Sol Badguy, often referred to as "The Flame of Corruption," is a central character in the "Guilty Gear" series, known for his fiery attacks and anti-heroic persona. As a powerful and versatile fighter, Sol brings a unique blend of mobility, close-quarters combat skills, and high damage output to the battlefield. His relentless aggression and mix-up potential make him a favorite among players who enjoy aggressive rushdown playstyles.


Versatile Offense: Sol excels in close-quarters combat, boasting a wide array of normals and special moves that make him a formidable rushdown character. His strong pressure tools, mix-ups, and frame traps can overwhelm opponents.

High Damage Output: Sol hits hard. Many of his combos lead to substantial damage, especially when he can land his powerful special moves and follow-ups. This makes him a threat to anyone caught in his combos.

Great Mobility: Sol possesses excellent mobility options, including a fast dash, air dashes, and special moves like Bandit Bringer. This agility allows him to control space effectively and close the gap on opponents.

Solid Anti-airs: Sol has several anti-air options, including 6P and 2H, which can deal with various jump-in attacks. His upper body invincible anti-air helps him deter aerial approaches.

Guard Crush and Frame Advantage: Moves like Fafnir and Gun Flame can guard crush opponents and leave Sol at frame advantage. This puts pressure on the opponent to make quick decisions and can lead to big punishes.

Mix-up Potential: Sol's mix-up game is strong, with options like overheads, low attacks, and command grabs. Combined with Roman Cancels and Blue Roman Cancels, he can keep opponents guessing.


Lack of Projectile: Sol lacks a traditional projectile, making it challenging to control space from a distance. He can struggle against zoners who keep him out with projectiles.

Linear Approach: While he's effective up close, Sol's approach is relatively linear. Skilled opponents who can predict his movements and block his mix-ups can mitigate his offense.

Vulnerability to Zoning: Characters with strong zoning abilities can frustrate Sol, as he doesn't have reliable options to deal with projectiles or approach from long distances.

Risk/Reward Balance: Some of Sol's most powerful moves, like Volcanic Viper and Fafnir, come with significant risk due to their unsafe nature on block or whiff. Misusing these moves can lead to heavy punishment.

Execution-Dependent: To maximize Sol's potential, players need precise execution and knowledge of his combo routes, cancels, and Roman Cancel timings. He can be challenging for newcomers to pick up.

Resource Management: Sol relies on Tension (meter) for powerful options like Roman Cancels and special move follow-ups. Misusing Tension can leave him without access to these critical tools.

Sol Badguy

Sol Badguy



Sol Badguy 5P

This move has a faster-than-average startup of 4 frames, making it a quick option for various situations. Despite its animation, it can hit certain crouching opponents and is useful for stagger pressure. Additionally, it can be used to mash out of large gaps in the opponent's pressure.

Its vertical range and fast recovery also make it a low-risk anti-air option. While it's not as effective against deeper jump-ins, it can still be useful for catching opponents attempting to jump in at a certain angle. In some cases, it might be preferred over 5K, especially for short burst damage conversions into Clean Hit H Volcanic Viper on Counter Hit.

In terms of combos, it can be used to link into Bandit Revolver for a soft knockdown or 6H for a hard knockdown. Against crouching or airborne opponents, it combos into 6S for more damage when comboing into Bandit Revolver. On Counter Hit, it can link into c.S for a decently powerful conversion.


Sol Badguy 5K

Sol's 5K is a versatile and privileged normal with a lot of applications. At close range, it's an extremely fast knee with a 3-frame startup, making it one of the fastest normals in the game. This makes Sol highly effective in scramble situations, allowing him to punish safe moves and escape tight pressure gaps.

The fully extended kick is also quite fast at 4 frames, and it has a tall hitbox, making it a strong anti-air option. When used as an anti-air, it's generally more reliable to dash cancel the move for follow-up pressure, especially if the opponent air blocks, which adds additional landing recovery. However, if confirmed correctly, jump canceling can lead to more damage, especially on Counter Hit.

On a ground hit, 5K can be comboed into 2D for a hard knockdown or a follow-up combo. It also combos into 6S when used on crouching opponents, though be mindful that the second hit of 6S may whiff if Sol isn't close enough. This combination can serve as a frame trap, but it's important to note that 6S can lose to 3-frame attacks and trade with 4-frame attacks.

Overall, Sol's 5K is a fast and versatile tool that can be used for offense, defense, anti-airs, and combos. It's an essential part of Sol's toolkit.


Sol Badguy c.S

Sol's c.S is a versatile and crucial move in his toolkit, serving as his primary pressure tool and flexible combo starter.

In terms of combos, c.S offers numerous gatling and cancel options, making it adaptable for both blockstrings and combos. When it hits a grounded opponent, they enter a floating crumple state that allows for various follow-ups. The timing of your inputs determines whether you can continue with aerial or grounded combos. This flexibility makes c.S one of Sol's strongest combo starters, especially on Counter Hit, where it can lead to powerful combos, including Night Raid Vortex or Tiger Knee H Volcanic Viper.

