Sol Badguy's Guilty Gear Strive tier match ups. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. 236S has a use in this matchup. We'll take our She def needs buffs now. Its vertical range and fast recovery makes it a low risk anti-air, and in some cases is more useful than 5K, being easier to utilise on Counter Hit for short burst damage conversions into Clean Hit Volcanic Viper. "Guilty Gear -Strive-" es la ltima entrada de la aclamada franquicia de juegos de lucha de Guilty Gear. Usually improves frame data against blocked moves or gives more meter than a normal block or both. Her j.S can be a pain to deal with due to how it goes at a unconventional angle and due to Ram's 6P being more horizontal than vertical, it can be hard to AA. Baiken is very nimble and annoying to deal with in the neutral. 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. Combos into Aerial Volcanic Viper or Aerial Bandit Revolver for more damage and a swift knockdown. 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. 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. Empty hopping is safe and good for baiting out whiffs. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Faust . 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. The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. Best Match. Sol grips the opponent with his fist, detonating it with flames. 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. Outside of Bomber loops, youve also got a harder time making the most of his low health. They have some good and bad matchups, but can be very effective in the right hands. She's better at getting in and pinning down an opponent rather than mixing them up, which I'm more comfortable with. Recovery frames which happen under abnormal conditions, such as after landing. High pushback on block can make this move safe if properly spaced. The high damage and wall bounce property mean massive damage when used as a combo part in the corner. How much Wall Damage is applied when the move connects on hit. Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. Zato-1 - 4.7. 23. Data in [] represents values when fully charged. Can be varied in usage. Try to get Axl to whiff. 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. Key tool in frame traps, leading to some of Sol's highest damage. In the corner, look out for his tick throws when he utilizes, There is something unique Faust can do on defense, to deal with Ram pressure, he can crawl under. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. This section has strict standards that must be followed. Ramlethal is a top character in Justin Wong's Guilty Gear Strive tier list. Roman Cancels can be used to combo after it connects for even more damage. The difference between the attacker's recovery and the period that the opponent is in blockstun. 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). Works on: Sol, Ky, Axl, Chipp, Potemkin, Zato, Leo, Nagoriyuki, I-No, Goldlewis, Baiken, Sin, Does not work on: May, Faust, Millia, Ramlethal, Giovanna, Anji, Jack-O', Chaos, Testament, Bridget. More than other characters at least. Approaching in the air has an added risk, as Anji both has a large 6P and Kou, which are both upper body invincible and lead to high damage. Try to use it as a round ender or to punish an opponent's throw or Throw Clash attempt. Basic air jab that's fairly safe on whiff. 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. Sol also boasts a set of versatile defensive moves that complement universal defensive mechanics. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. 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. Refer to the. Just try to turtle with FD and let him slowly back off via the block pushback. Cannot be special canceled from any move. Closer to the corner, it's possible to simply link one wall bounce into another if the opponent is positioned correctly. Score - Sum of match-up values for this character. Being a former Leo player confirms my own beliefs about him. Standard Ramlethal offense works fine here. Faust - 5.9. Ram gets strong punishes on both block and startup due to its generally risky nature, being -17 on block. The hurtbox goes lower than 2D and does so faster, so properly timing this move can beat just about any poke whose hitbox doesn't reach the ground. Laskeese 2 yr. ago. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. Cannot Roman Cancel unless the opponent is in hitstun or blockstun. Above her head floats a cracked yellow halo. 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. Sol's slower but more powerful strike invincible reversal. This allows him to build meter and Risc to eventually cash out with RinNo results or 5D. 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. Character Win rate Total usage; 25 %: 16: . This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. A lunging gut punch. 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. Potemkin - 5.8. Vote for tiers. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. Baiken. Sol lunges forward half-screen with a flaming straight punch. I "modernized" the Blinkitys version to be more accessible. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. Overall much harder than your usual Ram matchup, but not unwinnable by any means. 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. Win rate. Worst Match. 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. Guilty Gear Strive originally released in June 2021 . Sol steps forward and swings his sword. Use it to steal momentum against poor okizeme and predictable pressure. Shorter active window compared to the ground version. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Combos into 6S against crouching opponents for both better damage and a knockdown. Here's how you can play Anji Mito in Guilty Gear Strive. Be ready to jump! 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. This page was last edited on 27 February 2023, at 20:20. A projectile which usually travels slowly across the screen in a horizontal path above the ground. Sol does an uppercut followed by a fiery straight punch. Despite what the animation implies, it can hit certain crouching opponents. When a character's hurtbox is entirely beneath an opponent's attack. Character Strategy pages generally have at least some basic counter-strategy. 