It doesn't matter if she bodies all the lower tiers if she loses to the top tiers. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. Standard Ramlethal offense works fine here. An input method to perform a special move in the air as fast as possible after you leave the ground. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Axl. Anji generally doesn't really have low-commitment options to respond to ram's options in neutral, and his offense and defense aren't particularly scary for her to deal with. I mean there's that but he also has some pretty polarising matchups too? Has significantly faster recovery than the real version, making it useful for resetting pressure or baiting jump-ins from an opponent who was expecting Gun Flame. It is also planned for release on Xbox One and Xbox Series X/S on March 7, 2023. This Overdrive is primarily meant to be a high damage combo ender, especially in the corner where Sol receives increased damage, strong okizeme, and regenerating Tension after the forced Wall Break. 6S can be kara canceled into any special move. It's way too much work for one person. Moves forward about one character length at no charge to fullscreen at max charge. Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit). As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. Pay close attention to how much Axl is committing to that button and counterattack. Nagoriyuki is a playable character in the Guilty Gear series who makes his first appearance on Guilty Gear -Strive-. Privileged 3 frame normal that does it all. 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". (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 . She is dressed in business casual attire, a loosely worn white shirt with bright green pulled . If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately. Thus, if a Roman Cancel is available to make it safe, avoid only using it after the second hit. 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. If you don't punish it however, she's +2 which means she can keep running her pressure. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. Hits overhead, but is very reactable. Used to call out opponents who make predictable jump-ins or keep chicken blocking. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). 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. All it takes is one bad neutral exchange and that can decide the entire match. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. Anyways, its really cool and interesting data, and I hope to see more analyses like this in the future! Create an account to follow your favorite communities and start taking part in conversations. 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. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. Vote for tiers. 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. This is just a small project I took on out of interest. This opening is designed such that the attacker can easily counter the defender's attack with his own., and wall bounce combo tool. Millia's mobility lets her keep Ramlethal honest in neutral. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. Try to get Axl to whiff. At close range, 5K is an extremely fast knee with 3 frames of startup, making it Sol's fastest button and tied for the fastest normal in the game alongside Chipp's 5PGuard:AllStartup:3Recovery:10Advantage:-2. * Proration: Forced 75%. Please keep in mind the matchup chart is subjective and not all players may agree. 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. This can be caused by crouching, certain moves, and being short. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. Match-up is in Nago's favor. 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). If you play Axl for a bit you start to notice how little people understand the recovery on his moves. Faust . Ramlethal does have really high reward off successful hits, more so than Millia, though she will struggle to get those hits more than any other matchup, except possibly Chipp. One of Sol's best pokes, most effective when paired with 6S and 6H due to its speed and safety. Here's how you can play Anji Mito in Guilty Gear Strive. I don't have time to do any Eddie setups at all, he's rushing me down 24/7, and taking advantage of Zato's weak defense (as . 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. 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. Baiken presents threatening abilities to counteract her own playstyle. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. Only 100 matches per match-up. 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. Sol steps forward and swings his sword. Be wary of using H Kabari in neutral too frugally as Anji can abuse the Autoguard to bypass the move and start his offense. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. She's really annoying but you can pretty much do things as usual. Vote for tiers. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Please keep in mind the matchup chart is subjective and not all players may agree. 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. Someone you don't want to run into. Occurs after Startup. Sometimes you can CH the delay as she's right in front of you or you may both may trade. Sol has some of the strongest defensive tools in the game. These include Volcanic Viper, a fast DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. Due to it being a projectile, you can't do anything about it. For Example: 2369 for a j.236 input. Tier lists in fighting games are fickle, a single balance change can make you throw the whole thing out the window and you also have to take into account player skill, as more often than not . Slow but high reward anti-air that mainly sees use as combo filler. Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. For example, if Sol has 15% popularity the top 150 players are counted. Ideal combo ender and potential extender. This opening is designed such that the attacker can easily counter the defender's attack with his own. 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. Sol Badguy vs. Ramlethal - 18. Business as usual but just make sure you stay aware of Testament being able to use. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. This page was last edited on 27 February 2023, at 20:20. 