Akatsuki Blitzkampf/Elektrosoldat

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Background

The private army of the secret society Gesellschaft. Like Akatsuki, they are equipped with a Blitz Motor but their relationship is a mystery. (from character selection screen)

Read the translation of his arcade mode!

Introduction

Elektrosoldat has many moves of Guile (Street Fighter II) with a bit of Kain R. Heinlein (Garou: Mark of the Wolves) thrown in, as well as some moves of his own. Despite his seeming lack of moves, he is quite a formidable opponent to fight and can rush down as well as he can turtle up. Uniquely, Flashkick is the only meterless reversal that beats crossups, which are otherwise very strong in this game.

Similar to: Guile, Kain, Remy


Strengths Weaknesses
  • Simple and Stable Gameplan: Soldat is not difficult to pilot, and his Guile toolset lets him play the zoning game very well.
  • Strong Plus Frames and Frame Traps: While traditionally a zoner, Soldat has great frame traps and safe pressure tools. Notably his "sonic booms" are plus on block.
  • Invincible Flash Kick: [2]8X has full invulnerability and cannot be crossed up, making it useful in many circumstances. It can also be cancelled into his sonic boom super, [4]6EX, to make it safe.
  • Great Normals: Soldat's normals have great range and his wide array of command normals work well with his spacing game plan.
  • Weak Answers to Reflector: Soldat's zoning lacks any meaningful way to punish reflector, which can make his gameplan less effective against more patient players. While he still has ways to play around it they are notably less effective than the other zoners.
  • Predictable Gameplay: While a simple gameplan makes him easy to play, it also makes him fairly predictable.


All damage values below were tested on Akatsuki with 1.000 armor ratio and full life on both sides (remember about "Health difference" and "Guts" systems)

Character Summary

Move list

Special Moves
[4]6A/B/C (EX OK) - Blitzkugel: Sonic boom
[2]8A/B/C (EX OK) - Flak Tritt: Flash kick
Level 3 Super
A+B+C - Blitzbombe: Decent damage super that will OTG after an air throw
Unique Attacks
4C, 6C, j.4/6B
Stats & vitals

  • Armor Ratio = 1.000
  • Forward Speed = 5.5 dots/f
  • Backward Speed = 4.5 dots/f
  • Jump Startup = 3F
  • Backdash Duration = 18F
Quick combo reference

Basic BNB: 2A > 2B > 6C > 2A > 4C

Corner BNB: 2A > 5B > 6C > [1]A > delay 2B > [2]8C (2 hits > [2]8B+C/A+B+C)

Corner BNB #2: 2A > 5B > 6C > 2A > 5B > 6C > 2A x4 > 2B > [2]8A (> [4]6B+C)

Airthrow: A+B > A+B+C

Reflector: B+C > 2B > [4]6B

Reflector #2: B+C > A+B+C

Notes on Ausf. Achse

Universal Changes

Not particularly affected.

Character Changes

6+ABC with less than 3 bars NO LONGER GIVES YOU 6C after a cancelable normal! You now get [4]6BC.


Complete Changelog

Universal Mechanics

Throws

4/5/6+A+B
ABK-Soldat-5AB.png
Damage Guard Startup Adv Hit Adv Block
2000 Throw 5 KD N/A

Sol knees the opponent repeatedly and then hits them away with an uppercut. This throw can be tech rolled, however, it is a key part of his arsenal due to Sol's overall lack of high/low mixups. Since his 2A is +1 on block, it is ideal for using in tick throw setups. One important thing to remember is to charge [1] during the animation of the throw, as the duration of the move allows Sol to be fully charged as soon as he recovers. Throwing and then using an A or B Boom will allow him to maintain the advantage and continue pressuring his opponent into the corner. Remember that you can switch directions with this throw, so if you are cornered and land it, sacrifice the charge and instead throw your opponent into the corner to pressure, building your charge off of meaty 2A/2B on wakeup.

j.4/5/6+A+B
ABK-Soldat-jAB.png
Damage Guard Startup Adv Hit Adv Block
2000 Throw 3 KD N/A

Sol performs a backbreaker ala Guile by slamming the opponent's back onto his knee. This throw is untechable and deals a good amount of damage: 2000 on a 1.0 armor character, which is almost worth a single midscreen combo. This move is used to catch opponents who empty or reflect jump on you trying to bait a Flashkick, as well as catch opponents trying to jump out of Sol's corner pressure. Since this airthrow cannot be directionally reversed, perform this move holding away from the opponent 100% of the time. That way, because of the untechability, you will be able to set up a meaty A or B Boom on wakeup to maintain pressure. You can also OTG with Sol's ABC move (Pikachu) due to the untechability, which guarantees that it will hit, though the damage will be reduced obviously.

Reflectors

Standing Reflector
4/5/6+B+C
ABK-Soldat-5BC.png
Damage Guard Startup Adv Hit Adv Block
500 High/Low 7 KD +3

Same animation as f.5B

Crouching Reflector
1/2/3+B+C
ABK-Soldat-2BC.png
Damage Guard Startup Adv Hit Adv Block
400 High/Low 7 KD +3

Sweep attack that causes KD

Jumping Reflector
j.4/5/6+B+C
ABK-Soldat-jBC.png
Damage Guard Startup Adv Hit Adv Block
500 High/Low 6 KD +3

Same animation as j.6B

Normal Moves

(note: Unless otherwise mentioned, all of Sol's normals hit mid.)

