Out of the Ring – Tips ‘N Tricks with Sol Badguy

HEY, HEY, HEY, WHAT'S GOOD Y'ALL!? Ya Boi EXWildWolf is back from a long overdue hiatus, but I am back monthly as intended. I'm a lot healthier now, I got the motivation to continue to move on and I feel it's time to start things off right for the new year! I'll be switching gears from KOF a bit, but will still be pushing more XIV content when the slated DLC for the new character "Nejat/Najd," as well as hopefully balance changes.

Today, I'm switching gears to Guilty Gear (pun hella intended) with an intermediate guide on how to hopefully improve with the main character, Sol Badguy.

Now if you know nothing about the character, this primer will help you out with the character.

Don't know the game well and are interested? Start here:

Without further ado, let's begin on trying to improve with Mr. Badguy.


Neutral, whether it be in 2D or 3D, in the air or on the ground, is not something that can be easily practiced in training mode like blocking a mixup to improve defense or tightening up a frametrap setup into a fully optimized combo on offense. This is especially true in a game like Guilty Gear where Matchup interactions and the use of meter are drastically different depending on the character you face with Sol. I'm not going to be showing you a chart of what Sol's bad matchups are or how to counterpoke or how you should play him in a certain style. Instead, what I am going to tell you are ways to get more off hits in neutral & some defensive tips in order to stay in the game longer, as well as being more conscious of what you should do with Sol as a whole to make your opponents feel the fear. I also have compiled a few offensive strats to help keep the pressure going.


Far S

This is your go to poke for whiff punishing. It's fast, great for aggressive poking or asserting screen control against people who dash in recklessly and can lead to lots of damage with 50% tension. You'll need to learn, however, how to make this move safe and how to confirm off it to get the most out of this button. The chain of Far S > 2S is your safest string & leaves you in spacial advantage depending on where you're at, but there are other strings like Far S > GunFlame or GunFlame Feint that can condition the opponent to leave the ground, which opens them up to Anti-Airs and Airthrows.

Converting off of Far S in specific situations is important. The Far S > 5H chain can be inconsistent and whiff from faraway and even midscreen, which makes it hard to convert for bigger damage. Depending on the state the opponent gets hit, the damage Sol can get can be miniscule or ginormous. The one important thing that is more important than damage in this situation now is getting a hard knockdown and/or getting them to the corner, which is where Sol thrives. Considering Sol can get insane rewards in the corner, it's worth it for him to convert off any single hit he can get in neutral to get to his preferred position onscreen.

Here are some examples of different ways on how to convert Far S with 50% Tension:


Ever wondered what it was like if you picked up a stop sign and swung it around? This move is basically a one handed representation of that. 5HS is great for stopping haphazard approaches and has a bit longer reach than Far S. What's also better about 5HS is its smaller hurtbox around the legs, making it ideal for attacking preemptive low pokes/counterpokes that would stuff Far S. It also leads to giant damage off Counterhits. It is also jump cancellable, which gives more variance in Sol's pressure strings as well. It's great for faraway blockstrings, since it can lead to better Instant Airdash confirms from afar, and  can lead to Bandit Bringer for amazing damage on most crouching opponents


This move is a great road bump. Has decent range, quick recovery, leads to frame advantage and lowers Sol's profile a bit. It's great against mids & highs and can chain to 5HS for great damage with 50% tension. On Counterhit, it can lead into 6HS for more damage with 50% tension. It's also just good to throw out since it's near impossible to whiff punish this from afar, which is good for opponents who have kneejerk reactions to anything. It also leads to a great spacing situation that leaves you advantageous on block, allowing Sol get in where he wants to be before the opponent has the chance to get in their preferred range.


Counterpoking is where Sol can get a lot of damage easily with the right read, but he risks getting punished severely if he whiffs. You should use these moves sparingly and see what situations they can be used for. Generally speaking, these pokes are great at dealing with high to mid strikes, but anything going low is tricky. Use your judgment, study your opponents' moves and condition them to eat up those moves.