12k matches is a lot, and 100 matches PER MU is not bad. Sol matchup chart. I don't understand what makes that matchup positive for Anji. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. 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. 26. Almost always abbreviated to TK. c.S has the most gatling and cancel options of all of Sol's normals, making it very flexible within both blockstrings and combos. https://www.dustloop.com/wiki/index.php?title=GGST/Baiken/Matchups&oldid=372064. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. As both hits are overheads, during air dash setups it is possible to cancel the move into j.D to land early and 2K instead, which makes for a mix-up that is fairly hard to see. I have no plans to increase the sample size or make new ones for future patches. Can throw the opponent either forward or backwards. Hits twice. Empty hopping is safe and good for baiting out whiffs. 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. If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. How much R.I.S.C. Good for frame traps as most light normals can cancel into it and immediate cancels leave a very small gap in blockstun. 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. That means that a person that is willing to fight a certain match up does that knowingly. Vote for Leo's tiers . This is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage, single hit nature. Toggle menu. Overview. Key tool in frame traps, leading to some of Sol's highest damage. Recovery frames which happen under abnormal conditions, such as after landing. Leads into absurd damage with Roman Cancel by shifting either a whiffed or a canceled Red Roman Cancel downward, giving Sol time to run underneath the opponent and fully charge 5[D] even after switching sides. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards. Low profile sweep that beats or evades moves that don't cover the ground while being safe on block. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. This attack is Sol's best point to use Roman Cancels in most combos. Sol Badguy - 4.8. It always felt like he had the tools for every match up except nago. 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 move builds when normal or instant blocked. Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking. 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. Usually something like to a. Wall bounces airborne opponents in the corner. Worst Match. Best Match. In general, use low-commit moves like your K and P buttons. It can also be kara canceled from 6S for another range increase. The number of frames between inputting an attack and when the attack becomes active. Has much better range than the animation implies, enough to hit from round start. The meaning of the symbols of / and /bet seen in a dream. Character Strategy pages generally have at least some basic counter-strategy. Games Lastly, his 6P is a fast and reliable tool for anti-airing and counter poking. Legend. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. . Ramlethal is a top character in Justin Wong's Guilty Gear Strive tier list. This allows him to build meter and Risc to eventually cash out with RinNo results or 5D. Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. 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. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. 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. As a poke, it is one of the faster 5H normals among the cast, giving it a niche thanks to its large Counter Hit effect making for easy and highly damaging hit confirms (such as Bandit Revolver linked into c.S > kara Volcanic Viper). How much R.I.S.C. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. Sol Badguy; Giovanna; . "Guilty Gear -Strive-" es la ltima entrada de la aclamada franquicia de juegos de lucha de Guilty Gear. If she comes in with a deep j.S jump in, she can decide to Yosanzen to hit you with another overhead or she can simply not do it and go for a low via 2K. Guilty Gear -Strive-Anji. Here's how to play Goldlewis Dickinson well in Guilty Gear Strive. When not spending Tension for a follow-up combo, it's often a better idea to do a normal ground throw for slightly less damage to keep the corner and get a better knockdown. Nagoriyuki is a tall, heavily built, dark-skinned man with blue eyes and thick, shoulder-length Dread-locks tied into a ponytail. When Axl has Tension to burn, attempting to jump in on 2H will likely result in the Axl using PRC to defend himself. Chipp. Also Snail is -24 on block. Most things Leo does round start loses to Ram's. Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. Sol floats through the air before doing a diving punch. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. . Closer to the corner, it's possible to simply link one wall bounce into another if the opponent is positioned correctly. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . This can be combined with dash momentum to cover large distances extremely quickly. Worst Match. 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. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. I dont think I've ever seen an Axl vs May fight but it being +4 in May's favor seems bananas to me. Vote for tiers. Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P. Properties for opponent on block follow Level 4 rules. This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. search. Worst Match. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. Guilty Gear Xrd REV 2 Answer Axl Low Baiken Bedman Chipp Zanuff Dizzy Elphelt Valentine Faust I-No Jack-O' Jam Kuradoberi Johnny Kum Haehyun Ky Kiske Leo Whitefang May Millia Rage Potemkin Ramlethal Valentine Raven Sin Kiske Slayer Sol Badguy Venom Zato-1 Click [] for character's full frame . Causes floating crumple on ground hit, delaying a follow-up will force stand. Both characters struggle to stop the other when they get going. His damage is good but not great. After spending a considerable time with Testament, I'm finally ready to share with you my matchup chart for them in Guilty Gear Strive! 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. You don't like playing rude or bullying people with mids. The number of frames for which a move has hitboxes. Ram can always use her Mortobato super between rekka ( 214P) 1 st, 2 nd and 3 rd hits. 