Beyond combos, c.S plays a central role in Sol's pressure game. Its +3 frame advantage on block, along with its frame trap cancel options, low pushback, and substantial R.I.S.C. Level increase, make it an excellent choice for stagger pressure. Opponents often resort to Faultless Defense to push Sol away, which in turn makes them more susceptible to throws and pressure resets. To maintain pressure after c.S on block, you can follow up with an immediate f.S, which typically reaches your opponent even if they use Instant Faultless Defense.

It's important to note that when staggering into another c.S, there's a functional +2 advantage (5-frame gap) due to gatling limitations. Sol must recover for at least one frame before using c.S again; otherwise, you'll cancel c.S's recovery into f.S.

Overall, Sol's c.S is a cornerstone of his offense, offering both strong combo potential and pressure options. Understanding how to utilize it effectively is key to mastering Sol's gameplay.


Sol Badguy f.S

Sol's f.S is a lunging gut punch that serves as an advancing plus-on-block mid attack.

Despite its animation, f.S has better range than it appears, capable of hitting opponents from round start distance. Its quick speed and recovery make it an effective mid-range poke. However, you should use it cautiously, as it can be low-profiled by certain preemptive options, such as many 2K normals. Due to its low commitment and strong conversion potential, opponents must respect this normal when Sol is in range.

One of the key strengths of f.S is its ability to close the gap while remaining plus on block, making it a potent pressure tool. It quickly increases the opponent's R.I.S.C. Level, creating opportunities for frame traps. You can utilize c.S to late cancel into f.S for one gap in blockstun, and then f.S can late cancel into 5H for another gap. Keep in mind that the pushback from f.S means that there are ranges where 5H may whiff. Opponents can also use Faultless Defense to push themselves farther away on block, making it more challenging for Sol to continue pressure safely.

On hit, f.S can link into 5K or 2K, and it still combos even if the first hit of 5K whiffs. On Counter Hit, it can lead to powerful combos, including links into itself, c.S, or Night Raid Vortex.


Sol Badguy 5H

Sol's 5H serves as his primary frame trap and a tool for wall bounce combos.

This move has moderate horizontal range and a surprisingly tall vertical hitbox, making it an effective mid-range poke. However, it's not suitable for anti-air purposes, as it's highly unsafe on whiff. When used as a poke, it stands out as one of the faster 5H normals in the game and boasts significant disjointed hitboxes, providing niche utility.

One notable aspect of Sol's 5H is its Large Counter Hit effect, making it easy to land highly damaging hit confirms. For example, you can link it into Bandit Revolver, followed by c.S into a kara-cancelled H Volcanic Viper for a powerful combo. The high pushback on block can also make this move safe when properly spaced, adding to its versatility.

In frame traps, 5H shines and leads to some of Sol's most damaging combos. Its effectiveness is further amplified in the corner, where it becomes an extremely powerful combo tool due to its high damage, favorable scaling, and wall bounce properties.

After a Wall Stick, 5H is commonly used to Wall Break when the timing or position of the opponent prevents you from using Fafnir. Understanding when and how to use Sol's 5H is crucial for maximizing his damage output and maintaining pressure during matches.


Sol Badguy 5D

Sol's Dust Attack is a crucial tool for opening up opponents with high/low mix-ups.

The regular Dust Attack is a quick upward swipe that hits overhead. Being Sol's fastest grounded overhead, it's essential for threatening opponents with high/low mix-ups. You can use Roman Cancels to extend this attack into further pressure or convert it into a combo without charging it. Additionally, you can gatling into this move from 5K, 2K, or c.S, allowing for mix-up opportunities.

On the other hand, the Fully Charged Dust Attack is significantly slower than an uncharged 5D, making it more reactable. If you land this move raw, it can lead to a very high-damage Homing Jump combo. It's worth noting that 5[D] is Sol's most damaging normal and launches the opponent if combo'd into, making it useful as a combo extender in specific routes.

Understanding when to use regular Dust Attacks for mix-ups and when to consider the Fully Charged Dust Attack for maximum damage is essential for Sol players looking to optimize their gameplay.


Sol Badguy 2P

Sol's 2P is a slightly slower but versatile tool that hits lower to the ground.

While it may be slower than his 5P and 5K, 2P serves a specific purpose. It's particularly useful for players who want to mash without releasing the input for crouch blocking. Additionally, 2P has the shortest total duration among Sol's grounded normals and hits crouching opponents, making it effective for interrupting slower pokes when you're approaching at closer ranges.

In terms of combos and conversions, 2P can be used to link into Bandit Revolver for a soft knockdown or 6H for a hard knockdown. On Counter Hit, it can even link into c.S, providing you with a decently powerful conversion option.

Understanding when and how to use 2P effectively can be a valuable asset in your gameplay as Sol.


Sol Badguy 2K

Sol's 2K is a deceptively useful normal despite its simple animation.

This move serves as Sol's fastest low attack and can be a valuable tool in your offensive and mix-up game. You can use it effectively after an empty jump to catch opponents who are anticipating an overhead attack. It's also handy in pressure situations when you're using c.S or f.S, as it threatens a low option that is challenging for your opponent to challenge, especially when you're at frame advantage.