5A
ABK-Soldat-5A.png
Damage Guard Startup Adv Hit Adv Block
450 High/Low 4 +1 +1

A straight jab attack that can be rapid fired. Nothing too special about it except it's +1 on block. This move can be used as a short range anti-air when you don't have a charge, but can be reflected easily due to range, so use sparingly.

c.5B
ABK-Soldat-5B-C.png
Damage Guard Startup Adv Hit Adv Block
950 High/Low 5 +0 -2

Sol does a gut punch at mid level. Generally not too useful outside the corner because far 5B has superior range and 2B provides a low hit at close range with superior range as well. Typically this move is used in his corner 6C loop to juggle the opponent.

f.5B
ABK-Soldat-5B-F.png
Damage Guard Startup Adv Hit Adv Block
850 High/Low 7 -4 -6

Sol does a mid level side kick. This move is good for poking opponents, but you'll want to cancel it into something as it's -4 on block; its primary use is to stop people from jumping over his 2B, either catching them unawares or forcing them into an airblock situation. 5B 4C is generally an airtight string that cannot be reflected in between hits; if the opponent is wary of reflecting you can go with 5B 6C instead which leaves him in a better position.

c.5C
ABK-Soldat-5C-C.png
Damage Guard Startup Adv Hit Adv Block
1450 High/Low 6 +0 -4

Sol does a powerful uppercut at the opponent's jaw. This move is best used in a guaranteed combo situation, such as when an opponent whiffs an anti-air. Given its close proximity and slightly slower startup, you are better off hit confirming off 2A if you are not sure you will connect; otherwise go for maximum damage with 5C 6C. Close 5C can also combo into 6C and be airtight due to extra blockstun; Sol cannot be reflected in between hits. In some situations it can also work as anti-air.

f.5C
ABK-Soldat-5C-F.png
Damage Guard Startup Adv Hit Adv Block
1350 High/Low 8 KD -9

Sol aims a high roundhouse boot at the opponent's face. This move can kind of be used as anticipatory anti-air, but is slow to come out (tied with 2C and just behind j.C) and is reflect bait as reflects will hit him unless he connects with the very tip of his boot at the highest point of their jump. It's also vulnerable to low hits, so it's best used after a B Kugel antiair reset situation where the opponent is forced to block for a good chunk of guard damage or risk a reflect.

2A
ABK-Soldat-2A.png
Damage Guard Startup Adv Hit Adv Block
350 High/Low 4 +1 +1

A crouching jab that is identical to his 5A in terms of frame data. There's basically no reason to use 5A since you will be holding 1 to charge for his Flashkick and Boom anyways. This is used to stop tick throws, hit opponents on wakeup meaty, hit confirm into combos, and stagger for tick throws.

2B
ABK-Soldat-2B.png
Damage Guard Startup Adv Hit Adv Block
750 Low 7 -4 -6

One of Sol's two low-hitting moves. This move is very important, because it chains readily from 2A, combos into basically everything you'll be using with Sol, and makes the opponent crouch. Sol fares better on crouching opponents due to the crouching state making opponents' hitboxes wider. On block, 2B 4C is airtight at all ranges; 2B 6C can be used sparingly as low reflects will whiff 6C altogether. On hit, 2B leads into basically all of Sol's combos. See the Strategy and Combos sections for more details.

2C
ABK-Soldat-2C.png
Damage Guard Startup Adv Hit Adv Block
800 Low 8 KD -8 (-28 if only 1st hit is blocked)

A classic double-hitting sweep that solidifies Sol's place as a Guile clone. This move is pretty much useless as any situation you can land this in you would be able to use 2B 4C safely on block or 2B 6C on hit, both of which come out at 7F versus 2C's 8F startup. Lack of cancellability and heavy recovery makes this move next to useless.

j.A
ABK-Soldat-jA.png
Damage Guard Startup Adv Hit Adv Block
450 High 4 -4 -4

A quick flying knee attack which recovers in time for you to do a second attack afterwards. This move can be used as a crossup but is difficult to land against crouchers, so it's best used midscreen in a knockdown situation. You can also use this air to air and combo into j.B j.4/6B or whiff the j.4/6B for trajectory change. In the corner, j.AC can be used to guard against jumpers and to come down with a high attack; you can also delay the j.C to fake and go into 2B or a throw.

j.B
ABK-Soldat-jB.png
Damage Guard Startup Adv Hit Adv Block
950 High 5 Varies Varies

A long-ranged kick that is angled forwards, best used air to air. Unfortunately this is what happens when you whiff a TK j.4/6B. This move is not too great, used primarily to combo into j.6B to juggle the opponent on hit. Its hitbox is also somewhat bad for air to ground, so use j.A or j.C in that situation instead.

j.C
ABK-Soldat-jC.png
Damage Guard Startup Adv Hit Adv Block
1450 High 10 Varies Varies

A downwards-angled kick identical in animation to his 6C. This is the jump-in of choice as it deals a lot of damage and leaves the opponent in considerable blockstun to allow you to do what you want. Used in an early jump-in, this move can stop opponents mid-jump and can work as air to air in closer ranges. Be warned that this move does not have much of a hitbox in front or above itself, so characters with horizontally-angled jump attacks such as Fritz and Sai will beat him cleanly.

Command Normals

パンツァーシュレック - Panzerschreck
4C
ABK-Soldat-4C.png
Damage Guard Startup Adv Hit Adv Block
1200 High/Low 13 0 -4

Sol sticks his boot out and does powerful kick that sends airborne opponent flying across the screen. This move cannot be canceled into anything else, and will combo from his B attacks on a grounded opponent and A attacks against airborne opponents. It also happens to deal quite a bit of damage, so because of this you will be using this to end most of your combos in the corner and pretty much anything outside the corner. The pushback is this move's primary asset, allowing Sol to steadily press his opponent into the corner where he is the strongest. Because of its no-cancel property, this move is best used as a finisher in a juggle combo but can also be used to hit for guard damage at the end of a block string and still leave him relatively safe. On block, this move is basically unpunishable (-4F on block) and the pushback is greatly reduced. Also, unlike 6C, 4C does not push Sol himself back. This leaves him in an ideal zone to continue pressuring with 5B or a TK j.4/6B.

