Guilty Gear -Strive- - Sol Gun Flame Oki
Sol can get some neat stuff off Gun Flame oki. The further the pillars of fire are, the more plus you are. Enabling some pressure options.
0:00 - The later GF is blocked, the more plus it is
0:11 - Enables 2P/5P/2K tick throw
0:17 - Blockstrings
0:25 - Pressure Options such as 6P
0:42 - f.S
0:48 - Wild Throw
1:00 - Fafnir
1:35 - 2D
1:48 - Covers backdash
1:53 - When spaced, covers some reversals
2:06 - Reversal punish
2:22 - OTG 2S/2D Gun Flame
2:37 - Another reversal punish
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Sol Fafnir whiff setups
Also works with 6S in the corner, but shhhhh.
At 02:19, I mention "low gravity combos". This does *not* just mean "short combos". Gravity is affected by many factors, like repeated moves and such, which is why the example (CH 2S BR1, 5K 2D BR1) doesn't work. BR1 was already used, and as such the gravity increases a lot when it's used as an ender.
Timestamps:
00:00 Introduction
00:44 How it works
01:35 Setups
02:35 Dealing with it
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read umineko (please)
Sol Badguy BEGINNER Wall Break Combos
DISCLAIMER: These are NOT optimal combos and instead a place for new players to START learning how Sol's moves interact with each other and the Wall.
THESE WORK AS OF PATCH 1.11. I WILL ADD COMMENTS HERE IF ANYTHING BREAKS IN FUTURE UPDATES.
I play games like Guilty Gear: Strive every Monday, Wednesday and Friday at 5pm and every Saturday at 3pm PST.
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Jonathan Tene on Twitter
#ggst_so framekill after any type of OTG to get the perfect meaty c.S (meaties and catches 5f backdashes). 2P is used as an OTG since it has a low attack level which means less pushback. c.S would give you a non meaty f.S because of the pushback on the OTG pic.twitter.com/gqxNmaQc1w— Jonathan Tene (@jonathan_tene) November 30, 2021
DEB's Sol Combos for 1.10
The general idea about how to approach Sol's combos is to focus on going into 5k jD airdash jD ender from launching them. Not all combos enable this, and if you're far from the corner, you won't be able to continue your combo off the jD. In these situations, it's better to simply end in cS HVV, or 5k(1) HVV (or both hits of 5k into HVV on heavyweights) for corner carry and as much damage as you can.
In the corner, you ideally want to convert into jS(H)D and follow up with either raw HVV depending on proration, or go into 2k/cS.
If you do a combo that prorates too heavily, or you're not confident that you'll hit cS off of jD wallbounce, 2k is a much easier option to use at little damage expense.
If you struggle with the last jD making them bounce past you, delay it until they're falling into you - you will block them and they'll usually be in a perfect position for cS or 2k.
For revolver into fast RC routes, you must delay the second hit of revolver. If you do it too fast, you will land instantly.
The priority for wall breaks in order: fafnir, 6h, 6s, 5h, 2h. You will have to adlib depending on their height on the wall, but your safest option is 5h for consistency.
HVV = 623H (H Volcanic Viper)
Combo List & Notes:
1) cS 2D HVV - For some characters, you have to be very close.
2) cS dash cancel cS HVV
3) cS 5h dash 5k jSHD dash 2k HVV - on some characters, you can only get one hit of jH. To be safer, cancel into jD after a single hit.
4) fafnir dash 5k jSH(1)D microdash 2k HVV
5) fS (ch) vortex cS TK HVV - feel free to just do cS jump cancel HVV rather than TK it for an easier experience
6) fS (ch) vortex 5k jD airdash delay jD 2K HVV - this route works from slightly past your round start position.
7) fS (ch) dash 5k kara HVV fast RC jD airdash back jD dash cS HVV
8) vortex 5k jD airdash delay jD
9) 236K (ch) cS 5h dash 5k jSH(1)D microdash 2k HVV - very difficult on heavyweights, especially Leo
10) cS 5h 236k (whiff) cS jD falling jD HVV - you have to be somewhat out of the corner for this, or it won't work. Very difficult on heavyweights.
11) 2D (ch) revolver (1) vortex 5k revolver 5k 6s revolver - usually have to end with 5k 6s revolver after vortex against heavyweights.