When it comes to combos, 2K can be linked into 2D for a hard knockdown. Because of the low knockback and the range of 2D, this combo will connect at most ranges, except for maximum range. Alternatively, you can cancel 2K into 6S for a frame trap, though it's important to note that 6S will lose to 3-frame attacks and trade with 4-frame attacks.

Against crouching or airborne opponents, 2K can combo into 6S. On Counter Hit, it can link into c.S, offering you a decently powerful conversion option. Furthermore, due to 2K hitting the ground and being lower commitment, it can also serve as a poke, especially when compared to 2S. This allows Sol to check opponents using low-profile attacks with less risk of whiff punishment. Its good range for its speed makes it useful for punishing moves that would typically be safe due to pushback, especially when combined with dash blocking.

So, while 2K might not have the flashiest animation, it's an essential tool in Sol's toolkit, providing you with options for both offense and defense.


Sol Badguy 2S

Sol's 2S is a low-hitting disjointed attack that plays a crucial role in controlling neutral.

This move stands out as one of Sol's best pokes, and it's most effective when used in combination with 6S and f.S due to its speed and safety. It has the ability to combo into 5H from near-max range or 2H at close range. On Counter Hit, you can confirm into Bandit Revolver, allowing Sol to follow up with 5K for an extended combo.

One of the standout features of 2S is its extensive active frames, making it excellent for halting opponent approaches. The late hitbox of the move is considerably safer at -3 on block, and Sol can still delay cancel into 5H for a frame trap. These traits make it a safe option for meaty setups, particularly after weaker knockdowns like after landing Wild Throw.

Despite its slightly shorter range compared to f.S, 2S functions as an excellent counter-poke thanks to its speed and the fact that it doesn't push Sol's hurtbox very far forward. This, combined with its disjointed hitbox, makes it a strong tool for controlling neutral and challenging opponents from mid-range.

In summary, Sol's 2S is an important move in his arsenal, serving as a valuable tool for controlling the pace of the match, punishing opponents, and maintaining pressure in various situations.


Sol Badguy 2H

Sol's 2H is a slow but high-reward anti-air move that is primarily used as combo filler.

When Sol performs this move, he executes an uppercut with the hilt of his sword. It has a somewhat slow startup for an anti-air, but it compensates with high vertical range, reaching quite a bit higher than his 5K anti-air option. The real strength of 2H lies in the significant reward it offers on air hit or Counter Hit. Landing this move in those situations allows Sol to follow up with a Gun Flame, or on Counter Hit, a Gun Flame (Feint), followed by a Night Raid Vortex for substantial damage and corner carry.

However, it's important to note that 2H is unsafe on block or whiff, making it a risky choice in neutral or when the opponent is close and expecting it. On air block, it is barely plus, so it doesn't provide much advantage.

In practical terms, this move is mainly used as a combo tool after c.S, launching the opponent high into the air for easy follow-ups with moves like Bandit Revolver or for a knockdown with Bandit Bringer. Due to the floating crumple effect it causes, 2H can also be utilized if Sol is close enough after f.S, allowing him to transition into Bandit Revolver and extend into a more extended combo, especially when near the corner.

Occasionally, Sol players may use 2H as an anti-air against characters that can stall their fall, such as Zato with his Flight ability. In such cases, it serves as a reliable tool to counter their aerial approaches.

In summary, while Sol's 2H has a slow startup and can be risky, it provides significant rewards in terms of damage and corner carry when used as a combo filler. It's essential for Sol players to understand the right situations to use this move effectively and minimize the risks associated with it.


Sol Badguy 2D

Sol's 2D is a low-profile universal sweep that plays a unique role in his toolkit.

This move allows Sol to perform a low-profile sweep that effectively beats or evades moves that don't cover the ground while remaining safe on block. Its low-profile nature makes it an excellent option to avoid high-hitting or mid-hitting moves from the opponent.

One of the key advantages of Sol's 2D is that it enables a meaty Gun Flame setup if you delay the special cancel correctly to avoid the opponent's off-the-ground (OTG) recovery window. This setup can pressure the opponent on their wakeup and lead to further offensive opportunities for Sol.

Additionally, 2D can lead to a full combo on Counter Hit, making it a potent tool in punishing opponents who make ill-advised moves. When it connects as a Counter Hit, Sol can follow up with a combo, maximizing his damage potential.

From a defensive perspective, Sol's 2D can force the opponent to close the distance, which, in turn, opens them up to Sol's 2P and 2K options. This can be a useful tactic to control the spacing and pace of the match, especially when Sol wants to keep opponents at bay or create opportunities for pressure.

Compared to Sol's 6P anti-air move, 2D has a slightly taller hurtbox. However, if there's a chance that the move may be blocked or avoided, using 2D raw (without a combo or special cancel) is generally safer.

When incorporating 2D into combos or blockstrings, it's important to be aware of the timing required to frame trap the opponent effectively. Depending on the situation, 2D may require a slightly longer delay compared to other gatling options.


