GUILTY GEAR Xrd -SIGN-

GUILTY GEAR Xrd -SIGN-

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Sol - A Guide to Punching People
By Non Sequitur Snowman
A brief rundown on Sol
   
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Changelog
Tried to go through and fix some inconsistencies in combos where I referred to them by their names instead of their inputs.

Added a video showcasing various corner combos from dustloop > fafnir in the corner on the entire cast.
Introduction
Well, considering I'm going to be spending a few hours here on release downloading the blasted thing with my sub-par connection, I might as well put my time to use doing something productive. Let me start this (as with pretty much any guide I've ever made) by saying I'm not anybody of note. I don't go to tournaments, I wouldn't consider myself amazing at the game and I'm generally not an expert at the game. That said, I'd like to think I have a respectable grasp of the game and its mechanics after playing Guilty Gear for as long as I have casually and watching others. So with that said, let's get started.

If anyone happens to spot any errors or general typos, feel free to let me know. I'm pretty sure all of the combos written are genuine, but I could have made a mistake in typing them out, so if something seems fishy, by all means point it out. For now it's merely notations, but once I actually get the game installed and can record it, I may go out of my way to record video examples of every combo in question.
Moves to hit people with, and what they're good at (Normals)
Disclaimer: Everything written within this guide is OPINION and should be regarded as such.

Any frame data and some other information taken from here[www.dustloop.com] which does a great job explaining everything I do here. Maybe you're just lazy and don't want to tab out of the game, who knows? (I'll be simplifying things greatly and leaving out a lot of information, so if you want all of it, look here)

5P - I honestly rarely use this move. You can use it for jab pressure, but that's pretty much it. I usually find myself using 2P instead when tick throwing.

5K - Better options, such as this one. It's two hits so it lets you confirm easier and generally can be used in any situation 5P could be used and more. In my opinion this is one of Sol's most character defining normals. It's great in pressure, frame traps and as an anti-air. Can also be used in a throw 6K/H option select.

c.S - Can be used in pressure, or just as combo parts. Gatlings into a -crap- ton of things. You'll usually want to combo it into 2S on block for more frame advantage.

f.S - Standard poke. Use it to punish whiffed moves at neutral. Standard chain goes f.S > 5HS for decent damage.

5HS - Counter pokes, used in corner combos. Has long recovery, so you don't want to go whiffing it since people will IAD on you. After a blocked 5HS you can IAD to keep up pressure or cancel it into 2D, Gunflame or Gunflame Feint. On hit you can also RC into Bandit Bringer for more damage.

6P - Oh boy, this move. Like most 6P's, I believe it has some upper body invincibility, but you won't be using this for anti-airs. (You have 5K for that) On counter-hit midscreen it creates a wallbounce which you can follow up with a standard combo. (After stuffing mid-hitting attacks like Ky's F.S) If for whatever reason you hit them and it's not a counter hit mid-screen, you can go do 6P > 5HS > SJ.IAD > J.P > J.P > Volcanic Viper. After writing this guide, looking at the move and watching matches online more recently, I've tried to start throwing this out in neutral more to see how it trades, it's not terrible, but it's not always that great either. If you throw it out early you'll beat or at least trade with most things close up, and clash from farther away. It's not Chipp's 6P level of upper-body invincibility, but it seems good enough to throw out sometimes if you think you can stuff something.

6HS - Frame traps from 2S, mostly used to end combos. Knocks down on hit, bounces on counter which can be combod into Bandit Bringer for some good damage. Not really something you want to throw out a lot. Can sometimes catch jump-outs in corner.

In the corner, this is your party starter. If you get a hit, you confirm into this and go into your preferred variation of the corner dustloop.

5D - Standard dust. Hits high. Cancels into your homing jump or dash. As Sol, it's your only grounded overhead. Can do some gimmicky things that came be hard to see by doing Gunflame YRC > 5D or 2K mixup, but it's not something you should rely on.

2P. Use it for blockstrings and pressure. Can also be used for tick throws. Not a ton to say about it. Gattlings into itself and most other normals.

2K. One of two of Sol's only lows. (Your other being 2D) Can be used in pressure, tick throw, on Okizeme or as a empty jump low. Can combo into 6P which makes it an excellent empty jump option in the corner to convert into a dustloop.

