guilty gear strive sol matchups

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guilty gear strive sol matchups

Thus, if a Roman Cancel is available to make it safe, avoid only using it after the second hit. You don't like having to work your way in against characters that outrange you. Hes quick enough to punish you easily and quick enough to close the gap. Agree or Disagree, but these are my thoughts rig. Nagoriyuki is the opposite of this. 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. Universal Upper Body Invincible Anti-AirA grounded attack that hits the opponent out of the air. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. This allows him to build meter and Risc to eventually cash out with RinNo results or 5D. Sol steps forward and swings his sword. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. He also really doesn't do enough damage to punish ram when he does actually win neutral. 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. Sol does a crouching kick, which is his fastest low. Millia bottom 3. If Sol needs to keep his opponent blocking after c.S, an immediate f.S will usually reach even against Instant Faultless Defense. Zato-1 - 4.7. Ram plays in about the same ranges and spaces Ky plays, but she does it better. Pay close attention to how much Axl is committing to that button and counterattack. The safest option is attempting to jump out, but it can be predicted and punished. Goldlewis player: PROMOTE May and Millia! Tools like these provide him with a strong neutral presence. Matchups. Has much better range than the animation implies, enough to hit from round start. I literally can't even play the game against Chipp. High pushback on block can make this move safe if properly spaced. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . There are a ton of interesting results that can be seen from this. Counter Hit state during recovery until landing. 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. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. Sol Badguy vs. Ramlethal - 18. Baiken's amazing normals control space very well, so moves like f.s and 2S end up being primary pokes in neutral as there isn't much she can do to contest them herself. 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. If you don't punish it however, she's +2 which means she can keep running her pressure. 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. Axl will likely attempt to reset to neutral over extending pressure sequences. 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. Here's how you can play Anji Mito in Guilty Gear Strive. Guilty Gear -Strive-. Anji has a strong Abare game, using mostly 2P to escape a pressure situation. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. Recovery frames which happen under abnormal conditions, such as after landing. It's way too much work for one person. 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. 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. Keep in mind that Fafnir's slow start-up means that using it in neutral presents a certain amount of risk of being counter poked, especially by the opponent's 6P. It's best to avoid using moves like, Defending as Ram is pretty much as pain as if you were anyone else. sweep that can slip under many attacks. It's also a bit more complex than Guilty Gear Strive. Best Match. Ram can always use her Mortobato super between rekka ( 214P) 1 st, 2 nd and 3 rd hits. Guilty Gear Strive originally released in June 2021 . Testament - 4.9. 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. Being a former Leo player confirms my own beliefs about him. 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. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. Wall bounces airborne opponents in the corner. Follow-up knocks the opponent away on hit. Creado por Daisuke Ishiwatari y desarrollado por Arc System . . Vote for tiers. 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. https://github.com/PapstJL4U/fgMetagame. You out neutral him but he heavily out damages you. Sol does an uppercut with his sword's hilt. 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:. 5H has moderate horizontal range and a surprisingly tall vertical hitbox, but it shouldn't be used as an anti-air as it is very unsafe on whiff. Worst Match. 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. Sometimes you can CH the delay as she's right in front of you or you may both may trade. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. 12k matches is a lot, and 100 matches PER MU is not bad. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. 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 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. This is a definitive Matchup Chart for I-No in Guilty Gear Strive. You should be gaining ground when you block it, not getting pushed back. His best poke is 5P/2P at 31/34 frames. Sol Badguy is the protagonist of the Guilty Gear series and Ky Kiske's rival. Vote for May's tiers . Clean Hit deals greatly enhanced damage, increases launch distance, and grants hard knockdown. Sol leans forward and slams his sword into the ground. 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. Giovanna has red hair and a tanned skin complexion. 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. Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent. 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. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). 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. 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. If the first hit connects at close proximity, the second hit will Clean Hit, dealing even more damage and making it highly potent at overpowering Guts to end rounds. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. The proportion of damage dealt when hitting Off The Ground (OTG). Don't know if I just sucked at the game, but playing as Zato vs Axl was a fucking nightmare. It's risky but can work. Essentially, by running the matchup data through the code that he wrote, you can get a projection of how much each character should be expected to be played in that game's meta. The difference between the attacker's recovery and the period that the opponent is in hitstun. 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. Potempkin is somewhat similar to May, bodying lower tiers but losing to all the top tiers, thus being so low. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. Key tool in frame traps, leading to some of Sol's highest damage. Used to call out opponents who make predictable jump-ins or keep chicken blocking. Resources. 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. For Example: 2369 for a j.236 input. On Counter Hit, it can link into either itself, c.S, or Night Raid Vortex. Sol has tricky special moves which help him get in, and a suite of normals which . What i mean to say is, i think this chart is interesting, but it's not absolutely objectively indicating character strength. I am not going to be able to explain it nearly as well as he does, so if you are interested in what I have done, please watch his talk. Toggle menu. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. The lower the tier, the weaker the character. 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. Sol floats through the air before doing a diving punch. A window in which to cancel a move. Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. It's 31 frames meaning it's very much reactable. While H Kabari is minus, this doesn't mean you can just mash on Baiken though. They have some good and bad matchups, but can be very effective in the right hands. Did you mean? Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Match-up is in Nago's favor. Damage changes with each set of 8 active frames. 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. Sol's slower but more powerful strike invincible reversal. Launches opponent on hit if combo'd into. Data in [] represents values on Clean Hit (All versions). 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. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. 26. 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. I don't understand what makes that matchup positive for Anji. Properties for opponent on block follow Level 4 rules. Links into 5K on hit, still combos if the first hit whiffs. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. 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. Links into c.S on Counter Hit for a decently powerful conversion. Sol grabs the opponent and headbutts them. 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. 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. Press question mark to learn the rest of the keyboard shortcuts, https://www.reddit.com/r/Guiltygear/comments/pa1iri/strive_matchup_chart_and_tier_list_based_on_data/ha31opf/. Can throw the opponent either forward or backwards. Wall damage in ( ) refers to if opponent is touching the wall. Upward swipe that hits overhead pretty quickly. As for pressure, Ky's DP (Vapor Thrust), though it exists, is not amazing, and not particularly difficult for Ram to deal with, and Ky's pressure is not too scary, especially if Ram has meter. An input method to perform a special move in the air as fast as possible after you leave the ground. 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. Ramlethal is a top character in Justin Wong's Guilty Gear Strive tier list. Its invincibility while grounded and massive disjointed hitbox during ascent makes it a useful anti-air, but be warned that Sol is negative on block if the opponent air blocks it, and fully punishable if they happen to land close enough. In the corner, you can also link into dash 5K for big meterless damage. Giovanna: Although she's a rushdown character, she feels less threatening than other rushdowns. How much Wall Damage is applied when the move connects on hit. The Increased pushback in -STRIVE-(characters being pushed apart sooner after a combo or blocking hits, thus returning the gameplay back to neutral state more often) and wallbreak mechanic are seen by part of the fanbase as dulling the okizeme-centric gameplay Gulity Gear is famous for. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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. 6S can be kara canceled into any special move. Combos into 6S against crouching opponents for both better damage and a knockdown. Credit: Arc System Works. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. Sol does an uppercut followed by a fiery straight punch. Leo's Guilty Gear Strive tier match ups. What does the symbols of / and /bet symbolize in a dream? 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. This opening is designed such that the attacker can easily counter the defender's attack with his own. Standard Ramlethal offense works fine here. 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. His damage is good but not great. 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. With its stylish visuals, unique characters, and complex mechanics, Guilty Gear Xrd REV 2 is a game that rewards dedication and skill. I-No - 19. Almost always abbreviated to TK. 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. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. 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. 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. He is playing guilty gear and the other characters are playing strive. Low profile sweep that beats or evades moves that don't cover the ground while being safe on block. Its start-up and travel distance increases the longer S is held. Hes the best overall balanced character in this game vs the rest of the cast. At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5H. Battle Version 2.04Rankings shown are current rankings as at the time of video upload.#ggst #strive #guiltygear #g. Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. 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. In general, use low-commit moves like your K and P buttons. Frames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. This move and the 236K it canceled from are considered one multi-hit attack. . Hits twice. c.S has the most gatling and cancel options of all of Sol's normals, making it very flexible within both blockstrings and combos. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. (2018 and Ragnarok switching Gameplay Style compared to OG GOW and Strive changing and . During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. Sol Badguy - 4.8. 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. Please keep in mind the matchup chart is subjective and not all players may agree. This can be caused by crouching, certain moves, and being short. 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. I spent one month straight learning I-No. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are Volcanic Viper or Bandit Revolver. Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs. Either way, the opponent will be pushed away. Grapplers vs normal people. 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. No reliable utility as an anti-air due to its incredibly slow start-up. Can be varied in usage. (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 . For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. In the case of 2H, this is faster than letting the move recover by itself. This technique transfers the initial forward movement of 6S into the special move, giving it more range (useful for making Clean Hit Volcanic Viper more consistent). This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if Purple Roman Cancels are available. Testie has a deceptively good j.H jump in that Ram needs to keep an eye out for. Create an account to follow your favorite communities and start taking part in conversations. Slow but high reward anti-air that mainly sees use as combo filler. You can hit Eddie with Mortobato to extend it's active frames which can catch unsuspecting Zato's by surprise when they try to get in after seeing the effect fade. Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow.

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guilty gear strive sol matchups