GUILTY GEAR XX ACCENT CORE PLUS R

GUILTY GEAR XX ACCENT CORE PLUS R

121 ratings
Sol Badguide
By NFG
A guide with lots of useful information to learn how to play as the most badass bounty hunter and beat people out in style.
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Sol Badguy, Guilty Gear's protagonist, is a character that excels mostly at close and mid-range, while having at his disposal a balanced toolset to deal with nearly any situation. These moves by themselves allows him to vary his playstyle in different ways to get into his ideal range: you can choose to play patient neutral, or full rushdown or even play completely random moving around with special moves if you like. He fits well for beginners to get into Guilty Gear while also providing some nice skill ceiling for veterans to master his tricky playstyle and specific combos.

Your main goal as him is to get into close range and manage a knockdown. From then on you can apply pressure on the opponent involving safejumps, meaty Gun Flame (236P), empty jump lows, air dash pressure, etc. This gives you the option for a decent strike/throw mixup by either forcing them to do the wrong choice and get hit into a big combo, or panicly sit down so you can Wild Throw (623K) them, and followup with the appropriate combo, mostly Sidewinder (j.236HS) loops that can even bait bursts.

While being strong on the offensive, Sol has some quite good and scary options on defense as well. Volcanic Viper (623S or 623HS) is the best DP in the game and combined with 50% meter for RC it can be made safe on block, 2D and Grand Viper (214S) can low profile and will go under most moves, Riot Stamp (214K) is an air movement special that can be used as a risky callout at times, 6K+HS is a decent throw OS as well since his 5K is a frame 3 move that can also anti-air.

Basically, if you like to be aggressive, having a DP, doing high damage stylish combos, or if you like to read/condition accordingly to make them play your game, Sol is your man.

Strenghts and Weaknesses
Pros:
- Powerful in close range, with a 3F normal, the fastest DP in the game, a low profile sweep and a command grab;
- Very high damage meterless combos that can be done anywhere on the screen and ends into knockdown;
- Most of his big buttons (6P, 2H, 6H, 2D, and j.D) have expanded cancel windows on the recovery frames, allowing for frame traps, combo adjustments, etc.;
- Some specials and normals (2D, Riot Stamp, Grand Viper, Bandit Revolver/Bringer) can be used as a movement option to go around the opponent's moves and steal their turn;
- Annoying air hurtbox for some moves and while in hitstun that makes people easily drop combos on you;

Cons:
- Limited conversions at long or mid-range without meter or counter hit;
- Can struggle against zoning despite having many movement tools, must be either played patiently or risky to get in;
- Limited mixup options compared to other characters, slow and risky overheads only allows the basic strike/throw mixup to open people up;
- Limited options to extend/reset pressure that requires meter, must go for the mixup quickly or you might lose your turn;
- Requires decent execution, MU familiarity and knowledge on combo mechanics (weight classes, gravity scaling and proration) to properly land Clean Hit combos and Dustloops;
Strong Sol players to watch
- NOB (6:19 timestamp)




- Kishitaka




- 012




- Roi




- DQRF




- Kusoru (AC+ only)



Normals, part 1
The info about his moves bellow I took from his Dustloop Wiki[www.dustloop.com] page, stuff I discovered from talking to other Sol mains and also stuff I learned from my personal experience. I'll try to compile the most useful information for each move so you guys can get some notion about its uses and weaknesses.

5P - Not very useful, since you'll be using 2P at it's range most the time. It has a particular use to button check on roundstart or at neutral sometimes, or cancel into 2K if the opponent was conditioned to block high in reaction to a standing animation, can work as a cluch anti-air as well and can combo into 2H on air hit. Can be useful for burst safe combos. It's faster than 2P but has worse frame advantage, also it has initial proration as a regular jab so don't expect to get much damage out of it. Be careful that some characters (Millia, Faust and May) can crouch under 5P.

5K - This move, one of Sol's best normals! The one move that gets it's job done fair and square. It has 3 frame startup, hits twice, and can be used as a counter poke, anti-air, punishes, frame traps, pressure resets, Throw OS, backdash OS, etc. Gives you the extraordinary ability to poke out of pressure where most characters without a 3 frame normal can't. It doesn't prorate so it's good as a combo starter either on ground or air hit, useful on ground pickups/relaunch in combos since it's his fastest button on the ground. On air CH 5K(2) can followup a IAD j.S SWCL into SW loop. Just be mindful that the second hit can whiff on crouch hit or block sometimes.

c.S - A really good button with decent damage that is mostly used to start and hit confirm combos from 5K or 2K. It got buffed from the previous version (AC+) and now it has 0 advantage on block instead of -4, so it's also decent in pressure resets and Wild Throw setups. It has lots of gatlings with most of Sol's good buttons (f.S, 2S, 6P, 5H, 2H, 2D) for combos, and it can be cancelled on recovery for frame traps and stuff. On air hit it will connect to either j.S or j.D, for a SW loop or Dustloop combo. You'll start your punishes in the corner with this.

f.S - A decent mid-range poke for it's speed, good spacing tool overall. It is somewhat poor in active frames, extends Sol's hurtbox on startup[www.dustloop.com] and can't be jump cancelled unfortunatly, so watch out for it. Can also be used at roundstart and get momentum from it, and gatling into 2S to make it safe and try to get in, or cancelled into Bandit Revolver (236K) or Gun Flame if you think they are either going to jump or sit there after they block it. On hit you can gatling into 5H from midrange and combo into Fafnir (41236HS) for a short combo.

5H - A slower poke than f.S but with a strong hitbox[www.dustloop.com] for counter pokes and punishes, and leads into huge damage on counter hit or normal hit w/ meter. On counter hit, you can either combo into IAD j.S j.D SW Clean Hit or Grand Viper Clean Hit, crouch counter hit can combo into Bandit Bringer (236[K]) on most characters, and normal hit midscreen you can followup a Fafnir hit into either FB Tyrant Rave (Fafnir > 64D) with 25% meter or RC into GVCL with 50%. On block, it can be gatling off of 6P for frame traps and you can cancel into an IAD for for an air dash pressure reset, just be careful to not get AA'ed if they are expecting it. It's a very useful button on combos for relaunches into Dustloops and SW loops as well, due to it's high untech time on air hit.

5D - Standard Dust attack with short range[www.dustloop.com], minus on block, and kinda slow. It is CH state on the first 30 frames and punishble if blocked so keep at least 50% meter to cancel it. It's not very reliable since your mixup game is mostly cornered around WT and frame traps, but if you get a read and they don't expect go for it. A Gun Flame FRC'ed into 5D or dash 5K(1) 5D can be some interesting setups for it, although it has a big gap betweek 5K and 5D and people can throw or mash out of it. On Dragon Install (214214S) though, it gets significantly faster and also safe if blocked. You can get a basic Dust combo out of it, TK Sidewinder or Impossible Dust stuff.

2P - A very useful move at close range to start either pressure and frame traps, it's useful as an oki tool and as a mash out button as well. On block it is +2 and it allows you to either frame trap by a late gatling into another 2P, 5P or 6P, or frame trap into 2S with no delay. 2P (delay) 5K 2H is also an interesting frame trap that can beat out jump attempts and leads to a combo on 5K hit. Also used to create burst safe points in combos, or for OTG picks.

2K - Sol's fastest and standard low poke, and it's mostly used in frame traps, tick throws, empty jump setups, OTG picks and occasional counter poke. If you're coming from GGXrd know that you can't combo into 6P like you can there unfortunatly. But 2K 6P is still useful as a frame trap and you have other options for combos, like 2K 2H GVCL or 2K 2D FB Fafnir (41236D ) Clean Hit on the corner. 2K 2S is another natural frame trap which is pretty useful. 2K can also used as a tick throw for Wild Throw.

2S - A pretty decent ground poke with a strong hitbox[www.dustloop.com], low recovery and advantage on block (+3) to make it a non-committal move to use in neutral, blockstrings and to bait buttons. Useful to avoid people approaching you from the ground, recovers early enough for an anti-air most the time. A timed and spaced 2S (whiff) into oki allows you to understand what are your opponents habits on wake-up and keep you safe from it. Can cancel stuff into it to make yourself safe in neutral, like f.S 2S (whiff), or attempt a pressure reset if blocked. On hit it won't lead into much at max. range besides 5H Fafnir, close up 5P/5K link into it or just 2D for a knockdown. Close up it can be useful for a WT setup if they don't expect it.

2H - Powerful and fast (8f startup) for a 2H, with a strong, disjointed hitbox that can beat some of pokes and jump-ins. It can be used as an early anti-air if you expect them to jump into something unsafe, and it's even favorable in trades due to the very high launch on counter hit. It's very useful in combos as a relaunch tool: Dustloops, SW loops, etc. Can be used in frame traps for a high reward and can combo into Fafnir or Grand Viper on ground normal hit. Mid combo it can be burst safe along with 5P or 2P so you'll FD instead if they burst. Counter hit also leads to burst safe setups, by forward jump, empty jump SWCL, or cancel directly into Bandit Bringer. Even if the BB whiffs the launch period still gives you time to land and pick-up 5K for an air combo.