2S: Great for ending blockstrings, as said when going over 5S. Gives frame advantage, covers space, use this a lot.

2HS: Can be used as an anti-air if you call it in advance, but 5K is nearly always better. Floats opponent on counter hit, so you can use it as a frame trap if you want to. Not usually something you want to use in pressure. Can be used interchangably with 5H in the corner for dustloops with a slight damage penalty.

2D: SUPER LOW PROFILE. Knocks down. Combos into bandit revolver for corner carry and more damage. Floats on counter hit so that you can 2D counter hit into gunflame for a full air combo. You can also combo it into Volcanic Viper for more damage but less corner carry, I'd usually reccomend going for the corner carry though.

J.P: Spammable air normal with a hitbox good for air to air. Can also be used air to ground or to chase people falling down to it. Because of the low hitstun, you can tick throw upon landing.

J.K: Great cross-up hit box. Good range air to air.

J.S: Good hitbox, covers a lot of space. Used for safe jump on Okizeme. Most combos in the air will combo into this as your jump cancel normal.

J.HS: Hits twice, good air-to-air and air-to-ground. Has instant recovery. Tons of active frames.

J.D: Sol's infamous J.D. While not quite as ridiculous as the former iterations, J.D continues to be your general go-to move for fun time in the corner. You can use it air-to-air, but I rarely find myself using J.D outside of certain situations and in combos, since sadly unlike in GGAC+R, you can't combo into aerial bandit revolver for BR loops anymore.

Ground Throw: Standard throw, usable as a reversal. You'll rarely use this for tick throws or anything offensive seeing as you have Wild Throw (which we'll get to later) for that. Can be used in the 6K/HS option select as said earlier.

Air Throw: Similar to ground throw, but in the air. Amazing. A lot more offensive possibility with this one, since a decent way to bait bursts is to jump cancel into J.6HS.

BOTH ground throw and air throw can be red RC'd for 50% meter for a follow up combo involving Bandit Bringer > Fafnir > Etc.

Dead Angle: Standard dead angle. Costs 50% meter. Use it to get pressure off you while in blockstun. You have Volcanic Viper, you won't use this much.
Moves to hit people with, and what they're good at (Specials)
Gun Flame (236P): It's a projectile. It occupies space. Use it at neutral or YRC it for okizeme. Don't do it predictably or people will IAD over it and blow you up. It's a good idea to learn to YRC it properly within pressure.

Gun Flame Feint (214P): Looks like gunflame, but isn't. Helps cut down on recovery of longer normals such as 5HS. Use it to keep people guessing.

Volcanic Viper (623S/HS) (Ground/Air) It's your dragonpunch. It has insane invulnerability. It also has mad recovery, don't whiff it. Can be red RC'd on block but NOT on whiff. H version is 2 frames faster and has more invul, so use that as your reversal.

Tataki Otoshi (J.214k, after volcanic viper): This gets you a perfect knockdown after every Volcanic Viper, how great is that? Can be used on delay to try to throw off punishes, but I wouldn't rely on it.

Bandit Revolver (236K) (Air/Ground): You use this after 2D. No, I'm serious, that's what this is for. Can be used as a combo ender (after 2D of course) or to catch jump-outs or continue pressure, but it's risky. Basically, you use this move after 2D for more damage and corner carry.

The aerial version you will more than likely never find yourself using. You can't combo after it with no meter and it doesn't give a knockdown unless you're relatively close to the ground. The only real use I've found for it is to YRC the startup of aerial Bandit Revolver for some gimmicks.

Bandit Bringer (236[K]): If you hold down K, instead of doing Bandit Revolver, you get Bandit Bringer. It hits overhead. This move feels AMAZING to use. You jump over their move, you feel like a badass, you hit them (or better yet COUNTER hit them) and get a free combo. Pretty great right? Except the fact that any good player is going to either 1. Instant block and throw you, 2. Blitz Shield and punish you or 3. Jump up and air throw your ass for trying it a third time. If your opponent doesn't know what they're doing? Sure, spam Bandit Bringer and laugh all the way to the bank, but if they have any idea of how to deal with it, you don't want to throw this out predictably, or at all. Use it in combos, most notably after 5HS FRC for corner carry and damage. Can be YRC'd in the air for gimmicks.

