I was plateau-ed with sol and you just basically pointed out what I was doing wrong or what I could be doing without me saying a thing. You deserve much more subs.
Found this while trying to learn the game and it's one of the best character guides I've seen for any fighting game. so much info packed into a tightly edited package. Great job and thank you!
Thanks so much! It means a ton 😊 I plan to return to specifically GG guides after a big big project I've undertaken to try and teach FGC terminology to people very digestibly. Hopefully you'll enjoy that too when it's ready!
i remember playing sol like from middle grade school, and for the first time of my life i've watched guids on him because i've finally explored the GG multiplayer and to be honest your one is really good, would be nice to see more of your videos
2:00 Wild throw still loses to pot buster, this isn't correct. Wild throw is throw invuln from frames 1-7, pot buster is throw invuln from frame 1-8. In the clip provided Sol did the wild throw on frame 3 of the pot buster startup so it did win here, but if actually done at the same time pot buster will win.
I appreciate this specificity! I wasn't aware Pot's came out that 1 later. Still am happy to show it, can be done as a counter to if one thinks the throw is coming, or reaction since 8f is a good window to watch out for.
@@NuggyJones Oh no absolutely. On paper pot and nago's trade (and both whiff) but I go for buster all the time to try to punish haha. Just throwing it in there as a "why did i lose" answer. A lot of newer players have the impression first command grab wins when the reality is second command grab wins.
some great combos here, but remember that the dash canceling and 5K juggling is very easy to drop in a tense match and that sometimes you should take what's 100% there and game plan around oki and your standard stuff. I've got 1,800 wins with Sol and almost never go for a lot of these extended combos during a match because I don't drop one and get blown up for it.
Very true! Always going for max damage isn't "optimal" if the max doesnt need to be hit, and a player needs to know themselves and how they're feeling at the time and adjust accordingly
You can also kara cancel HDP off of c.s and 5k with your dash macro as well, I find it a lot more consistent that way as I don’t accidentally 6s or SDP
Thanks for the tips! I knew alot of things from the video but tech like wild throw beats other throws and 6h>vortex was some I didn't know! Really helpful! Also your channel is very underrated! Under 1k subs and videos of such high quality! I saw your sub count after I watched the video and I could not believe it you definitely deserve more subs so here's one from me, cheers!
So glad it was of use ! 🙏 In the next couple days it will be exciting to see how it evolves further, I wonder if they'll make it more similar to other instalments or what
What timing. Just yesterday, I checked to see if you had a guide for Sol. A day later, and look what's here! EDIT: Great guide vid. Looking forward to the Zato one.
Great guide! I use bringer all the time in blockstrings and always get blown up for it, it felt like you were scolding me specifically!! Do you have any advice on practicing Kara Fafnir? It's easy to see the range increase on Kara gunflame, but I find it really hard to tell if I got the cancel on fafnir
Hahaha glad it helped! It is a fun move to use but situational for sure! For Kara fafnir, like all others its about repetition to get down but I agree very hard to notice at first if successful because how much he travels by default + camera shift so here's my practice tip: Stand at max stage distance from your opponent (Ky for example mid screen) by dashing back. If you get Kara cancel on the fafnir BOTH times, you will be able to hit Ky within 2 Fafnirs, where as it would take 3 normal ones to hit from that distance. As you get comfortable focusing on the inputs, you'll be able to shift your attention from your hands to the game I'm sure will pick up subconciously the visual difference of when you pull it off, because his initial lunge feels like he bursts forward quicker. Hope this helps, lemme know how it works out!
9:34 how do u make enemy soar with the red roman cancel? i can't seem to do it. the opponent just stay floaty instead of soaring across the stage. help?
For this speficially at the timestamp, you need to: 1. Have the clean hit Heavy DP, which you know hits when the screen pauses 2. During that pause, you need to do a Forward-Dash Red Romancancel. Not a plain one 3. During that window, cancel the RC before the timeslow pop with a move (in this case j.Heavy)!
So instead of normal DP ( example facing right: Right, Down, Inbetween + HS), it would be: Right + Slash, Down, Inbetween + HS. Remember this cannot work in neutral, it must be after connecting a Standing Kick or Close Slash, as those are the only things that cancel into Forward Slash and you are overwriting the Forward Slash with DP before it comes out. While it reads as just adding in one more step, it is MUCH more difficult because you must be so insanely quick. This is definitely without a doubt the hardest thing in Sol's arsenal and personally I believe one of the hardest things to get down in the whole game. It is by no means "required" to play him, many pros find success without this tech by focusing their mind on his strong gameplan, but those who do get it down will have an increased advantage for sure.