2D - The other one of Sol's best normals. A godly sweep that will go under most moves in the game, will work as a reversal inside gaps under pressure and it even anti-air at times. Can be used to bait Dead Angles, bursts, some reversals, can go under fireballs, pokes, and so on. You can use it as an empty jump sometimes, and it can outrange normal throws, while still hitting under 6P's if OS'ed (can still be backdashed though). On CH it leads to big damage by comboing it into Gun Flame, although it has 90% initial proration. On normal hit you'll just get a hard KD, but you can also combo into FB Fafnir CL near the corner or into Bandit Revolver, RC'ing the first hit of BR leads into a SW loop or a triple hit Dustloop on Potemkin. On lightweights 2D can combo into mashless GVCL, some of these might need adjustments like adding more hits before the 2D, or doing a slightly mash though.
Normals, part 2
6P - A gut punch with upper body invul.[www.dustloop.com] that is used in neutral to beat out poke attempts, anti-air sometimes, frame traps, and as a combo launcher. It has a decent cancel window on recovery that is vital to adjust combo height for Dustloops and SW loops on the corner, and also to create gaps for frame traps into c.S, 5H, 2H, 6H, etc. It can also be cancelled into 2S if blocked to make you safe, and if the 6P hits the 2S will whiff and give you enough time for a 5K, c.S or 2H pickup in the corner (midscreen the 6P will toss them away). On counter hit midscreen you can combo into BB, Gun Flame, or simply just dash into a ground relaunch. 6P normal hit midscreen can convert into 5H SJIAD (2956) j.P SWCL, or just j.SVV into knockdown. It can be low profiled like the usual 6P, but with the proper spacing and timing it is a really good move to use.

6H - Not a good move to throw around, specially after the nerfs it got on +R. It doesn't stagger on ground hit anymore so it's combo possibilies are very limited, and less base damage compared to AC+'s 6H. It is a slow and punishable move on whiff as well, and it's CH state for the whole move. Other than that, it still can be useful as a very risky anti-air sometimes, and air counter hit it can combo into Bandit Bringer for some huge damage and stun. On ground CH for the first hit it combos into Grand Viper, but it's difficult to hit confirm it so you should expect when it will counter, as a CH punish or in a frame trap for example. It can be occasionally used to end SW loop combos by cancelling it into Bandit Revolver on air hit. Recovery has some sort of low profile frames, so players that are not aware of this can miss their punish, thus turning the situation in your favor.

j.P - A very good move that is Sol's fastest air button (5f startup), with good hitbox to hurtbox[www.dustloop.com] (since he shrinks up a bit), good active frames, and can cancel into itself on whiff, hit or block. It has a variety of uses, can be used either air-to-air or air-to-ground, it has some decent use in air dash pressure/mixups as well, and can be used as an anti-air when rising from the ground. Can gatling into any air normal besides j.D, and it's essential for links in combos (like SJIAD j.P), or for creating burst safe points.

j.K - A horizontal kick move, only 1f startup slower than j.P. Not very useful by itself unless in air-to-air defensive situations, it's mostly used on specific air dash mixups and inside combos. It has a gatling with j.P to mix it up in air pressure. On combos it's mostly used as a quick pickup where j.S or j.D wouldn't connect in time, or in conjunction with FB Sidewinder (j.236D) for burst bait combos. One setup is WT backjump j.K FB SW, works on most the cast. If you played Xrd Sol this move can't crossup and can't be JC'ed like it does there.

j.S - Good air-to-ground move, Sol's main jump-in and combo filler button for SW loops. It's a very useful button for safejump setups due to it's decent hitbox (see here and here). Can even work as f-shiki if you hit deep enough, and jc into another j.S or even j.D sometimes (see here). Jump-in j.S (land) Wild Throw is an useful tick throw setup.

j.H - Another one of Sol's best normals, possibly his best air button. Strong, disjointed hitbox, hits two times, lots of active frames, and absolutely NO recovery (yeah, 0 recovery frames lmao). It can work both as air-to-ground and air-to-air, will disrespect or even clash with lots of AA's in the game. Useful in SW setups and burst bait combos, there are points in combos that it can hit if they don't burst and if they do burst you can air throw OS by holding 4 or 6, or recover in time to block it and punish. Can be used in mixups and as a safejump, although it doesn't hit as deep like j.S so it can be low profiled by some moves. An interesting mixup is hitting meaty on the second hit as high as possible, if they block you'll still recovery in time to air dash into other stuff like j.SH. A really hard to punish move that will make people get mad at you with proper or even abusive use (still j.H them anyway).

j.D - The move responsible for the legendary Dustloop combo and it's obscene damage output. Very high untechable time so you can combo into itself, with a 3 hit starter it allows 2 reps. of Dustloop in the corner plus an ender rep. On ground hit near the corner it launches low enough so you can pickup with a grounded button, air BR, or FB Fafnir. Wallbounces on counter hit giving you a day and a half to confirm. Also used in some SW loop combos for optimized damage. Outside of combos it can be used as some high risk/reward option in air battles, and it's big hitbox might help you to score a counter hit. Also used in air dash mixups.
System Mechanics
Ground Throw - Not particularly useful, since you'll be using Wild Throw whenever you want to grab someone. OS'ing it with 5K can be a powerful defensive option though, since it's a 3 frame normal. It doesn't knockdown most characters but against those you can combo into 5K on the corner, and a few characters that can get KD'ed as well. It can lead to a Dustloop, BR loop or SW loop in the corner but since it scales so hard you won't get more than 25% damage out of it.

Air Throw - A useful option as an anti-air, can combo into and still scores a knockdown if you don't. Leads to 5K stuff in the corner similarly to ground throw, or f.S into FB Fafnir if done low enough. It doesn't lock the opponent's burst so if they burst out of it you'll get a big reset.

Dead Angle - Not very useful since Sol has better defensive options and meter use for 50%. Can be used sometimes to get out of tight spots, and score a knockdown. It can be comboed into if close to the corner and on counter hit, or if it hits on the last active frame. Uses 6P animation so it will lose to low profile moves.
Specials, part 1
Clean Hit mechanic explanation: A few of Sol's specials and Force Breaks can give different properties when hit with the opponent in the air (except for FB Sidewinder and Bandit Bringer sometimes), on an specific part of the characters hurtbox and with an specific part of the move's hitbox as well, giving it the so called "Clean Hit". On a successful Clean Hit, depending on the move, it will boost up it's untech time, or give it a wallbounce/ floor slide property, boost up its damage (as for Sidewinder and FB Tyrant Rave) and adds tons of hitstop frames. Pretty cool, huh? Will only apply to the following moves: Bandit Bringer (increased untech time and floats slightly higher), Grand Viper (increased untech time and higher launch on the last hit), Sidewinder (damage increases with CL's on the combo, wallbounces and doubled untech time), FB Sidewinder (same as normal SW, except it will Clean Hit regardless where it hits), FB Fafnir (floor slides and can convert into a combo near the corner) and FB Tyrant Rave (this one doesn't have a Clean Hit but will receive a damage boost based on CL's count on the combo).

Gun Flame (236P) - Ground projectile that is vital to Sol's pressure and okizeme. Can be used in neutral as well and it's FRC can make the move safe, covering Sol's front space so he can dash through the flame, or allow a pressure reset if the flame gets blocked. Very high damage on hit and air launch makes it very useful in combos, the closer it hits the more damage it will give. It doesn't prorate as well. On counter hit you can combo into a multitude of things, but on normal hit with FRC you can combo into BBCL, and loop it again if you have the meter for more FRC's, giving you some massive damage. On Dragon Install it has a huge single flame hitbox that is fast, very active, safe on block and can combo into itself or just lockdown the enemy in the corner if they block it. DI GF has a great anti-air angle to stop air approaches. Both versions are CH state for the whole move, so don't be predictable with it or else you'll get punished hard. Learning the FRC to avoid these situations is a must. A wack setup from a GF FRC is to negative edge into WT, where you do the FRC (P+K+S) with the motion 623 for WT, if done correctly WT will grab them before the GF becomes active, and if they mash the flame will hit instead.

Gun Flame (feint) (214P) - Fake GF, looks like it but doesn't come out any flame, instead it has a small hitbox for God knows why. It can be used to cancel big normals like 5H on block, and make you safe, but it's CH state as GF so watch out for that. Sometimes used as a gimmick to make people think you're about to do a real GF and react into something, and then take advantage of that. Can be used far from the opponent to build meter. Kill people with it when they are about to die or as OTG if you feel like disrespecting them.

Volcanic Viper (623S or HS, air OK) - Sol's DP and the best one in the game, fully invulnerable up until active frames, also has decent active frames, hits twice, large hitbox[www.dustloop.com], can't be normal blocked in the air (ground versions), can be RC'ed on block to make it safe or combo on hit. It comes in two different forms: the S version comes out a bit slower and doesn't fly as high as second, but it's safer, has more invul. frames, and you can use the followup (j.214K) kick to halt his momentum in the air and bait punishes; the HS one is the fastest DP in the game that comes out on frame 5, will beat lots of moves as inside gaps, or even used as a risky anti-air (will give a free combo if the second hit hits CH), however it makes Sol fly much higher than the other version, making Sol quite punishable if blocked. VV can be used as a risky counter poke, though SVV from further range and HSVV with dash momentum are hard to punish. Both have an aerial version as well, but it's not much used outside combos because they are only strike invul. and can be normal blocked in the air. S air version is your main air combo ender and has some utility in fuzzy setups and crossups with RC as well, HS air version is occasionally used as an early combo ender and it gives more damage than SVV if both hits connect. On DI most versions are very bad instead of ground HS one, a really sick move that does 10 hits, tons of damage, stun and tension gain. On long combos it might not combo into KD due to gravity scaling, so watch out for that. The first hit by itself is pretty scary if RC'ed, one of the best single hit combo starters on the game since it's fully untechable, has a high base damage and stun, no proration, and bounces high enough in the air so you can combo into anything. Get ready to do 250+ damage if you start a combo with it.

