have 50% Tension for a Roman Cancel.

After knocking down an opponent, alternate between using a meaty normal like c.S or f.S (force opponents to respect your okizeme by stuffing wake-up jumps or throws) or a throw like a ground throw or Wild Throw (623K) (once they wake-up block to avoid being meatied, throws will punish their passivity). 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 a 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 that 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 (623S/H) can punch a hole through gaps in pressure or sloppy okizeme. 2D and Night Raid Vortex can low profile most pokes and projectiles; however, when using Night Raid Vortex to low profile certain moves (e.g  Potemkin's Giganter Kai) you must be aware of lingering hitboxes near the opponent that will catch you after you hit them with Night Raid Vortex getting caught by these will subject you to being knocked down or losing your ability to follow up on the Night Raid Vortex. 6P, 5K, 2H, and Volcanic Viper 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.

Ground Throw vs Wild Throw - which is better?

Sol’s mix-ups are primarily strike/throw based. For throws, Sol has two options: a normal ground throw and Wild Throw (623K). How do we know which option to go for? Let’s examine their advantages.

Advantages of Ground Throw

  • Faster to come out (2 frame startup instead of 6 frames)
  • Provides the ability to choose between switching sides or keeping sides (Wild Throw forces side switch)
  • Can be Roman Canceled on hit for a full combo (Wild Throw can not)
  • Leads to stronger okizeme

Advantages of Wild Throw

  • More range (120000 range vs 90000 range)
  • Throw invulnerable during startup
  • Untechable
  • Much more powerful (120 damage vs 80 damage)

These advantages can make it seem like Wild Throw is the superior option, as it is more powerful and more likely to hit due to its longer range and throw invulnerability. Its advantages are certainly easier to understand. However, the advantages of normal throws are quite impactful in many situations. It’s faster startup makes it a better option for escaping pressure. Stronger okizeme means that you are more likely to keep momentum after landing it. The ability to choose whether or not to switch sides gives Sol the ability to keep a cornered opponent in the corner. By implementing an Roman Cancel combo, normal throws deal more damage than Wild Throw (Using Roman Cancel on Wild Throw only leads to a single additional hit). This is especially useful when the opponent is cornered, as Roman Cancel combos from normal throws allows Sol to score an easy wall break every time.

There are also situations where Wild Throw is superior. For example, if your opponent’s life is in the range where Wild Throw can K.O. but a normal throw can not (and you don’t have Tension for a Roman Cancel to compensate) the former is clearly the better option. In addition, Wild Throw is better against certain player habits. If you notice that your opponent prefers blocking and throwing over other options on their wake-up, Wild Throw will allow you to cover both options, whereas normal throws will be teched if they throw.

To summarize, both throws have their own uses. Wild Throw is more immediately rewarding and there are situations where it covers more options. However, certain circumstances make normal ground throws more beneficial in the long run, either by maintaining momentum, utilizing resources, or keeping stage positioning. Choose wisely!

Neutral

Mid Range / Footsies

Sol prefers fighting close, but he is strong at mid range as well. The goal here is to use Sol’s larger attacks to create an opportunity to safely close the gap. 6S is his strongest mid-ranged poke. It has long range and a great horizontal disjoint. It also has a wide range of cancel options and launches opponents on Counter Hit, making it quite rewarding. It's likely to score a Counter Hit or interrupt an approach when used in footsies range. If characters like  Ky or  Leo give you trouble in mid range with their space control moves, use 6S to contest them. It’s a very, very strong tool, use it a lot.

Sol's f.S is another excellent move. It has a +2 frame advantage on block and recovers quite quickly. Its range is better than the animation implies due to Sol taking a big step forward when using the move. In fact, the step forward is actually even larger than the pushback of f.S on block, causing Sol to close space. Due to its frame advantage and forward movement, connecting f.S on hit or block means that you have successfully moved into close range and can transition to Sol's ferocious pressure. f.S is also highly rewarding on both normal hit and Counter Hit. For a low option, Sol has 2S. It's a good poke due to its speed and safety, furthermore, hitting low will help condition your opponent to crouch block. Both f.S and 2S can gatling into 5H for a frame trap.

A counter strategy against mid-ranged pokes is to position oneself to make them whiff before approaching or contesting them with 6P. If your opponent attempts this, vary your timing and positioning more to throw them off. Stay sharp!

