I'm pretty new to GG, but from what I can tell from picking up both these characters this matchup seems extremely momentum based, and Sol has better tools in neutral.
I kinda want to see these threads cover Sol's general gameplan vs. everybody from round start and especially in neutral, even moreso than being a compendium of "if they do this, do this" options. Must be cause I'm an SF player, lol. That said, I'm going to give it a shot. Please back me up/correct me if I'm wrong!
From round start, Sol has the advantage. El's favorite buttons that threaten from that distance are f.S, 2S, and 5HS. 5HS is duckable, not very fast, and super risky on whiff with no meter. Their f.S range is mostly the same, Sol's is faster. 2S is used if they guess you're going to try to come in low. It doesn't have the range of f.S, and can be stuffed the same way.
DON'T back off. Sol doesn't benefit from that. There's no reason to retreat from El unless she has the Shotgun out, which is difficult for her to do comfortably in neutral unless you back off in the first place.
She'll try to scare you off with grenades any chance she gets. High toss can be ran under, low toss jumped over. If she cooks the grenade, making her block anything will make life difficult for her, and encourage her to throw it early, which is better for you. the initial hit does no damage, and uncooked grenades give you plenty of time to do whatever before they explode, so don't be afraid to trade or press buttons on her when she pulls that pin in footsie distance.
If they whiff more than one 5HS shot (good ones shouldn't, but it happens) it's also a free GV unless they YRC relatively early.
If you approach her by air, her AA options actually suck outside of c.S range. Airdash early j.S/j.D can be useful to get her blocking, which is what you want. If you're close enough that she can run up c.S you, don't jump in on her. Any aerial approach you use should be done before she returns to neutral, as her air-to-air j.S is amazing and will generally beat whatever you come at her with (minus VV, of course). Meaty safejumps will eat her alive, and El should be more scared of using Judge Better Half as a reversal than you are of getting hit by it.
If she gets the Shotty out, stand your ground and try to poke her out the stance. I like 2D and f.S for this. Be reactionary and try not to let her close distance or give her anything to roll under.
Once you've got her blocking outside of Shotgun stance, stay close and maul her. I particularly like to run 5K > 2S or 2P > 2S and Fafnir. If you get her in the corner it's really hard for El to get a turn if you stay plus while pressuring her. From there it's the run up WT/5K mixup.
If she gets YOU on the defensive, you're in trouble. As far as I can tell you'll just have to make a good read or wait til she's out of meter, which will probably get you taking a ton of damage or killed before that happens, ANother reason why from round start you want to push as far away from the corner as possible, as she only gets pressure midscreen and at least she'll have to spend a lot of meter to corner carry and get loops on you.
Hopefully more experienced players than me have more to add, lol.