Knockdown (Volcanic Viper > 214K) - Followup to Volcanic Viper that knocks them to the ground. Your main air combo ender after j.SVV, and from ground stuff too sometimes. It has a massive hitbox[www.dustloop.com] that doesn't match its animation, mostly for it to connect easily and end your combo safely. On longer combos it will whiff due to hitstun decay, so you'll need to use ground BR to end your combo instead. Will whiff from ground version VV reversal too on Johnny and sometimes Robo-Ky. Hits overhead, but doesn't change anything since it can't be used for mixups, although it can occasionally hit players jumping or pressing buttons if you didn't connect a VV. Can be used to bait punishes from a SVV reversal like mentioned above, but it puts Sol in CH state so try to read if your opponent is going for a regular punish or ir he will see you doing it and CH punish you instead. Wise usage of it might leave you unpunished and save the round.


Grand Viper (214S) - One of Sol's most interesting moves that can be used either as a combo tool or as a reversal, high risk/reward since on a successful Clean Hit it will deal massive damage anywhere on the screen, and is extremely punishable if blocked, whiffed or if the opponent has burst. It gets more hits the more you mash buttons and direction inputs, and allows it to make the last uppercut punch Clean Hit the opponent (for more info on how to manage to get a Clean Hit and about general use of the move, watch VrRaiden's amazing tutorial right here). On combos it will generally involve cancelling into from close range gatlings ending into either 2H/5H, 5H or 6H CH at long range, 2D mashless into lightweights or 2DCH mashless on every character, can convert off of FB Fafnir CL near the corner as well, and some other peculiar, char specific combos. It has low profile properties for most part of the move since the first frame, so it will go under any move that doesn't touch the ground, including bursts. If blocked it can still be RC'ed to keep your turn, or to bait bursts on hit. It can be a ballsy roundstart option if you know what you're doing. Be smart about using this move.
Specials, part 2

Bandit Revolver (236K, air OK) - Sol's main combo ender on the ground and can work to catch people jumping out of pressure without FD, though its risky to do it frequently. Adv. on block will change depending if its standing or crouch blocking, but generally its unsafe if blocked standing, and it can be plus if blocked crouching, allowing you to get a pressure reset or frame trap. It's very punishable with Instant Block or Slashback, of from far away before the second hit connects it can be mashed, DP'ed, 6P'ed, air throwed or whatever. If done very close midscreen on some crouching characters Sol might crossover them as well, leaving you vulnerable for a punish. It has strike invul. on the first 3 frames for some reason, so it can go through some moves poor on active frames, timing is strict though so don't count on it. If both hits connect or only the second one on air hit it will knockdown, allowing you to do a safejump/empty jump setup on oki. Ou ground standing the second hit its unsafe on hit, and on crouch CH or crouch normal hit (char. specific) it can combo into 5P/5K. The aerial version is used as a combo filler mostly, and can be looped into itself if TK'ed for a meter gain combo. Or can be used early in an air combo for extension, but it is not going to knockdown most times so you need to pickup with a ground button after. It has an FRC point that can make it a second air dash movement tool of some sort, used into silly mixups or for some stupid air combo loops. The DI version can be looped into itself without the the need to TK, has lots of hits and active frames to catch out jumps, and the last hit is an overhead. Ends DI combos with KD and pushback enough so Sol can recover safely from it.

Bandit Bringer (236[K]) - Slow, overhead flaming punch with a disjointed hitbox[www.dustloop.com] at the end of its blast. It is +1 on block and a level 6 move, but it's mostly used in combos due to its ground bounce and Clean Hit properties. Can occasionally be used to go above some moves or projectiles, but don't be predictable about it, because good players will always punish BB on reaction. It is punishable by IB'ing it into the air and throw on landing, can be backdashed, low profiled, air thrown or hit out of its startup, etc. Off of a GF FRC BBCL will lead to ridiculous amounts of damage if looped a few times, and ended into FB Tyrant Rave, since it will do higher damage due to CL count. It will CL on crouching Zappa and Kliff for some reason, can be crawled under by Faust (same goes for BR), will crossup sometimes. BB has an FRC point of its own too, and can lead to unusual mixups or combos. Used to cross sides if you score a 2D KD with your back to the corner and put them on the corner instead, but this gives you worse oki. BB is not available while in DI.

Riot Stamp (214K) - A weird overhead flying kick that moves Sol throughout the screen, though a very risky callout. From your back to the corner it becomes a very fast overhead that can be used as a reversal sometimes, it doesn't have any invul. but it's airborne on the first frame, so it can avoid low attacks or if hit it can mess up the opponent's combo if he doesn't air hit confirm, and just air tech from it. Somewhat safe if blocked. The longer Sol is from the wall at his back, the higher he will fly after, will even fly above moves and crouching characters sometimes. Midscreen it can be used to whiff punish slow pokes, or bait people into doing anything. It has an FRC point right after leaving the wall that has some hilarious uses: can be used to fake into a low (2D, Ground Viper), or into DP, or just air block FD if you think they might punish you. From the corner at point blank you can FRC and if blocked it can lead into a fuzzy setup. On normal hit it doesn't lead into anything, but on CH it will wallbounce and you can followup a SW loop midscreen, with no proration. Don't be predictable with RS, every character in the game can punish it with 6P on reaction. With smart usage it can become a great baiting move, can even bait bursts. Don't do it fullscreen.

Wild Throw (623K) - An essential tool and the keystone of Sol's mixup. Fast startup and decent range, will outrange ground throws if spaced properly. Use it after you have conditioned your opponent into blocking, or tick throws from like 2P, 2K, 5P, c.S. It can combo into Dustloops, SW loops, BR loops, or just a simple air combo. If the enemy is about to die and you have 50% you can combo into Tyrant Rave ver. Beta (632146HS) for a fully unburstable combo. Or FB Fafnir (whiff) FB Tyrant Rave if you like, its less damage but also works. Midscreen it can lead into a optimal SW loop combo (9j.S SWCL, dash j.D SWCL, or dash 2H j.D SWCL) or you can do burst safe setups with FB Sidewinder with at least 25%. Backjump j.K FBSW works on most characters, j.S or j.D might work sometimes too. Also meterless burst safe setups can work: IAD j.S or j.P are char. specific but can lead into empty jump SW loops for high unburstable damage, dash 2H 4/6j.H throw OS so you air throw them if they immediately burst, or a late j.H so you can block the burst and punish. The damage off of WT combos are pretty decent even with forced proration, though it got less base damage then on other versions (Reload and Xrd), but if you crank their guard bar and open them up with this you're still going to do some mad damage. WT is punishable if it whiffs and you can't cancel it into anything, so watch out for that.

Sidewinder (j.236HS) - Why you play Sol. Cool looking aerial flame punch that is essential to Sol's BnB's. Wallbounces on a successful Clean Hit, allowing for a multitude of followups. The more Clean Hits you get into a combo the higher its base damage gets, though regular damage scaling and proration values will still apply to it. Can combo anywhere on the screen, midscreen you'll generally get 2-3 CL's, near the corner 4-5 CL's, sometimes you might even manage to get 6 and still end in a knockdown. Most SW loops will end into Bandit Revolver, allowing some setplay after. Wallbounces on CH just as if it was a CL, giving you a day to confirm it. Can be used to punish specific moves in the air, but it's risky since it has CH recovery. SW loops are very freestyle, but most the time you'll either cancel from an air normal (j.S, j.H and sometimes j.D), relaunch with 2H into an air button or do a neutral jump SWCL off of 2H (mostly on lightweights). A empty jump SWCL can also work and does more damage, it is also completely burst safe if you can do it. In the corner you can start a Dustloop combo and convert into a Sidewinder one, named "Dustwinder". Some of those allow you to retain the corner and KD from a TK'ed SWCL while still giving optimized damage.

Fafnir (42136HS) - Sol's main combo conversion tool at long-range, from 5H hit or sometimes 2H. If you are coming from Xrd or other GG versions you'll remember that Fafnir can't be cancelled into from normals, but here you can. It's slow and quite negative on block so you won't see much use outside combos. Sometimes can frame trap into from normals, due to its slow startup, but Sol has better frame trap options and won't lead into anything off of a CH Fafnir. Not a good idea to throw it out on neutral. Staggers on hit and moves Sol closer, can link into a normal if they don't mash out of it, otherwise it might leave you even or unsafe if they mash fast enough. With 25% meter you can cancel it into FB Tyrant Rave, on hit, whiff or block. With 50% meter you can RC Fafnir into a GVCL conversion.

