guilty gear strive sol matchups

GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action. Best Match. Creado por Daisuke Ishiwatari y desarrollado por Arc System . Ram can always use her Mortobato super between rekka ( 214P) 1 st, 2 nd and 3 rd hits. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. He is described as a noble vampire samurai who wields a bloodsucking blade. Only 100 matches per match-up. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily. Almost always abbreviated to TK. You don't like having to work your way in against characters that outrange you. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. 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. 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. As more players learn the matchup and more characters get . . This is just a small project I took on out of interest. Ground bounces on hit, hard knockdown upon landing. Baiken threatens her own offense heavily with HiiragiGuard:Startup:1Recovery:32Advantage:, meaning blockstrings that normally go unpunished such as 2D-Tatami Gaeshi and c.s-2H are now vulnerable to parry. The move is also key to Sol's pressure, and it can be said that Sol's goal on offense is to get the opponent to block c.S. 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. Don't take this seriously. 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. On top of that, Ram has a much easier time dealing with dolphin RPS, meaning May has to work harder to actually get her hits. They have some good and bad matchups, but can be very effective in the right hands. 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. 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's also good to note that Baiken players are extremely abnormal humans and will find zero issue with using gun super as a full screen whiff punish in a last hit scenario. Data in [] represents values when fully charged. Second hit can Clean Hit at close range. 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. Press J to jump to the feed. 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. Baiken has the ability to Hiiragi during your rekka pressure, although this is risky for the Baiken to do and she'll just blow up into a thousand pieces if you delay the rekka. Overall much harder than your usual Ram matchup, but not unwinnable by any means. For me it's one of the worst matchups. You don't like characters with highly interactive pressure. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. 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. Both characters struggle to stop the other when they get going. Character Strategy pages generally have at least some basic counter-strategy. Best Match. Can Clean Hit after most air normals so long as Sol is very close to the opponent and has forward momentum from a forward jump or air dash (j.D only works in the corner), and is also common after c.S. The most well-rounded defensive toolkit in the game. This is a primary way to escape Baiken's H Kabari RPS situation due to its range and speed, but will lose to the followup. What i mean to say is, i think this chart is interesting, but it's not absolutely objectively indicating character strength. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards. Tools like these provide him with a strong neutral presence. This is a very small sample size, so should be taken with a big spoon of salt. 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. This is actually not true. This is a definitive Matchup Chart for I-No in Guilty Gear Strive. Testie has a deceptively good j.H jump in that Ram needs to keep an eye out for. You can run pressure like usual but be careful mid screen as Baiken can do wakeup Hiragi and it's frame 1, meaning it can be a good wakeup option. ), but it's probably time to finally make an exception here. Used to contest an opponent's air approach or to open up opponents with a fast overhead after doing a delayed air dash. 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. Potempkin is somewhat similar to May, bodying lower tiers but losing to all the top tiers, thus being so low. H KabariGuard:AllStartup:18Recovery:19Advantage:-3. Battle Version 2.04#ggst #strive #guiltygear #guiltygearstrive #matchups #ggst_br #ggst_so This can be caused by crouching, certain moves, and being short. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. Sol's main combo ender mid-screen when Volcanic Viper won't Clean Hit. What are the worst matchups in Strive at the moment? Has high damage and incredible disjointed range, albeit with somewhat slow start-up. Jack-O is a woman with green eyes and red hair. High pushback on block can make this move safe if properly spaced. You should only ever really use air dash in the MU on reaction when you see a whiff. . Guilty Gear Strive originally released in June 2021 . A projectile which usually travels slowly across the screen in a horizontal path above the ground. [[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]. Primary Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Patient play is key, as Anji has the ability to turn any action around on Baiken if he detects sloppy play. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. Goldlewis j.D is busted dawg that shit is actually so cracked lmao, Gold corner pressure that arguably rivals Rams. Be careful when throwing out this move in neutral, as its range is quite poor. Hits twice. Concerns:12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs. The Clean Hit deals absolutely massive damage, so it should be used to end combos whenever possible. High damage off almost every hit, as well as an endorphin rush with Clean Hit Volcanic Viper. If you don't punish it however, she's +2 which means she can keep running her pressure. This is the top 1000 but multiplied out by popularity. Testament - 4.9. 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. An input method to perform a special move in the air as fast as possible after you leave the ground. Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Launches opponent on hit if combo'd into. No reliable utility as an anti-air due to its incredibly slow start-up. The lower the tier, the weaker the character. Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again. 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. Here's how you can play Anji Mito in Guilty Gear Strive. Every other poke is 40+. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. Arc System Works added Goldlewis Dickinson as the first DLC character in Guilty Gear Strive. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. When he whiffs something like, Business as usual, watch out for Nago doing. That being said, f.S's pushback means that there are ranges where 5H will whiff. Links into 5K on normal hit, while on Counter Hit it links into itself, Night Raid Vortex or a Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). Sol launches significantly higher than Volcanic Viper, making him very punishable on whiff or ground block. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Since there will be certain types of people choosing to play May vs Axl or Anji vs I-No and btw certain character scarcity also plays a role, atleast for me personally wether i want to play a certain match up at a point in time, we will have certain people dodging certain matchups or favoring others etcetc. Zato players like to sneak in his command throw but learn to recognize the situations they do it and be ready to beat him up for 90%. Overview | Frame data | Matchups | Strategy Return to Top. 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. Data in [] represents values on Clean Hit (All versions). Counter Hit state during recovery until landing. 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. Worst Match. 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. 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. For Example: 2369 for a j.236 input. 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. Leo likes to have meter in neutral so when he lands a stray hit, he can get a full conversion to get into a wall break for positive bonus. Knocks opponent away and causes slight ground bounce on air hit. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. The advancing plus on block mid. Her outfit is a white bodysuit with flared, slit pants and a deep decollete. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. 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. Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. Be ready to fuzzy a lot when she's on you. 21 sec 18-May-2022 Sol does a crouching kick, which is his fastest low. Above her head floats a cracked yellow halo. She is dressed in business casual attire, a loosely worn white shirt with bright green pulled . 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. This technique is colloquially referred to as "Run Flame." Sol Badguy; Giovanna; . Instead, it should be used to control the air, as it easily allows Sol to continue pressure if the opponent air blocks it, and may score stray hits due to its long active frames. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. Just try to turtle with FD and let him slowly back off via the block pushback. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Do try to be careful when going for the second or third hit of, Since Testament has low damage relative to Ram, this makes winning neutral more often pretty vital which can be difficult because it's Ramlethal. Baiken. Sol leans forward and slams his sword into the ground. Goldlewis player: PROMOTE May and Millia! The M&M&C will kick out Axls and Goldlewis can have a better route to top. 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. Sol's primary pressure tool, and flexible combo starter. * Proration: Forced 75%. 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. 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. It always felt like he had the tools for every match up except nago. Walk back Far Slash and jumping away can work well. Pay attention to this and be less committal with moves at higher Risc values. Occurs after Startup. If Anji has 50 Tension, Kachoufuugetsu KaiGuard:Startup:Recovery:Total 40Advantage: becomes a large threat in pressure as the counter can potentially be done as a prediction to reckless cancelling of normals into H Kabari on reaction. 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. Damage changes with each set of 8 active frames. Important tool for landing Clean Hit Volcanic Viper in the corner. Hits overhead, but is very reactable. I love him so much. These include Volcanic Viper, a fast DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. Sol matchup chart. Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. Low profile sweep that beats or evades moves that don't cover the ground while being safe on block. Please take my money Tattie!!!!! Chipp. Empty hopping is safe and good for baiting out whiffs. 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. It's 31 frames meaning it's very much reactable. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Closer to the corner, it's possible to simply link one wall bounce into another if the opponent is positioned correctly. Avoid using the follow-up if the initial attack Wall Sticks so that the wall can be broken by a stronger ender like 5H, 6H, Fafnir, or Tyrant Rave. Sol Badguy's Guilty Gear Strive tier match ups. Browse our network 9 . Slower than 5P and 5K, but hits lower to the ground. Also Snail is -24 on block. Toggle menu. When you manage to catch her, it's likely that she will attempt to jump out of your pressure, as Millia's jump is fast and high, so plan your pressure accordingly. Ramlethal is a top character in Justin Wong's Guilty Gear Strive tier list. No Axl allowed everyone hates that mofo. 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.s (including Tatami GaeshiGuard:AllStartup:15Recovery:5Advantage:-3), Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Nago starts to out range even your normals once he starts getting into higher blood levels. The fully extended kick is also quite fast at 4 frames, which combined with its tall hitbox and multiple cancel options results in a strong anti-air. Baiken is very nimble and annoying to deal with in the neutral. 