12) 2D (ch) revolver microdash 5k jSH(1)D microdash cS HVV - possible without CH on lights and midweights if you end in 2k HVV. Extremely hard without CH on midweights.
13) 5k (anti air) dash cancel 5k jD airdash delay jD microwalk forward cS HVV
14) 5k (anti air) dash cancel 5k jD falling jD cS HVV - if you're slightly away from the corner, you'll have to convert into jD airdash delay jD.
15) fS (CH) dash cS 5h 5h revolver cS dash cancel 5k HVV - no delays at all in this. If you delay anything it will drop.
16) fafnir (CH) dash 5k jD airdash delay jD cS HVV
17) jS/jH (CH) vortex 5k jD airdash delay jD dash 2k HVV
18) jS/jH (CH air to air) 5k sjD airdash delay jD 2k HVV
19) cS 5h revolver 1 delay revolver 2 fast RC forward jD dash 2k - will not break the wall from single hits into revolver, so you can do this to not break the wall if you'd like.
20) 6s revolver 1 delay revolver 2 fast RC forward jD djSHD cS HVV
21) 6p revolver (1) 5k jD airdash heavy delay jD cS HVV
22) 6H (ch) vortex 5k jD airdash delay jD dash 2k HVV
23) fafnir vortex 2k kara HVV
24) 6h (ch) 5h revolver (1) cS jSHD microdash 2K HVV
25) 5h (ch) revolver (1) cS fS 5h revolver
26) 5h (ch) revolver (1) cS kara HVV fast RC jD airdash back jD dash cS HVV
27) 5H (air CH) delay dash TK HVV, 5k 6s revolver (1) 2k HVV - works as a punish to all DPs as well as ino super. Not as lenient on Leo.
28) cS (ch) dash cancel cS HVV fast RC forward jH(1) slight delay jSH 5k sjD airdash delay jD dash 2K HVV - use this route against characters who do not get hit by both hits of jH after the fast RC.
29) cS (ch) dash cancel cS HVV fast RC forward jH delay jH 5k sjD airdash delay jD dash 2k HVV - use this against characters who get hit by both hits of jH after the fast RC. Inconsistent on heavies.
30) revolver 1 delay revolver 2 fast RC forward HVV 5k jSH(1)D microdash 2K HVV - does not work on heavies.
31) 2S/6S/5H revolver 1 delay revolver 2 fast RC forward jD HVV 5k tk HVV - only works on lights.
32) 2S/6S/5H revolver 1 delay revolver 2 fast RC down HVV 5k jSH(1)D fafnir - works on midweights and lights.
33) airthrow (bomb explosion) 5k jSD 2k HVV - usually harder to combo into if he doesn't fall into the active frames. May have to delay the D in jSD a tiny bit if he's fallen too much before your 5k pickup.
34) trumpet activation fS 5h revolver (parade hits) longest hold vortex 5k 6s BB
35) cS dash cancel cS HVV fast RC forward jH djH HVV - route for cS dash cS HVV on heavies. I forgot to place it in the video, but simple enough combo. This is your treat for looking at the description.
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Quick and dirty Kara HVV tutorial
Something thrown together for the Sol Lounge in the GGST resource hub discord! You can find that Discord here if you haven't already joined: https://discord.gg/S68cPBjjwU
New and Improved Badguy Book of BnB's (Sol Combo Guide) | Guilty Gear Strive
SOL BADGUY Guide - GUILTY GEAR STRIVE [DEB]
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The Many New Uses of Sol's Post-Patch Revolver (GGST)
I'm not speaking hyperbolic when I say that Daisuke actually gave Sol a loaded gun in the form of his new Bandit Revolver.
With it's quick whiff recovery on first hit, full-combo counter-hit properties, or the fact that its faster than airdash, you can really get tricky with it.
Thanks for the gameplay assist @noonches, and thanks to the audience for tolerating my slow-mo medium settings attempt at PC gameplay capture.
Including cursed, pitch-shifted Big Blast Sonic from footage that I sped up by 5% to compensate for chugging & dropped frames.
#GGST_SO
Guilty Gear -Strive- - Sol Basic/Advanced Combos v1.10
Rip Sol 6P, it got nerfed. Now Sol has to try new routes. Some Sauce included.