Sol Badguy 6P

Sol's 6P is a universal upper body invincible anti-air move that plays a crucial role in his anti-air toolkit.

This move is a vital tool for Sol when dealing with opponents who attempt to approach with aerial attacks. While it has a greater startup compared to his 5K anti-air, 6P is particularly effective against deeper jump-ins thanks to its upper body invincibility.

One notable advantage of 6P is its lower hurtbox, which extends faster than Sol's 2D sweep. This feature allows Sol to effectively beat a wide range of aerial pokes that don't reach the ground. Properly timing 6P can make it a reliable choice for intercepting opponents trying to jump in on him.

However, it's important to note that the reward for landing 6P is relatively limited, especially in mid-screen situations. The primary follow-up options mid-screen are S Volcanic Viper or Bandit Revolver, which do not lead to extensive combos. Instead, these options are typically used to reset the situation or maintain control of the match.

In corner situations or when 6P connects on Counter Hit against an airborne opponent, Sol can capitalize on the advantage. Specifically, following up 6P with the first hit of Bandit Revolver can link into 5K, enabling Sol to initiate a full combo and maximize his damage potential.


Sol Badguy 6S

Sol's 6S is a versatile and powerful move with distinct characteristics that make it a key tool in his arsenal.

This move involves Sol stepping forward and swinging his sword, delivering a high-damage strike. While 6S has somewhat slow startup, it compensates with incredible disjointed range, making it effective at controlling space and pressuring opponents in neutral.

One of the notable advantages of 6S is its utility for frame traps. Most of Sol's light normals can cancel into 6S, and immediate cancels of 6S create only a small gap in blockstun. This feature allows Sol to use 6S as a frame trap tool, catching opponents who attempt to escape or challenge his pressure.

Despite its strengths, 6S does have a vulnerability to opponents who can low profile it, meaning characters with moves that lower their hurtboxes may evade this attack. However, Sol can mitigate this weakness by using 6S at ranges where he maintains a safe distance from his opponent.

The move has a variety of follow-up options depending on the situation. On hit, Sol can transition into Bandit Revolver from nearly any range except for the very tip of the attack. The second hit of Bandit Revolver can still be utilized in situations where the first hit connects at maximum range, leading to a knockdown. Additionally, Red Roman Canceling Bandit Revolver can enable Sol to extend the combo and deal more damage.

When 6S connects as an air hit, it opens up opportunities for further follow-ups. Sol can combo into special moves that lead to additional attacks, such as the first hit of Bandit Revolver or Gun Flame in the corner. Alternatively, Sol can use 6S to combo into Bandit Bringer for a hard knockdown, provided it hits at the right height.

An advanced technique with 6S is the ability to kara cancel into any special move. This technique extends the initial forward movement of 6S into the special move, granting it increased range. This kara canceling can be particularly useful for making Clean Hit H Volcanic Viper more consistent and for quickly covering substantial distances when combined with dash momentum.


Sol Badguy 6H

Sol's 6H is a niche normal with specific applications that make it valuable in certain situations and matchups.

This move involves Sol leaning forward and slamming his sword into the ground. Notably, 6H boasts incredibly fast startup considering its range, and it delivers high damage. However, it comes with significant drawbacks—it is very unsafe on whiff or block, and it cannot be canceled at all. Due to these limitations, Sol players tend to reserve 6H for specific purposes, such as punishing unsafe cancels, preemptively whiffed normals, or controlling space.

One of the primary uses of 6H is to punish unsafe actions in neutral. Sol can use it to whiff punish opponents who attempt risky or predictable moves that have recovery frames. While it has high damage potential, its recovery time means that the reward for landing 6H is relatively low in terms of follow-up damage. This makes Bandit Revolver more appealing to Sol players when punishing light attacks for a knockdown in most situations.

On Counter Hit, 6H offers additional possibilities. The ground bounce effect on Counter Hit allows Sol to link into Night Raid Vortex at close range for a follow-up combo. Alternatively, Sol can connect 6S from any range after a Counter Hit 6H. However, it's important to note that 6S has limited combo options mid-screen without the availability of Tension (meter) or Burst.

In specific matchups, 6H proves invaluable for punishing moves that would otherwise be safe due to pushback. For example, Sol can use 6H to punish characters like Ky, who may utilize unsafe moves with pushback like uncanceled 2D or Stun Edge at certain spacings.

Sol players can also opt to Roman Cancel 6H as a way to seize the initiative in neutral. However, be cautious, as the sheer range of 6H may sometimes cause the shockwave of a Red Roman Cancel to miss its target. This emphasizes the importance of understanding your relative distance from the opponent when using this technique.

6H has a specific use as Sol's highest damage OTG (off-the-ground) option. When Sol needs to close out a round, he can utilize this move for maximum damage, but it comes at the cost of sacrificing okizeme (wake-up pressure). In the corner, Sol can link into dash 5K for significant meterless damage.


Sol Badguy j.P

Sol's j.P is a basic air jab with a few useful applications in his gameplay.

This move serves as a fundamental air jab for Sol. It is a relatively safe option even on whiff, which can be advantageous in certain situations where you anticipate your opponent's actions in the air.