Slam (Dragon Install only, j.214K) - A new move to Sol in +R and only available while in DI. Very fast divekick (20F is the fastest from a TK) that is +3 on block and floor bounces on hit. Can loop into itself or off of a j.D multiple times for high damage. Useful since it's an actual fast overhead and most players don't even know or forget this move exists.
Force Breaks
FB Fafnir (41236D) - Much faster and stronger version of normal Fafnir: higher base damage, stronger hitbox to hurtbox[www.dustloop.com] (it has no hurtbox at Sol's front leg and at the flaming punch), throw invincible on startup, +7 on block and it can Clean Hit. On normal hit it will just knockdown and can cancel into FB Tyrant Rave like regular Fafnir, but on a CL or CH it will floor slide allowing for some useful conversions near the corner. It mostly Clean Hits off a 6P or 2D ground hit, and combos into mashless or slightly mash GVCL, f.S 5H SJIAD j.P or a simple dash up relaunch, character specific and spacing dependant. Can loop if you have more meter, with 100% you can do 6P FB Fafnir CL three times and end into FB Tyrant Rave for some easy and high damage. Other than that, it has its uses in frame traps, as a fast whiff punishing tool in neutral and as throw baiting, though it costs meter.

Tyrant Rave (Fafnir > 64D) - 25% super that ends combos with high damage in exchange of knockdown, useful to kill even on block due to many hits and high chip damage it gives. Allows to get more damage off of long range conversions, or ends SW loops from a 6P hit. It boost its damage the more Clean Hits it has in the combo, ending GF FRC BBCL loops, FB Fafnir loops in the corner and even SW loops with very high damage. If the opponent whiffs his burst in a combo with a high CL count, and you reset them with Fafnir FB Tyrant Rave before them touching the ground it will do so much damage it might kill them (since the CL count will only reset after they touch the ground). If you do it from a max range FB Fafnir it will whiff, but if they burst it can still hit. Allows for tech traps deep in the corner, can convert in 5K sometimes. From a f.S 5H Fafnir Tyrant Rave will knockdown on Potemkin, or from higher than 6 hit count before it. It is also somewhat safe if blocked and unburstable, unless they IB or SB the last hit of it.

FB Sidewinder (j.236D) - Exact the same move as a normal SW besides it will Clean Hit no matter where it hits! Can be used to maintain SW loop combos if you're not sure you'll get a CL, or if its too far or at a bad angle where a CL is not possible. It is useful in burst safe setups the further it hits, and leads easy burst safe kill combos the more meter you have to loop it. Can be used to pickup into a SW loop from a air-to-ground hit without the need to launch into the air. It scales harder than SW loop and costs meter though, so you might sacrifice some precious damage or meter if you go for it sometimes.
Overdrives
Tyrant Rave ver. Beta (632146HS) - The ultimate move made to blow out your speakers. High damage, invulnerable and unburstable super that is useful to close out rounds. It's 1F after the flash so it can catch people dashing at your face, knocksdown fullscreen and wallsticks near the corner, the higher it hits the higher it will wallstick. From the wallstick can combo into dash 5K or mashless GVCL if further from the corner, sometimes an IAD j.S/j.D SWCL can work. From an empty jump 2D it is a strong unburstable round ender combo unless they burst ASAP, and completely unburstable from Wild Throw. It can be done on reaction through burst and it might blow them through invul. period, allowing for a reset. Kinda safe if blocked both hits on the ground due to pushback, but some characters can punish between hits if the first hit is IB'ed or SB'ed, though sometimes it might even tag them in between hits. Remember that TR is not your reliable reversal, VV RC is a much beter option with 50%. Though with 100% meter you have some interesting setups like TR(1) RC dash Wild Throw. They'll never see it coming.

Dragon Install (214214S) - A very risky install super that buffs Sol's movement speed and all of his normals making them faster or giving higher base damage/additional effects for some, and gives new versions to special moves (Gun Flame, Bandit Revolver, HS Volcanic Viper, and Slam that is DI only). 5K becomes a 2F normal, the fastest normal in the game, but it loses its jump cancel property, j.S can be self cancelable, gain access for two fast overheads (5D and Slam, BR last hit is also an overhead), and ground S or H buttons have half less recovery so you can link into other buttons for combo extensions. It constantly gives you tension for you to do HSVV(1) RC or some other stuff. It can act as a reversal since it has full invul. before the flash (though will get hit after it), and can be put inside a combo from 6P near the corner and pickup with a button after the animation. The lower the health the longer DI will last. But the worse comes when DI ends: he enters an unsafe CH recovery animation, loses all his tension gauge and cuts his tension gain, gets very close to negative penalty and being dizzied, so any hit after it might be the end of the round. DI also ends if Sol gets knocked down, but he only loses all his tension so it's less worse than ending it normally. DI cannot be used while in DI.

Dragon Install 2nd (214214214214P+H) - The worst super in the game and maybe in fighting games history. Costs 100% meter and has a very long startup with NO invul. at all, lasts the entire round but drains your health faster than you can deal damage with it, kills your tension gain so you won't be gaining tension constantly like regular DI. A death sentence, don't even try it. The best thing about it is how hard is to execute its input, so you don't enter it by accident.
Instant Kill

Napalm Death (IK mode activate > 236236H) - Maybe one of the worst IK's in the game. Short range (the hitbox is actually Sol's body) and punishable if blocked. Not only that, but it will also whiff on a few characters stun animations if you get them dizzied (Sol, Axl, Jam, Kliff, Baiken, Zappa, Dizzy, HOS), the entire cast can crouch under it, so there's not much to say about it besides don't do it. You can still get a few setups with ABA low on moroha gauge bar for example, a classic one is WT IK activate and IK her on moroha recovery animation. Chipp might also work against his Overdrive as well if he has no additional meter to RC if blocked.
Combos
Probably what you're here for. Sol is very freestyle when it comes to combos, and can followup stuff in a multitude of ways thanks to all his options and the blessed Clean Hit mechanic, and most combos will always end into knockdown. I'll divide it into various sections starting with basic combos, and then going into Dustloops, SW loops, Dustwinder loops and even Bandit Revolver loops. Note that some of these combos won't work on different characters, but you can try for yourself adjustments to them on training mode or ask for me a different conversion on the commentary section. The damage values of the combos are based on Sol unless the combo doesn't work on him. Each combo is linked to a video example uploaded on Streamable so you guys can understand them better.
Basic combos (start here if you're new)
Meterless:

5K > c.S > 2D > Bandit Revolver/Volcanic Viper > Knockdown (105 damage BR ender, 111 damage HSVV ender)[streamable.com]
The most basic combo into knockdown. Works on every character and anywhere on the screen, you might also choose to use VV instead (doesn't connect into KD on Johnny and Robo-Ky, though).

f.S > 5H > Fafnir (99 damage)[streamable.com]
Short combo from mid-range into Fafnir, gets you close up to the opponent to do whatever after the stagger.

Air Dash j.SH > (land) 5K > 2D > Bandit Revolver/Volcanic Viper > Knockdown (132 damage BR ender, 136 HSVV ender)[streamable.com]
Combo into KD from an air dash, use this if you want to get in or after an air dash mixup. Can add more hits sometimes like c.S, or even go into Fafnir if you wish.

5D (homing jump holding 8) > 8j.D > 8j.D > 8j.SKS jc > j.SD > j.SVV > Knockdown (157 damage)[streamable.com]
Basic Dust combo that can work on the entire cast, some characters might require you to delay the KD or add more hits.

Gun Flame (hit from mid-range) > dash j.KS jc > j.SH(1) > j.SVV > Knockdown (158 damage)[streamable.com]
Basic combo from a GF hit midscreen if they somehow get hit by it, sometimes even meaty GF.

Air hit 5K(2) > 2H sjc > j.SH > j.HSVV > Knockdown (148 damage)[streamable.com]
Very useful anti-air combo if they jump at your face. Sol's hurtbox is really wack so I couldn't find a consistent normal jump conversion that ends into KD consistently on him, but on other characters you can do j.S jc j.SH(1) j.SVV KD instead.

Bandit Bringer > dash 5K(1) > 2H jc > j.S jc > j.SH > j.SVV > Knockdown (130 damage)[streamable.com]
Basic combo from BB that works everywhere, can do the 2 hits of j.H sometimes.

Wild Throw > dash 2H jc > j.S jc > j.SH > j.SVV > Knockdown (100 damage)[streamable.com]
Basic combo from WT, it can be done different variations too like jumping into air combo directly into j.KD jc > j.SD > j.SVV > KD.

Ground Throw > (link) 5K(1) > c.S > HSVV > Knockdown (95 damage, corner only)[streamable.com]
Basic throw combo for when you grab the opponent back to the corner. Will not work on Axl, Dizzy, Eddie, Faust, Justice, Johnny, Slayer, Venom, and Zappa. Might work from an air throw as well, on any character, ending with BR instead.

c.S > 2H > Grand Viper CL > dash j.KD jc > j.SD > j.SVV > Knockdown (213 damage)[streamable.com]
A very damaging conversion off of GVCL if you can already do it. Starting with c.S will mostly be used as a punish, 2K 2H into the same combo can be used to open people from a empty jump for example, though the damage will be severely reduced due to initial proration.

5K(1) > 6P > 2S (whiff) > c.S > 2H jc > j.D > Air BR > (land) 5K(1) > 2H > HSVV > Knockdown (181 damage, corner only)[streamable.com]
Your basic corner combo if you don't know how to do Dustloops or SW loops yet, still gives some decent damage and KD. The 2S is done so if this string gets blocked you'll end it safe, it might hit on a few characters though. Can be done from a j.S jump-in/safejump with a more strict timing.