Great question! (Sorry I wasnt more clear about it's purpose in the vid) So the clean hit DP is his greatest combo finisher, like I said. However it requires you to be within a max distance from the opponent to connect. I'm not practiced enough with Sol to be able to perform his most difficult combos, so I couldnt show off a perfect example, but in order to make a combo link sometimes it would require the kara to make sure Sol is close enough to the opponent to get the clean hit You are abosolutly right about what kara's are meant for! I think this one is really unique in its aspect of changing where a hit box is to make a link more beneficial, I can't say I know another example off the top of my head.
@@NuggyJones oh so the Kara heavy do is to meant to be linked at max range *During* a combo, not as a neutral control tool like Kara Fafnir, got it, thanks for the reply
I think this guide is awesome, definitely exactly what I was looking for yesterday. But I guess it feels very intermediate. But it is a sol guide that came out a month ago so it perfect
I appreciate that a ton! I wanted to add some more info that on top of guides out there, but I still need to get better at explaining the beginner steps to get there. More to work and improve on 👍
It would be helpful if you simply wrote the notation of those paths instead of just talking about them, or at least do both. This is what you say: "...this will open up a couple of paths. One is taking them to the air, very strong in midscreen to corner area as landing a S into jD will bounce the opponent off the wall and allow you to play ping-pong. The other is..." and I still have no idea what I'm supposed to press and as a beginner, I don't wanna hop between your combo footage and Dustloop to identify what move that is. And that applies to your whole combo section which is my only complaint in this guide.
I appreciate this! I'll keep it in mind for future guides The reason for this I don't have a hard notation down is that there isn't really a plug and play answer for any of this, its the concept of 2 of Sol's key combo tools is Dust having the wallbounce property and his kick being dash cancelable. This can be from a starter of a combo, or just catching them in the air like at 5:04, since that will happen sometimes in match if using his K like the anti air it is. It may helpful for the meantime to play back the video at .5 speed and look at my controller in the bottom left, as that will show you every input live as I'm doing the combos on screen. Hope this helps a little!
@@NuggyJones I understand, but at that point, I think having just one example with hard notation would be helpful. You can still communicate your idea and then end it up with: "one simple example...".
LMAOOOO you're all good hahaha happy to hear that tbh I actually have a vid series I'm working on to address such things In FGC lingo, the number corresponds to a direction, similar to a numberpad found on a long computer keyboard. 5 is the middle, so a 5K would refer to a standing Kick, without having jumped or holding down or w/e. 3 for example is bottom right diagonal, which is why if youre looking at a wiki and your read "236 (button)" for a command, that means doing a quarter circle to the right, since thats the order you would hit each direction with the stick/d-pad. Hope this helps!
Please dont use so many abbreviations. Some of us are kinda new to this and dont understand that. Edit: Sometimes you say "forward heavy slash" and then often "6P" or "5K" or something. I figured it out by now but it is really hard to watch a video where you have to stop every 5 seconds to google for an abbrev. you use. Next: Wtf means "dont red RC this!"? mean? Dude....
I totally get the struggles of lingo, it's actually what I've been focusing on in the free time I have for content creation by making a new series of shorts on here/TikTok! Respectfully, in the cases you mentioned, I wouldn't change things. Forward Heavy Slash is the name of the button itself, and RC is a game universal mechanic taught upon loading up the game (that is also shown in example at the moment I say it) . If these are are unfamiliar and make the video hard to follow, then I would recommend that one watch a general guide on the game itself, or play it's in game tutorial first. While some people are new, many also are not, and this guide is intended as an overview for anyone who really wants to learn and potentially main the character. It is not exclusively a "beginner guide", but I understand where you are coming which is why the "FGC Term" series is being developed
I was plateau-ed with sol and you just basically pointed out what I was doing wrong or what I could be doing without me saying a thing. You deserve much more subs.
Thank you for the kind words
Didn't know that Wild Throw beats other grabs, I struggle against Potemkin so that's huge for me to know
Nice! Hope it swings the matchup in your favor ^ ^
Found this while trying to learn the game and it's one of the best character guides I've seen for any fighting game. so much info packed into a tightly edited package. Great job and thank you!
Thanks so much! It means a ton 😊
I plan to return to specifically GG guides after a big big project I've undertaken to try and teach FGC terminology to people very digestibly. Hopefully you'll enjoy that too when it's ready!
i remember playing sol like from middle grade school, and for the first time of my life i've watched guids on him because i've finally explored the GG multiplayer and to be honest your one is really good, would be nice to see more of your videos
Yo thanks so much
Best FG guide I have ever seen, thanks a lot!