One of the key uses of j.P is to contest an opponent's air approach. Sol can employ j.P to challenge opponents who are attempting to jump in or approach him from the air. Its quick startup and horizontal reach make it a decent choice for air-to-air combat.

Additionally, Sol can use j.P to open up opponents with a fast overhead. By performing a delayed air dash and using j.P, Sol can catch opponents off guard, mixing up his approach and applying pressure from the air.

In combos, j.P can play a role in extending Sol's damage output. It can be followed up with Aerial Volcanic Viper or Aerial Bandit Revolver for more damage and a swift knockdown, providing Sol with the opportunity to continue his offense or apply okizeme (wake-up pressure).

Another situational use of j.P is after executing Bandit Revolver into a canceled Red Roman Cancel on block. This allows Sol to use j.P as a quick overhead option, potentially surprising the opponent and breaking their defense. It's a tool that can be used to keep opponents guessing during pressure sequences.

While j.P may not be Sol's primary air-to-air or air-to-ground tool, it still has its place in his arsenal as a versatile and safe option that can be used strategically in various situations to control the flow of the match and maximize damage in combos.


Sol Badguy j.K

Sol's j.K is a versatile air normal with specific applications in his gameplay.

This move is primarily used for air-to-air exchanges, making it a useful tool when Sol needs to challenge opponents who are in the air. Its long-range and fast startup allow Sol to control space effectively and contest opponents attempting to approach or engage in aerial combat.

One of the key uses of j.K is for air dash cancel combos, typically initiated after a successful anti-air 5K. Sol can confirm a hit with 5K and then follow up with a j.K into an air dash cancel, allowing him to extend the combo and maximize damage. This technique is essential for optimizing Sol's damage output in certain situations.

By using j.K in air dash cancel combos, Sol can maintain pressure, carry the opponent to the corner, or set up for a knockdown, all of which contribute to his overall game plan.

While j.K may not be Sol's primary air-to-ground tool, its effectiveness in air-to-air exchanges and its role in air dash cancel combos make it an important component of Sol's aerial game. Understanding when and how to use j.K in specific situations can significantly enhance Sol's performance in matches.


Sol Badguy j.S

Sol's j.S is a fundamental air normal with multiple uses in his gameplay.

One of its primary applications is as a jump-in attack and a crucial component of air combos. When Sol is looking to initiate an air combo, he often starts with j.S as it can lead to follow-up aerial attacks or transition into more advanced combos. Depending on the situation, Sol can continue the combo with j.H or j.D, allowing him to maximize damage and carry opponents to the corner.

Additionally, j.S can be used in neutral situations when Sol needs to control space while retreating. By performing j.S during an air backdash, Sol can threaten his opponent from a distance with relatively low commitment. This can be a valuable tool for maintaining positional advantage and creating opportunities for offense.

Understanding the timing and spacing for j.S in combos and neutral scenarios is essential for Sol players. Properly utilizing this air normal can enhance Sol's ability to deal damage, control space, and approach opponents effectively.


Sol Badguy j.H

Sol's j.H serves multiple functions in his gameplay, making it a versatile air normal.

One of its key roles is as an air pressure tool. Sol can use j.H to control the air and continue pressure if the opponent air blocks it. Due to its extended active frames and the lack of recovery after the active frames end, j.H allows Sol to maintain an offensive presence in the air, making it challenging for opponents to anti-air him. This sets up a guessing game between using a falling j.S, stalling in the air with Bandit Bringer, or retreating, adding an element of unpredictability to Sol's approach.

Additionally, j.H can be a valuable part of safejump setups. When used correctly, it can create safejump situations where Sol can safely apply pressure on the opponent after a knockdown.

Understanding the timing and spacing of j.H is crucial for Sol players, as it plays a significant role in controlling the flow of the match and maintaining offensive momentum.


Sol Badguy j.D

Sol's j.D is a critical component of his corner combos and pressure game.

In corner combos, j.D's high damage and wall bounce property make it a staple for maximizing damage. Sol can often follow up a j.D with another j.D by air dash canceling, especially when he's close to the corner. This allows him to continue the combo, leading to significant damage potential.

In pressure situations, j.D can be used to ensure plus frames after a blocked j.S. However, it's important to note that the pushback from j.D can weaken Sol's pressure afterward, so players should consider how to maintain offensive momentum effectively.

Overall, Sol's j.D is a versatile tool that provides damage and pressure options, especially in corner combos, making it a crucial part of his gameplay.

Gun Flame (236P)

Sol Badguy Gun Flame (236P)

Sol's Gun Flame is a versatile tool with multiple applications in his gameplay.

In neutral, it serves as his only projectile, providing a zoning option. However, it has a slow startup and limited horizontal reach, making it susceptible to being countered by opponents' pokes. Despite this, it can be a valuable tool for controlling space and forcing opponents to react.

When used for pressure and okizeme, Gun Flame becomes a powerful tool. If it hits meaty or from a specific range, it's plus on block, allowing Sol to continue his pressure or mix-up game. Players can also Purple Roman Cancel it for tricky mix-ups, like using Wild Throw before the attack is blocked or crossing up the opponent just before it connects for a surprise element.