パンツァーファウスト - Panzerfaust
6C
ABK-Soldat-6C.png
Damage Guard Startup Adv Hit Adv Block
1000 High/Low 15 KD -19

Sol does a hop kick that sends him forward above the ground, avoiding low hits and launching his opponent for further juggles. You can combo into this move from B attacks on the ground and A attacks in juggles. On block, Soldat will bounce off the opponent almost half a screen away, making him safe from the majority of retaliation; however, certain characters can punish this move on block, making these matchups difficult for him. Wei (EX Shoulder), Akatsuki (A+B+C), Fritz (2C), Sai (236), and Mycale (236) all have moves that can traverse the gap to punish Sol on blocked 6C. Despite this, 6C is a key move in Soldat's rushdown as it opens up combos for him in the corner and allows him to pressure off reflected Booms midscreen.

Keep in mind that unless you cancel into this move from a 5C, the opponent can always reflect in between hits; however, if an opponent crouch reflects, their retaliation will whiff Sol entirely. Another key point to remember is that if you use 6C in combos or blockstrings, you must reset your charge or else you will get C Boom which is fairly useless in most combos.

ヒュープシュラウバ - Hubschrauber
j.4/6B
ABK-Soldat-jXB.png
Damage Guard Startup Adv Hit Adv Block
900 / 1000 High 7 Varies Varies

Sol does a side kick in the air (a.k.a. Sobat) that looks remarkably like Guile/Charlie's MK kick. Depending on the direction held, he will move forwards or back in the air, changing the trajectory of his jump to fake the opponent out. Note that while j.3B is a valid input, j.1B isn't. While the movement area is not huge, it is significant enough to draw out people who reflexively anti-air or reflect his jump-ins.

This move is unquestionably the best move in Sol's entire arsenal. Its primary uses are to control space against air to air opponents and switching his movement patterns so he has more options against people who try to punish him. When this move is TK'd and done extremely low to the ground, it can be executed repeatedly in a short period of time to build meter. TK Sobats (Lowbats) are also extremely strong when it comes to pressuring an opponent, as it can beat out many pokes when properly spaced. One key point to remember is that this move will whiff crouchers (even Blitztank!) so you can use it as a tick throw setup, though the move itself doesn't hit high.


Special moves

ブリッツクーゲル - Blitzkugel
[4]6+A/B/C
ABK-Soldat-46X-crouch.png
ABK-Soldat-46X-stand.png
Version Damage Guard Startup Adv Hit Adv Block
A 800 High/Low 8 +5 +1

A projectile attack that can be fired at two different heights and three different speeds, this move is commonly referred to as "Boom" due to its similarity to Guile's Sonic Boom. In this game, crouching characters have slightly wider hitboxes, so against crouching opponents Boom combos more readily and cannot be reflected in between hits. All of the Booms are blockable mid, have +1 frame advantage on block, and can be used differently depending on situation.

  • A Boom travels low to the ground and at medium speed
  • Best used at point blank ranges as a blockstring or a combo starter. A Boom cannot be slid under, making it useful versus characters that have a slide attack that can punish Sol during recovery (Anonym, Kanae). However, it can be avoided by jump attacks or attacks that have a "hopping" hitbox. Using A Boom in blockstrings allow you to also potentially catch people trying to jump out of blockstrings with his 5B. While 5B is airblockable, you can cancel into 4C which cannot be reflected in between midair and deals about 40% guard damage, though B Boom is slightly better for this use. A Boom can also be used in corner juggle combos, though juggling with Boom deals less damage than a straight up 6C loop.
Version Damage Guard Startup Adv Hit Adv Block
B 900 High/Low 8 +5 +1
  • B Boom travels just slightly under half screen height and at slow speed
  • Best at ranges beginning where Sol's normals cannot reach to midscreen; its slow travel speed allows him to walk or dash behind it to play Boom mixup (see below for details). However, B Boom can be avoided easily by crouching or sliding attacks, so avoid using it too closely. If you read a slide attempt you can jump up when they are in range and punish a whiffed slide/crouch attack with j.C into a combo. You can also anticipatory anti-air with B Boom to force an opponent to airblock and switch initiative to your side by pressing the attack upon their landing. This is useful in corners where you can force an opponent into a situation where they airblock a preemptive B Boom and then are forced to reflect the incoming 5B 4C (but be vulnerable on landing) or airblock the entire string for roughly 60% guard damage. This tactic is counterable via slide and crouching attacks, though, so be wary when fighting characters that have them.
Version Damage Guard Startup Adv Hit Adv Block
C 1000 High/Low 8 +5 +1
  • C Boom travels at that same height but at fast speed
  • Used infrequently, usually in situations where you have a standing opponent in the corner (rare, as you can crouch block everything Sol has except for his jump attacks) for slightly more damage in a corner combo. You can use it from mid to full screen to provoke an opponent reaction but because of its travel speed, it's difficult to follow behind the Boom properly and capitalize on the opponent's reflect. C Boom can be used when your opponent is used to avoiding B Booms; the extra speed can force them to play more defensively or simply crouch in response, which allows you to then close the gap by walking forward into optimal A or B Boom range.
Version Damage Guard Startup Adv Hit Adv Block
EX ~2000 High/Low 9 KD -2

Sol throws a large Boom attack that travels slowly across the entire screen, hitting four times for roughly 1900 damage on 1.0 armor characters. This move lacks in damage but excels in pressure. Thrown out randomly, it gives Sol initiative, forcing the opponent to back up, reflect, or try to jump over the projectile and allowing him to choose his response according to their actions. Inside a corner combo, it tacks on a bit of extra damage and allows Sol to recover in time to throw a meaty Boom for wakeup on reaction to their recovery roll or no-roll. Cancelled from a Flashkick on wakeup, it not only makes his Flashkick safe but at max range the EX Boom will not combo from the kick itself, allowing Sol to move forward or go for the midscreen crossup/tick throw/anti-reflect setups. You should be conserving your meter for using this move most of the time.