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. PS: From the MU chart we can read that Goldlewis will do create in tournaments, that have lots of Mays, Chipps and Millias. 5th overall. For example, although May has the highest average win chance, she isn't number one in this chart. 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. Sol's command throw. He further explained that Ramlethal is a hard matchup . Situational whiff punish at best, funny "why not" move at worst. Do one of 3 things on reaction during a forward empty hop: FD if there's a Rensen below you so that Up-Rensen isn't plus after it pulls you to Axl, Air dash or land and dash if you jumped over a winter mantis/2H, Block a 6K/2S/5P, get pushed back a bit, and reset. He's too fast, period. On Counter Hit, it can link into either itself, c.S, or Night Raid Vortex. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. 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. In the case of 2H, this is faster than letting the move recover by itself. Popularity. 6P the dolphin so you can use rekkas to get your hard knockdown. Nagoriyuki is the opposite of this. Sol releases a pillar of flame that slowly crawls along the ground. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). Armed with heavy weapons and a coffin containing a paranormal being, Goldlewis Dickinson brings in a crushing offence as a character. Sol stabs downward with his sword. 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. Lyrics, Song Meanings, Videos, Full Albums & Bios: I See U (Abstract Drumz Vocal Remix), I See U (Made In Russia Remix), I See U (Abstract Drumz Instrumental Remix), I See U (Pete Rann Remix), I See U (Audapta Remix), Never See Me Again - Kanye West (Piano 28. 24. The difference between the attacker's recovery and the period that the opponent is in blockstun. Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. Axl will likely attempt to reset to neutral over extending pressure sequences. A flying knee which can be followed-up with a spin kick. 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. Shorter active window compared to the ground version. 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. Ram feasts on Zato once she gets in but this also goes both ways. 21 sec 18-May-2022 Faster than average start-up at 4 frames. Jack-O's space control with minions can be difficult to maneuver around, but once Baiken gets in, it's over. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. Despite what the animation implies, it can hit certain crouching opponents. Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow. . 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. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure. She's plus for days, but you can find an opening if you're patient. Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent. 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. Damage changes with each set of 8 active frames. On air hit, it floats the opponent for a reliable juggle. 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. Fighting game Guilty Gear Strive will join Game Pass next week, and will be playable on console and PC. 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. So happy to see that program finally get some use, I've been waiting years hoping to see it applied to more games. You don't like having to work your way in against characters that outrange you. Matchups. 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. Just based on my own experience, Id expect Chipp and Ram to be much worse matchups than May here. Hard knockdown on ground hit or Counter Hit. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. GIJ&IK - Desktop. Sol Badguy vs. May - 18. Has no recovery after the active frames end, allowing Sol to link into follow-up attacks, which is vital for some of his advanced combos. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. H KabariGuard:AllStartup:18Recovery:19Advantage:-3. Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. 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%. 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. If it hits a grounded opponent, they will be put into a floating crumple that causes immediate follow-ups to behave as though the opponent was airborne, but delaying them will result in a forced stand. He is described as a noble vampire samurai who wields a bloodsucking blade. Baiken gets extremely annoying when she gets in once due to how her pressure isn't reactable. Low hitting disjoint used to help control neutral. Zato-1 - 4.7. It is the only other counter in the game that acts similarly to Baiken's own HiiragiGuard:Startup:1Recovery:32Advantage:, which allows Anji to counter SafejumpA very well-timed jump attack on a character who is rising from a knockdown. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Sol's primary pressure tool, and flexible combo starter. He is an aloof and brash bounty hunter of immense skill on a quest to find and eliminate all Gears and their creator, That Man.For a short time, Sol was also a member of the Sacred Order of Holy Knights during the Crusades, known as "Order-Sol".. Sol has an Awakened form, who is an unlockable boss character in Guilty . 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. Sol launches significantly higher than Volcanic Viper, making him very punishable on whiff or ground block. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. Includes first active frame. 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. 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. May plays neutral thanks to her amazing buttons that let her bully a lot of character, but Ram simply has better buttons for that. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily. 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. 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. 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. You out neutral him but he heavily out damages you. With his own parry and Autoguard properties on his specials, Anji presents a unique threat to Baiken's normal gameplan, Overview | Frame data | Matchups | Strategy Return to Top, Frame Data Counterstrategy Reverse Matchup Videos. A projectile which usually travels slowly across the screen in a horizontal path above the ground. Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs.
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