Additionally, Gun Flame can be used in combo routes against airborne opponents, especially in corner situations. It's often employed in scaling-intensive routes to set up a Wall Break while still dealing significant damage to the wall.

The "Run Flame" technique, involving Gun Flame out of a dash to close the distance, and kara cancels from 6S to advance while launching the projectile, demonstrate Sol's ability to control space and pressure effectively.

Gun Flame Feint (214P)

Sol Badguy Gun Flame Feint (214P)

Sol's ability to use a feint of his Gun Flame stance without actually firing a projectile adds another layer of versatility to his gameplay.

The feint has a significantly faster recovery than the real Gun Flame, making it a valuable tool for resetting pressure or baiting opponents into making mistakes. By utilizing this feint, Sol can create uncertainty in the opponent's mind, making it more challenging for them to predict his actions and respond effectively.

One notable application is when an opponent is expecting a Gun Flame and tries to jump in anticipation. Sol can use the feint to bait the jump and then anti-air the opponent, punishing their attempted escape.

In situations where Sol is fighting against distant and defensive opponents, he can use the feint to build Tension, though the amount generated is relatively small. While it may not be a significant Tension-building tool on its own, it can be useful when combined with other strategies to ensure Sol has access to his more powerful special moves.

Another clever use of the feint is during combos that involve Wall Stick mechanics. By canceling into the feint after causing Wall Stick with a normal attack, Sol can build a small amount of Tension while still having enough time to perform a follow-up attack to break the wall. This optimizes his combo potential and resource management.

Volcanic Viper (623S/H)

Sol Badguy Volcanic Viper (623S/H)

Sol's Volcanic Viper is a versatile special move that serves as both a reversal option and a combo tool in various situations.

Volcanic Viper (623S)

S Volcanic Viper is Sol's faster strike invincible reversal. It's a valuable tool to steal momentum when facing poor okizeme or predictable pressure. However, it's important to note that it loses to throws, so it's best used when the opponent isn't at point-blank range.

As an anti-air, S Volcanic Viper can be effective due to its invincibility while grounded and its substantial disjointed hitbox during ascent. Be cautious, though, because Sol is negative on block if the opponent air blocks it and fully punishable if they land close enough.

You can Roman Cancel this move on hit for decent damage and improved okizeme. Roman Canceling retains Sol's upward momentum unless directed in a different direction. This can be used strategically to maintain pressure or force the opponent to give up space instead of blocking.

Volcanic Viper (623H)

H Volcanic Viper is Sol's slower but more powerful strike invincible reversal. Like S Volcanic Viper, it loses to throws, so use it carefully, especially when the opponent is too close.

This version of Volcanic Viper launches Sol significantly higher than the S version. It's generally not reliable as an anti-air due to its slow startup.

The Clean Hit from H Volcanic Viper deals massive damage, making it an excellent choice to end combos whenever possible. The hard knockdown it provides leads to strong okizeme options, including the ability to pressure the opponent after an OTG c.S in the corner.

In some situations, you may choose to sacrifice the hard knockdown for even more damage by using an OTG 6H, which can be useful for closing out rounds.

Volcanic Viper (j.623S)

The j.623S version should primarily be used when you desperately need strike invincibility while in mid-air, making it useful for countering aerial attacks.

Volcanic Viper (j.623H)

The j.623H version is an ideal combo ender and potential extender. You can execute it to Clean Hit after most air normals, provided Sol is very close to the opponent and has forward momentum from a forward jump or air dash. This Clean Hit can lead to a full combo.

When ending a combo with j.623H, it allows for a safe jump setup, typically involving a backward jump j.P into an air dash j.H.

In specific situations, when performed close enough to the ground on an airborne opponent near the corner, the Clean Hit version can link into 5K for a full combo. This is generally possible early in a combo when scaling is low and the link is tighter against heavier opponents.

The link into 5K can be executed either from a jump-cancelable normal (an air-hit 5K/c.S or a CH c.S) or from an early combo Bandit Revolver canceled into either a forward dash Purple Roman Cancel into j.K or a downward dash Red Roman Cancel directly into H Volcanic Viper deep in the corner.

Bandit Revolver (236K)

Sol Badguy Bandit Revolver (236K) Sol Badguy Bandit Revolver (236KK)

Sol's Bandit Revolver is a versatile move that plays a crucial role in his combos and can also find some utility in neutral and pressure situations.

In combos, Bandit Revolver is often used as a mid-screen combo ender when Sol's H Volcanic Viper won't land a Clean Hit. The knee attack sets up the opponent for a follow-up spin kick, which provides substantial corner carry and leads to meaty f.S setups in the corner. Additionally, this move is an excellent point in Sol's combo sequences to incorporate Roman Cancels, allowing for various follow-up options, mix-ups, or extensions.

It's essential to note that if the initial knee attack connects while the opponent is airborne, Sol can choose to omit the follow-up kick, leading to stronger okizeme or the possibility of extending combos with moves like 5K.