2:00 Wild throw still loses to pot buster, this isn't correct. Wild throw is throw invuln from frames 1-7, pot buster is throw invuln from frame 1-8. In the clip provided Sol did the wild throw on frame 3 of the pot buster startup so it did win here, but if actually done at the same time pot buster will win.
I appreciate this specificity! I wasn't aware Pot's came out that 1 later.
Still am happy to show it, can be done as a counter to if one thinks the throw is coming, or reaction since 8f is a good window to watch out for.
@@NuggyJones Oh no absolutely. On paper pot and nago's trade (and both whiff) but I go for buster all the time to try to punish haha. Just throwing it in there as a "why did i lose" answer. A lot of newer players have the impression first command grab wins when the reality is second command grab wins.
@@Ashragi @Aurorious You the bomb!
Wow this is good! Edited: No, this is genius
The sole good guide on Sol Badguy. 😏
this is going on my "sol badguides" playlist
GOAT'd name
some great combos here, but remember that the dash canceling and 5K juggling is very easy to drop in a tense match and that sometimes you should take what's 100% there and game plan around oki and your standard stuff. I've got 1,800 wins with Sol and almost never go for a lot of these extended combos during a match because I don't drop one and get blown up for it.
Very true! Always going for max damage isn't "optimal" if the max doesnt need to be hit, and a player needs to know themselves and how they're feeling at the time and adjust accordingly
U bout to get mega subscribers man great vid
Aww thanks so much my dude! Hopefully the vid about to come out (that has me awake rn LOL) is up to snuff
You can also kara cancel HDP off of c.s and 5k with your dash macro as well, I find it a lot more consistent that way as I don’t accidentally 6s or SDP
!!!
YO thank you so much for sharing I had no clue. Gonna need to try that next time I boot up
been loving the character guides!! what character will you be covering next?
So glad you've been liking them! Zato will be the next one, and a vote will go out soon for which will follow :D
Underrated channel
Yo thanks so much!
Thanks for the tips! I knew alot of things from the video but tech like wild throw beats other throws and 6h>vortex was some I didn't know! Really helpful!
Also your channel is very underrated! Under 1k subs and videos of such high quality! I saw your sub count after I watched the video and I could not believe it you definitely deserve more subs so here's one from me, cheers!
Yo thanks so much! Super kind of you too say, and I really appreciate the support
Great guide! I love this channel 😁
Yo thank you! That really means a lot to hear
thank you!!!
Another banger!
Thanks, I'm super happy with this one 🙏
Thank you for this video.....last GG I played was accent core and strive has been a up hill battle to learn
So glad it was of use ! 🙏
In the next couple days it will be exciting to see how it evolves further, I wonder if they'll make it more similar to other instalments or what
What timing. Just yesterday, I checked to see if you had a guide for Sol. A day later, and look what's here!
EDIT: Great guide vid. Looking forward to the Zato one.
Heh heh, great minds think alike ;D Hope you find it helpful
Great guide! I use bringer all the time in blockstrings and always get blown up for it, it felt like you were scolding me specifically!! Do you have any advice on practicing Kara Fafnir? It's easy to see the range increase on Kara gunflame, but I find it really hard to tell if I got the cancel on fafnir
Hahaha glad it helped! It is a fun move to use but situational for sure!
For Kara fafnir, like all others its about repetition to get down but I agree very hard to notice at first if successful because how much he travels by default + camera shift so here's my practice tip:
Stand at max stage distance from your opponent (Ky for example mid screen) by dashing back. If you get Kara cancel on the fafnir BOTH times, you will be able to hit Ky within 2 Fafnirs, where as it would take 3 normal ones to hit from that distance.
As you get comfortable focusing on the inputs, you'll be able to shift your attention from your hands to the game I'm sure will pick up subconciously the visual difference of when you pull it off, because his initial lunge feels like he bursts forward quicker.
Hope this helps, lemme know how it works out!
5:10 4:46 5:25 5:31
9:34 how do u make enemy soar with the red roman cancel? i can't seem to do it. the opponent just stay floaty instead of soaring across the stage. help?
For this speficially at the timestamp, you need to:
1. Have the clean hit Heavy DP, which you know hits when the screen pauses
2. During that pause, you need to do a Forward-Dash Red Romancancel. Not a plain one
3. During that window, cancel the RC before the timeslow pop with a move (in this case j.Heavy)!
What’s the input for kara dp?
So instead of normal DP ( example facing right: Right, Down, Inbetween + HS), it would be: Right + Slash, Down, Inbetween + HS.