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. The opposite of hoping your main will be buffed, ________ thinking. 23. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. Due to it being a projectile, you can't do anything about it. This nets Baiken the screen space she wants while leaving Axl in an unfavorable situation. which can be used to challenge pressure, and 2D, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. Sol Badguy is the protagonist of the Guilty Gear series and Ky Kiske's rival. Low hitting disjoint used to help control neutral. 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. Guess like your life depends on it. It is also planned for release on Xbox One and Xbox Series X/S on March 7, 2023. Please keep in mind the matchup chart is subjective and not all players may agree. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. Links into 5K on hit, still combos if the first hit whiffs. If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately. You can pretty much do what you usually do on offense, except you'll need to watch out for his crawl shenanigans. They are still quite awful on whiff however, and proper baiting of moves like Nago's, Keep an eye on his blood! 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. Builds 1000 Tension once all damage is dealt. 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. Corner combo staple, and Sol's only disjointed air button. 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. 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.. When a character's hurtbox is entirely beneath an opponent's attack. Zato-1 - 4.7. Combos into 5H as far as near max range or 2H at close range. On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. A Roman Canceled Volcanic Viper can lead into similar damage and okizeme while being safer and leading into a potential mix-up, so consider doing that instead. His immense damage output massively rewards hard reads. The Gear Hunters Saga), ambientada en Washington, y que presenta su confrontacin final con That Man, Asuka R. Kreutz. Useful in air combos for comboing into j.H or directly into j.D when both hits of j.H won't connect in the corner, delaying as necessary to adjust Sol's height relative to the opponent. However, Testament can get positive bonus easier in theory due to high conversion ability due to stain state and, Testament has two strong ways to stop Ram from jumping out of the corner with. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. I literally can't even play the game against Chipp. The hard knockdown can grant good okizeme. He is playing guilty gear and the other characters are playing strive. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. Anji has a strong footsies game with his large normals and the Autoguard property on his specials. Don't know if I just sucked at the game, but playing as Zato vs Axl was a fucking nightmare. Can be kara canceled into any special move to increase its range. Mirror Match Midrange R.P.S and Basic Mirror Match Counterplay. This opening is designed such that the attacker can easily counter the defender's attack with his own., and wall bounce combo tool. Only use this if strike invincibility is desperately needed while in mid-air. You don't really wanna go for a f.S or 5H super often from a mid range since Baiken can run up and punish with her own f.S which is decently disjointed. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. The difference between the attacker's recovery and the period that the opponent is in blockstun. Random Notes:Leo players have the all-round best usernames.Faust players have the most toxic usernames.Every Sol player is "__ __guy".Most characters have a bunch of "__ onlyfans" players, except Millia.Millia players had the most normal usernames.There were also heaps of racist and misogynistic usersnames basically across the board, but a bit more than average among Anji players. This can be performed either from a jump cancelable normal (an air hit 5K/c.S or a CH c.S) or an early combo Bandit Revolver canceled into either a forward dash Purple Roman Cancel into j.K or a downward dash Red Roman Cancel canceled directly into Volcanic Viper deep in the corner. A place for casual and competitive play, character discussion, questions, and everything else about Guilty Gear. The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. Sol Badguy; People just love playing as Sol. Bridget vs Sol Badguy Matchup Knowledge. Will force a Wall Break if the opponent touches the corner. 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. The two I found were Chipp against Pot and Pot against Doctor Who. With the right autoguard triggers, Anji Mito can make explosive plays to punish a foe's advance. Sol floats through the air before doing a diving punch. Day diff. Useful for mashing without releasing the input for crouch blocking. Try to get Axl to whiff. Baiken gets extremely annoying when she gets in once due to how her pressure isn't reactable. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. 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. I want to pre-face this by saying that tier-lists don't matter. The Ram with more swords equipped in neutral is favoured, Ram struggles to deal with her own corner pressure without meter, This is a very momentum based matchup, first to break the wall usually wins, Ram has access to a few safe jumps making her Mortobato super easier to bait, Ram can always use her Mortobato super between rekka (, Jumping in Neutral can heavily change the R.P.S (Rock, Paper, Scissors). His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if Purple Roman Cancels are available. He doesn't do great in average win chance, but because he does so well against Sol (according to the data) and goes even against Chipp, he moves up a bit. 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!).

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guilty gear strive sol matchups

guilty gear strive sol matchups