  • Frame 1-4 Invincible
フラクトリット - Flak Tritt
[2]8+A/B/C
ABK-Soldat-28X.png
Version Damage Guard Startup Adv Hit Adv Block
A 1350 High/Low 4 KD -24

An anti-air attack where Sol flies into the air with an arcing kick, this move is commonly referred to as "Flashkick" because that's what it is: Guile's Flashkick. While this move is good anti-air and can hit limbs, you do not want to become predictable with this move on wakeup. Due to the inclusion of reflects and airblocking, Flashkicks are nowhere near as infallible as they were in older Street Fighter games, so it is very easy to bait them out by empty jumping, reflecting, or simply doing nothing on wakeup. If you are not sure if an opponent will empty jump or not, you can perform a safe Flashkick with one level of meter by cancelling it into EX Boom, which also shifts initiative in your favor as the opponent will then be forced to deal with EX Boom mixup. Be careful, though, because at farther ranges there is a gap between the Flash Kick and the EX Boom in which the opponent can reflect. Decent move on wakeup, and an airblocked A Flashkick is still fairly safe. In addition to that, each airblocked Flashkick (all versions) deals roughly 25% guard damage

  • A Flashkick - 1 hit in total
    • Cancellable on 1st hit
  • Use when cancelling into Ex moves as the single hit causes less proration
  • Frame 1-4 Invincible
Version Damage Guard Startup Adv Hit Adv Block
B ~1500 High/Low 5 KD -32 (if 2 hits were blocked)
  • B Flashkick - 3 hits in total
    • Cancellable on 1st hit
  • Frame 1-5 Invincible
Version Damage Guard Startup Adv Hit Adv Block
C ~1800 High/Low 6 KD -40 (if 3 hits were blocked)
  • C Flashkick - 5 hits in total
    • Cancellable after 2nd hit
    • This makes it easier to hit confirm an airblock so you can cancel into EX Boom (at the cost of less damage due to using C Flashkick)
  • Frame 1-6 Invincible
Version Damage Guard Startup Adv Hit Adv Block
EX ~3300 High/Low 3 KD -31

Sol does three Flashkicks in a row, hitting 11 times for approximately 3300 damage on 1.0 armor characters. This move will not fully hit an airborne opponent, can be reflected on reaction and baited in numerous ways just like a normal Flashkick. While it deals more damage at the end of a combo than EX Boom, it also leaves Sol in a disadvantageous position due to recovery of the move and an opponent recovering on the ground, making him unable to set up okizeme afterwards. This move does deal a decent amount of air guard damage as of 1.1.3.1, roughly 50%, so you can use it in limited corner situations to set up a guard crush in the air. In general, though, this move is too unsafe to use outside of combos and still not optimal even inside of them, so use sparingly.

  • Frame 1-4 Invincible

Super

ブリッツボンベ - Blitzbombe
A+B+C
ABK-Soldat-Blitzbombe.png
One of the censored things in the Arcade re-release. Here for completion's sake.
One of the censored things in the Arcade re-release. Here for completion's sake.
Damage Guard Startup Adv Hit Adv Block
~4300 High/Low 9 KD -9

Sol activates the Blitz core inside his body to release streams of electricity all around him to hit nine times, dealing approximately 4300 damage on 1.0 armor characters. This move's range is deceptive, as the electricity streams go all the way across the screen but only have a hitbox roughly two Sol widths on all sides; beyond that and the move will simply not hit anything. This move should generally not be used as Sol's meter can better be applied in EX Booms for both damage, okizeme, and pressure. However, this move will deal roughly 90% guard damage if airblocked. It's dangerous to use without a setup because it can be easily reflected, though. That's about the only use of this move; due to proration, it will only hit for roughly 2000 damage inside a 6C loop, whereas you can conserve meter for EX Boom instead, which is more damage efficient. It also has very limited invincibility, making it a poor reversal super. One last thing of note is that because Sol's airthrow is untechable, you can OTG with this move for guaranteed damage, but it will only deal roughly 3700 damage.

  • Frame 1-8 Invincible

General Strategy

Sol's one of the harder characters to play. Part of this is due to the charge nature of his special moves, requiring you to adopt a more defensive playstyle in order to maintain his charges as well as become accustomed to holding 1 (down-back) whenever you have a free moment. The second part of this is that it's very easy to become predictable with him, causing you to get reflected into bad situations. Sol's damage is also on the somewhat low side, ranking fairly badly outside the corner and still somewhat lackluster inside the corner. Despite this, Sol's strength lies in being able to maintain safe pressure and deal guard damage to open the way into his combos.

Boom Mixups and Tricks

The first thing to understand is that Sol's mixup is not high/low. He only has two low moves (and only one worth using), and no overheads, only jump attacks. With the addition of reflectors in the game, it becomes difficult to pressure safely by following Booms, which is a classic Guile tactic, as the threat of being reflected and countered is always present. However, keep in mind that reflected Booms do not get autocountered by an attack; the opponent must perform the attack on their own. This opens up a whole new field of possibilities in what you can do to pressure an opponent midscreen and push them towards the corner, which is where Sol begins to do most of his dirty work.

Let's examine the possibilities in a neutral situation where Sol throws a Boom. The opponent has these options:

  • Block: In this game, proximity guard is set very close to your character, so opponents have full range of movement while a Boom is on screen. Proximity guard is a trait that defines how far an attack must be from your character before they are fixed in block animation instead of being allowed to walk backwards. Since you cannot lock opponents into block animation, they will be forcing themselves to walk back if they want to try and block your Boom from midscreen. This is a good thing, because blocking is the worst possible solution in this situation. Not only does Sol have initiative, the opponent will be cornering themselves and the Boom is +1 on block anyways. Most smart players will not simply allow themselves to block a midscreen Boom, leading to the next few possibilities.
  • Jump: The classic Guile trap from SF2, which involves punishing opponents who jump over the Boom with an early jump kick. This does not work the same in Blitz due to the existence of reflectors, which make obvious traps like that dangerous to do. This is where one layer of mixup begins. To counter a jumping opponent, you can either do j.B 6B into a ground juggle or early j.C straight up. To counter this, the opponent can do a reflector as they jump up in hopes that you'll stick an attack out. To counter these countertactics, you can jump at them with an airthrow (for a good chunk of damage - 2000 points) or simply wait until they land from their reflector to punish them. Playing mindgames and reading the opponent is critical for this to work, and a few unlucky plays can lead to pain for Sol.
  • Reflect: This is the most complex area for Sol to manage, a reflected Boom. First off, a reflected Boom means the opponent does not lose ground; second, depending on the distance Sol is at, they may or may not have initiative. Obviously at farther ranges Sol won't be able to get punished but he will also not be able to capitalize from the Boom itself. At closer ranges, another layer of mixup opens up. Since reflected Booms do not grant the opponent an automatic counter, they are forced to decide their next action just as Sol is. The obvious counter would be to use a reversal of some sort or a counterpoke, depending on range. However, since Sol is not committed to a move, he can easily block or avoid these moves and punish them on whiff. At certain ranges he can also time a 6C or 4C close to the point of impact of the Boom, requiring the opponent to doubleshield manually; staggering the timing on this can incur a knockdown. Since most opponents won't be crouch shielding a midscreen Boom, you can also go for the 2B (staggered to throw off reflect timing of course). The final option would be an opponent playing it safe by simply blocking and waiting for your attack, and against this the obvious counter is a throw, all leading towards the corner. Once again, just as with jumping, playing mindgames and reading the opponent is critical.
  • Avoid/Counter: Certain characters have moves that can avoid Booms, depending on which one you use. High Booms can be avoided by using moves close to the ground such as Fritz's 2C, which neatly avoids the projectile and shuts Sol down from moving in. Sol's own 6C can go over low Booms at the right distance, allowing him to counter the opponent with a knockdown. This subset of space control is mostly reserved for close to midrange combat; at further distances, the opponent's attack would whiff, leaving them at a disadvantage most of the time. These attacks are the ones you will have to be careful of as they can destroy Sol's space control if he isn't careful.

EX Boom Mixups

EX Boom lasts forever until it hits the opponent, is blocked, reflected, or leaves the screen. It also takes up a sizeable portion of the latter so that it is difficult to evade it, although characters like Anonym and Kanae are able to roll past it in some situations, and Marilyn can wall jump over it. When it approaches the opponent, they will be forced to deal with it, and here's some situations which come up and what you can do to capitalize.

  • Block: The first reaction to EX Boom is to block. This is exactly what you want with Sol, as a blocked EX Boom gives him massive frame advantage for him to push the opponent into the corner. Depending on what the opponent is doing, you can pressure with normals to whittle at their guard bar or go for the guard crush, or pause slightly to tick throw. You can also use the pushback off EX Boom to go into a full blockstring off of a j.C if they are close to the corner. When airblocked, you can use j.AB4B as an airtight string for further guard damage before falling back into further zoning or corner pressure, depending on how far the opponent is from the corner.
  • Walk Backwards: Second reaction to EX Boom. While this buys the opponent some time they still have to deal with it eventually, and you can simply follow the opponent and back them into the corner for this. However, they may be buying some time and positioning to use the third option, which is...
  • Reflect: Reflecting EX Boom is where things get tricky. During reflect hitstop, opponents cannot be thrown, making it difficult for you to run this option with Sol. You will have to mash throw to try and get them in between, and the opponent can countermash throw to break out. If you do get a throw, though, the EX Boom will tack on some additional damage during the animation. Reflecting EX Boom on the ground is not too problematic unless you are spaced too closely, because Sol has the ability to tack in extra hits in between the EX Boom's 4 hits to mess up their reflect timing: he can throw another Boom before or after EX Boom, or use 2A/B/6C.

Air reflecting EX Boom is where things become problematic for Sol. Because it is difficult for Sol to really control the air, the opponent is usually free to come down with an attack of their choice. The general solution would be to attempt an airthrow or be safe with a j.4B, or throw a B or C Boom to try and mess up the reflector timing.

Okizeme and Corner Game

(deep jc off midscreen 6c) (meaty boom) (meaty 2A) (airguard punish/preemptive airthrow, hold j.4throw to charge) (j.4B and j.AC tricks) (midscreen crossup) (fake crossup)

Combos

Combo terminology

Symbol Meaning
> Cancel from the previous move to the following move
land The player must land
, Link from the previous move to the following move
dl./delay Delay before using the following move
nj.X Neutral Jump
X~Y Use Y followup after hitting X move
AA Anti-Air, must hit an airborne opponent
[X] Hold the input
(X) Optional input
[X]*N Repeat (sequence) N number of times

Midscreen Combos

Combo Damage Video Notes
2A > 2B > 6C, 2A > 4C 1776 Link

Main midscreen BnB, hitconfirmable from random pokes. If the opponent is too far for 4C to connect, do 6C instead (does less damage but you finish the combo and keep momentum afterwards).

5C > 6C, 2A/2B > 4C 2636/2827 Link

A variant of the previous combo, better suited as a punish. Needs to be done point blank. 2B > 4C only works at specific ranges, so you generally want to use 2A > 4C instead.

AA j.A > j.B > j.6B, land, 2B > 4C 2116 Link

Air-to-air conversion.

Air Throw, ABC 3710 Link

Throw into OTG level 3. Rewarding meterdump and great round finisher.

[2]8X(1-2) > [4]6BC 2703 Link

More of a way to make Soldat's reversal safe on block (-2) than a combo. [2]8A does more damage while [2]8C allows more ambiguous cancels, both of which will lose if the opponent reflects your reversal on wakeup.

Corner Combos

Notes: For the starting chain, c.5B is more damage than 2B (by ~149 damage, rounding is weird), but makes linking after A Kugal tighter than 2B (and maybe impossible on some crouchers(?), maybe I'm missing the link) due to pushback.

For the final string, you can juggle with multiple 2As or 5As (after the first 2A) for more damage if you wish to tack on more damage.

Follow up Kugels can be replaced by [4]6C for more damage or [4]6A for more consistency.

Combo Damage Video Notes
2A > 2B > [6C, dl.2A > 5B]*2 > 4C 2556 Link

Soldat's main corner BnB. 2A > 5B needs to be very slightly delayed to prevent drops.