Sol has an excellent sweep in his 2D. It has good speed and range, and leads to strong okizeme. It’s low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. properties gives it lots of flexibility. A risky but very rewarding option is 6H. It has the longest horizontal range of his normals, very fast startup, and massive reward on Counter Hit. However, it has poor vertical range, long recovery on whiff, is unsafe on block, and it cannot be special canceled. Thus, it is a very committal attack that should be used carefully.

If you need a projectile, Gun Flame (236P) is a solid one for mid range. It moves forward slowly, which causes it to leave Sol at an advantage if it is blocked at tip range, giving you an opportunity to close the gap. It’s hitbox also hits fairly high, allowing it to snuff out opponents who recklessly use Instant Air Dash. Lastly, Sol can transition from mid range to close range by using Fafnir (41236H), a forward lunging Guard Crush. It leaves Sol at a massive +11 frame advantage on block, and is also very rewarding on Counter Hit. Fafnir’s range can be extended by combining it with a dash or kara canceling with 6S. However, Fafnir is vulnerable during its startup. Characters with strong space controlling normals, such as  Leo or  Nagoriyuki, can intercept the move quite easily. Don’t use it recklessly.

If you cycle Sol's mid-ranged moves well, your opponent might start approaching from the air to avoid having to contest with Sol at mid or close range. Sol is armed with many solid anti-airs, be ready to whip them out at a moment’s notice.

Close Range / Brawling

Sol is an aggressive character, being up close and personal is his preferred range. At close range, Sol’s c.S is an amazing button. It has a +3 frame advantage on block and leads to strong combos on normal hit and Counter Hit. It’s very versatile during blockstrings, as it can gatling into S, H, D and command normals and it's both jump and dash cancelable. f.S is similar to c.S, it has less flexible gatling routes but works at longer ranges. Sol also takes a step forward when using f.S, which means that if it's blocked, Sol is always in range for another one. Not even Faultless Defense can push him out! Delay the follow-ups of the aforementioned moves to create oppressive frame traps. When your opponent is conditioned to block, mix in normal ground throws or Wild Throw (623K) for a deadly strike/throw mix-up.

Sol also has a lightning fast 5K. Up close, it hits at frame 3, which makes it excellent for contesting opponents. Sol can win many scramble situations with it, and it's also very rewarding for its speed. If your opponent reacts to your dash-in throws by jumping, mix in dash to 5K to punish them. You can also implement 5K into frame traps by using it after c.S or f.S to make use of the frame advantage. 5K is one of the most versatile attacks in the game, it's impossible to overstate how good it is.

Sol’s 5P and 2P are also speedy options. They are not quite as fast or rewarding as 5K, but are much safer on whiff. It's a good idea to stagger Sol’s P buttons and mix in throws for a strike/throw mix-up. Lastly, Sol's fastest low is 2K. It's not particularly important as Sol is primarily a strike/throw character. However, if you notice that your opponent has a tendency to stand block, this move will allow you to open them up.

If your opponent manages to block one of your blockstrings and you need to safely disengage, special cancel into Gun Flame (236P), which can catch them trying to mash. If they start respecting 236P, throw them off with Gun Flame (Feint) (214P). It fakes the animation of Gun Flame without actually shooting a projectile. This allows it to recover quickly, making it useful for resetting pressure against passive opponents or baiting jump-ins from an opponent who was expecting Gun Flame. Lastly, if you're feeling bold, 5D is a risky but very rewarding mix-up option. It is reactable, but if you condition your opponent to fear other options 5D can catch them by surprise. Pressuring with frame traps and strike/throw mix-ups is what defines Sol. Master mixing up your options and timing and you’ll quickly gain the upper hand thanks to Sol’s tremendous damage output.

Long Range / Closing Space

Sol is lacking in meaningful options that reach full screen. Therefore, your goal at longer ranges is to find a way to close enough space to transition to mid range or close range tools. Understanding how to use basic movement options is key. Don’t make the mistake of running from full screen all the way to your opponent's face, as that makes your approach predictable and punishable with large attacks. You need to mix up your approach by dashing shorter distances and then blocking. You can also do a short dash into a disjointed attack, such as 6S, but don’t get predictable. Air dashing is also a good tool for closing space. Mix air dash into aerial attacks with air dash to block.

Sol has several special moves that move him forward a fair bit. Night Raid Vortex (214S) is a low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. attack that slides forward across the ground. The range can be extended to reach full screen by holding the S button. It’s useful for slipping under many pokes and projectiles, but be careful of attacks that hit low to the ground, such as sweeps and 2S. It leads to powerful combos on normal hit and Counter Hit, but is punishable on block. The move is best used when you have 50% Tension, as you can take advantage of its strengths and Roman Cancel it for safety on block.

