guilty gear strive sol matchups

But some people in support of -STRIVE-welcomed lowered difficulty barrier for newbies (in the series . Basic air jab that's fairly safe on whiff. Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely. Launches opponent on hit if combo'd into. All three of them do excellent against Axl which is Goldlewis worst MU, but GL does good against May and Millia and not as bad against Chipp as against Axl. Pay close attention to how much Axl is committing to that button and counterattack. Usually improves frame data against blocked moves or gives more meter than a normal block or both. The number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. His, Faust is a whiff punish fiend so he likes to walk back and use his long buttons in order to try and get these opportunities. Clean Hit deals greatly enhanced damage, increases launch distance, and grants hard knockdown. Useful for mashing without releasing the input for crouch blocking. This is for Floors 10 and Celestial.I wanted to focus on Celestial, but there were not enough players to measure certain match-ups fairly, so I had to expand it to include Floor 10. Laskeese 2 yr. ago. 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.. 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. 2S is also still useful. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. Character Strategy pages generally have at least some basic counter-strategy. Toggle search. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Vote for tiers. Will force a Wall Break if the opponent touches the corner. Sol launches significantly higher than Volcanic Viper, making him very punishable on whiff or ground block. Create an account to follow your favorite communities and start taking part in conversations. 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. Also Snail is -24 on block. This is just a small project I took on out of interest. 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. A window in which to cancel a move. His damage is good but not great. It loses to throws, so try to only use it if the opponent isn't at point blank range. H KabariGuard:AllStartup:18Recovery:19Advantage:-3. May's Guilty Gear Strive tier match ups. Causes floating crumple on ground hit, delaying a follow-up will force stand. Ground bounces on hit, hard knockdown upon landing. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. Best Match. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. Cannot be special canceled from any move. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. The most well-rounded defensive toolkit in the game. Universal Sweep. 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. Second hit can Clean Hit at close range. Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. Be sure to check the stickied FAQ before posting. As Ram, avoid using f.S and 5H, because Millia can easily stay outside their range and just get in when they whiff. The number of frames for which a move has hitboxes. For me it's one of the worst matchups. They have a ton of po. For example, although May has the highest average win chance, she isn't number one in this chart. The number of frames between inputting an attack and when the attack becomes active. 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. 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. Recovery frames which happen under abnormal conditions, such as after landing. This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if Purple Roman Cancels are available. It's 31 frames meaning it's very much reactable. He's also armed with powerful mid-ranged tools such as 6S, a sizeable poke, and Gun Flame, a mid-ranged projectile that is plus on block if it hits meaty or at max range. ShitsuGuard:AllStartup:29Recovery:Total 52Advantage:-6 on a Hard Knockdown has amazing utility for Anji as it avoids risking a Meaty attack getting parried while enforcing a Strike-Throw scenario or a High-Low with Fuujin. He has access to j.HGuard:HighStartup:12Recovery:25Advantage:, a fast overhead that combos into j.DGuard:HighStartup:10Recovery:22Advantage: for large damage against the wall, but this normal can be parried, even at the maximum height of the move. Resources. Sol's command throw. 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!). As more players learn the matchup and more characters get . 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. The two pro players agreed on having Sol Badguy as the best S-tier character, but Justin went on a tangent by saying that Ramlethal was next in line on his Guilty Gear Strive tier list. Extremely powerful combo tool in the corner thanks to its high damage, good scaling, and wall bounce. Otherwise, Baiken has the advantage with fast buttons like f.s and 5K for close range poking, along with the larger pokes like 2S, 2H, and H Kabari to check approaches. He's too fast, period. Despite the animation, j.H does not actually pull Sol's hurtbox upwards, and the hitbox does not reach below the bottom of his regular jumping hurtbox, making it a worse jump-in than j.S in terms of speed and reach. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Privileged 3 frame normal that does it all. Testament - 4.9. 