Dash HSVV(2) CH > (land) 5K(1) > 2H jc > j.D > Air BR > (land) 5K(1) > 2H > HSVV > Knockdown (177 damage, midscreen to corner)[streamable.com]
Specific combo done from a HSVV(2) air CH, needs to be close enough to the corner in order to work.

Dash 5K > 6P > 5H jc > SJIAD j.P > Air BR > (land) 5K(1) > 2H > HSVV > Knockdown (154 damage, midscreen to corner)[streamable.com]
Conversion from a 6P hit midscreen, needs to SJIAD the j.P in order to work. The basic input for it is 1956, but 236956 might also work. If not close enough from the corner you can do j.P j.H(1) HSVV > KD instead. If you are new and don't know how to SJIAD don't try this combo yet, save it for later.

CH 2D > Gun Flame > 2H jc > j.S jc > j.SH > j.SVV > Knockdown (178 damage)[streamable.com]
Nice combo if you manage a 2D counter, GF will OTG otherwise.

CH 6P > dash 5K(1) > 2H jc > j.S jc > j.SH > j.SVV > Knockdown (137 damage)[streamable.com]
Midscreen combo for a CH 6P, it can also combo into GF or BB but we can get into that later. The same combo can be used in a Riot Stamp midscreen CH.

CH 5H > IAD j.SH > 5K > 2D > Bandit Revolver/Volcanic Viper > Knockdown (158 damage)[streamable.com]
Combo from a standing CH 5H into IAD, doesn't work on shorter and crouching characters.

Crouch CH 5H > Bandit Bringer > dash 5K(1) > 2H jc > j.S jc > j.SH > j.SVV > Knockdown (189 damage)[streamable.com]
Crouch confirm for a CH 5H, will NOT work on Bridget, Chipp, Eddie, Faust, Kliff, May and Millia. On those you can get a GVCL instead.

CH 2H > Bandit Bringer > dash 2H jc > j.S jc > j.SH(1) > j.SVV > Knockdown (175 damage)[streamable.com]
Basic stuff from a 2H CH. Note that the BB will whiff sometimes, but you can still land and pickup with 5K into this same combo if that happens.
Basic combos with meter
25% meter:

f.S > 5H > Fafnir > FB Tyrant Rave (148 damage)[streamable.com]
Mid-range f.S combo ending with TR for extra damage, will sacrifice KD unless done on Potemkin or Robo-Ky. This combo will win rounds for you.

Air Dash j.SH > (land) 5K(1) > c.S > f.S > 5H > Fafnir > FB Tyrant Rave (176 damage)[streamable.com]
Same combo as above but done from an air dash. With this amount of hits it can KD some characters due to gravity scaling.

GF FRC > Bandit Bringer CL > dash 2H jc > j.S jc > j.SH(1) > j.SVV > Knockdown (196 damage)[streamable.com]
Combo from an FRC'ed GF into BBCL for big damage, it can be done from a CH 2D or 6P in the corner as well.

2K > 2D > FB Fafnir CL > dash 5K(1) > 2H jc > j.S jc > j.SH(1) > j.SVV > Knockdown (125 damage, near corner only)[streamable.com]
Conversion off a 2K for 25% meter, useful for empty jump setups and stuff. Can be done with any other ground normal as well, if you want to punish into this be sure to start with c.S since 2K scales damage much harder.

Air dash j.PKD (j.PSD) > (land) FB Fafnir CL > dash 5K > 2H jc > j.SD > Air BR > (land) 5K(1) > c.S > Bandit Revolver (165 damage, midscreen)[streamable.com]
A midscreen conversion from an air dash mixup for 25% meter, the closer you are to the corner the easier it is going to work. Grand Viper CL mashless or slightly mash might also work and it's preferable on heavier characters. FB Fafnir will not CL on lightweights unless you delay it, remove c.S at the end for those.

Air Throw > (land) f.S > FB Fafnir CL > dash 5K(1) > 2H jc > j.SKD > Air BR > (land) 5K(1) > c.S > Bandit Revolver (130 damage, near corner)[streamable.com]
Combo extension from a air throw for 25%, sometimes Fafnir might not Clean Hit. On super lightweights can combo straight into FB Fafnir from air throw. Can just followup FB TR if close the corner and you have more meter.

CH 2D > Gun Flame > FB Fafnir CL > dash 5K(1) > 2H jc > j.S jc > j.SH(1) > j.SVV > Knockdown (176 damage, near corner only)[streamable.com]
Useful CH conversion from the tip of 2D range where 2H doesn't reach, if done up close use the regular 2H followup.

50% meter:

2D > Tyrant Rave ver. Beta (FB Fafnir CL > FB Tyrant Rave) (134 damage for TR ender, 173 for FB TR ender)[streamable.com]
Powerful unburstable kill combo that can be done from a empty jump sweep. FB Fafnir CL > FB TR will do more damage if the Fafnir Clean Hits, though it's not completely unburstable as the regular TR. WT TR becomes a completely unburstable kill combo, do it if they are low on health.

2D > Tyrant Rave ver. Beta > IAD j.SD > Air BR > (land) 5K(1) > c.S > Bandit Revolver (205 damage, near corner only)[streamable.com]
Conversion off a TR near the corner from its wallstick, can be followed with a dash 5K or GVCL as well.

SVV/HSVV(1) RC > dash 5K(1) > 2H > j.S jc > j.SH > j.SVV > Knockdown (154 damage)[streamable.com]
Basic combo off of a RC'ed reversal, very useful after you wake-up DP and hit'em.

5K > 2D > BR(1) RC > j.S jc > j.SH(1) > j.SVV > Knockdown (144 damage)[streamable.com]
Combo off a RC'ed ground BR for extension, not really worth it unless it's going to kill. It will be more useful later on when you learn SW loops.

100% meter:

c.S > (6P > FB Fafnir CL) x 3 > FB Tyrant Rave (259 damage, corner only)[streamable.com]
A really easy Fafnir loop in the corner that does a lot of damage if you wish to spend all your meter, useful if it's going to kill. You can do with less meter ofc by doing only one or two Fafnirs, and if you do a dash for the last 6P FB Fafnir CL it might give you the chance to tech trap at the end of the combo.

c.S > 6P > (GF FRC > BBCL) x 2 > FB Fafnir (whiff) > FB Tyrant Rave (303 damage, corner only)[streamable.com]
A harder and more specific variation of 100% meter combo that does even more damage than the one above. On some characters you can manage to do it 3 times and use normal Fafnir to whiff instead, making the FB TR do ridiculous amounts of damage. On some thin characters GF might not hit though, or BB will not CL, but sometimes it can still work on those from midscreen with different starters.
Dustloops
Now you're getting to do the real stuff, high damage meterless combos is what Sol is about. I'm going to show the basic examples of Dustloops with the most common starters. If you're having difficulty doing a single basic Dustloop rep., watch this guide made for Reload Sol, it might still be useful for you guys to get a grasp on how Dustloop works. But do remember that some stuff and conversions can't possibly be done on +R anymore, and more importantly Sol can't get more than 2 reps. like he could there.

5K(1) > 6P (delay) > 5H jc > j.D (link) falling j.D > dash j.D (link) falling j.D > dash j.KD jc > j.SD > j.SVV > Knockdown (240 damage, corner only)[streamable.com]
The most bread and butter Dustloop combo Sol has, works on most characters besides super lightweights and Johnny. Will do tons of damage and allow a KD for a safejump after. Can be done from a air dash j.SD starter as well. Learn it, love it. For Johnny do only one rep. and end with a dash j.SD jc j.SD j.SVV KD route, you can add a Gun Flame between 6P 5H for him too. For light characters (I-No, Millia, Dizzy, Justice) delay the 5H cancel to the max., and end with dash j.KD jc j.D j.SVV KD instead.

5K(1) > 6P (delay) > 5H jc > j.D (link) falling j.D > dash j.D jc > j.D > j.SVV > Knockdown (216 damage on May, corner only)[streamable.com]
Variation for super light (May, Jam, Bridget, Kliff, Baiken) Dustloop, it does less damage but can still retain KD. On Jam you can sometimes manage to get a double rep. if you start your combo with dash momentum, due to her weird hurtbox.

Wild Throw > dash j.D (link) falling j.D > dash j.SD jc > j.SD > j.SVV > Knockdown (126 damage, with your back to the corner)[streamable.com]
Dustloop conversion off of a WT midscreen to corner. On light characters do dash j.SD jc j.D j.SVV KD as an ender, on super light characters remove the first j.S and delay the jc so KD can connect.

Ground Throw > 5K(1) > c.S/2H jc > j.D (link) falling j.D > dash j.KD jc > j.SD > j.SVV > Knockdown (140 damage, corner only)[streamable.com]
Corner throw conversion into Dustloop, it doesn't work on everyone so it's important to remember on which one it does. On Sol, Order-Sol, Testament, Zappa, Anji, Chipp, Potemkin use the 5K(1) 2H launcher, and on Potemkin specifically use the j.SD jc j.SD ender; on ABA, Baiken, Bridget, Jam, Millia, I-No use the 5K(1) c.S launcher instead, and do the j.D (delay) jc j.D tipical ender except for ABA.