Sol can also close space by using Fafnir (41236H), a forward lunging Guard Crush. It leaves Sol at a massive +11 frame advantage on block, and is also very rewarding on Counter Hit. Fafnir can carry dash momentum to increase its range. It can also be kara canceled from 6S for a range increase. Combining both together allows Fafnir to travel nearly fullscreen. However, Fafnir is vulnerable during its startup. Exercise caution, especially if your opponent has strong space control tools.

Air-to-Air

j.P - Sol's fastest aerial attack. Its speed and short recovery makes it effective as an air-to-air. It can combo into Bandit Revolver (236K) for a knockdown.

j.K - Has a larger hitbox than j.P but also more recovery on whiff. It can lead to combos due to being air dash cancelable. If your opponent has their back to the wall, it can chain into j.D.

j.D - Has less recovery than j.K but is also a tad slower. The hitbox is chunky, and damage is good. Useful when your opponent is cornered as the wall bounce can result in big conversions.

Jump-In

j.S - A premier jump-in option due to having a good hitbox below Sol. It’s also jump and air dash cancelable, which can come in handy.

j.H - Has two hits. When done from an Instant Air Dash, the second hit will connect just before Sol hits the ground, allowing it to combo into 5K confirms. Very useful from an air dash as a result.

Defense

Generic options, such as Psych Burst and Yellow Roman Cancel are quite handy for breaking out of pressure. They both cost a resource though, so think about how you use them. The Burst Gauge refills slowly over time, so it's a good idea to use it early to break out of a powerful combo, such as a Counter Hit combo. This will allow you to spend the rest of the round recharging it, possibly finding another opportunity to use it.

Counter Pokes

6P - A strong counter poke due to its upper body invulnerability. Use it to challenge an opponent's attack in mid or close range. Many S attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. This is especially prevalent on moves like  Nagoriyuki's f.S. If you experiment with 6P, you might be surprised at how many attacks can be beaten with it.

6S - An excellent button because of its long range and great horizontal disjoint. It also has a wide range of cancel options and launches opponents on Counter Hit, making it quite a rewarding counter poke. Use it from ranges where 6P won't reach.

2D - A low sweep with very good low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. properties. It leads into strong okizeme on normal hit or powerful combos on Counter Hit. A classic option due to its versatility and effectiveness.

Anti-Airs

Anti-airs, as the name suggests, are moves that are useful against aerial opponents. They are typically either fast, high-reaching, protected by invulnerability of some kind, or a combination of these traits. Sol has five effective anti-airs: 6P, 5K, Air Throw, S Volcanic Viper (623S) and H Volcanic Viper (623H).

6P - A safe and reliable option due to its upper body invulnerability. Easily confirms into Bandit Revolver (236K) on Counter Hit. A useful option in many instances.

5K - Faster than 6P but lacks upper body invulnerability. It can catch opponents trying to jump during close range brawling. It's also quite rewarding on hit.

Air Throw - A useful anti-air for all characters, especially against opponents that like to jump into block.

Volcanic Viper (623S/H) - Has high reach and full strike invulnerability. Both versions are safe on air block, making them very useful anti-airs. The H version deals more damage, especially so on a Clean Hit, but the S version is much harder to punish on whiff. Choose carefully. The move is very handy in certain matchups, such as against  Chipp's j.2K.

Abare

Abare means to attack during an opponents frame advantage with the intention of interrupting their pressure. Naturally, fast moves work best for this task.

5K - At close range, this move hits at frame 3, making it Sol's fastest move. It's tied for fastest attack in the game with  Chipp's 5P, and is Sol's best abare option by extension. It combos into 6S > Bandit Revolver (236K) for a meterless knockdown, an amazing feat considering its lightning-fast speed. Get used to using this and your opponent will be more scared of pressuring you.

2D - Much slower at 10 frames, but it has very good low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. properties. It's quite rewarding on Counter Hit, use it if you predict that your opponent will use a move with a high hitbox.

Sol's reversals can also be used for abare due to their invulnerability. Do note that Volcanic Viper (623S/H) loses to throws in some situations where attacking will not.