[c.5C > 6C]*2, 2A (> 5A *N) > 5B > 4C 3702 Link

Variant of the previous combo that more damage but requires you to be pointblank, which suits it more as a punish starter. Replace the second 5C > 6C with c.5B instead for more consistency but less damage.

[c.5B > 6C]*2, 2A > 5A *4 > 5B > 4C 3334 Link

Alternative starter to the previous 6C loop to be more consistent to do at the cost of some damage, while being more damage than the main bnb. The max amount of 5As you can juggle after 2a is 5 (on Akatsuki at least, but can make 4C drop), while 4 is consistent, feel free to substitute as you please.

2A > 2B > [4]6A, [5B > 6C, 2A]*2 > 5B > 4C 2901 Link

Basic template of a Kugel combo. Usually done when hitconfirming a random [4]6A in the corner.

2A > 2B > 6C, c.5B > [4]6A, , 5B > 4C 2818 Link

A more damaging, but harder combo than 6C loops. Harder to set up a meaty Kugel afterwards, but you are safer from reversals. c.5B must come out as soon as possible.

2A > c.5B > [4]6A, 5B > 6C, c.5B > [4]6A, 2A > 5B > [4]6B, 5B > 4C 3303 Link

Optimal Kugel loop, which is basically a combination of the two previous combos. Also Soldat's best meterless combo. Notes from the previous combo also works here.

2A > c.5B > [4]6A, 5B > 6C, 2A > dl.2B > [2]8C > [2]8BC 4421 Link

Main metered BnB. Actually leaves Soldat plus after the combo, allowing him to continue pressure.

2A > c.5B > [4]6A, 5B > 6C, c.5B > [4]6C, 2A > dl.2B> [2]8C (2) > [2]8BC 4686 Link

More damaging version of previous combo, but you are less plus. Useful to guarantee a kill if you don't have level 3.

2A > c.5B > [4]6A, 5B > 6C, c.5B > [4]6C, 2A > 5B > [4]6A, 2B, [2]8C (1) > ABC 5700 Link

Max damage combo if you have level 3 available.

Reflector Combos

Combo Damage Position Video Notes
Reflector, microwalk 2B > 4C 1767 Universal Link

Requires the microwalk, otherwise the 4C will whiff. Alternatively you can 2B into delayed A/B Kugal to have it be meaty.

Crouching Reflector, Airthrow 1889 Universal Link

Works only against crouching opponent and at point blank range, otherwise, use the above or throw a Kugal afterwards.

Air Reflector, microwalk 2A > 5B > 4C 1471 Universal Link

Soldat's easy air reflector combo.

Air Reflector, Air throw 1614 Universal Link

Alternative air reflector combo that leaves you plus for a meaty A Kugal or dash up and begin pressure. Very easy and consistent to do.

Air Reflector, j.A > j.6B, 2B > 4C 1800 Universal Link

Harder but more damaging Reflector combo. Comboing into j.A can be difficult depending on the opponent's height. Can do jA jB j6B before the ground string, which does 2018.

Reflector, dl.5B > 6C, 2A > 5B > [4]6A, 2A > 4C 2619 Corner Link

Soldat's main corner Reflector combo. Can be optimized further, but still does good enough damage and sets up for a meaty [4]6X.

Reflector, [4]6C, Airthrow 2342 Corner Link

Easier corner Reflector combo. Lets you set up meaty A/B Kugal afterwards or walk up and continue pressure. Also works in AA, but you must use A Kugal instead (does 1682).

Reflector, 5B > [4]6C, j.B > j.6B, 5A *2 > 5B > 4C 2893 Corner Link

Extremely flashy and high damage Reflector combo, very cool. Doing 7/9BB will give you jB > j6B so you don't have to manually input.

Reflector, 5B > [4]6C, j.B > j.6B, 2A *3 > 2B > [2]8C(2) [4]6BC 3750 Corner Link

Metered version of the previous combo to tack on more damage but not be minus afterwards.

Reflector, 5B > [4]6C, j.B > j.6B, 2A > 2B > [2]8C(2) [2]8BC 4356 Corner Link

Damage variation of the above routes. You are -5/6 afterwards, so do this to ensure a kill.

Reflector, 5B > [4]6C, j.B > j.6B, 2A *3 > 2B > [2]8C(2) > ABC 5500 Corner Link

Level 3 combo, clean 5.5k, very good at closing out the round if you have 3 bars available.

Ausf Achse Combos

This sill only list combos that changed.

Reflector Combos

Combo Damage Position Video Notes
Reflector, [4]6C, 5A *2 > 2B > 4C 1659 Corner Link

Soldat's new corner Reflector BnB. Way more limited compared to Vanilla combos.

Reflector, [4]6C, 2A *2 > [2]8A > [2]8BC 2628 Corner Link

Metered version of the above combo, if you really want to tack on extra damage.

Reflector, [4]6C, 2A > 2B > [2]8C(2) > [4]6BC 2190 Corner Link

EX Kugal ender of the above combos.

Reflector, [4]6C, 2A *2 > 2B > [2]8C(2) > ABC 3587 Corner Link

Level 3 version of above, useful to close out a round off a reflector if you really need to.

Matchups

All of this is strictly according to bellreisa's opinion.

General Guidelines

1) Know your Kugel mixups. Learn what the opponent does about your B Kugel pressure and bait/counter accordingly.
2) Use meaty B Kugel in the corner to protect yourself from reversals. Learn the timing of safe j.C so you can punish reflectors.
3) If someone air reflects a Kugel, you can airthrow them out of almost any followup.
4) You cannot reflect EX Kugel if turned around. Use this to mount pressure against opponents who back up when facing it.
5) Use A Flak Tritt in combos for damage and C Flak Tritt for easier hit confirming on wakeup. Remember that Flak Tritt -> EX Blitz Kugel is only safe point blank and a tiny bit further; if there is a wide enough gap, the opponent will be able to reflect and punish for free.
6) Sol's neutral jump is extremely powerful, as you can visually confirm into a punish if someone whiffs a move or use Sobat to move yourself as you need, whether it's to back off to safety or move in for pressure.