Bandit Bringer > dash 5K(1) > c.S/2H jc > j.D (link) falling j.D > j.D (link) falling j.D > dash j.KD jc > j.SD > j.SVV > Knockdown (166 damage, midscreen or corner only)[streamable.com]
Conversion off a BB hit, it is used c.S for consistency on most characters, on heavier characters use 2H instead. Might lead a straight BB into j.D if done in the corner, char. specific. Can be done even further from the corner if using the dash momentum trick on c.S, like explained on this Xrd Sol tutorial (it works the same in this game). On super light characters do the common ender for them after 1 rep., on Johnny do j.SD jc j.SD j.SVV KD ender after 1 rep. as well.

Late air dash j.SD > Air BR > (land) 5K(1) > c.S/2H jc > j.D (link) falling j.D > dash j.KD jc > j.SD > j.SVV > Knockdown (213 damage, roundstart)[streamable.com]
Midscreen combo into Dustloop that can be done from a air dash j.SD at roundstart, leads to some decent damage and the corner. For heavy characters use the 5K 2H pickup after air Revolver.

Metered conversions:

2K > 2D > FB Fafnir CL > dash 5K(1) > c.S/2H jc > j.D (link) falling j.D > dash j.KD jc > j.SD > j.SVV > Knockdown (149 damage, near the corner)[streamable.com]
Basic Dustloop off of a Fafnir CL, might require some adjustments for other characters and on ABA, Slayer and Millia use c.S instead of 5K(1) for a pickup.

5K(1)/c.S > 6P > GF FRC > BBCL > j.D (link) falling j.D > dash j.KD jc > j.SD > j.SVV > Knockdown (249 damage, corner only)[streamable.com]
A damaging corner conversion from GF FRC used when you're not sure that a regular Dustloop will connect. Works on the entire cast with a few adjustments, even though BB will not CL sometimes it can still work. But do remember that if you put too many hits before the Dustloop is not possible, so you gotta do a different combo, SW loop for example.

Tyrant Rave ver. Beta > dash 5K(1) > c.s/2H > j.D (link) falling j.D > dash j.KD jc > j.SD > j.SVV > Knockdown (241 damage, corner only)[streamable.com]
Dustloop from a TR in the corner. There are going to be very few opportunities you are going to land it in the corner, maybe from a backdash OS, but it's interesting to know when it happens. It won't lead to a Dustloop if a hit precedes TR though, unfortunatly. Use 2H for heavier characters and c.S for everyone else.

SVV/HSVV(1) RC > dash 5K(1) > c.S/2H > j.D (link) falling j.D > j.D (link) falling j.D > dash j.KD jc > j.SD > j.SVV > Knockdown (219 damage, corner only)[streamable.com]
Like the combo above, but can connect into 2 reps. on the characters that it works. It's more useful from doing a TR raw whenever you want a invul. move to counter something unsafe in the corner, or a mash out, and if blocked you can still keep your turn. Use 2H for heavy characters as well.

c.S > 2D > BR(1) RC > j.D jc > j.D (link) falling j.D > dash j.D (link) falling j.D > dash j.D jc > j.SD > j.SVV > Knockdown (252 damage on Testament, near the corner)[streamable.com]
A 3 hit Dustloop from BR RC that does great damage, but it's char. specific. Will work on Testament, ABA, Johnny, Potemkin, Eddie, Anji, Axl, Faust, Slayer, Zappa, on Johnny do only the first rep. and dash into his specific ender, on Faust, Slayer and Zappa use more hits before the 2D (like 5K(1) c.S 2H, for example) and dash into the ender rep. after the first one as well.
Sidewinder loop, part 1
Sol's main BnB on the game that can be done anywhere on the screen. High meterless damage but not easy to land so, because Sol can only followup if SW hits Clean Hit. For that you need to hit at a very specific part of the character's hurtbox and every character has a different CL point, so it requires precision. Most SW loops will involve jumping into button > SWCL, j.S or j.H mostly, depending on the height of the wallbounce with forward or neutral jump, and relaunches from 2H. TK SWCL and empty jump SWCL also work but are more difficult and are mostly done on light/super light characters. I'll try to show the most basic/useful SW combos, for now you can watch VrRaiden's tutorial here if you want to get a basic concept at how these combos work.

Meterless:

Wild Throw > 9j.S SWCL > (land)2H jc > 9j.S SWCL > (land) 8j.S SWCL > Bandit Revolver (150 damage, midscreen)[streamable.com]
The most basic SW loop combo from WT, will on every character that isn't a super light. A simple solution for super lights would be doing 9j.S SWCL twice and ending with j.S j.SVV KD. Some characters might also require a few adjustments for these, different and maybe more damaging followups like dash 2H j.S/j.H/j.D you can try later, but focus on this for now.

Wild Throw > dash (2H jc 8 TK SWCL) x 3 > (land) c.S > Bandit Revolver (170 damage on May, midscreen)[streamable.com]
More damaging and harder WT conversion for super light characters, if you can do TK SWCL. Might work on regular lightweights as well but maybe with a different ender. For a 8 TK SWCL hold down before hitting with 2H, and after it hits tap 8 and do the SW motion.

Wild Throw > (9j.D SWCL) x 4 > Bandit Revolver (161 damage on Potemkin, corner to midscreen)[streamable.com]
Damaging variation on Potemkin, even for his high effective health. Might work near the corner too, but when you get near the corner you might choose to end with a 8j.S SWCL instead, otherwise you won't be able to connect BR properly.

Wild Throw > dash j.D (delay) SWCL > (land) 2H jc 8 TK SWCL > walk forward c.S > 2H jc 9 TK SWCL > (land) c.S > Bandit Revolver (164 damage, opponent in the corner)[streamable.com]
A useful but somewhat hard SW conversion that starts with the opponent on the corner and put them back at the end. If you're having trouble doing 9 TK SWCL hold down right after you hit with the c.S, and then hit 2H and move your stick/pad into a TK motion (2369H) for SW. For super lights just end this combo with the regular TK conversion for them. You can sometimes loop 2 or 3 Bandit Revolvers at the end giving more meter and corner carry. Add a 2H after c.S at the end for heavy characters.

Wild Throw > IAD j.S/j.D/j.P SWCL > 9 empty jump SWCL > walk forward 9j.S SWCL > (land) 8j.S SWCL > Bandit Revolver (170 damage, opponent in the corner)[streamable.com]
Burst safe meterless setup from a WT up until the second Sidewinder, it's char. specific and either j.P, j.S or even j.D might work, for this example it was j.S on Sol. On light and super light characters it might lead to more empty jump SW's that are completely burst safe.

Bandit Bringer > dash 5K(1) > 2H jc > j.S/j.D SWCL > (dash under) c.S/5K > 2H jc > 9j.S/j.H(1) SWCL > 8j.S SWCL > Bandit Revolver (183 damage, midscreen)[streamable.com]
Basic SW loop conversion from BB, it might work if it was comboed from a 6PCH or GR FRC too. On super light characters do the regular conversion on them after the dash under.

2K > 2H > GVCL > j.D SWCL > dash under 5K(1)/c.S > 2H jc 9 TK SWCL > c.S > Bandit Revolver (172 damage, midscreen)[streamable.com]
GVCL combo from a 2K, useful for empty jumps. There are some different conversions for GVCL, though I think this is the most consistent and useful one so try this out and you can search YT for other combos. On super light characters do a regular TK conversion on them after the first c.S pickup, add a 2H on the second c.S on heavy characters.

GVCL > (walk forward) (9j.S SWCL) x 3 > 8j.S SWCL > Bandit Revolver (230 damage, from the corner)[streamable.com]
Combo from a reversal GVCL with your back to the corner, useful if you think you can low profile and blow them with a Grand Viper and they aren't going to bait it. Leads to high damage combos on everyone. On super light characters pickup the first SWCL with j.H(1) instead, on Potemkin do a c.S 2H pickup after GVCL.
Sidewinder loop, part 2
Air dash j.SH > (land) 5K(1) > 2D > GVCL (mashless or slight mash) > 9j.H(1) SWCL > (dash under) c.S > 2H jc 9 TK SWCL > c.S > Bandit Revolver (215 damage on Jam, midscreen to corner)[streamable.com]
Useful 2D GVCL setup on light and super light characters (other than I-No, Dizzy and Justice). On Bridget and Jam it can be done mashless from 2D and leads to pretty good damage. Can be turned into a short BR loop at the end if you wish.

5K/c.S > 6P (delay) > 5H jc > j.S/j.D (delay) SWCL > (dash under) 5K(1)/c.S > 2H jc > 9j.S/j.H(1) SWCL > (land) 8j.S SWCL > 2H/5H > Bandit Revolver (238 damage, corner only)[streamable.com]
Your corner SW loop combo if you think you're not going to land a Dustloop. Sacrifices the corner but you can get it back with a 9 TK SWCL after the dash under, and converts into a 8 TK SWCL loop on super light characters midscreen. Works on pretty much everyone with the proper adjustments.

Ground Throw > 5k(1) jc > j.PK SWCL > (dash under) 5K(1)/c.S > 2H jc > 9j.S/j.H(1) SWCL > (land) 8j.S SWCL > Bandit Revolver (144 damage, corner only)[streamable.com]
Most general and consistent corner throw combo into SW loop, on the characters it's possible that is. Other conversions are possible too, like 5K(1) 6P (delay) 2H relaunch, char. specific. But this is your go-to, and converts into TK SWCL for super lights midscreen as well.

