6H is very helpful in particular match-ups where Sol can punish moves which are normally safe due to pushback, such as Ky's uncanceled 2DGuard:LowStartup:10Recovery:18Advantage:-10 and even Stun EdgeGuard:AllStartup:13Recovery:Total 46Advantage:-15 at some spacings. Sol's strongest meterless ender for Wall Break. He also gets high damage off of a successful counterpoke in neutral, so manage the risk of poking appropriately to minimize the risk of a counterattack. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. You don't like characters with highly interactive pressure. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. Clean Hit deals greatly enhanced damage, increases launch distance, and grants hard knockdown. The real issue is the whiff recovery he has on s.dp and f.s, and the ability to convert off a huge variety of situations. What i mean to say is, i think this chart is interesting, but it's not absolutely objectively indicating character strength. The advancing plus on block mid. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. Ram plays in about the same ranges and spaces Ky plays, but she does it better. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. However, in situations in the corner, Anji has normals like f.s and 2S to pressure Baiken while avoiding the risk of taking damage from Hiiragi and staying in range to continue using Fuujin and its followups. Sol launches significantly higher than Volcanic Viper, making him very punishable on whiff or ground block. However, the short range of the first hit, the high knockback of the second, and the forced Wall Break in the corner makes this difficult mid-screen and impossible in the corner. Includes first active frame. Wall Damage when hit raw is increased to 700 (900). There are a ton of interesting results that can be seen from this. Hits slightly behind Sol, allowing it to be used for cross-ups. You're gonna be guessing a lot since as Nago makes you block a normal, he can always just special cancel and decide to either be safe or plus. Launches opponent and switches sides on hit, hard knockdown upon landing. It's best to avoid using moves like, Defending as Ram is pretty much as pain as if you were anyone else. Can throw the opponent either forward or backwards. Giovanna: Although she's a rushdown character, she feels less threatening than other rushdowns. This is Sol's only projectile, giving it a niche in neutral, although its long start-up, short horizontal reach and advancing hurtbox makes it prone to be stuffed by pokes. A grounded attack that hits the opponent out of the air, Link to Gun Flame (Feint) Special Cancel Table, https://www.dustloop.com/wiki/index.php?title=GGST/Sol_Badguy&oldid=376897. Significantly slower than an uncharged 5D, making it easier to react to. This page was last edited on 27 February 2023, at 20:20. For Example: 2369 for a j.236 input. Please keep in mind the matchup chart is subjective and not all players may agree. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended. This is Sol's highest damage OTG, though doing so will sacrifice okizeme and leave Sol vulnerable, especially in the corner, so only do it if it will close out a round. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. Press J to jump to the feed. The opponent can also opt to use Faultless Defense to push themselves further away on block, making it harder for Sol to continue pressure safely. It also combos into 6S on crouching opponents, but note that the second hit will whiff against crouching opponents if Sol isn't close enough, so don't use it as a poke from far away. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. * Proration: Forced 75%. He is playing guilty gear and the other characters are playing strive. Games Popularity. The meaning of the symbols of / and /bet seen in a dream. Air dashing in neutral vs. Axl is dumb and risky but I see people do it all the time for some awful reason. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 12k matches is a lot, and 100 matches PER MU is not bad. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Night Raid Vortex is also evasive, though it is more committal and aggressive in nature. Its invincibility while grounded and massive disjointed hitbox during ascent makes it a useful anti-air, but be warned that Sol is negative on block if the opponent air blocks it, and fully punishable if they happen to land close enough. The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit. Try to keep Axl locked down as tight as possible as any escape will lead to more RPS in neutral which can end badly for Baiken. Approaching in the air has an added risk, as Anji both has a large 6P and Kou, which are both upper body invincible and lead to high damage. Nago starts to out range even your normals once he starts getting into higher blood levels. I want to pre-face this by saying that tier-lists don't matter. Just based on my own experience, Id expect Chipp and Ram to be much worse matchups than May here. Win rate. Playing as Axl, May can be rough sometimes, but Chipp is absolutely painful. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Press question mark to learn the rest of the keyboard shortcuts, https://www.reddit.com/r/Guiltygear/comments/pa1iri/strive_matchup_chart_and_tier_list_based_on_data/ha31opf/. Character Win rate Total usage; 25 %: 16: . If you play Axl for a bit you start to notice how little people understand the recovery on his moves. Vote for tiers. With the right autoguard triggers, Anji Mito can make explosive plays to punish a foe's advance. Unfortunately, it is often beaten out by deeper jump-ins, in which case it's better to use 6P due to its upper body invincibility. While its range is shorter than f.S, it functions as a good counter poke at the same speed, as it does not move Sol's hurtbox very far forward while sporting a significantly disjointed hitbox. Guilty Gear Strive originally released in June 2021 . This is the top 1000 but multiplied out by popularity. Guilty Gear -Strive-. But regardless, here it is: Strive Tier-List Based on Average Win Rate against the entire cast: Full Match-Up Chart with legend on right: Methodology:I searched for the match-up I wanted in replay mode, and scrolled through the list by pressing Right to jump ahead. Millia bottom 3. Overall much harder than your usual Ram matchup, but not unwinnable by any means. this move removes on hit. Happy Chaos and Ramlethal both share a deep connection, that being that you simply have to endure the rest on the match suffering in a corner as you hold this mix. Overview. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Combos directly into c.S, though 5K should be used instead if the forward movement doesn't bring Sol close enough for c.S or the gravity is too severe. Has the shortest total duration of any of Sol's grounded normals and also hits crouching opponents, making it useful for stuffing slower pokes when approaching at closer ranges. A particularly strong setup is OTG c.S > f.S followed by quickly tapping back into another c.S, which will put Sol out of throw range and catch the opponent using fuzzy timings for their defensive options. The game was released for PlayStation 4, PlayStation 5 and Windows in June 2021, and for Japanese arcades in July 2021. Offense. Axl's fastest Abare option is his 2K, which also has a generous low profile that can duck under Baiken's f.S, so keep a close eye on that move and pay attention to when and where they use that button. Armed with heavy weapons and a coffin containing a paranormal being, Goldlewis Dickinson brings in a crushing offence as a character. Bridget vs Sol Badguy Matchup Knowledge. No reliable utility as an anti-air due to its incredibly slow start-up. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. The M&M&C will kick out Axls and Goldlewis can have a better route to top. Hes quick enough to punish you easily and quick enough to close the gap. Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. Roman Canceling the throw on hit can lead to equivalent damage to its grounded counterpart by shifting down into the same basic Red Roman Cancel route mid-screen or canceling directly into a falling j.D and comboing into a Dustloop in or near the corner. This is Sol's only fully invincible reversal, but the first hit has poor range and the entire attack is unsafe on block or whiff. This is just a small project I took on out of interest. Credit: Arc System Works. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. sweep that can slip under many attacks. Thanks Daisuke. This gave me random matches over a longer time period and with far more players than scrolling one by one.I recorded a 1 for a Win, and a 0 for a Loss. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Faust . Primary Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Axl just doesn't get as much leeway in neutral because the range she can start threatening him is much larger than most other characters. The safest option is attempting to jump out, but it can be predicted and punished. Hits twice. This can be caused by crouching, certain moves, and being short. Faust - 5.9. Please take my money Tattie!!!!! I have no plans to increase the sample size or make new ones for future patches. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. His fast normals and DP can give Ram some trouble even when she does get him to block, and Chipp himself can have some really scary mixups in the right situations. Vote for tiers. With its stylish visuals, unique characters, and complex mechanics, Guilty Gear Xrd REV 2 is a game that rewards dedication and skill. Luckily for you, Ram has an annoying combo and great ways to get in. Indicates an entity that exists seperately from the character was spawned. His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. A lot of her Yo-Yo normals have hurtboxes that extend beyond the hitbox and Yo-Yo itself, meaning that you can abuse your disjoints to punish her lack of some. With ferocious pressure, strong defense, versatile special moves and explosive power, this badass bounty hunter is armed with everything an offensively oriented player could ask for. Ram feasts on Zato once she gets in but this also goes both ways. As a rule of thumb, it's more reliable to dash cancel the move when anti-airing with it, as additional landing recovery from air blocking will give Sol follow-up pressure while still allowing for a combo should it actually hit. Only occurs if the first hit successfully connected. Standard strike throw stuff needs to be thought of here. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. Sol releases a pillar of flame that slowly crawls along the ground. Links into c.S on Counter Hit for a decently powerful conversion. This is a very momentum based matchup, first to break the wall usually wins. It's risky but can work. However, as it hits the floor and is lower commitment, it still has its place as a poke when compared to 2S, allowing Sol to check low-profile attacks with less risk of whiff punishment. Lastly, his 6P is a fast and reliable tool for anti-airing and counter poking. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. [[GGST/ May|Overview]] | [[GGST/ May/Frame_Data|Frame data]] | [[GGST/ May/Matchups|Matchups]] | [[GGST/ May/Strategy#|Strategy]] Return to Top, Frame Data Counterstrategy Reverse Matchup [1]. If the knee attack connects while the opponent is airborne, Sol can drop the follow-up for much stronger okizeme or link into 5K to extend combos. A special type of blocking done by inputting a block immediately before blocking an attack. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. The hurtbox goes lower than 2D and does so faster, so properly timing this move can beat just about any poke whose hitbox doesn't reach the ground. Search. The hard knockdown leads into strong okizeme, including OTG c.S into pressure in the corner, though it can be sacrificed in exchange for even more damage with an OTG 6H (useful for closing out rounds). On Counter Hit, the ensuing ground bounce allows Sol to link into Night Raid Vortex at close range for a follow-up combo or 6S at any range, although 6S's combo options are limited mid-screen without Tension. Can be Purple Roman Canceled for tricky mix-ups, such as using Wild Throw before the attack is blocked or jumping over the opponent right before it hits for a cross-up. . Now, I am not much of a programmer, I am just starting and not that confident in my abilities. Despite what the animation implies, it can hit certain crouching opponents. Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again. Popularity. If anyone else here is interested in this, please check out the code Alex Jaffe wrote here: Anyways, running the code on my own, this is the chart that I got from it: (Sorry in advance for the axis labels!). If Sol needs to keep his opponent blocking after c.S, an immediate f.S will usually reach even against Instant Faultless Defense. Test 6P is juiced so if Ram gets 6P happy just slap them. After throwing the opponent mid-screen, your options are either to use IAD j.H for a safe jump or frame kill 5P into Fafnir to resume pressure, but in the corner, you can also opt for an OTG c.S into okizeme as they recover from soft knockdown. Character Strategy pages generally have at least some basic counter-strategy. Wanna see me combo into 5K on Counter Hit? The number of frames between inputting an attack and when the attack becomes active. Knocks opponent away on hit, Counter Hit gives a hard knockdown. At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush. Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. Overall, Gold has to work a lot harder than Ram does but Ram still needs to know that he's not THAT far off from being able to take her down. An attack during the opponent's pressure, intended to interrupt it. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. Frames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. 0% 100%. 236S has a use in this matchup. They are still quite awful on whiff however, and proper baiting of moves like Nago's, Keep an eye on his blood! 13th overall. May has very strong tools against Axl like after his 2H or 214H are blocked he is minus so she can go for dolphin to punish or close the distance easily. If Chaos uses Concentration or Reload, you can attack with 623P, 214P, or j.214S at short to mid range. This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. Fighting game Guilty Gear Strive will join Game Pass next week, and will be playable on console and PC. Millia's mobility lets her keep Ramlethal honest in neutral. Matchups. A vital tool in Sol's anti-air toolkit that has greater startup than 5K but is more effective against deeper jump-ins due to its upper body invincibility. Toggle search. 14 comments. It is also possible to perform a Red Roman Cancel to convert into a full combo before the opponent hits the ground, usually by shifting it downward and dashing in with c.S. This can be exploited by air-dashing and immediately cancelling into Faultless Defense, to trick the Axl into spending his meter while keeping Baiken safe. She wears black shoes with red soles, black gloves, a black mask with glowing green eyes and mouth, an ankh necklace, and a ball and chain attached to her leg. Cannot Roman Cancel unless the opponent is in hitstun or blockstun. Combos into 6S against crouching opponents for both better damage and a knockdown. Upward swipe that hits overhead pretty quickly. Its Guard Crush effect also leads to true 50/50 mixups when combined with Blue Roman Cancel, forcing the opponent to guess between either 2K (which will lead to a full combo due to the slowdown) or Wild Throw, as Guard Crush lacks the extra frames of throw protection that regular blockstun has. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. High pushback on block can make this move safe if properly spaced. Privileged 3 frame normal that does it all. Sol Badguy's Guilty Gear Strive tier match ups. If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately. Any airborne action can evade Heavy Mob Cemetery if timed well, so its usefulness is low if the opponent isn't committed to an action or has 50% Tension to stop themselves. On hit, you can Red Roman Cancel to perform a follow-up combo, and not shifting the Roman Cancel or shifting it upward will allow you to dash underneath the opponent and switch sides again. He further explained that Ramlethal is a hard matchup . 23. Weird that I'd have them exactly reversed. - Difference between the tier scores from today and . Being a former Leo player confirms my own beliefs about him. Combos into 6S on crouching opponents and links into c.S on Counter Hit. . Giovanna is a playable character in the Guilty Gear series who makes her debut on Guilty Gear -Strive-. Creado por Daisuke Ishiwatari y desarrollado por Arc System . Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. Brings Sol close while being plus on block, making it a powerful pressure tool which can also build the opponent's R.I.S.C Level very quickly and very easily. Ending a combo with it allows for a safe jump setup (backward jump j.P into air dash j.H). Someone you don't want to run into. While he does do an obscene amount of damage off the right hits, and while he can call her out in neutral, Ram generally has the upper hand. Sol Badguy; Giovanna; . The number of frames for which a move has hitboxes. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). 