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. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. Remind them that blocking isn't everything. Axl will likely attempt to reset to neutral over extending pressure sequences. Combos into 2D for a hard knockdown. Baiken is a safe jump monster, after a lot of her most basic strings, she can do IAD Tatami to cover any wake up options you might have. Can be done out of a dash to let Sol slide closer to the opponent as the projectile moves forward, making it easier for him to utilize the plus frames of a late hit Gun Flame. However will usually just get him damage and, Faust offense isn't super scary from fullscreen unless he has a bajillion items and you keep allowing him to throw them. Baiken's small stature and large buttons work well to corner Axl. Lastly, his 6P is a fast and reliable tool for anti-airing and counter poking. Guess like your life depends on it. Sol floats through the air before doing a diving punch. Data in [] represents values when fully charged. Sol Badguy; Giovanna; . Sol's slower but more powerful strike invincible reversal. Sol does an uppercut followed by a fiery straight punch. Roman Canceling this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. This is a very small sample size, so should be taken with a big spoon of salt. Best Match. 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. Battle Version 2.04#ggst #strive #guiltygear #guiltygearstrive #matchups #ggst_br #ggst_so One of Baiken's most annoying tools on block is Kabari, due to how she's built around R.P.S (rock, paper, scissors), she has a stupid amount of gaps that you can get caught by, here's some things you can try doing S Kabari will allow her to get tether after it lands, this is still RPS however. Test 6P is juiced so if Ram gets 6P happy just slap them. Matchups. Corner combo staple, and Sol's only disjointed air button. It's also a bit more complex than Guilty Gear Strive. He is described as a noble vampire samurai who wields a bloodsucking blade. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). 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. Ram gets to play neutral as usual due to Faust not having a strong answer to, This all being said, Faust gets a bit more quirky once he has meter. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Sol leans forward and slams his sword into the ground. This page was last edited on 28 January 2023, at 06:50. https://www.dustloop.com/wiki/index.php?title=GGST/Ramlethal_Valentine/Matchups&oldid=372096. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. 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. This technique is colloquially referred to as "Run Flame." Jack-O is a woman with green eyes and red hair. Press J to jump to the feed. Most things Leo does round start loses to Ram's. Combining both dash momentum and kara cancels allows Sol to slide a huge distance forward but remain safe as the flame pillar travels with him. It loses to throws, so try to only use it if the opponent isn't at point blank range. Patient play is key, as Anji has the ability to turn any action around on Baiken if he detects sloppy play. Search Results - Showing 0 - 34 Of 129. by 25% before applying R.I.S.C. Ramlethal's Guilty Gear Strive tier match ups. Anji has a strong footsies game with his large normals and the Autoguard property on his specials. Sol releases a pillar of flame that slowly crawls along the ground. Potemkin is arguably the game's best grappler archetype; he hits really hard but is obviously slow against the majority of the cast, thus needs to rely on footsies, defense, and patience to succeed. The ground version can potentially be plus on block if properly spaced or if it hits meaty, but the aerial version is always minus on block, if not completely punishable due to its greater landing recovery. A lunging gut punch. This section has strict standards that must be followed. Worst Match. The last letters of a Peanut Butter and Jelly sandwich (and what some people hope to recieve from #11 Down. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Sol Badguy - 4.9. Data in [] represents values on Clean Hit (All versions). Baiken presents threatening abilities to counteract her own playstyle. 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. Sol Badguy is the protagonist of the Guilty Gear series and Ky Kiske's rival. Occurs after Startup. Vote for tiers. Goldlewis player: PROMOTE May and Millia! Ending a combo with it allows for a safe jump setup (backward jump j.P into air dash j.H). Popularity. Thanks to its lack of proration, it is easily Sol's strongest starter. If he values his life at least. At long range, you can use Banjoneto to hit Chaos. (2018 and Ragnarok switching Gameplay Style compared to OG GOW and Strive changing and . https://github.com/PapstJL4U/fgMetagame. Best Video Games of All Time - Page 70 - Metacritic . I-No - 19. I dont think I've ever seen an Axl vs May fight but it being +4 in May's favor seems bananas to me. Due to her poor anti-air game and amazing air game, air approaches are used to move around more freely and punish frugal usage of pokes and H Kabari. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily. Hes quick enough to punish you easily and quick enough to close the gap. If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix. 28. Wall Damage when hit raw is increased to 700 (900). He wears a white coat with purple lining decorated with silver studs and . Both hits are jump and dash cancelable. Sol Nascente also serves as a risky poke thats usefulness is often matchup-dependent, but in the right scenarios is able to beat out many high/air options with its frame 1 low profile and large vertical . That being said, f.S's pushback means that there are ranges where 5H will whiff. Usually improves frame data against blocked moves or gives more meter than a normal block or both.ing these moves are a risky strategy but negates the pushback of these moves and allows Baiken to continue to claim screen space. An attack during the opponent's pressure, intended to interrupt it. Potemkin - 5.8. One of Sol's best pokes, most effective when paired with 6S and 6H due to its speed and safety. * Proration: Forced 75%. Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. 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. Can be used when fighting extremely distant and defensive opponents to build Tension, though the amount built is too small to mean much unless it's spammed multiple times. Its fast speed and quick recovery make it a strong poke at mid range, though to be used with caution as it can easily be low profiled by some preemptive options, such as most 2K normals. A vital part of Sol's mix-up game as the fear of being hit by this move will incentivize the opponent to either jump or mash out of pressure, allowing Sol to fish for Counter Hits and anti-airs. 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. Hits twice. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. Giovanna vs Happy Chaos Matchup Knowledge. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Primary Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. The advancing plus on block mid. Sol's strongest meterless ender for Wall Break. Only 100 matches per match-up. Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Significantly slower than an uncharged 5D, making it easier to react to. Links into c.S on Counter Hit for a decently powerful conversion. Simple to frame trap with as c.S can late cancel into f.S for one gap in blockstun, then f.S can late cancel into 5H for another gap. Both hits are air jump and air dash cancelable. Shorter active window compared to the ground version. Alternatively, you can perform an OTG with low-reaching special cancelable normals such as 2S and cancel into Gun Flame to maintain pressure, or OTG with 6H to maximize damage. An honorable mention goes to Sepulturabeing the multi-purpose tool that it is also lends its use as a poke to pressure jumpers and beat out anyone trying to low profile your other options. Her outfit is a white bodysuit with flared, slit pants and a deep decollete. 23. You should only ever really use air dash in the MU on reaction when you see a whiff. Vote for tiers. Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). While H Kabari is minus, this doesn't mean you can just mash on Baiken though. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. For Example: 2369 for a j.236 input. IMPORTANT TO NOTE: An enemy Baiken's Tether will not act the same in combos as your own tether, the pull is not as strong as it would be normally, so adaptation is required to capitalize on the tether's abilities. How much Wall Damage is applied when the move connects on hit. Streaming Sunday 12:30 AM ET - Join to fight me!This is a tier list video based on Jack-O's matchups in Guilty Gear Strive If you enjoyed this video please m. Every other poke is 40+. Bridget vs Sol Badguy Matchup Knowledge. 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. Nagoriyuki - 5.6. 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. Sol has tricky special moves which help him get in, and a suite of normals which excel at setting up frame traps and strike/throw mix-ups. 26. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. 13th overall. Almost always abbreviated to TK. The high damage and wall bounce property mean massive damage when used as a combo part in the corner. 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. It can clip him which puts him into a stagger state, allowing Ram to get in. Pot's worst matchups are almost certainly Zato-1 and Axl. May plays neutral thanks to her amazing buttons that let her bully a lot of character, but Ram simply has better buttons for that. Faust - 5.9. His Slash normals become much better when he's at high blood to compensate for the fact he can't utilize specials as freely when he's at high blood. This attack is Sol's best point to use Roman Cancels in most combos. Guilty Gear -Strive-. (Ares granting Kratos the power to slaughter the opposing army, Asuka giving Sol the Flame of Corruption to resurrect Sol) but would seek revenge after gaining consciousness . 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.

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