GUILTY GEAR X: Sol Badguy Strategy Guide V1.0 Beta
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By Giles Gaffney
[email protected]
19th February 2001
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LEGAL STUFF
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This guide is MY intellectual property, please respect that, feel free to
distribute it in its current UNCHANGED form. This guide is not to be used for
profitable purposes, Be it magazine, book or any other publication, without
my prior consent. If you want to HTML or FTP this guide, feel free to do so,
in its current UNCHANGED form, including ALL Copyright information.
The latest version can always be found at GameFAQS.
Unpublished work Copyright 2001 Giles Gaffney.
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TABLE OF CONTENTS
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HISTORY
INTRODUCTION
CONVENTIONS
BEST MOVES
GROUND PRESSURE
THROWING
DIZZY
FLOORED OPPONENT
KNOCKDOWN
DEFENSE
DUST ATTACK
OVERDRIVE ATTACK
AIR COMBOS
DESTROY
CONCLUSION
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HISTORY
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V1.0 Beta - 19th February 2001
-Initial release
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INTRODUCTION
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Sol Badguy has a good variation of ground pressure and air combos, best
suited for an aggressive player. If you put forth the effort to learn Sol
then I can guarantee that you will be able to combo your opponent so high
into the air that both your characters disappear above and outside of the
screen!!! That is the prize...
This document is a very specific strategy guide, which is an example,
intended to give you some tips and pointers when developing your own strategy.
I don't expect you to exactly copy my way of playing, but instead, just
accept what is useful and reject what isn't.
To understand this guide, you need to have had some experience with Guilty
Gear X and know the general system, although I will try to explain things
briefly.
This is a beta version so I would be very grateful if you could please email
any comments, opinions, suggestions, additions, corrections or feedback of
any sort. Some money donations would be nice too! Email me for details...
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CONVENTIONS
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Special thanks to Ben Cureton (
[email protected]) of
http://www.gamecombos.com for designing some of these easy to read notations.
f - forward d/f - down+forward
b - back d/b - down+back
u - up u/f - up+forward
d - down u/b - up+back
QCF - quarter circle forward (d,d/f,f)
QCB - quarter circle back (d,d/b,b)
HCB - half circle back (f,d/f,d,d/b,b)
P - Punch c.P - Crouching Punch
K - Kick c.K - Crouching Kick
S - Slash c.S - Crouching Slash
HS - Heavy Slash c.HS - Crouching Heavy Slash
j.P - Jumping Punch
j.K - Jumping Kick
j.S - Jumping Slash
j.HS - Jumping Heavy Slash
DP - dragon punch motion (f,d,d/f)
RC - Roman Cancel
JC - Jump Cancel
+ - press buttons together
~ - immediately followed by...
=> - next part of sequence
/\ - opponent launched
\/ - opponent landed
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BEST MOVES
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Here's a list of all the best moves used in my strategy;-
Move - Gun Flame
Command - QCF+P
In my opinion this is Sol's best move. Although it covers minimum distance,
it has great height and launches the opponent. This move is also the
foundation for starting air combos.
Move - Double Slash
Command - f+HS
This is a good pressure move causing a slight stun and has good recovery. Use
it and abuse it! I especially like to execute it at the end of a combo to
gain a few extra hits. More will be explained later.
Move - Riot Stomp
Command - QCB+K
This is another good move that must be blocked high otherwise it will launch
the opponent leaving very good juggle opportunities. Although If blocked, it
will still leave you safe.
Move - Bandit Revolver
Command - QCF+K
This move has good priority but can leave you open if blocked.
Move - Volcanic Viper, Viper Kick
Command - DP+HS, QCB+K
This is good when used during combos, or as a wakeup move, but I wouldn't use
it normally because if it's blocked then you will suffer! No air escaping
either...
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GROUND PRESSURE
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Before you can branch off into more interesting techniques, you first need to
apply a bit of ground pressure to set you up.
Here's the basic ground pressure string I use and repeat...
Move - Double Slash => Gun Flame => Riot Stomp => Bandit Revolver
=> Double Slash...
Command - f+HS => QCF+P => QCB+K => QCF+K => f+HS...
Double Slash recovers so fast, enabling you to quickly throw out a Gun Flame.
Fly across the screen with a Riot Stomp then add to the pressure with a
Bandit Revolver. Repeat the string.
A few observations;-
1. If Bandit Revolver connects, Double Slash will also connect. A knockdown
will occur.
2. If Riot Stomp connects, Bandit Revolver should also connect and so will
Double Slash! A knockdown will occur.
This string is a very good pressure tactic but like all tactics, is not 100%
fool proof. There are 2 ways in which the opponent can interrupt you.
Firstly, after a blocked Bandit Revolver and secondly, they could interrupt
your Riot Stomp with a dragon punch move. I have seen this happen but still,
it is unlikely.
Continue the string until 1 of 3 things happen;
1. A knockdown occurs.
In this event you have the choice of continuing the string or doing some
okizeme (see Floored Opponent section)
2. Opponent jumps towards you.
If this happens then juggle your opponent with an Uppercut (c.HS) and go
straight into an air combo...
This is a safe option because the Uppercut has quite good priority at
interrupting attacks.
3. Gun Flame connects.
Dash in underneath airbourne opponent with Kick (K) => Uppercut (c.HS) and go
straight into an air combo...