Outside of combos, Bandit Revolver can serve as a surprise tool in neutral. With the right timing and Tension meter, Sol can use it to maneuver around low attacks and catch opponents off guard. The air version can be particularly useful for improving Sol's air mobility and escaping corner pressure.

Bandit Bringer (214K)

Sol Badguy Bandit Bringer (214K)

Sol's Bandit Bringer is a multi-purpose move that can be utilized for mix-ups, pressure, and combo extensions.

The ground version of Bandit Bringer can potentially be advantageous on block when properly spaced or used as a meaty attack. It provides the opportunity for follow-up pressure if it connects or if it hits the opponent in a meaty fashion. However, the aerial version of the move is generally disadvantageous on block and can even be punishable due to its extended landing recovery. When using the aerial version, it can be delayed to disrupt the opponent's anti-air attempts, but it may lose to attacks with substantial vertical reach.

Fully charging the aerial version of Bandit Bringer grants additional benefits, such as causing a significant ground bounce on hit. This leads to enhanced corner combo potential and rewards. The hard knockdown generated by Bandit Bringer can be used to set up effective okizeme situations. For example, Sol can perform a safe jump after hitting Bandit Bringer on an airborne opponent. He can also opt for OTG options with specific normals like 2S, followed by a Gun Flame for sustained pressure, or 6H for maximum damage.

On Counter Hit, the ground bounce effect of Bandit Bringer can lead to combo extensions, with options like dashing 5K for additional damage. Additionally, Sol can execute a Red Roman Cancel to convert into a full combo before the opponent hits the ground.

While Bandit Bringer has its advantages, its slow start-up can make it challenging to incorporate into scaled combos, especially when used mid-screen. However, it remains a valuable tool for mix-ups and combo potential, particularly when charged or in the corne

Wild Throw (623K)

Sol Badguy Wild Throw (623K) grab Sol Badguy Wild Throw (623K) throw

Sol's Wild Throw is a critical tool in his mix-up game, offering more range and damage compared to his standard ground throw. However, it comes with certain trade-offs. Wild Throw has a slower startup, side-switches the opponent on hit, provides weaker okizeme (pressure options after a knockdown), and is slightly riskier on whiff.

One of the primary advantages of Wild Throw is its ability to create fear in the opponent. The threat of being caught by this command throw encourages opponents to either jump or attempt to mash out of Sol's pressure, which can be exploited by Sol to bait Counter Hits or anti-airs.

Upon successfully landing Wild Throw, Sol can use a Red Roman Cancel to extend the combo and maximize damage. When performing the Roman Cancel, not shifting its direction or shifting it upward allows Sol to dash underneath the opponent, switching sides once more. However, it's essential to decide when to spend Tension for a follow-up combo or opt for a regular ground throw for slightly less damage but the benefit of keeping the corner and achieving a better knockdown.

Wild Throw is often best utilized as a round-ending move or to punish an opponent's throw attempt or Throw Clash. Properly incorporating Wild Throw into Sol's mix-up and pressure game can be a key factor in keeping opponents on their toes and securing victories.

Night Raid Vortex (214S)

Sol Badguy Night Raid Vortex (214S) dash Sol Badguy Night Raid Vortex (214S) hit

Sol's Night Raid Vortex is a versatile move that involves him rushing forward at a low height and delivering an uppercut. The key feature of this move is that its startup and travel distance can be controlled by holding down the S button. Night Raid Vortex covers a range from about one character length at no charge to full screen at maximum charge. This flexibility allows Sol to adapt to different situations in battle.

One of the significant advantages of Night Raid Vortex is its ability to bypass many projectiles and pokes. Sol can use this move to bulldoze through the opponent's neutral game, making it a valuable tool for controlling the flow of the match, especially when combined with Purple Roman Cancels.

In combos, Night Raid Vortex can be followed up directly with c.S, although using 5K is preferable if Sol isn't brought close enough to the opponent for c.S, or if gravity affects the combo's performance. When fully charged, Night Raid Vortex not only deals more damage but also launches the opponent higher, which can lead to more extended combos, especially on Counter Hit.

Understanding the different charge levels and applications of Night Raid Vortex is crucial for Sol players to effectively pressure opponents, control neutral, and optimize their combo damage.

Fafnir (41236H)

Sol Badguy Fafnir (41236H)

Fafnir is one of Sol's signature moves. When executed, Sol dashes forward about halfway across the screen, delivering a fiery straight punch. If blocked, it applies significant pressure to the opponent's guard, putting Sol at a substantial frame advantage and significantly increasing the opponent's R.I.S.C. Level. This move is particularly effective after knocking the opponent down with a 2D attack. On a successful hit, it causes the opponent to bounce oddly on the ground, creating an opportunity for a follow-up combo, typically with 6S. However, without the assistance of Wild Assault, the combo potential is somewhat limited.

When Fafnir lands as a Counter Hit, it propels the opponent higher, enabling Sol to link it into Night Raid Vortex for a much more potent combo without expending additional resources. Fafnir is also Sol's preferred corner combo finisher due to its high damage output and single-hit nature.