32. On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into Night Raid Vortex. On air hit, it can combo into specials that lead into additional follow-ups (such as the first hit of Bandit Revolver or even Gun Flame in the corner) or it can combo into Bandit Bringer for a hard knockdown if it hits high enough. The big move to look out for is 2HGuard:LowStartup:11Recovery:26Advantage:-18, as it has the longest recovery and opens himself up for a jump in with Baiken's j.SGuard:HighStartup:8Recovery:19Advantage:. Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow. At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5H. Dragon Ball FighterZ Brawlhalla Guilty Gear -Strive-Soulcalibur VI Skullgirls 2nd Encore Killer Instinct Multiversus The King of Fighters . search. This opening is designed such that the attacker can easily counter the defender's attack with his own. All it takes is one bad neutral exchange and that can decide the entire match. High reward on air hit or Counter Hit, leading into Gun Flame (or Gun Flame (Feint) on Counter Hit) followed by Night Raid Vortex for good damage and corner carry. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. Slow but high reward anti-air that mainly sees use as combo filler. Links into 5K on hit, still combos if the first hit whiffs. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. I haven't been running from fights and usually opt to fight characters I know I'm terrible against with Zato (see: Axl, Chipp, Sol, etc. Ky Kiske is the go-to "shoto" character alongside Sol. Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram. I love him so much. During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. 5[D] is also Sol's most damaging normal and launches the opponent if combo'd into, granting it some situational use as a combo extender in certain routes. A window in which to cancel a move. Purple Roman Canceling the throw on hit before damage is dealt also results in better proration, leading to stronger combos than a Red Roman Cancel conversion in or near the corner. Either way, the opponent will be pushed away. Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes. Sol steps forward and swings his sword. Both hits are jump and dash cancelable. Sol Badguy - 4.9. Browse our network 9 . Cannot be special canceled from any move. Axl will likely attempt to reset to neutral over extending pressure sequences. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Arc System Work's Guilty Gear Strive released this past June, and while players are still learning the plenty of nuanced mechanics the game offers, certain characters are already rising above the rest.. A lunging gut punch. How much Wall Damage is applied when the move connects on hit. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. Potempkin is somewhat similar to May, bodying lower tiers but losing to all the top tiers, thus being so low. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. Leads into Bandit Revolver on hit from just about any range aside from the very tip (in which case the second hit can still be used to take a knockdown), which can then be Red Roman Canceled for more damage. Accompanied by a wolf spirit called Rei, Giovanna is an officer in the special operations unit that protects the President of the United States. I spent one month straight learning I-No. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. Ya I was watching SQ (top ram player) stream and someone asked her about Ram vs. Pot and she jokingly said "Potemkin wins 100-0" then was like "realistically it's probably close but comes down to the players and match up knowledge". A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. The most well-rounded defensive toolkit in the game. Giovanna has red hair and a tanned skin complexion. Only 100 matches per match-up. The high knockback of the follow-up provides strong corner carry and leads into meaty f.S anywhere, though it gives much poorer okizeme mid-screen. If performed low enough to the ground on an airborne opponent near the corner, the Clean Hit version can link into 5K for a full combo, though this is only possible early on in a combo when scaling is low, and the link is tighter against heavier opponents. This makes pressure that isnt the primary mixup incredibly risky as not only does parry punish these strings, but attempting to counter it leaves her vulnerable to her 4 frame 5P as an AbareAn attack during the opponent's pressure, intended to interrupt it.. Every knockdown is a Strike Throw situation due to parry and Tatami Gaeshi safejumps are the safest way to start the primary mixup. Avoid using moves like f.S and 2H to attempt to escape or counter this type of offense. It can also be kara canceled from 6S for another range increase. Universal Upper Body Invincible Anti-AirA grounded attack that hits the opponent out of the air. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. But some people in support of -STRIVE-welcomed lowered difficulty barrier for newbies (in the series . "Guilty Gear -Strive-" es la ltima entrada de la aclamada franquicia de juegos de lucha de Guilty Gear. Please keep in mind that while c.S is +3 on block, it is functionally +2 (5 frame gap) if staggering into itself due to gatling limitations, as Sol needs to have recovered for at least one frame before he can use c.S again, or you will cancel c.S's recovery into f.S. 5H has moderate horizontal range and a surprisingly tall vertical hitbox, but it shouldn't be used as an anti-air as it is very unsafe on whiff. While Gold can start enforcing chip pressure off a HKD, he's not going to be able to push you to the corner as easily as Ram can meaning that his midscreen reward is slightly less favorable than Ram's. In the corner or on Counter Hit against an airborne opponent, following up 6P with the first hit of Bandit Revolver can link into 5K for a full combo.
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