Why fight your problems when you can just go under them? 2D does just that. It goes under the majority of high and mid pokes in the game, and its low profile lasts for a very long time. This moves forces your opponents to keep your profile in mind at most times and which pokes to use to beat 2D out. This makes it a problem for Sol's opponents to pressure him during certain blocks, especially if they don't have tension to cover 2D mash.


Just gut punch all your issues away with this short ranged (but AMAZING) counterpoke. It can also be used as an effective AA in some matchups and is a great move to stop people from fuzzy jumping out of your pressure in the corner. Seriously, the damage you can get from this is insane.



"But WildWolf, Johnny is scary and Slayer bites a lot!" See, that's what those characters want you to do. They want you scared so you can kill yourself by mashing buttons and throwing out whiffed Volcanic Vipers, then dying more times than all the main characters from Dragon Ball that aren't named Goku or Vegeta. There's a few options that, depending on the situation, are way better than mashing 623+HS at every possible second.

1. Block

OH SH*T! NO WAY! Yes way. If your opponent likes to hit buttons on offense a lot, blocking is the easiest way to stop someone from tearing you open. The button mash in some situations here and there can work if they are being sloppy with their offense, but do be forewarned that you will have to eat some hits you with a well read frametrap. Blocking also helps build your sense of reactions to situations & mix-ups you might not have otherwise been prepared for. It is also important to note using Faultless Defense and Instant Blocking help stop the opponent from mindlessly pressuring you without consequences.

2. Escaping in the air

There are a multitude of ways to stop people from pressuring you on the ground. These options don't guarantee you anything of an advantage, but do help you get out of sticky situations that are uncomfortable IF you have the correct read to escape. Jump P and Jump H shorten Sol's jumping hurtbox from the bottom, making it hard for people to AA him. Sol also has a divekick, making it good to difficult to gauge his directory and timing along with regular jumps. Bandit Revolver YRC is also a great escape tool from the corner, launching Sol far away and making it difficult to catch since he still rains one more action at his disposal.

3. Exposing gaps in the opponent's pressure

Hey, remember when I told y'all to hold back on Volcanic Viper? This is probably one of the few times you should. DPs aren't just good wakeup tools, but good gap punishers as well. Blitz Shielding is great for exposing gaps, specifically in the case where a successful blitz on some characters' attacks put them in a crouching state that leads to better rewards for Sol. You should experiment & note which blockstrings you can get great damage off of in the opponent's gaps. Sol with 50% tension is broken. Even if he misses his punish attempt, if the hit still connects, he can start his own pressure. With all these methods put into place, it makes your opponent very frustrated to figure out your defensive pattern once you mix in these 3 habits.

Some Video Examples:

A few offensive misc. details:

These are some hopefully useful OSes & strategies to help out those who struggle to open up the opponent that tries to escape from your pressure.

Covering Backdashes with Fafnir:

These are corner OSes that let you continue after Fafnir is regular blocked. These let you pile on the pressure and hold your opponent down for trying flail about or runaway from the corner. Since Fafnir is +2, not a lot of people will sit there and hope they guess right between blocking and getting thrown or mashing and getting frametrapped. Some of these aren't foolproof, but they will discourage people from trying to escape in panic. This same concept can also be applied to 2S or 2P

Here's one on Elphelt, with a 13F Backdash. I forgot to show my inputs, but the method for the OS after Fafnir is just Double Tapping 5P. It catches her in the air and allows for some great damage, as well as being easy to combo into.

Another one with Johnny's Backdash (Johnny has and 11F Backdash, and this can also apply to 16F Backdashes as well. 2P can work better for 16F Backdashes.)

And here's Potemkin with his long invulnerable backdash of 21F + 1 vulnerable frame

And here's one that is good for slow backdashes like Answer's.

That's all I have for today's guide. Be sure to check out those resources as well as enter Sol's own personal Character Discord run by Vr-Raiden. Vr-Raiden is a great professor of the Volcanic Viper & a solid player. You should also check out his Youtube channel for more great videos and tech.

As always, follow KPB on Twitter and me as well for my own personal shenanigans as well as more Fighting Game Resources.

I'll see you soon, next time... in Dragon Ball FighterZ!

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