If your opponent is very quick at air escaping then they could avoid the Kick
but I have never seen a Human do this, only the computer! Another thing, if
you are too far away, there might not be enough time to dash in, which could
result in missing the juggle, or both hits being blocked. Make sure you
always judge it properly, but if such an event does occur then you can always
safely combo back into Gun Flame - Kick (K) => Uppercut (c.HS)
=> Gun Flame (QCF+P) => Continue string...
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THROWING
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Sol has 2 ways of throwing - f+HS (close) and DP+K (close). I haven't been
able to find any useful set-ups so I don't usually attempt to Throw, but
sometimes it can come out by accident. If this happens, then make sure you
always finish with Double Slash (f+HS) in order to gain those extra hits.
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DIZZY
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If you apply a lot of pressure, as instructed, then you should be able to
dizzy opponent atleast once a match. When this happens, your opponent will
temporarily lose control over their character, leaving you free to connect
with any move or combo you like! This is a golden opportunity!!
If you have atleast half the tension gauge full then one option would be to
perform the Dragon Installation Overdrive Attack, followed by Dragon Uppercut
(See Overdrive Attack section). Otherwise you could go for an extended air
combo by first dashing in with a Gatling Combo. Here is an example;-
Move - Gatling Combo => Gun Flame => Uppercut => Air Combo...
Command - K(2 Hits)-f+P-S => QCF+P => c.HS => /\ Air Combo...
This combo will only work with opponent backed into the corner, so once
dizzied, immediately push opponent to the nearest corner before you start
the combo. This is done by dashing towards them.
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FLOORED OPPONENT
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Once your opponent has been knocked down, dash in close, and as they're
rising, pull out c.K => Dust Attack (S+HS).
This is the best way of setting up a Dust Attack because when your opponent
rises, they will most likely be blocking low, which will allow you to connect
with the Dust Attack that comes out really fast, and hits overhead. This may
even be guaranteed because I don't think it's possible to recover from
blocking the c.K and then go on to blocking the Dust Attack as well. But
don't overuse this because with good timing, they could interrupt your c.K
with a wake up move, such as a dragon punch.
Anyway, after connecting with the Dust Attack, you can carry out a special
type of air combo - see Dust Attack section...
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KNOCKDOWN
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What if YOU get knocked down? Well, there's not much you can do really,
except arise blocking. Although if opponent dashes in close tapping away with
punches and kicks then you should interrupt them with a wakeup move like,
Volcanic Viper (DP+HS), followed by Viper Kick (QCB+K) and Double Slash
(f+HS).
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DEFENSE
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When defending against an aggressive player for example, Jam, who may have you
trapped in the corner blocking her low punches then providing you have
atleast half a tension gauge, it would be wise to execute a Dead Angle Attack
(f+P+S) that will counter your opponents attacks.
Here's another tip. If you are on the receiving end of an air combo, then it
would be a good idea to air escape (f or b + any 2 buttons).
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DUST ATTACK
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Later...
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OVERDRIVE ATTACKS
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Later...
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AIR COMBOS
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Air Combos take a lot of practise to master but are to key to winning. They
inflict a serious amount of damage, sending your opponent so high into the
air, that they have no choice but to watch you beat them in style!
All Air Combos described in this FAQ are started by juggling with an Uppercut
(c.HS). See other sections on how to set them up.
Here's an example of the main Air Combo I use;-
Move - Uppercut => Big Slash => Big Slash => Sword Ride
=> Volcanic Viper, Viper Kick => Double Slash
Command - c.HS => JC /\ j.S => JC dj.S-HS => DP+HS-QCB+K \/ => f+HS
After performing the Uppercut, you need to hold u/f and keep tapping S until
it connects, then return the joystick to neutral and press u/f+S again. What
you are doing is cancelling the uppercut into a jump, and then cancelling the
jumping Slash into another one. This allows you to gain extra height and
extend the combo.
Next, tap HS for the Sword Ride and link it to the Volcanic Viper by swirling
the joystick in a dragon punch motion. Finally, end the Air Combo with the
added Viper Kick and when you have both landed, finish with a Double Slash to
gain those extra hits.
Ok, so that is Sol's basic Air Combo but there are ways of increasing the
damage and height by using Roman Cancelling techniques. Here's an example;-
Move - Uppercut => Big Slash => Big Slash => Sword Ride => Volcanic Viper
=> Air Revolver
Command - c.HS => JC /\ j.S => JC dj.S-HS => DP+HS => RC QCF+K
Here you are carrying out the same combo again but Roman Cancelling the
Volcanic Viper. A Roman Cancel is done by pressing any 3 attack buttons
simultaneously and will cost you half a tension gauge.
This cancels the recovery of the Volcanic Viper, allowing you to immediately
execute an Air Revolver, which is basically a Bandit Revolver performed in the
air, with extra hits, but you need to be near a corner. Now both of your
characters will disappear above and outside of the screen and all you can see
or hear are the sound effects of the Air Revolver!
The fun is not over yet!! After the Air Combo, if your opponent air escapes
neutrally then as they're falling, you can execute a Kick (K) => Uppercut
(c.HS) to relaunch them back into the air for ANOTHER combo!!! I actually did
this against CPU Dizzy in the final round! How cool!!
Also, if you miss the Viper Kick or Air Revolver then there's also a good
chance of a relaunch, with or without an air escape, so always attempt it.
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DESTROY
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Later...
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CONCLUSION
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Hope you found it useful! Sorry about the bad English in places... Anything
you don't understand, email me... I wish you have a very successful time in
the arcades and playing against your friends!! Remember, please email me some
feedback...