Reversals

Invincible reversals are moves used to steal your turn back by force. They can be used during holes in an opponent's blockstrings or during your wake-up to punish sloppy oki. Sol has three reversals to choose from: S Volcanic Viper (623S), H Volcanic Viper (623H), and Tyrant Rave (632146H)

Volcanic Viper (623S/H) - Functions as an invincible reversal due to its frame 1 strike invulnerability. 623H deals more damage, especially so on a Clean Hit, but 623S has shorter recovery on whiff. Volcanic Viper does have some exploitable weaknesses that need to be taken into consideration. The first is that it's vulnerable to throws during the startup. The second is that it's punishable on block. If your opponent is alert enough to predict Volcanic Viper, you should use it more sparingly. Feel free to go nuts with it if they don't know how to deal with it, or if they attack into your wake-up in a predictable manner.

Tyrant Rave (632146H) - An Overdrive with frame 1 invulnerability against both strikes and throws. It is punishable on block, but can be Roman Canceled for safety. This would end up costing 100% Tension though. The hefty Tension cost means that 623H is a much more economic high-risk high-reward option. 623H can be Roman Canceled on hit to make up for the damage discrepancy, and can also be Roman Canceled for safety on block. Tyrant Rave does have throw invulnerability though. If all else fails, it can be used as an expensive cover-all option to take your turn back by force.

Pressure

Among Sol's many strengths, his pressure stands out as being truly exceptional. Clever use of his pressure tools will allow you to obliterate opponents thanks to Sol's tremendous damage output. Mastering Sol's pressure is essential for a Sol player who strives to make the most of the character.

Strike / Throw Mix-Up

Sol's offensive is relatively freeform, focused primarily on using his powerful strike/throw mix-ups to make the opponent commit to jumps or mashing out of blockstrings. After initiating any blockstring, you have the options of either continuing the string or mixing in a throw. Your opponent has three main options: continuing to block, jumping or attacking. Choosing to finish the string with strikes will interrupt jumps or attacks, but gives up your turn against blocking opponents. Throwing will open them up if they block, but loses to jumping and attacking.

There are several ways to initiate strike / throw mix-ups. Connecting Sol's f.S on hit or block is one of the simplest ways of doing it. You can also meaty their wake-up with either c.S or a ground throw. If you connect a move and knock them down, meaty them again. They will be forced to block at some point, which allows you to transition to Sol’s various blockstrings to frame trap them.

Pressure Resets

When pressuring with blockstrings, varying your offense is key to opening up your opponent. If you employ frame traps in a predictable manner, your opponent can simply block until you reach the end of the blockstring. Throws are vital for opening them up, but the timing of throws must be varied, lest a skilled opponent catches on to your timing and employs counter-play. It is with the help of pressure resets that throws can be made more ambiguous.

After c.S or f.S, try using the plus frames to go for another f.S or a dash into another c.S. This will reset pressure, extending the blockstring and increasing the amount of opportunities you have for mixing in throws. The more ambiguous your mix-up becomes, the greater the chance that your opponent will make a mistake. Resetting pressure also increases the mental burden on your opponent due to the R.I.S.C gauge increasing and the ever looming threat of throws. They have to try to escape eventually, which provides you with opportunities to punish if you have the right read.

Another way to reset pressure is with Gun Flame (Feint) (214P). Sol’s blockstrings are typically ended with Gun Flame (236P), if you notice that your opponent respects Gun Flame, Gun Flame (Feint) can be used instead, as it fakes the animation of Gun Flame without actually shooting a projectile. This allows it to recover quickly, giving Sol an opportunity to reset pressure with f.S. Gun Flame (Feint) is also useful for baiting and punishing jump-ins from an opponent who was expecting Gun Flame.

Premier Blockstrings

he following are Sol's best blockstrings due to their versatility and ease of use. If you're a beginner, start with these and practice other sequences later.

  • 5K > 6S > (dl) 236P

Natural frame trap into 6S that leads into high damage and is a natural combo into Gun Flame (236P) on counter hit. Gun Flame can end your blockstring safely but it can also be delayed to frame trap as well.

  • c.S > (dl) f.S > (dl) 5H > (dl) 236P

This string is a true blockstring if done as fast as possible or it can have several frame traps in it if manual delays are used. Note that 5H has a lot of push back so it won't true blockstring into Gun Flame (236P) if c.S wasn't done at point blank range or if they use Faultless Defense. If either c.S or f.S are counter hits, micro-dash into a c.S for a devastating combo. If 5H counter hits, micro-dash into f.S for similarly excellent damage, though not as good as off c.S or f.S.