Kudakero (J.214K): Sol's divekick. Stalls air momentum and comes down. Has a minimum height restriction so don't go trying to TK it. It's safe on block provided they block the flame pillar- if you're too close, it will go behind them. This is mostly combo fodder and for baiting anti airs.

Wild Throw (623K): Remember how I said 5K was Sol's character defining move? Okay, I lied, this is. It's Sol's command throw, and it's scary as all hell. If you grab someone with this, you're doing anywhere from 129 - 152 damage midscreen or 168 in the corner MINIMUM. Remember how you don't have a standing overhead outside of dust? That's what this is for. Playing Sol is all about making people scared to hit buttons and to block. When they start doing that, you wild throw them. Simple.

Riot Stamp (214K): Remember Bandit Bringer? Didn't think anything could be more telegraphed than that? Guess again! This move can be used as an evasive manuever midscreen or as a (somewhat) "quick" overhead when backed into the corner. Is much less terrible now in this version since you can airdash back afterwards or do something while falling. Can be YRC'd to do some funky movement shennanigans.

Grand Viper (214S) Joining the ranks of Bandit Bringer and Riot Stamp as moves you will rarely if ever use, it's Grand Viper. (Just kidding, this move is actually way worse than either of those) Seriously, though, if I had to name on move that was Sol's "Least safe" it's this. Mashing left/right and any combinaiton of two buttons gives you more hits. You go super low profile from frame 1, so you can do some silly crap with it. You can't really combo after it without being in the corner and jump installing it. This is your hail mary of moves- I'll confess to winning more than my fair share of rounds by just saying "YOLO" and throwing it out at neutral towards the end of the round where each of us are at pixels of life, but it's really not something you should rely on. Or use. Period. Did I mention it hits low? It hits low. Can only be red RC'd on the actual hits, if you go up into the air, you won't be able to. Oh yeah, and people can burst this to make it whiff and punish you, so don't combo into it midscreen unless they don't have a burst.

Fafnir (41236HS): You can't combo into it like you could in GGAC+R, but now the move is infintely better. Cranks the hell out of the guard gauge, can be used as a whiff punish and causes a tumble which can be combod after. (A tumble which, on counter hit, while toned down in recent patches, still lets you combo from a half screen away) Be careful not to do fafnir too deep, or people will throw you out of it. Used early in corner combos to maximize their damage.

OVERDRIVES (All overdrives cost 50% tension)

Tyrant Rave: (632146HS) Standard as far as overdrives go. Does okay damage, but most importantly, it (like all overdrives) prevents the oponent from bursting. Mostly use this to end rounds where the opponent could've bursted your combo. (As a side note, you can blow up some, if not most safe jumps with this that Volcanic Viper would otherwise fail to do. When that's the case though, there's going to be an incredibly tight window to input it, so I hope you're feeling ballsy)

Dragon Install (214214HS) Or what I affectionately refer to as YOLO mode. This powers up all of your moves, which aren't really worth detailing, just know that they're generally BETTER and do more DAMAGE. Lasts for 420 frames before ending, in which you go through a long recovery animation and will likely get killed for.

P.B.B: (J.623K In Dragon Install) Dragon Install only move. (Isn't an overdrive, but it's DI only so I thought I'd put it here.) Unblockable, catches bursts, and more importantly knocks down the oppopnent and puts you FAR away from them so you can go through the recovery animation once dragon install ends. While you might think you'd use this a lot, the trtu his that if you went into DI, you're probably hoping to kill them, so you'll nearly always use Volcanic Viper or Tyrant Rave instead to end combos and hopefully kill them instead. If you're running out of time though, use this to recover safely.

Branding Breach: Instant Kill (During IK Mode: 236236HS) : It's an instant kill, you know the drill. Use it to swag. Can be combod from fafnir RC in the corner or wild throw RC anywhere provided the oponent is in hellfire state.
What you're probably here for (Combos)
The BNB's

2K/5K > 5S > 2D > 236K
: You can throw in a 5H before the 2D sometimes if you're really close and have momentum, but otherwise don't chance whiffing your bandit revolver.

2k/5k > 5S > 2D > 623HS
: In this version you can never fit in a 5HS

5K > 5S > 5HS > 214S (Mash)
: Basic grand viper combo.