5D (homing jump) > 9 TK SWCL > (land) 2H jc > 9j.S/j.H(1) SWCL > (dash under) 5K(1)/c.S > 2H jc > 9j.S/j.H(1) SWCL > (land) 8j.S SWCL > Bandit Revolver (162 damage, midscreen or corner only)[streamable.com]
Dust combo from a TK'ed SWCL, works on everyone. Different conversions might be done from different places on the screen, but this is the one that is going to happen the most since it's midscreen and corner possible. On Potemkin pick with c.S 2H, on super light characters convert into a 8 TK SWCL loop after the dash under.

CH 2D > Gun Flame > 2H jc > 9j.S/j.H(1) SWCL > (land) 8j.S SWCL > (land) 9j.S SWCL > (land) 8j.S SWCL > (land) 5H/2H > Bandit Revolver (244 damage, midscreen)[streamable.com]
Up close CH 2D SW loop combo, works on most characters and into super lights with the 8 TK SWCL or early j.SVV KD conversion. Does a bunch of damage and you'll land a CH 2D kinda often, there's not much to say about it.

CH 2H > (dash) 2H jc > 9j.S/j.H(1) SWCL > (8j.S SWCL) x 2 > 5H/2H > Bandit Revolver (218 damage, midscreen)[streamable.com]
CH 2H stuff, it can be done with BB (whiff) too, you'll still land in time for a 5K pickup, it might just sideswap you though. Convert into the usual 8 TK SWCL for super lights after the second 2H. On the corner you need to do the dash under conversion off of this, as it is a midscreen example.

CH 5H > IAD j.SD SWCL > 9j.S SWCL > (land, sideswap) 2H jc > 9j.S/j.H(1) SWCL > 8j.S SWCL > 5H/2H > Bandit Revolver (255 damage on Testament, roundstart distance)[streamable.com]
CH 5H as a roundstart example, useful to catch people pressing the wrong button or Venom ball sets most the time. On Sol it's quite hard to connect a IAD j.S so I tested on Testament. On other places of the screen it might lead to different conversions, though.

CH Riot Stamp > dash 5K(1) > 2H jc > 9j.S/j.H(1) SWCL > (land) 8j.S SWCL > (land) 9j.S SWCL > (land) 8j.S SWCL > (land) 5H/2H > Bandit Revolver (229 damage, roundstart distance)[streamable.com]
Combo from a CH RS into some silly damage, if you manage to bait any stuff. You might want to do a 8 TK SWCL combo for super lights right after the first ground pickup as well.
Metered SW loop and FB Sidewinder conversions
Wild Throw > 7j.K FBSW > (8j.S FBSW) x 3 > Bandit Revolver (131 damage, midscreen)[streamable.com]
Might be one of the best, if not the best kill combo Sol has. Completely burst safe unless you don't hit the j.S' properly, ends into KD and if they do burst you get a reset and they die. It costs full meter though, but you can end it short if you have less meter for the FB SW's, or convert into a regular SW loop or a empty jump SW loop on light characters. It will work everyone besides Baiken, Chipp, Jam, and ABA. On Johnny use 7j.S instead of 7j.K at the start. Long range FB SW can be used on regular SW loops as well btw, for more info about this move see this tutorial by VrRaiden here.

5K(1) > 6P > c.S jc > 9j.SD FBSW > (land) 8j.S SWCL > (land) 2H jc > 9j.S SWCL > 2H > Bandit Revolver (199 damage, midscreen or far from corner)[streamable.com]
Another interesting use of FB Sidewinder is that it can CL on where otherwise would be impossible for regular SW to convert. This is an example that you can get a SW loop from a far air hit, leading into decent damage. Go and try for yourself other useful FB SW conversions you can get from these.

2D > GVCL (mashless or slightly mash) > 8 FBSW > (2H 8TK SWCL) x 2 > 2H > Bandit Revolver (247 damage on Jam, midscreen)[streamable.com]
FB Sidewinder pickup for a easier conversion on super light characters that 2D GVCL can work on (might work on Millia too). Note that this is considered done from midscreen, if in the corner you can do a back empty jump FBSW into this same combo, for proper positioning.

2K > 2D > FB Fafnir CL > dash 5K(1)/c.S > 2H jc > j.D (slight delay) SWCL > (dash under) 5K(1)/c.S > 2H jc 9 TK SWCL > c.S > Bandit Revolver (171 damage, near the corner)[streamable.com]
Decent SW conversion from a FB fafnir CL. Can lead to more damage if you wish to do the midscreen route, or add a Dustloop before. On on super lights do their usual route after the dash under.

c.S > 6P > GF FRC > BBCL > j.D (delay) SWCL > (dash under) 5K(1)/c.S > 2H jc 9 TK SWCL > c.S > Bandit Revolver (259 damage, close to corner)[streamable.com]
A corner GF FRC conversion into high damage, it works if not close enough for the regular 5H pickup. Can go into different routes of you choice.

SVV(1)/HSVV(1) RC > dash 5K(1) > 2H jc > 9j.S/j.H(1) SWCL > (8j.S SWCL) x 2 > 5H/2H > Bandit Revolver (196 damage, midscreen)[streamable.com]
Your go-to SW loop from a RC'ed DP. Can do more SWCL when near the corner, up to 5 maybe, and also go into different routes depending on screen position and stuff.

SVV RC (both hits) SWCL > (land) (8j.S SWCL > 9j.S SWCL) x 2 > 8j.S SWCL > Bandit Revolver (249 damage, midscreen)[streamable.com]
Conversion from a DP but from SVV with both hits (shades of EX Sol), but this time into 6 Sidewinders! Maybe one of the very few ways that leads into more than 5 SWCL's and knockdown. Looks kinda wack but can be useful from a late RC hit confirm off a DP. If you're having trouble with this combo, please try to cut it short into 3 or 4 SWCL's and go for a knockdown, you'll already get most of the damage anyway.

c.S/5K(1) > 2D > BR(1) RC SWCL > (8j.S SWCL) x 2 > 5H/2H > Bandit Revolver (210 damage, midscreen to corner)[streamable.com]
An easy way to set up a midscreen combo into SW loop. Deals a good amount of damage and can get up to 5 SWCL's near the corner if you can do it.

f.S > 5H > Fafnir RC > GVCL > 9j.D (delay) SWCL > 7j.S SWCL > dash 2H > Bandit Revolver (208 damage, midscreen or near the corner)[streamable.com]
Conversion from a Fafnir RC midscreen, Grand Viper will hit up to stagger mash lvl.3, so in real matches the opponent will most likely get comboed without recovering in time. Can lead to different conversions as well, depending as many hits precedes the Fafnir. On super light characters use j.S after GVCL into a different route instead.

f.S > 5H > Fafnir RC > dash 6P > c.S jc > 9j.K/j.S SWCL > (dash under) 5K(1)/c.S > 2H jc > 9j.S/j.H(1) SWCL > 8j.S SWCL > Bandit Revolver (200 damage, midscreen to corner)[streamable.com]
A different SW loop conversion from Fafnir RC like the above, slightly less damage but easier to do if you can't GVCL consistently. Might work up to stagger mash lvl.2 at least, so you gotta watch out for that. On super light characters convert into a TK Sidewinder after the first SWCL.

2D > Tyrant Rave ver. Beta > IAD j.S SWCL > (dash under) 5K(1)/c.S > 2H jc 9 TK SWCL > c.S > Bandit Revolver (235 damage, near the corner only)[streamable.com]
Near the corner only TR conversion, it can be burst safe if they burst immediatly after the IAD j.S connects. TR has other useful burst safe applications in combos though, as shown in this combo video.
Dustwinder examples
Two different loops for one! Sol's most damaging and optimized combos comes from those, but they are hard to set up. They can be started from basically most of Sol's corner or near to corner Dustloop launchers: corner 6P, HSVV(1) RC , Bandit Bringer, Wild Throw, corner Throw, FB Fafnir CL, etc., so I'm just going to cover a few examples that you can apply to those. Begin doing it if have mastered Sol's BnB's and want to get the best damage possible in combos. Make them bleed.

c.S > 6P (delay) > 5H/2H > j.D (link) falling j.D > dash j.D (link) falling j.D > j.D (slight delay) SWCL > (dash under) 5K(1)/c.S > 2H jc 9 TK SWCL > c.S > Bandit Revolver (269 damage, corner only)[streamable.com]
A very high damaging meterless combo that can still retain the corner and KD! Probably one of the best combos in Sol's arsenal, works on every middleweight characters, despite being hard to perform. Can work on Potemkin and ABA too, c.S 2H BR as an ender for Potemkin.

c.S > 6P (delay) > 5H > j.D (link) falling j.D > dash j.D (link) falling j.D > j.D jc > j.D SWCL > (sideswap) 9j.S SWCL > 8j.S SWCL > Bandit Revolver (282 damage, corner only)[streamable.com]
An even more damaging version from the one above, sacrifices the corner but can still retain KD. Works on middleweights most likely.

c.S > 6P (delay) > 5H/2H/c.S > j.D (link) falling j.D > 9j.H(1) SWCL > (dash under) (2H jc 8 TK SWCL) x 2 > c.S/2H > Bandit Revolver (264 damage on May, corner only)[streamable.com]
Dustwinder variation on super light characters, since you can't double Dustloop them. Still does some pretty high damage although you'll sacrifice the corner. If you're having trouble with this combo try doing max. delay on 6P so you hit j.H at the correct height after the Dustloop, relaunching with c.S after 6P might also help.

c.S > 6P (delay) > 5H/2H > j.D (link) falling j.D > dash j.D (link) falling j.D > j.H(1) SWCL > (dash under) c.S > 2H jc 9 TK SWCL > c.S > Bandit Revolver (269 damage on I-No, corner only)[streamable.com]
Same as the regular Dustwinder, but with j.H(1) SWCL instead. Works nicely on lightweights, but you want to do max. delay on 6P for consistency.