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. 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. 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. As more players learn the matchup and more characters get . 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. 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. 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. She's really annoying but you can pretty much do things as usual. With its stylish visuals, unique characters, and complex mechanics, Guilty Gear Xrd REV 2 is a game that rewards dedication and skill. It's best to avoid using moves like, Defending as Ram is pretty much as pain as if you were anyone else. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . You should only ever really use air dash in the MU on reaction when you see a whiff. Now, I am not much of a programmer, I am just starting and not that confident in my abilities. I think that's why he is so high though, because he goes evenly, playing him essentially becomes "safe" in that you are rarely going to have a bad matchup, thus leading him to have a high play percentage. From my experience, the Faust v Faust matchup is easily -2 in Faust's favor. Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. Overview | Frame data | Matchups | Strategy Return to Top. Nagoriyuki is a playable character in the Guilty Gear series who makes his first appearance on Guilty Gear -Strive-. 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. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Agree or Disagree, but these are my thoughts rig. Use it after an empty jump to catch opponents expecting an overhead or in c.S or f.S pressure to represent the threat of a low that is difficult to challenge while you're at frame advantage. Vote for tiers. 8th overall. This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. This opening is designed such that the attacker can easily counter the defender's attack with his own., and wall bounce combo tool. It is also planned for release on Xbox One and Xbox Series X/S on March 7, 2023. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. The most well-rounded defensive toolkit in the game. The active frames of an attack refers to the amount of time an attack can hit the opponent. On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. The number of frames between inputting an attack and when the attack becomes active. . I don't understand what makes that matchup positive for Anji. Roman Canceling this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. Just be mindful that Chipp has. Bridget vs Sol Badguy Matchup Knowledge. Data in [] represents values on Clean Hit. Try to keep Axl locked down as tight as possible as any escape will lead to more RPS in neutral which can end badly for Baiken. Indicates an entity that exists seperately from the character was spawned. Data in [] represents values on Clean Hit (All versions). Slow but high reward anti-air that mainly sees use as combo filler. This can be combined with dash momentum to cover large distances extremely quickly. Vote for Leo's tiers . This is a very momentum based matchup, first to break the wall usually wins. Brings Sol close while being plus on block, making it a powerful pressure tool which can also build the opponent's R.I.S.C Level very quickly and very easily. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. Tools like these provide him with a strong neutral presence. An attack during the opponent's pressure, intended to interrupt it. 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. If you let Baiken grab you, she can start to run pressure like. The big move to look out for is 2HGuard:LowStartup:11Recovery:26Advantage:-18, as it has the longest recovery and opens himself up for a jump in with Baiken's j.SGuard:HighStartup:8Recovery:19Advantage:. Best Match. Sol matchup chart. There are a ton of interesting results that can be seen from this. If the first hit of a combo, applies an additional +20. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). This makes him extremely dangerous in scramble situations, allowing him to escape through small gaps in pressure (such as the 4 frame gap in Ky's 5KGuard:LowStartup:7Recovery:6Advantage:-2 > 6HGuard:AllStartup:15Recovery:20Advantage:-7), and punish conventionally safe moves. Universal Upper Body Invincible Anti-AirA grounded attack that hits the opponent out of the air. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. The proportion of damage dealt on normal block. 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. Our Guilty Gear Strive leaderboards are designed to give players an overview of what a duel feels like in GGST and give you a good idea of what players are using to win battles in the current version of the game. 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. Ideal combo ender and potential extender. Important tool for landing Clean Hit Volcanic Viper in the corner. Ram feasts on Zato once she gets in but this also goes both ways. Hits twice. Resources. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. 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. Either way, the opponent will be pushed away. Sol grabs the opponent and headbutts them. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. 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 does a crouching kick, which is his fastest low. Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again. The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit. 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. 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. Legend. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. 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. Weird that I'd have them exactly reversed. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit).
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