  • c.S > (dl) f.S, 5K(2) > 6S > (dl) 236P

Combines both previous strings for an even longer one with even more frame trap potential. Same logic as each prior one, however 5K will only hit once without a micro-dash and at that range it will whiff against crouching opponents. You can micro-dash to avoid this but it's normally a 3 frame gap so the dash will widen the gap enough for most characters to contest it with a jab. If you go for 5K after a dash momentum f.S, Sol should be close enough that no micro-dash is needed to connect with the first hit of 5K. Note that if 5K catches them jumping you get a juggle combo with lots of corner carry and high damage.

Other Blockstrings

  • 2K > 2D > (dl) 236P

A string that starts from a low. Hitting your opponents with more niche strings like this one is important to avoid becoming predictable. You can also delay 2D for a frame trap or replace it with 5D for a mix-up.

Corner Pressure

(Feel free add to section)

Okizeme

Most knockdowns (such as from 6P or Bandit Revolver (236K)) don't grant much in the way of okizeme, 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) (214P), which if followed up with an immediate Gun Flame (236P) will meaty the opponent's wake-up with the second fire column, leaving Sol plus on block.
  • H Volcanic Viper (623H) can 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.
  • Bandit Bringer (214K) is difficult to land mid-combo, but it's just as rewarding as 2D on hit. Slightly delay Gun Flame after it connects to meaty them with the second flame column.
  • Tyrant Rave (632146H) only grants okizeme 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 (214214H) has the weakest okizeme of the previous options, though it still grants meaty okizeme with f.S.

Note that 6H and Wild Throw (623K) 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.

  • How do I deal with Sol spamming f.S (that advancing punch)?

f.S is a powerful pressure tool thanks to its plus frames, but as its only +2 it loses most of its strengths if he goes for another f.S, leaving an 8 frame gap to attack him through. If you aren't sure what moves your character can use to escape, go into training mode with Sol as P1 and your character as P2. Set the dummy to reversal with an attack after blocking, then attack them twice in a row with Sol's f.S. If you think Sol might frame trap you with 5H and are mid-screen, you can instead use Faultless Defense to push him away, then either continue blocking to react to his next move, backdash and punish whiffed attacks, or jump away to disengage entirely. If you need more help, check out Sajam's video in the external resources section.

  • He keeps hitting me with Night Raid Vortex (214S) (that move where he slides then uppercuts), what should I do?

If the Sol player keeps using Night Raid Vortex to get close and punish your pokes, try to bait him by whiffing fast buttons like 5P. There's a good chance that Sol isn't reacting to specific attacks or opening, rather he is simply responding to the fact that you did something. If he falls for the bait, simply block the attack and punish it. At -17 on block, you can punish him with essentially any S or H normals for a full combo. The bigger the punish is, the more you'll discourage Sol from using Night Raid Vortex again.

  • I keep getting hit by Volcanic Viper (623S/H) (that fiery rising uppercut) whenever I try to pressure his wake-up, how can I stop it?

Both versions of Volcanic Viper are strike invincible the moment the attack begins so many players who aren't good at dealing with pressure or mix-ups will rely on it like a crutch. The easiest way to force them to knock it off is to use throws, as they straight up beat Volcanic Viper. If they refuse to jump or tech your throw, keep using it until they do. Remember to use a command throw if your character has one! Note that his other reversal, Tyrant Rave (632146H), cannot be thrown so check if Sol has 50% Tension before deciding on whether to throw him or not. You could also use setplay moves to pressure Sol's wake up without putting yourself in Volcanic Viper's attack range (some characters have projectiles that do this, like or Sol's own Gun Flame (236P),  Millia's Tandem Top or  Anji's's Shitsu).

  • What can I do against Heavy Mob Cemetery (214214H) (that super where Sol transforms)?

Sol's Heavy Mob Cemetery is a ground throw, and as such cannot be blocked on the ground. However, it cannot hit you if you're airborne, so jumping can avoid it. If you were in the middle of an action when Sol uses the attack, shift a Roman Cancel upward to dodge it. Actually punishing the move is extremely difficult as it travels full screen and has very little recovery, so the only consistent method is to already be that far away from him when the move starts. Note that he can be thrown out of the startup (before the close-up cinematic), so if they use it on wake-up it can be beaten the same way as Volcanic Viper. If you need more help, refer to novriltataki's anti-Heavy Mob Cemetery guide in the external resource section.

Most Sols will end their blockstrings with Gun Flame (236P) as it's 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 it's no longer their turn. Try to not jump at a Sol without a plan, his reward of anti-airs are extremely high. Against a truly skilled Sol who doesn't spam the same couple options and uses each tool at the appropriate time, you'll need to rely on proper spacing, tight meaty okizeme, and the occasional Instant Block 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.

External Resources

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