5K (Air Hit) > 2H > J.S > jc > J.S > J.H > J.263HS
: Standard conversion off of air hit 5K.

5HS (Air hit) > IAD J.P > J.P > 623HS
: Basic confirm off of air hits 5HS. Can also do J.P > J.K or J.K > J.D even with stricter timing.

236P > J.K > J.S > jc > J.S > JH > 623HS
: If you get a counter-hit gunflame, or just one up close. This is your standard conversion for air combos midscreen.

236P> 2H > J.S > jc > J.S J.HS(1) > 623HS
: Slightly less damage than the combo above this one, but if you'd rather use this to convert for whatever reason, it works.

2D (Counter, midscreen) > 236P > 5HS > 2HS > J.K > J.S > jc > J.S > J.HS > J.623HS
2D Counter hit gunflame midscreen combo.

236P (Non Counter, Corner) > J.K > J.D > jc > J.D > J.D > Land > J.S > J.D > Jc > J.D > J.263HS : Non-counter hit corner gunflame combo. Use it if you catch a hook up on gunflame.

236P (Counter, Corner) > J.D > J.D > Land > 41236HS > Buffer Dash > 236(6) P > c.s > J.D > 214K > 6P > 6HS
: The counter version, more damage, good stuff.

214K > IAD > J.HS(2) > 263HS
: Basic combo off of regular hit riot stamp.

236[K] > Dash > 2K > 2HS > J.S > jc > J.S > JHS > J.623HS
Bandit bringer combo if you don't get them towards the corner for dust loops.

236[K] > Dash > JC > JK > J.D > jc > J.D > J.D > Land > J.D > jc > J.C > J.D > J.623HS
Best damage combo off of bandit bringer if it takes you towards the corner.

(Corner Only) 5K > 5S > 6P > 5HS > J.D > J.D > Land > J.D > J.D > Land > Buffer Dash > J.K/J.S > J.D > jc > J.C > J.D > 623HS.
: The "standard" dustloop I most often saw in the beginning of XRD. Obselete now with the newer more damaging combos involving fafnir in the corner. Still does respectable damage, though.

(Corner Only) 5K > 5S > 6P > J.D > J.D > Land > 41236HS > Buffer Dash > 236(6) P > c.s > J.D > 214K > 6P > 6HS
: What I call the "Mugen" combo, since he's the one I saw doing it first. To date, this is the most optimized corner combo I've seen performed with Sol. There are a metric crap ton of variations that I've seen Roi and Karinchu doing, but this pumps out the most damage, so it's the one I'll mention. It can be a bit tricky to get the timing for the dash buffered gunflame, but it should be managable. If not, look below. (On lighter characters, delay your 5HS and jump cancel as long as possible if you're deep in the corner, jumping vertically instead of diagonally towards them also can help)

(Corner Only) 5K > 5S > 6P > J.D > J.D > 41236HS > Dash up > 6P > 5HS > J.D > J.214K > 6P > 6HS
: Much easier to preform than the above combo, at the cost of some damage. It's worth noting that any time you end in 6P in the corner, you can also end in Bandit Revolver. (Addition: Thanks to user All Guns Blazin' : Ending in Bandit Revolver allows for easy setplay using 6P > Bandit Revolver > Backdash > Gunflame YRC (For IAD / Empty jump mixup) while ending in 6P > 6HS allows for funky gunflame crossups in the corner. (In my brief testing, you just need to make sure to delay the 6HS as long as possible after the 6P)
Video comparison:


Note: With ANY of these dustloop combos, you can also lead into them with an (empty jump) 2K into 6P instead and they will still work. These are some common stars to the dustloop: Safe Jump J.S > 2K > 6P OR IAD J.HS(2) > 5K > 6P OR IAD J.S > J.D > 2H > J.D > J.D > 41236S. Just insert these into the combos above instead of the generic 5k > 5s > 6P starter and you're golden.

(Corner Only) 214K > 2HS > J.D > J.D > 41236S > Dash Up > 6P > 5HS > J.D > J.214K > 6P > HS
: Be careful, if you're too close to the corner you'll cross yourself up and have to go into 2HS > J.K > J.S > jc > j.S > J.H > 263HS instead.