Timestamps:
0:00 - 5K, 6P, 236K, 5K, jS, jD, H VV CH, jD
0:14 - cS, 2H, 236KK, 66RRC, 665K, jS, jD, 2K, H VV CH, 41236H
0:31 - jK, 236KK, FRC jD, 66cS, 2H, 214K, 41236H
0:45 - jS, 236KK, FRC jD, 665K jS, jD, 623S, 41236H
0:59 - jS, 236KK, FRC jD, 66cS, 2H, 214K, 41236H
1:13 - 623S, PRC, 5K, jS, jD, 5K, 6S, 236KK, 41236H
1:28 - cS, 5H, 236P, 665K, 6S, 236KK, 66RRC, 5[D], 5H, 41236H
1:45 - cS, 5H, 66cS, H VV CH, 44FRC jH, jD, H VV CH, jD
2:00 - 6P, 44RRC, 5[D] cS, H VV CH, 666H
2:08 - cS, 5H, 236P, 665K, 236K, 5K, jK, jD, 623S
2:22 - cS, 5H, 236P, 665K, 236K, 5K, jK, jD, 632146H
2:39 - Counter cS, 5H, delay 236K, 5K, 6S, 236K, 5K, 6S, 236K, 41236H
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7 Must Know Sol Combos for Guilty Gear Strive
Sol has a different combo structure because of the change to Bandit Revolver. Wanted to show you guys the go to Combos now as well as expand on some things from the first Video Enjoy!
BGM - Guilty Gear Xrd -SIGN- OST Heavy Day
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Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3
FD = Forward Dash
P = Punch
K = Kick
CS = Close Slash
FS = Far Slash
HS = Heavy Slash
D = Dust
J= Jumping
Jc=Jump Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
*Inputting Up (8), Down (2), Left (4), or Right (6) Twice before the Roman Cancel will move your character during the RC. We call this Roman Cancel Drifting. It'll be written as: 22RRC
Combo Notation:
Midscreen Close Slash Punish
CS, 2HS, 236K, 5K, JC.D, JD, 5HS, 41236HS
- Works off Far Slash as long as you are in range for 2H afterwards
Near Corner Close Slash Punish
CS, 2HS, 236K, 5K, Dash Cancel, 5K, 6S, 236P, 5K, 41236HS
- Works off Far Slash as long as you are in range for 2H afterwards
Charged Dust Combo
Charge Dust while HOlding up, JD, JK, JC.D, JK, JD, JK, JD, JD (Finish Blow)
HS.Viper from Corner Side switch
623HS, 22RRC, FD, CS, JC.D, JD, 5HS, 214K, 41236HS
Counter Hit Air to Air J.Slash Combo
Counter hit JS, JD, FD, JD, FD, JD, JD, 5HS, 41236HS
- Work off Anti-Air 5K
Counter Hit Sweep
Counter hit 2D, 236K, 214S, 5K, 236K, 5K, 6S, 236P, 41236HS
- 2D is extremely potent this patch, be sure to get this one down!
Counter hit 5H Combo
5HS, 214S,5K, FD, 5K, 6S, 236K, 5K, 6S, 632146HS
- Builds a lot of meter. Going into corner with this will most likely you the bar for Tyrant Rave.
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The Guilty Gear Strive Patch 1.10 changes altered a lot of routes but kept a lot of things the same so think of this as a addition to 5 Must know Combos more than anything. As I uncover more Changes in the October Patch I'll be sure to include more combos for the rest of the ggstrive characters as well. If you want the patch notes Review, analysis, and comparisons here vid where I cover it all : https://youtu.be/MXshbPzbylY
#GuiltyGear #GuiltyGearStrive #SolCombos
Quick and dirty Kara HVV tutorial
Something thrown together for the Sol Lounge in the GGST resource hub discord! You can find that Discord here if you haven't already joined: https://discord.gg/S68cPBjjwU
Sol Post Patch """"optimals""""
Howdy all, this is a compilation of new Sol routes found thus far. Please note these are subject to change, and I’ll do my best to include a video example of each. If you’ve found something better oe are having any issues feel free to DM me on discord: SatanIsAChillGuy#8196Midscreen 50% tension...