Furthermore, Fafnir is a valuable tool for Okizeme, as it grants Sol a substantial advantage on block and can help reset offense when dealing with opponents who are reluctant to challenge. It's important to note that Fafnir's slow start-up makes it vulnerable to counter-poking in neutral, especially against the opponent's 6P. Additionally, using Fafnir at non-meaty timings during Okizeme exposes it to throws at close range, while later timings make it susceptible to a 6P counter.

Fafnir's Guard Crush effect becomes even more menacing when combined with a Blue Roman Cancel, creating true 50/50 mix-up situations. In such cases, opponents must guess between defending against a potential 2K (which can lead to a full combo due to the slowdown effect) or a Wild Throw. Unlike regular blockstun, Guard Crush lacks the extra frames of throw protection, making it a potent mix-up tool.

Similar to the mechanics of Gun Flame, Sol can leverage dash momentum to extend Fafnir's range. Furthermore, it can be kara-canceled from 6S to achieve an even greater range extension. By combining these techniques, Fafnir can cover almost the entire screen, addressing Sol's previous limitation of lacking long-range options.

Tyrant Rave (632146H)

Sol Badguy Tyrant Rave (632146H) 1st hit Sol Badguy Tyrant Rave (632146H) 2nd hit

Sol performs a dynamic uppercut followed by a blazing straight punch. This represents Sol's sole fully invulnerable reversal option, although it's worth noting that the initial strike lacks reach, and the entire sequence becomes unsafe if blocked or misses its target. It's crucial to recognize that only the initial hit possesses invulnerability, and there's a discernible gap between the two punches. This gap provides opponents with an opportunity to execute a reversal move through the second punch. Consequently, if you have access to a Roman Cancel to ensure safety, it's advisable to use it primarily after the second hit. An alternative approach worth considering is using a Roman Canceled H Volcanic Viper, which offers comparable damage and okizeme potential while being safer and setting up potential mix-up situations.

This Overdrive move primarily serves as a high-damage combo finisher, especially when executed in the corner where Sol benefits from enhanced damage output, potent okizeme options, and Tension regeneration after the mandatory Wall Break. If the initial hit connects at close proximity, the second hit triggers a Clean Hit, inflicting even more damage and proving highly effective at overcoming the Guts mechanic to close out rounds. Utilizing Roman Cancels to extend combos and increase damage output is also an option after a successful connection. However, it's important to acknowledge that due to the limited range of the initial hit, the substantial knockback caused by the second hit, and the inescapable Wall Break in the corner, executing this strategy mid-screen becomes challenging and impossible in corner situations.

Heavy Mob Cemetery (214214H)

Sol Badguy Heavy Mob Cemetery (214214H)

Sol unleashes a Dragon Install-fueled aerial grab, propelling him across the entire screen. This move remains vulnerable to any incoming attack until the moment the super freeze occurs, at which point it doesn't consume any Tension. Following the super freeze, Sol gains uninterrupted full guardpoint coverage for the entire duration of the move. If an opponent strikes Sol during this period, they will experience pushback, but Sol continues to advance and remain active during the hitstop.

When Sol guardpoints an opponent's melee attack, the opponent becomes trapped in hitstop while Sol maintains his movement. This makes it exceedingly difficult for the opponent to escape, particularly if they are grounded. However, it's important to note that projectiles do not induce hitstop on the attacker. Therefore, powering through a projectile will not impede the opponent's recovery or evasive actions. This holds especially true for multi-hit projectiles, which keep Sol at bay for a longer duration. If the opponent is not committed to an action or has at least 50% Tension to halt themselves, any airborne maneuver can evade Heavy Mob Cemetery if timed correctly.

This move possesses remarkable speed and range, making it valuable as a full-screen punish tool for whiffed attacks. Nevertheless, due to its sluggish startup and limited combo potential, this Overdrive is seldom utilized. Nonetheless, there are niche applications for it, such as punishing Chaos' Steady Aim stance.


Sol possesses fast and far-reaching normals, such as the 3-frame 5K and adaptable c.S. Sol utilizes special moves like Gun Flame (a projectile), Bandit Bringer, and Volcanic Viper for mix-up opportunities. His mobility is exceptional, featuring quick dashes and air dashes, making him a mobile and aggressive fighter.

Sol excels at mixing up opponents with a range of options, including high/low mix-ups, overhead attacks, and throws. He boasts powerful super moves like Tyrant Rave and Megalomania, adding extra threat to his offense.

Sol's okizeme tools, particularly Fafnir, are effective for maintaining pressure and controlling the pace of the match. He has an extensive combo game, particularly in the corner, allowing him to deal substantial damage.

His guard-crushing moves, such as Fafnir and Gun Flame, force opponents to make defensive decisions and open up opportunities for offense. Roman Cancels provide flexibility for combo extensions and control.

Sol also excels in the air with potent air attacks like j.H and j.S. His corner control is unmatched, enabling him to maximize damage and pressure.

Overall, Sol Badguy's versatility, mobility, and ability to maintain aggressive pressure make him a formidable character in the Guilty Gear series.