Guilty Bits Xrd: Sol

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Day 1 Combo
Day 1 Blockstring

General style:
Sol is a well-rounded character emphasizing close range offense. His gameplan involves controlling and navigating space to eventually convert into knockdown and apply pressure. Sol deals exceptional damage through conditioning of opponents with his command grab and other powerful close range tools.

1. Neutral: Pokes, Space control, far range converting
Sol has tools for both controlling space and closing distance in neutral. Effort should be made to eventually convert to knockdown and begin applying pressure. Summary of main neutral tools:

Ground game:
Long range normals:
f.S – Fast and long range, but includes an extended hurtbox. Use to counter attacks at long range, stop approaches, and whiff punish. Convert to 5H or RRC (Red Roman Cancel).
5H – Slow, but longer, more rewarding, and smaller hurtbox. Opponents using short range fast attacks to counter f.S are susceptible to 5H. Convert to combo on CH(counter hit), or with a RRC.

Mid range normals:
6P – Rewarding counter poke tool with upper body invulnerability, but long recovery. Use to counter higher-hitting attacks at range. Convert to combo on CH.
2D – Fast, low profile, and rewarding counter poke tool, but long recovery. Use to counter higher-hitting or slower attacks, especially when dashing forward. Convert to GF combo on CH, or BR/VV knockdown.
2S – Slow, but recovers quickly and has a retracted hurtbox. Use as low risk space control at a distance. Convert to 6H on CH, which no longer knocks down in Rev2 but will allow RRC combos.

Special moves:
GF(Gunflame 236P) – Controls significant space from a distance, but has lengthy recovery if jumped. Use to stop ground approach/encourage air approach. Convert to combo after launch.
BB(Bandit Bringer 236[K], hold K) – Risky but rewarding evasive attack. Use in anticipation to avoid and punish attacks on whiff. Convert to combo after launch.
Fafnir (41236H) – Slow, cannot be cancelled from normals, and extends Sol’s hurtbox, but is long range, rewarding on hit, +2 on block, and closes distance. Use any time the opponent is at frame disadvantage in neutral from a distance. Convert to combo after the tumble effect near corner, or after counter hit anywhere.
GV (Grand Viper 214S) – High risk anti-zoning tool which low profiles. Used sparingly, it can discourage heavy zoning abuse from opponents.

Air game:

Scoring aerial hits with Sol is rewarding as he can always score a knockdown by ending his combos with a VV (Volcanic Viper 623S/H->214K) and in Rev2 also with an aerial BR (Bandit Revolver 236K).

j.P – Fast, recovers quickly, cancels on whiff, and has a retracted hurtbox. Use as air space control and close range air-to-air. Convert to j.BR/j.VV.
j.H – Low risk air space control due small hurtbox, instant recovery, and long active frames. Exceptional hitbox/hurtbox. Difficult to anti-air. Convert to j.BR/j.VV/ground normals.
IAD j.S – A rewarding long range option utilizing Sol’s forward instant airdash to maneuver around and punish predictable attacks and close distance. Convert to j.H/j.D.
IAD j.H – Use to more safely approach with IAD. Convert to j.P/j.K.
Kudakero – Use to punish anti-air attempts. Punishable if spaced poorly. Convert to combos after launch in corner.

2. Offense: Pressure, close range converting, mixups and okizeme
Sol pressure comes in short bursts. It largely revolves around conditioning opponents with the use of his command grab WT (Wild Throw 623K). You will usually attempt one of the following general pressure routes, depending on reads, conditioning, state of the match, and more.

1.Throw / Tick-throw:
Sitting still blocking can be punished with throws. WT is strongest outside opponent throw range. 6K+H throw OS is most useful with RRC in corner. Due to 5K being slowed to 5f startup in Rev2, 6K+H is weaker, but it’s still ideal for the hitbox/speed/active frames combination.
– Opponent whiffs normal at mid/close range > blocks > dash in WT.
– j.S/2P/2K/2S blocked > continues blocking > (dash) WT.

2.Frame Trap (anti-mash):
Retaliating against pressure with attacks can be punished with frame traps. Create small gaps in blockstrings with delayable gatlings allow attacks to come out and be countered. Frame traps are strongest outside opponent throw range.
– j.S/2P/c.S blocked > mashes > (delay) 6P CH.
– 6P blocked > mashes > (delay) 2H/5H CH.
– 2S blocked > mashes > 6H CH.
– f.S blocked > mashes > GF CH or BB whiff punish/CH.