Akatsuki - 4.5/5.5

This matchup is definitely winnable as long as you play smart and keep Akatsuki zoned. Akatsuki's pressure is strong, so block consistently while looking for 6B. Use Flak Tritt canceled into EX Blitz Kugel to gain space. The important part of this matchup is to keep Akatsuki spaced properly. At midscreen Soldat's game is stronger due to air control from TK Sobats and mixups off of reflected Kugels, as well as Akatsuki's somewhat lackluster midscreen options. Once in the corner, lay on the pressure by using meaty B Kugels and safe j.C, making sure to use the high-damage EX Flak Tritt ender if you land an opening. When Akatsuki has 3 levels, do not use 6C; his ABC will punish it clean on block.

Mycale - 4.0/6.0

The main thing to remember in this matchup is that Soldat's normal A Kugel BnBs don't work on Mycale in the corner due to a skinnier hitbox, so you must adjust to do 6C combos instead. Mycale is difficult to get in on, but once you get in she loses her options except for EX Fenrir. Walk forward to reflect Freyas. Be careful of using TK Sobats because you may get tagged by random Fenrirs. Play patient and inch towards her until she's backed into the corner and proceed to run pressure, while running safe pressure/bait oki to draw out the EX Fenrirs. Without meter, Mycale's potential damage drops by quite a bit, so adjust your gameplay accordingly. One important thing to remember when fighting Mycale: the standard A Kugel BnB does not hit her due to her narrower hitbox, so adjust to 2AB 6C for his corner BnBs.

Sai - 3.5/6.5

One of Soldat's worst matchups. Sai has all the tools he needs to fight him: his damage is higher overall, making it difficult for Soldat to maintain a lead. His C Elbow punishes Soldat's blocked 6C; switch to using 2B and 4C to compensate. His 2C slides under B Kugel; switch to A Kugel to stop someone who spams it. His j.214 allows him to change his air trajectory and fly over B Kugel, making it difficult to zone him; use TK Backwards Sobat to beat this. His j.C hits multiple times, making reflecting tricky, and on wakeup his crossup is basically impossible for Soldat to counter. Sai's corner pressure and midscreen elbow pressure are difficult for Soldat to deal with. Block patiently when Sai has Soldat cornered, as Sai can backdash bait wakeups and move in again with B Elbow effortlessly. A lot of Sai's blockstrings are safer than they look, so some Sai players may start running post-block reflects to bait out Soldat's pokes. If they don't do this, start poking out to push Sai back and bait out the reflects accordingly. 2B will stuff random elbows, cutting off that method for Sai to approach.

Kanae - 5.5/4.5

Probably Soldat's only decent matchup, and only a slight advantage at that. While Soldat has far superior zoning to keep Kanae at bay, it is difficult for him to stop Kanae once she gets momentum. Look out for Kanae's 2C, as it will slide under B Kugel; switch to A Kugel occasionally to keep her honest. TK Sobat will stuff a lot of Kanae's pokes at the right range, so use those to get in. Your okizeme should be heavily focused on Kugels since it's much safer against Kanae, who can use counters or reflects to stop pressure. When running Kugel mixups, switch up your timing so you're not attacking at the same tempo consistently, as this will stop you from being countered. If Kanae begins approaching Soldat midscreen, backdash is a decent option, but look out for 236C and 2C.

Fritz - 3.5/6.5

Another bad matchup for Soldat, requiring very patient and careful play. Fritz completely outdamages him, dealing more damage in two hits than Soldat does in a full combo. Fritz's fastfalls and teleports make it unsafe for Soldat to use Flak Tritts regularly. Fritz 2C punishes Soldat's blocked 6C for free, and once Fritz gets 3 levels of super his ABC can do that as well. Fritz can also 2C under B Kugel, thus shutting down Soldat's two main offensive options. To fight Fritz, Soldat must play extremely conservatively and use 4C almost all the time, and rely heavily on A Kugel over B Kugel. Soldat must be willing to deal with the fact that Fritz can escape his corner pressure for free as long as he has 1 level of super. Hit and run, as well as doing bits of damage here and there is essential to winning this matchup, and it will be an uphill battle even for a more skilled player.

Marilyn Sue - 4.5/5.5

Mari's main strengths in this matchup are her damage and her 214. Superarmor allows her to plow through Kugels for free and the forward distance lets her punish Soldat's blocked 6C; use 2B and 4C to compensate. Mari's 2C will go under B Kugel on reaction so make sure to mix in A Kugel to keep her honest. Predictable 214s can be baited by neutral jumps. Try not to jump directly in on Mari, as her airthrow juggles deal a huge amount of damage. Approach her with Sobats and push her into the corner with a combination of Kugel mixups and baiting out 214s. Mari's wakeup options without meter aren't too great so as long as you have Kugel coverage or time it deep you should be able to continue pressuring her without too much worry.

Wei - 4.5/5.5

Wei's primary advantage over Soldat is damage: once he gets meter, he can mount a devastating comeback. At mid-range, Wei's 2B can stuff TK Sobats so be careful about using them. Wei's blue powerup allows him to simply plow through Kugels, so if he does that switch the pressure up to melee attacks instead. Remember that once Wei gets meter his EX Shoulder can punish Soldat's 6C on block, so watch the bar carefully. Play the matchup patiently and solidly; letting Wei in allows him to start running crossup j.B pressure which Soldat cannot handle. Once Wei is under pressure, try to bait out his EX Uppercuts so he has no meter to run EX Boost or his ABC.

