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. Will lose to any attack before the super freeze but will not waste any Tension in doing so. Wall bounces airborne opponents in the corner. 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. That being said, f.S's pushback means that there are ranges where 5H will whiff. Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action. Exceptional close range offense with plus on block standing Slash normals and highly damaging Counter Hit confirms. Level increase make it an excellent stagger option, forcing the defender to use Faultless Defense to push Sol away, making them more vulnerable to throws and pressure resets in turn. You can cancel into this after causing Wall Stick with a normal to build a little bit of Tension and still Wall Break with your attack of choice, as it recovers fast enough that Fafnir can still end the combo. Character Strategy pages generally have at least some basic counter-strategy. 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. Zato-1 - 4.7. Also links into 2K against crouching opponents, even at max range. 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. 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. While H Kabari is minus, this doesn't mean you can just mash on Baiken though. 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. Here's how to play Goldlewis Dickinson well in Guilty Gear Strive. Try to use it as a round ender or to punish an opponent's throw or Throw Clash attempt. They are still quite awful on whiff however, and proper baiting of moves like Nago's, Keep an eye on his blood! 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. This can be caused by crouching, certain moves, and being short. 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. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. Only use this if strike invincibility is desperately needed while in mid-air. I-No - 19. 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. When he whiffs something like, Business as usual, watch out for Nago doing. What i mean to say is, i think this chart is interesting, but it's not absolutely objectively indicating character strength. Worst Match. 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. Try to get Axl to whiff. Slower than 5P and 5K, but hits lower to the ground. His immense damage output massively rewards hard reads. Builds 1000 Tension once all damage is dealt. 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. 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. 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. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. This can be caused by crouching, certain moves, and being short. Sol stabs downward with his sword. 8th overall. Furthermore, 6P special cancels on block which will let you start running your pressure. This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. Most things Leo does round start loses to Ram's. 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. 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. How much R.I.S.C. 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. "Guilty Gear -Strive-" es la ltima entrada de la aclamada franquicia de juegos de lucha de Guilty Gear. At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush. Can throw the opponent either forward or backwards. 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. 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. This technique is colloquially referred to as "Run Flame." Extremely powerful combo tool in the corner thanks to its high damage, good scaling, and wall bounce. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. About Press Copyright Contact us Creators Advertise Developers Press Copyright Contact us Creators Advertise Developers 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. At long range, you can use Banjoneto to hit Chaos. A flying knee which can be followed-up with a spin kick. https://github.com/PapstJL4U/fgMetagame. 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. Low hitting disjoint used to help control neutral. 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. Toggle search. Sol's command throw. * Proration: Forced 75%. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. Best Match. Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 2S is also still useful. As said earlier, you don't really wanna RPS with Goldlewis. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. Nagoriyuki is a tall, heavily built, dark-skinned man with blue eyes and thick, shoulder-length Dread-locks tied into a ponytail. sweep that can slip under many attacks. Sol Badguy vs. May - 18. Offense. On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. Important tool for landing Clean Hit Volcanic Viper in the corner. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. I mean there's that but he also has some pretty polarising matchups too? 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. 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). For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. Dragon Ball FighterZ Brawlhalla Guilty Gear -Strive-Soulcalibur VI Skullgirls 2nd Encore Killer Instinct Multiversus The King of Fighters . The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Hits slightly behind Sol, allowing it to be used for cross-ups. Faust . More than other characters at least. Will force a Wall Break if the opponent touches the corner. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). Pre-emptively filling space to stop dashes is something Ram will have to do quite frequently but has to be done with low recovery moves or else ram will be whiff punished, Saving your swords in neutral will make it easier for Ram to catch Gio's movement, Ram should try to not whiff her long range normals as it makes it easier for Gio to close the gap. Standard strike throw stuff needs to be thought of here. 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. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. 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. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman From my experience, the Faust v Faust matchup is easily -2 in Faust's favor. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. Sol's strongest meterless ender for Wall Break. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are Volcanic Viper or Bandit Revolver. Either way, the opponent will be pushed away. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Faster than average start-up at 4 frames. 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). This page was last edited on 27 February 2023, at 20:20. Arc System Works added Goldlewis Dickinson as the first DLC character in Guilty Gear Strive. Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. Standard Ramlethal offense works fine here. 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.. Fighting game Guilty Gear Strive will join Game Pass next week, and will be playable on console and PC. Also Snail is -24 on block. You don't like playing rude or bullying people with mids. Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit). This opening is designed such that the attacker can easily counter the defender's attack with his own. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. Be ready to jump! Yo, I did the same: https://www.reddit.com/r/Guiltygear/comments/pa1iri/strive_matchup_chart_and_tier_list_based_on_data/ha31opf/, I have slightly different data, but this could be tipping errors. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. Bridget vs Sol Badguy Matchup Knowledge. Both hits are jump and dash cancelable. One of Sol's best pokes, most effective when paired with 6S and 6H due to its speed and safety. This move and the 236K it canceled from are considered one multi-hit attack. Can gatling from 5K, 2K, or c.S for a mix-up. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . Just be mindful that Chipp has. Sol does a crouching kick, which is his fastest low. Search. Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow. On air hit, it floats the opponent for a reliable juggle. Worst Match. 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. Vote for tiers. Just try to turtle with FD and let him slowly back off via the block pushback. Strategy. An attack during the opponent's pressure, intended to interrupt it. 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. Cannot be special canceled from any move. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. : 14 different dream interpretations related to the / and /bet you see in your dream. It's even possible to perform a safe jump after hitting Bandit Bringer on an airborne opponent by doing a forward jump IAD into delay j.S. Games Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. 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. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Shorter active window compared to the ground version. Unsafe on block or whiff while being barely plus on air block, so consider using less committal anti-airs like 5P or 5K instead in most situations. 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!). Sol has some of the strongest defensive tools in the game. 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. It's best to avoid using moves like, Defending as Ram is pretty much as pain as if you were anyone else. It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. Properties for opponent on block follow Level 4 rules. Has high damage and incredible disjointed range, albeit with somewhat slow start-up. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. May's Guilty Gear Strive tier match ups. Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking. Vote for May's tiers . For example, although May has the highest average win chance, she isn't number one in this chart. Long range and fast start-up kick used for air-to-air exchanges and for air dash cancel combos, normally off a successful anti-air 5K. After spending a considerable time with Testament, I'm finally ready to share with you my matchup chart for them in Guilty Gear Strive! 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. Published on 3 Mar 2023. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. An untechable throw with more range and damage than his normal ground throw, but with the caveats that it starts slower, always side switches on hit with considerably weaker okizeme, and is slightly more unsafe on whiff. If she does the follow up right after, she'll frame trap your mash, if she delays it, she can either go right through you which will leave you advantageous due to Baiken being in endlag. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. 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. Hits twice. 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". Create an account to follow your favorite communities and start taking part in conversations. Ram plays in about the same ranges and spaces Ky plays, but she does it better. You should only ever really use air dash in the MU on reaction when you see a whiff. 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. This is just a small project I took on out of interest. A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. 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. If you wanna get out of this situation, it's best to look for Baiken going for a cheeky grab or to FD to push her out of your space.

Best Time To Prune Oak Trees In Houston Texas, How Many Times Has Kevin Clifton Been Married, Articles G

guilty gear strive sol matchups