3.Anti-movement Pressure
Attempting move out of pressure can be punished by delaying gatlings to hit jump startup, or using lows to hit jump/backdash input (also throw input). BR, BB, and Fafnir can also punish movement.
– 6P blocked > attempts to jump > delay c.S/f.S hits jump startup.
– 2P blocked > attempts to jump/backdash/throw > 2K hits jump/backdash/throw input.
– f.S blocked > attempts to jump > BR catches jump.
– Opponent backdashes away > chase/punish backdash with dash 5K/Fafnir/BB.

4.Pressure Restart:
Often used when previous attempts have failed to land a hit. Pressure restarts can often be punished and should not be overused. GF (YRC) is the safest method of restarting pressure.
– 2S blocked > continues blocking > dash 5K/Fafnir.
– 5H blocked > continues blocking > IAD j.S.
– 2D blocked > continues blocking > GF (YRC).
– f.S blocked > continues blocking > GF.
– f.S blocked > continues blocking > 2S whiff > continues blocking > Fafnir.

– Blocking to avoid frame traps or anti-movement pressure = susceptible to throw/tick-throw or pressure restart attempts.
– Mashing or moving to avoid throw/tick-throw or pressure restart attempts = susceptible to frame traps or anti-movement pressure.

Any hit Sol lands in pressure should lead to a knockdown unless you can kill otherwise. Usually this is achieved by ending combos with 2D, air hit 6H, (j.)BR, or (j.)VV. Rev2 added knockdown to j.BR, which helps convert air hits to knockdowns and increases Sol’s corner carry abilities.

Applying close range pressure after knockdown. Can be used off practically any knockdown.

Gun Flame:
GF on high advantage, ranged knockdowns can grant significant advantage and safely begin pressure. Idea is to time/space GF so it connects late in its active frames, allowing you to run after it for pressure. Common after throws, BR, and corner 6H knockdown.
GF (YRC) grants significant advantage off nearly any knockdown.
GF (YRC) can create a high/low mixup using low airdash j.S and empty jump 2K after BR, corner 6H, or corner VV knockdown.

Involves timing a jump-in, usually j.S or j.H, such that it connects meaty low enough to the ground that Sol lands in time to block invulnerable reversals. A useful method of safely applying pressure after knockdown. Using it can encourage certain reactions from opponents which are punishable (such as backdash/blitz shield). Common after throws, (j.)BR, and (j.)VV knockdowns.

Involves using additional pressure options granted by jumping. Effective with proper reads/conditioning. Common after throws, (j.)BR, and (j.)VV knockdowns. In corner, it’s easier to space yourself outside throw range to make it stronger.
– low airdash j.S vs empty jump 2K/2D/WT for high/low mixup or anti-blitz shield.
– low airdash j.P > X number of delayable highs > land 2K/WT.
– low airdash j.P/j.S meaty (or close to it) to punish reversal normals (anti-air/throw OS).
– low airdash j.VV or empty jump VV to punish reversal attacks.

3. Defense: Anti-airs, fending off pressure, and reversals
5K is usually the go-to due to its speed and hitbox. 5K will lose to opponents using their jump-in early in their descent. Rev2 slowed the 2nd hit of 5K to 6f from 5f, so it’s slightly weaker as an anti-air.
6P is useful for discouraging early jump-ins that would counter 5K due to its upper-body invulnerability. It works best against jump-ins that extend hurtbox downward, because 6P doesn’t reach as high vertically.
VV is the catch-all anti-air, but is highly punishable if baited with air FD. Useful for heavily discouraging early jump-ins or air space control.

Defending Pressure
5P is Sol’s fastest normal at 4f, now that 5K startup is slowed to 5f in Rev2. 5P can be low profiled, 2P/5K are the next best options which can’t.
6K+H is his main throw OS. 5K nerf in Rev2 makes it weaker.
VV is a powerful tool for punishing any gaps in pressure. IB creates more opportunities.
RS is a high-risk, high-reward evasive option when backed in the corner. With YRC, it can permit a safe escape anywhere.
GV low-profiles instantly so it will occasionally be useful for punishing certain blockstrings.

VV is a powerful reversal tool, risk can be mitigated with RRC.
RS (YRC) can avoid lows or non-meaties to safely escape.
GV can low-profile meaty projectiles that don’t reach the floor.

4. Meter Usage Priorities
GF (YRC) for pressure is his main use of YRC. GF (YRC) for oki is typically not worth it unless you have plenty to spare or expect reversals.
Sol becomes extra dangerous with RRC available. The ability to convert off far hits and make combos Burst-safe is vital. Also permits WT (PRC).
DI is good in last effort attempts to end a round. Basically if DI doesn’t end with the opponent dead, it’s not ideal.