Remember this cannot work in neutral, it must be after connecting a Standing Kick or Close Slash, as those are the only things that cancel into Forward Slash and you are overwriting the Forward Slash with DP before it comes out.
While it reads as just adding in one more step, it is MUCH more difficult because you must be so insanely quick. This is definitely without a doubt the hardest thing in Sol's arsenal and personally I believe one of the hardest things to get down in the whole game. It is by no means "required" to play him, many pros find success without this tech by focusing their mind on his strong gameplan, but those who do get it down will have an increased advantage for sure.
whats the use of kara dp if you cant use it in neutral?[genuine question]
i thought the point of kara cancels was for more range
Great question! (Sorry I wasnt more clear about it's purpose in the vid)
So the clean hit DP is his greatest combo finisher, like I said. However it requires you to be within a max distance from the opponent to connect. I'm not practiced enough with Sol to be able to perform his most difficult combos, so I couldnt show off a perfect example, but in order to make a combo link sometimes it would require the kara to make sure Sol is close enough to the opponent to get the clean hit
You are abosolutly right about what kara's are meant for! I think this one is really unique in its aspect of changing where a hit box is to make a link more beneficial, I can't say I know another example off the top of my head.
@@NuggyJones oh so the Kara heavy do is to meant to be linked at max range *During* a combo, not as a neutral control tool like Kara Fafnir, got it, thanks for the reply
@@ozi-g-be Yep exactly! And you're super welcome, very happy I could help
I think this guide is awesome, definitely exactly what I was looking for yesterday. But I guess it feels very intermediate. But it is a sol guide that came out a month ago so it perfect
I appreciate that a ton! I wanted to add some more info that on top of guides out there, but I still need to get better at explaining the beginner steps to get there. More to work and improve on 👍
It would be helpful if you simply wrote the notation of those paths instead of just talking about them, or at least do both.
This is what you say: "...this will open up a couple of paths. One is taking them to the air, very strong in midscreen to corner area as landing a S into jD will bounce the opponent off the wall and allow you to play ping-pong. The other is..." and I still have no idea what I'm supposed to press and as a beginner, I don't wanna hop between your combo footage and Dustloop to identify what move that is. And that applies to your whole combo section which is my only complaint in this guide.
I appreciate this! I'll keep it in mind for future guides
The reason for this I don't have a hard notation down is that there isn't really a plug and play answer for any of this, its the concept of 2 of Sol's key combo tools is Dust having the wallbounce property and his kick being dash cancelable. This can be from a starter of a combo, or just catching them in the air like at 5:04, since that will happen sometimes in match if using his K like the anti air it is.
It may helpful for the meantime to play back the video at .5 speed and look at my controller in the bottom left, as that will show you every input live as I'm doing the combos on screen. Hope this helps a little!
@@NuggyJones I understand, but at that point, I think having just one example with hard notation would be helpful. You can still communicate your idea and then end it up with: "one simple example...".
@@Lenduya Very true!
Step 1: land Close Slash
Step 2: ???
Step 3: profit
9:47 HO LEE WTF
Dude i just started this game what it this mambo jambo language with the 5k and 3k and all that, i dont understand shit
LMAOOOO you're all good hahaha happy to hear that tbh I actually have a vid series I'm working on to address such things
In FGC lingo, the number corresponds to a direction, similar to a numberpad found on a long computer keyboard. 5 is the middle, so a 5K would refer to a standing Kick, without having jumped or holding down or w/e. 3 for example is bottom right diagonal, which is why if youre looking at a wiki and your read "236 (button)" for a command, that means doing a quarter circle to the right, since thats the order you would hit each direction with the stick/d-pad. Hope this helps!
Please dont use so many abbreviations. Some of us are kinda new to this and dont understand that.
Edit: Sometimes you say "forward heavy slash" and then often "6P" or "5K" or something. I figured it out by now but it is really hard to watch a video where you have to stop every 5 seconds to google for an abbrev. you use.
Next: Wtf means "dont red RC this!"? mean? Dude....
I totally get the struggles of lingo, it's actually what I've been focusing on in the free time I have for content creation by making a new series of shorts on here/TikTok!
Respectfully, in the cases you mentioned, I wouldn't change things. Forward Heavy Slash is the name of the button itself, and RC is a game universal mechanic taught upon loading up the game (that is also shown in example at the moment I say it) . If these are are unfamiliar and make the video hard to follow, then I would recommend that one watch a general guide on the game itself, or play it's in game tutorial first. While some people are new, many also are not, and this guide is intended as an overview for anyone who really wants to learn and potentially main the character. It is not exclusively a "beginner guide", but I understand where you are coming which is why the "FGC Term" series is being developed