Anonym - 4.0/6.0

Nun can run away from Soldat easily, and her bullets also go faster than Soldat's Kugels and through them as well. Soldat must be patient in this matchup and approach only once Nun's bullets begin to run low. Once that occurs, he can rush her down so as long as he looks out for her anti-air 4C, which will stuff the majority of his air attacks. Use j.4B to bait that out. Nun players will use her roll to try and get out of corner pressure, so be on the lookout to punish that with A Kugel, 2B, and throw. Generally, Nun players fall into two types: aggressive ones who burn meter on EX moves and patient ones who stock up for Resurrection. Soldat will be able to outlast the aggressive ones but a patient nun will be more difficult to beat. Remember that Resurrection is unpunishable, so have Soldat get back into the pressure as soon as you can afterwards.

Elektrosoldat - 5.0/5.0

When fighting Soldat, remember to not get baited by max ranged 6C's that can tag you out of moves. Look out for Flak Tritts on wakeup when he has meter; adjust your jumpins accordingly to how the other player likes to respond. Soldat has no answer for his own B Kugel so you can use it freely for pressure.

Blitztank - 4.5/5.5

Blitztank's main advantage is his superarmor. Throwing Kugels carelessly can also lead to a trade in Tank's favor with lasers. Once Tank gets 3 levels Soldat's entire Kugel game is shut down because of Tank's ABC, which is 2F startup. Stay on top of Tank and use his slower jump and massive hitbox to keep him pressured constantly.

Adler - 4.5/5.5

Adler has a surprising number of tools to deal with Soldat's pressure. At midrange, Adler's 236B and 236C can stop B Kugels and TK Sobats. Max range 4C can hit Soldat outside of his own range, and Adler's j.C comes out surprisingly fast. If Adler is careless with his own fireball, you can nullify with Soldat's and walk forward to punish. Backdash out of Adler's 6B pressure if midscreen as the followup RPS is difficult for him to deal with. When being pressured by EX Fireball, block low at point blank range to cover 5[C]'s 1st hit, 2B, and 2C. Keep blocking low unless 5[C] was done, since the 2nd hit of it is high. At mid range, Adler will most likely be going for 4C so block high. Stay on top of Adler, as his point blank range game is not as strong as his midrange.

Murakumo - 4.5/5.5

Mura has a damage advantage over Soldat (who doesn't), and on top of that he has pressure with mines that Soldat cannot stop as well as teleports to escape his pressure. Block patiently against mine pressure, as you may lose more life attempting to hit Mura out of it. Keep an eye out on teleports and use jump-back reflect or airthrow to beat out the options afterwards.

Ausf. Achse addendum from Element_

Perfecti - 4.5/5.5

This matchup is very difficult for Soldat in neutral mainly due to his mediocre ability to maneuver around fireballs and Perfecti's TAP laser straight up removing your fireballs and EX fireballs from the equation. If Perfecti is taken to the corner, Soldat has a much easier time running pressure on Perfecti due to her not having reliable access to reflector if she is charging a laser in the background however. Play patiently in neutral and hold your advantage when she is in the corner.

Frame Data

source
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"

                       |     Frames      |  Frame Advantage  |
               Attack  | Total | Startup | On Hit | On Block | Notes
Throws and Reflectors  ---------------------------------------
            4/5/6+A+B  |  25   |    5    |   KD   |    --    |
          j.4/5/6+A+B  |  23   |    3    |   KD   |    --    |
                5+B+C  |  17   |    7    |   KD   |    +3    |
                c.B+C  |  17   |    7    |   KD   |    +3    |
                j.B+C  |  16   |    6    |   KD   |    +3    |
                  A+C  |  50   |   --    |   --   |    --    | cancellable after 32F
              Normals  ---------------------------------------
                   5A  |  14   |    4    |   +1   |    +1    |
             close 5B  |  20   |    5    |   +0   |    -2    |
               far 5B  |  26   |    7    |   -4   |    -6    |
             close 5C  |  25   |    6    |   +0   |    -4    |
               far 5C  |  32   |    8    |   KD   |    -9    |
                  c.A  |  14   |    4    |   +1   |    +1    |
                  c.B  |  26   |    7    |   -4   |    -6    |
                  c.C  |  51   |    8    |   KD   |    -8*   | *-28F if only first hit was blocked
                  j.A  |  19   |    4    |   -4   |    -4    |
                  j.B  |  24   |    5    |   VA   |    VA    |
                  j.C  |  29   |   10    |   VA   |    VA    |
           c./5A > 5A  |  14   |    4    |   +1   |    +1    |
          c./5A > c.A  |  14   |    4    |   +1   |    +1    |
      Command Normals  ---------------------------------------
                   4C  |  32   |   13    |   +0   |    -4    |
                   6C  |  34   |   15    |   KD   |   -19    |
                 j.4B  |  VA   |    7    |   VA   |    VA    | landing recovery 1F
                 j.6B  |  VA   |    7    |   VA   |    VA    | landing recovery 1F
             Specials  ---------------------------------------
               [4]6+A  |  33   |    8    |   +5   |    +1    |
               [4]6+B  |  33   |    8    |   +5   |    +1    |
               [4]6+C  |  33   |    8    |   +5   |    +1    |
               [2]8+A  |  43   |    4    |   KD   |   -24    | 1~5F invincible
               [2]8+B  |  52   |    5    |   KD   |   -32*   | 1~5F invincible, *if 2 hits were blocked
               [2]8+C  |  63   |    6    |   KD   |   -40*   | 1~6F invincible, *if 3 hits were blocked
       EX and Level 3  ---------------------------------------
             [4]6+B+C  |  52   |    9    |   KD   |    -2    | 1~4F invincible
             [2]8+B+C  |  85   |    3    |   KD   |   -31    | 1~4F invincible
                A+B+C  | 108   |    9    |   KD   |    -9    | superflash 40F, 1~8F invincible

Trivia

Elektrosoldat's Intro


General
FAQ
Controls
Netplay
Menus
HUD
Glossary
Links
Characters
Akatsuki
Mycale
Sai
Kanae
Fritz
Marilyn Sue
Wei
Anonym
Elektrosoldat
Blitztank
Adler
Murakumo
Perfecti
Mechanics
System Specifics
Frametool
Reflector
Changelog