41236HS > 6P > 5HS > J.D > J.D > Land > J.D > J.K > jc > J.D > 214K > 6P > 6HS
: A combo I saw Dogura do once and fell in love with. This is the generic catch-all combo, you can do it in the corner on non counter hit, or midscreen on counter hit. On normal or counter hit in the corner, you can do...

(Corner Only) 41236HS > 5H > J.D > J.D > Land > J.D > J.D > Land > J.S > J.D > jc > J.D > 263HS
: This gives more damage, but requires you to land the 2H much faster than you can from midscreen. As far as I know each tumble the character does, the less hitstun they have, so this doesn't work if you have to chase them.

623K > 5HS > 2HS > J.K > J.S > jc > J.S > J.H(2) > j.263HS : Basic combo midscreen off of wild throw.

623K > Delay > Buffer Dash > J.D > J.D > Land > 41236HS > Dash up > 6P > 5H > J.D > J.214K > 6P > 6HS
: A more advanced midscreen combo that requires you to delay and then buffer a dash to push the opponent all the way to the corner with 2 J.D's, and then follow up with a fafnir. Has some strict timing, and while I believe it works on all characters, some have to be closer to the corner than others. Some you can do it straight from midscreen, it just depends. If you're not sure, go for the easier one for guranteed damage.

623K > Cross Under > 5HS/2HS > J.D > J.D > Land > 41236 > 6P > 5H > J.D > J.214K > 6P > 6HS
: Basic cross-under corner combo for wild throw.

5D > J.D > J.D > J.S > J.D > jc > J.S > J.HS > j.623HS
: Standard homing dust combo.

6D > 5H > 2H > 236[K] > 5H > J.D > J.K > jc > J.D > J.214K > 6P > 6HS
: The homing dash dust combo I personally use. The trial combo may do more damage, but it's not universal and will whiff on many characters. I'm almost positive this one is universal.

Now we're getting fancy (RC combos)

2K > c.S > 2S > 2D > 236K(2) > RC > J.S > J.K > J.D > Land > J.D > J.K > jc > J.D > J.K > jc > J.D > 214K > 6P > 6HS
: RC combo from bandit revolver. Does not work on all characters. Works from midscreen to carry to the corner.

5K > 5S > 5HS > 2147S (Mash) > RC > Air Backdash > 236[K] > 41236HS > 6P > 5H > 236K
: The basic combo I use when I extend grand viper in the corner off of an RC. Inputting the 7 in the 2147 of Grand Viper jump installs it so that you're able to do the backdash. All credit goes to VrRaiden for this, I don't know if he discovered it, but his videos were the first place I found out about it.

(If you can corner push) 5S > 5HS > RC > 236[K] > 41236HS > Dash up > 6P > 5H > J.D > J.214K > 6P > 6HS
: RC combo off of stray hit 5S/5H if it pushes them to the corner.

5S > 5HS > RC > 236[K] > Dash up > 5K > 2HS > J.K > J.S > jc > J.S > J.Hs(1) > J.623HS
: RC combo off stray hit 5S/5h if you don't reach the corner. Only one hit of J.HS is important otherwise volcanic viper will whiff.

Air Throw / Ground Throw > RC > 236[K] > 41236HS > Dash up > 6P > 5H > J.D > J.D > Land > J.D > J.K > jc > J.D > J.214K > 6P > 6HS
: RC extra damage off of corner throw. If you're SUPER far from the corner you can instead do this:

Air Throw / Ground Throw > RC > 263[K] > Dash Up > 5K > 2HS > J.K > J.S > jc > J.S > J.H(1) > J.263HS
: If you don't reach the corner, this will suffice for damage and a knockdown.

(In Dragon Install, Midscreen to Corner carry) 236[K] > 236[K] > Dash up > 5H > J.D > J.K > jc > J.D > J.214 K > Land > J.D > J.214K > Land > J.D > J.214K > Land > J.D > J.214K > Land > 632146HS
: A dumb and silly dragon install combo with no real practical application. Does 278 damage total.
Combos Continued (Video)

Tips and Tricks to Successful Combos: A Fake Q&A
Tips and Tricks to Successful Combos: A Fake Q&A

Q: The end of my corner combos keep dropping on Potemkin, what am I doing wrong?
A: It's important to realize that there is a large variance in the window that you can input 5HS after 6P. Do it earlier, and they won't float as high. Do it later, and they float higher up. The heavier the character, the higher you want them to float, ergo, when comboing on Potemkin, anytime you do 6P > 5H, try to wait until the last possible moment to make sure he floats high enough so that your VV ending J.214K won't whiff. This premise can be used to compensate and combo basically (nearly) all of the characters in the game with the same combo, you just have to know the timing for each one.

