This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. Proper conditioning is a huge part of Sols gameplan. Resources. This is Sol's only fully invincible reversal, but the first hit has poor range and the entire attack is unsafe on block or whiff. Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. Knocks opponent away and causes slight ground bounce on air hit. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. After spending a considerable time with Testament, I'm finally ready to share with you my matchup chart for them in Guilty Gear Strive! Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . Both hits are jump and dash cancelable. In the case of 2H, this is faster than letting the move recover by itself. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). Toggle search. Pot's worst matchups are almost certainly Zato-1 and Axl. However, the short range of the first hit, the high knockback of the second, and the forced Wall Break in the corner makes this difficult mid-screen and impossible in the corner. Guilty Gear Strive originally released in June 2021 . This attack is Sol's best point to use Roman Cancels in most combos. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. She goes up and down real quick so if you're a reactionary Axl you might have a hard time. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P. - Difference between the tier scores from today and . Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner. This is Sol's highest damage OTG, though doing so will sacrifice okizeme and leave Sol vulnerable, especially in the corner, so only do it if it will close out a round. https://www.dustloop.com/wiki/index.php?title=GGST/Baiken/Matchups&oldid=372064. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). Has the longest horizontal range amongst all his normals, very fast start-up, and high damage but also has poor vertical range, long recovery on whiff, is very unsafe on block, and cannot be special canceled. Refer to the. 12k matches is a lot, and 100 matches PER MU is not bad. Hits twice. So happy to see that program finally get some use, I've been waiting years hoping to see it applied to more games. If you play Axl for a bit you start to notice how little people understand the recovery on his moves. Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram. Empty hopping is safe and good for baiting out whiffs. Toggle menu. Damage changes with each set of 8 active frames. Nagoriyuki is a playable character in the Guilty Gear series who makes his first appearance on Guilty Gear -Strive-. 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. 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. 21 sec 18-May-2022 Knocks opponent away on hit, Counter Hit gives a hard knockdown. This can be caused by crouching, certain moves, and being short. Just be mindful that Chipp has. If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix. 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. The advancing plus on block mid. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes. Jack-O is a woman with green eyes and red hair. Due to it being a projectile, you can't do anything about it. If Sol needs to keep his opponent blocking after c.S, an immediate f.S will usually reach even against Instant Faultless Defense. Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. Baiken is very nimble and annoying to deal with in the neutral. It loses to throws, so try to only use it if the opponent isn't at point blank range. 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/. Ending a combo with it allows for a safe jump setup (backward jump j.P into air dash j.H). Bridget vs Sol Badguy Matchup Knowledge. 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". This is the top 1000 but multiplied out by popularity. Combos into 6S against crouching opponents for both better damage and a knockdown. This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. 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. Sol does a crouching kick, which is his fastest low. 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. 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. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. The two I found were Chipp against Pot and Pot against Doctor Who. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. Popularity. 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. This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. 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. 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. It's a better idea to play more passive and to let her come to you, forcing her to commit to something you can punish. He wears a white coat with purple lining decorated with silver studs and . Best Match. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. Overview | Frame data | Matchups | Strategy Return to Top. Nagoriyuki is a tall, heavily built, dark-skinned man with blue eyes and thick, shoulder-length Dread-locks tied into a ponytail. One of Sol's best pokes, most effective when paired with 6S and 6H due to its speed and safety. Situational whiff punish at best, funny "why not" move at worst. 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. by 25% before applying R.I.S.C. Ram gets strong punishes on both block and startup due to its generally risky nature, being -17 on block. To challenge these normals, Ky pretty much has to commit to. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. 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. 2S is also still useful. Sometimes you can CH the delay as she's right in front of you or you may both may trade. This technique is colloquially referred to as "Run Flame." This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. 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. Ky Kiske is the go-to "shoto" character alongside Sol. This isn't a plan that works forever however, Nago will eventually get to a high blood level and will be forced to commit to normals when he's around level 3 blood. 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. 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. Millia bottom 3. which can be used to challenge pressure, and 2D, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. 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. 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. 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. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. Axl just doesn't get as much leeway in neutral because the range she can start threatening him is much larger than most other characters. She does have, Ram on offense is usually business as usual. 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. Level which makes it useful to use after a 2D knockdown. sweep that can slip under many attacks. 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. 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. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. Can be Purple Roman Canceled for tricky mix-ups, such as using Wild Throw before the attack is blocked or jumping over the opponent right before it hits for a cross-up. 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. Vote for tiers. 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. An easier MU for Ram due to the fact that her normals control a large chunk of space. A flying knee which can be followed-up with a spin kick. It can also be kara canceled from 6S for another range increase. Its start-up and travel distance increases the longer S is held. Hits overhead, but is very reactable. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Roman Cancels can be used to combo after it connects for even more damage. 24. Vote for tiers. Ram feasts on Zato once she gets in but this also goes both ways. Sol has tricky special moves which help him get in, and a suite of normals which . Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. Either way, the opponent will be pushed away. 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. Sol's primary pressure tool, and flexible combo starter. 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. The hard knockdown can grant good okizeme. 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. Wall damage in ( ) refers to if opponent is touching the wall. Yeah this is 100% accurate. If you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix. Sol Badguy vs. May - 18. 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. Sol Badguy's Guilty Gear Strive tier match ups. The high damage and wall bounce property mean massive damage when used as a combo part in the corner. I love him so much. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. This nets Baiken the screen space she wants while leaving Axl in an unfavorable situation. Giovanna: Although she's a rushdown character, she feels less threatening than other rushdowns. Axl has lackluster pressure scenarios, but they are very well at avoiding Hiiragi, as they will be spaced too far out to recieve the damage. Wanna see me combo into 5K on Counter Hit? Clean Hit deals greatly enhanced damage, increases launch distance, and grants hard knockdown. Includes first active frame. Giovanna vs Happy Chaos Matchup Knowledge. It loses to throws, so try to only use it if the opponent isn't at point blank range. Guilty Gear Strive (in my opinion regrettably) let's you choose to fight against a player/character or not. Data in [] represents values on Clean Hit (All versions). At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush. Sol Nascente also serves as a risky poke thats usefulness is often matchup-dependent, but in the right scenarios is able to beat out many high/air options with its frame 1 low profile and large vertical . Averaged it out to get the win rate.I rounded figures to the nearest 5 for the +1, +2, etc. Despite what the animation implies, it can hit certain crouching opponents. They have some good and bad matchups, but can be very effective in the right hands. If performed low enough to the ground on an airborne opponent near the corner, the Clean Hit version can link into 5K for a full combo, though this is only possible early on in a combo when scaling is low, and the link is tighter against heavier opponents.
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