6P > 5H > 2H > j.D (link) falling j.D > dash j.D (link) falling j.D > j.D jc > j.D SWCL > (dash under) c.S > 2H jc 9 TK SWCL > c.S > 2H > Bandit Revolver (257 damage on Johnny, corner only)[streamable.com]
Variation on Johnny and the only possible way to get a double Dustloop on this bastard. Still does some pretty high damage despite it eating the 6P's 90% initial proration.

6P > 5H > 2H > j.D (link) falling j.D > dash j.D (link) falling j.D > j.D SWCL > (dash under) c.S > 2H jc > 9j.S SWCL > (land) 8j.S SWCL > Bandit Revolver (224 damage on Robo-Ky, corner only)[streamable.com]
Robo-Ky's conversion that is similar to Johnny's, but can get an additional SWCL at the end.
Bandit Revolver loop
Back in GGX days, this was Sol's main corner BnB. Now it's not that important, but can still be used for tension gain and corner carry. It doesn't deal as much damage as a Dustloop or SW loop, but the meter gain is worth it specially on highly prorated combos where you won't get much damage anyway. A air BR must be TK'ed in order to loop it, as with a ground BR it is impossible to do so.

Dash 5K(1) > 6P > c.S > TK Air BR > 5K(1) > TK Air BR > 5K(1) > c.S > TK Air BR > 5K(1) > TK Air BR > 5K(1) > Ground BR (158 damage, midscreen to corner)[streamable.com]
A basic BR loop that gives you a huge amount of tension to play with later, used in GF FRC's, FB Fafnirs, HSVV(1) RC'eds, etc. Can loop up to 4 or 5 times, and on light/super light characters it's surprinsingly easier to perform and a bit more damaging compared to other characters, since you can pick them up with c.S instead. Use 5K(1) for pretty much any other character.

CH 5K(2) (air hit) > 2H jc > j.H(1) > Air BR > (5K(1)/c.S > TK Air BR) x 3 > 5K(1)/c.S > Ground BR (156 damage, midscreen to corner)[streamable.com]
Example from a AA 5K, from when you're not sure you'll either get a KD with j.SVV or a SW loop from the angle it hits. Still does some decent damage though.

c.S > 6P (delay) > 5H/2H > j.D (link) falling j.D > dash j.D (link) falling j.D > Air BR > (land) 5K(1) > c.S > TK Air BR > 5K(1) > Ground BR (241 damage, corner only)[streamable.com]
An example of a Dustloop combo into a BR loop. It's specially useful in super light characters since you can only Dustloop them once, you even get more BR reps. on them this way.

c.S > 6P (delay) > 5H jc > j.S/j.D (delay) SWCL > (dash under) 5K(1)/c.S > 2H jc 9 TK SWCL > c.S > TK Air BR > 5K(1) > c.S > TR Air BR > 5K(1) > Ground BR (227 damage, corner only)[streamable.com]
Example of a SW loop ending into a BR loop. Pretty much most the time you can end a SW loop with c.S you can opt. to go for a BR loop if it's not a very long combo, from a 9 TK SWCL in this case it sets up pretty nicely. Hell, sometimes you can end Dustwinder combos into a few Bandit Revolvers, it looks hella cool since you'll put all of Sol's main loops into one combo! Try it once you've mastered Sol's BnB's so you can feel realized yourself. :)

Ground Throw > 5K(1) > c.S > TK Air BR > (5K(1)/c.S > TK Air BR) x 2 > 5K(1)/c.S > Ground BR (113 damage, corner only)[streamable.com]
A decent BR loop from a ground throw for meter gain, still does some good damage off of it. It ain't much of a damage difference from a SW loop off a throw for example, making it a good way to get meter from a combo without sacrificing too much damage and keeping the corner.

Wild Throw > dash j.D > Air BR > (5K(1) > c.S > TK Air BR) x 2 > 5K(1)/c.S > Ground BR (103 damage, midscreen or corner)[streamable.com]
Conversion from a WT giving up damage from SW loop for meter gain. Note that on some characters it might sideswap them when you hit the first air BR, for those do the first j.D without dashing.
Other Resources
VrRaiden's playlist on stuff for +R Sol, it has lots of tech and useful combos to learn from.

https://www.youtube.com/playlist?list=PLDNPEhQzFdxjV8T9F_C2RySh6SOI5F87s

Sol's Dustloop Wiki page, most stuff that is essential to learn Sol are already there.

https://www.dustloop.com/wiki/index.php?title=GGACR/Sol_Badguy

A website with link for lots of Sol matches recorded from mikado streams on NicoNico, be sure to watch some as those players are pretty good.

http://horibuna.web.fc2.com/GGXX_ACPR/GGXX_ACPR_SO.html

Discord invite for +R server, feel free to ask any questions there if you need help, the mods there are pretty cool.

https://discord.gg/0cg4vDDOfIW2urM4

A beginner's tutorial for +R divided into three sections (Introductory, Intermediate, Advanced) with everything you need to know to get into the game.

https://www.dustloop.com/wiki/index.php?title=GGACR/Start_Here

Hit Confirm's tutorial on Accent Core's system mechanics if you are a beginner. Although it's from AC+ it is all still useful.



An old, very basic tutorial for Sol made by lmakira. It's from AC+ but still is applicable to +R.



Some basic combo videos for AC+ Sol, most of those can still work on +R and are all pretty useful.





+R combo movie made by NOB and Uki, two beasts. Pretty cool combos and some can even be useful in real matches.



Older combo movies from AC+ Sol: Sheer Heart Attack, All Guns Blazing and 236KFRC. All classic and a must watch for inspiration when it comes to combos, since you can see how far Sol can get in this game.







Sol's "ultimate tactics", a classic for whenever you wanna troll somebody that asks you for a Sol tutorial.



And last but not least, the Troll Badguy himself, Kusoru. A must watch tribute video of his gameplay and one of his many hilarious combo movies, a GGXX Slash Sol one with some of the wackest stuff to date.



Conclusion
So, it took me quite an effort to complile and write all this stuff in the last few days, but I feel sorta realized now that I've done it. After a few years playing Sol I felt that I should make a guide for him one day, so all the effort I put on him so far could be useful to help other players too. I'm not a Sol pro or anything like that btw, I'm just an average player trying to do my best on the game. Probably there are lots of stuff I missed to add into this guide, but I wanted to show the most useful things that every Sol main should know imo. I'll probably be updating this guide from time to time and add stuff, videos and images maybe, and fix/correct a couple of things. I'll probably add a MU section eventually. So it's a WIP of some sort.

The rollback announcement got me really excited and it was the main reason I started doing this, so I want to thank ASW for working on this great old game and giving it its merited online play, +R really deserves a better netcode than that trash build-in one it had before. I also want to thank all the best Sol players out there: VrRaiden for creating amazing guides and useful combo stuff on YouTube; DQRF for editing the Dustloop page and helping people with doubts/questions on +R discord; NOB for being such a solid Sol player overall; 012 for being so consistent with his combos; Kishitaka for being pretty strong and doing real stylish stuff; Roi for being wack and doing interesting stuff from time to time; and Kusoru for being so wild and funny to watch, doing stuff that no one else does at high level play. Thank you all for showing me how to play this amazing character, and all the players I've fought on Xrd for over a few years. And thank you for reading this guide too! Hope you can become a Sol monster and play you on the battlefield out there, on GGPO +R.

If you have any doubt about this guide, or want to make any critique or correct stuff that is wrong about it, be sure to ask/comment on the commentary section bellow. I'd be glad to help and make this stuff better.

See you around.

7 Comments
Xa1e Jan 27, 2022 @ 8:02am 
Sweet, thanks! The Sol channel on the Discord liked the 282 damage Dustwinder.
NFG  [author] Jan 21, 2022 @ 5:19pm 
Oh shoot, I forget that streamable used to automatically remove videos after a certain period. I re-uploaded them using my account and updated the links so I guess they should be fine now.
Xa1e Jan 21, 2022 @ 2:54am 
The best Sol guide.

A number of the video examples on Streamable are gone. Does anyone have any mirrors for them?
NFG  [author] Nov 27, 2020 @ 12:37pm 
Thanks guys, I uploaded video examples for combos so people can understand them better.
BUrstADay Nov 16, 2020 @ 11:43am 
Thank you for your hard work dude!
That Giant Oct 30, 2020 @ 5:57pm 
dude this is good pasta:masonfist:
SilverWah Oct 30, 2020 @ 2:11pm 
This guide is nuts. Thank you from a newish Sol coming from a Xrd Leo main.