Q: The character floats too high for me to dustloop!
A: It can be a bit tricky with lighter characters, but if you're deep in the corner, instead of jumping forwards after 6P > 5H, jump straight up and do the J.D > J.D instead, then fafnir once you hit the ground. It should connect and you can proceed as normal. If you are not deep in the corner and there is still space for May to fly back, you should be able to combo as usual without jumping vertically.

Q: My kudakero won't recover in time for me to Volcanic Viper afterwards!
A: Like most other divekicks, you recover faster from kudakero if you hit with the tip. When you do this, Sol hits the ground sooner and recovers faster. To make sure this happens in the air, jump straight up and J.D > J.214K instead of forwards, you should still connect with the very tip of kudakero and be able to J.214K > Land > 623HS.

Q: I know you said it's not practical and is mostly useless, but I really want to know how to combo into my instant kill!
A: Here's some basic combos, all with the opponent in hellfire state.

623K > RC > PKSH > 236236HS : Note - Some characters who float particularly high (I believe Milia and May as examples) can be, with good timing, combod into IK without the RC.

(Corner Only) 41236HS > RC > PKSH > 236236HS

Ground Throw > RC > PKSH > 236236HS (Note: With lighter characters like Millia and similar, an RC isn't required, but the timing is tight)
I heard about these newfangled match videos, who do I watch?
I don't keep track of all the players, but these are usually the ones I end up seeing most. Not meaning to say they're the only ones to watch, but it's a good start.

Roi
Mugen
Karinchu (Plays Johnny in Revelator now, there's still a decent number of matches with him as Sol)
Machaboo (Possibly one of the best Sol's I've seen to date)

All you have to do is type "NAME (So)" in Youtube and you should find a decent amount of matches for each player.
5 Comments
The Metal Otaku Dec 13, 2015 @ 10:45pm 
I haven't had a chance to play yet, but a bit of constructive criticism. I noticed towards the beginning you have some notation inconsistencies. For some moves you're using numpad notation, and others you're using traditional Street Fighter notation, and while most of us understand both, it's a little confusing to see them both mixed together. Other than that, it's good! A lot of raw information on moves and combos. It would be useful for those of us who are new to Guilty Gear to perhaps have a strategy section talking about the characters gameplan and how he handles different types of match-ups and situations. For example, how he fights the basic archetypes like zoning characters, rushdown characters, grapplers etc. Nothing too in depth, just a basic approach for us newbies.
Mintergalactic Dec 13, 2015 @ 9:03pm 
I really liked this guide, very informative stuff and compiled from a lot of sources. As a suggestion in the Match Videos section you could add a link to Keep On Rockin [keeponrockin.meteor.com] which is a website that compiles match videos on Youtube and puts them together in an easily searchable format letting you pick specific versions of the game, specific characters and players on the player 1 and 2 side. Other than that, really good stuff. Maybe I'll try my hand at writing one of these...
Talk2S@mson Dec 12, 2015 @ 4:11am 
The good part about Sol is there are many guys who play him at a high level. So there will always be material for him.

To add VR Raiden is a dedicated Sol Main who continues to play in XRD and has stuff on youtube as well on Sol.
Kazunoko for those who keep tabs with Street Fighter 4 has a very strong Sol as well in Xrd.
Non Sequitur Snowman  [author] Dec 10, 2015 @ 9:43pm 
Huh, I knew about the BR setplay, but I'd never known about the cross-up there, added. Thanks!
All Guns Blazin Dec 10, 2015 @ 7:13pm 
(Corner Only) 5K > 5S > 6P > J.D > J.D > Fafnir > Dash up > 6P > 5HS > J.D > J.214K > 6P > 6HS

ending this with Bandit Revolver gives you a chance for the "Backdash Gunflame YRC" setplay, no Option Select Crap can deal with this and this setplay is hard to deal unless blocking correctly

ending with 6HS gives the option of "Cross-up Gunflame", but it's harder to do than the former

Just some missing info