guilty gear strive sol matchups
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guilty gear strive sol matchups

Faust - 5.9. Can gatling from 5K, 2K, or c.S for a mix-up. After the super freeze, Sol has constant full guardpoint for as long as the move remains active, and if an opponent hits Sol during this time, Sol will experience pushback, but then continue to move and remain active during hitstop. Sol steps forward and swings his sword. Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. 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. Baiken is very nimble and annoying to deal with in the neutral. Accompanied by a wolf spirit called Rei, Giovanna is an officer in the special operations unit that protects the President of the United States. 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. ), but it's probably time to finally make an exception here. Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow. Be ready to jump! That whole Ram thing is a fluke. Note that non-meaty timings for okizeme will render it vulnerable to throws at close range, and later timings will render them vulnerable to a 6P. SOL; Balance KY; Balance MAY; Long Range AXL; High Speed CHIPP; Power Throw POTEMKIN; Unique FAUST; High Speed MILLIA; Technical ZATO; Shooting RAMLETHAL; Balance LEO; One Shot NAGORIYUKI; Rush GIOVANNA; Balance ANJI; Rush I-NO; Power GOLDLEWIS; Technical Jack-O' Shooting HAPPY CHAOS; Balance BAIKEN; Balance TESTAMENT; Balance BRIDGET; Rush SIN If Sol guardpoints through a strike, the opponent will be stuck in hitstop while Sol continues to move, making it next to impossible for them to escape if they're on the ground. Pot's worst matchups are almost certainly Zato-1 and Axl. To challenge these normals, Ky pretty much has to commit to. The most well-rounded defensive toolkit in the game. But some people in support of -STRIVE-welcomed lowered difficulty barrier for newbies (in the series . 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. Every other poke is 40+. Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely. Offense. Testie has a deceptively good j.H jump in that Ram needs to keep an eye out for. Concerns: 12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. If you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix. Her outfit is a white bodysuit with flared, slit pants and a deep decollete. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. Guilty Gear Xrd REV 2 is a fast-paced, anime-style fighting game that has captured the hearts of many gamers around the world. Combos into 5H as far as near max range or 2H at close range. Ram plays in about the same ranges and spaces Ky plays, but she does it better. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. If he values his life at least. Instead, it should be used to control the air, as it easily allows Sol to continue pressure if the opponent air blocks it, and may score stray hits due to its long active frames. You don't like having to work your way in against characters that outrange you. We'll take our She def needs buffs now. 32. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. 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. Data in [] represents values on Clean Hit (All versions). Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. 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. Can be varied in usage. This nets Baiken the screen space she wants while leaving Axl in an unfavorable situation. When a character's hurtbox is entirely beneath an opponent's attack. All it takes is one bad neutral exchange and that can decide the entire match. Launches opponent on hit, hard knockdown upon landing. Moves forward about one character length at no charge to fullscreen at max charge. This can be caused by crouching, certain moves, and being short. 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 the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. I don't understand what makes that matchup positive for Anji. She does have, Ram on offense is usually business as usual. Low profile sweep that beats or evades moves that don't cover the ground while being safe on block. This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. Vote for Ramlethal's tiers . How much R.I.S.C. Follow-up knocks the opponent away on hit. Hes quick enough to punish you easily and quick enough to close the gap. Create an account to follow your favorite communities and start taking part in conversations. Also Snail is -24 on block. Toggle menu. Ky Kiske is the go-to "shoto" character alongside Sol. Goldlewis player: PROMOTE May and Millia! An easier MU for Ram due to the fact that her normals control a large chunk of space. Creado por Daisuke Ishiwatari y desarrollado por Arc System . Damage changes with each set of 8 active frames. Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking. Situational whiff punish at best, funny "why not" move at worst. Standard strike throw stuff needs to be thought of here. https://www.dustloop.com/wiki/index.php?title=GGST/Baiken/Matchups&oldid=372064. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Just try to turtle with FD and let him slowly back off via the block pushback. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. this move removes on hit. 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. 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. Sol Badguy's Guilty Gear Strive tier match ups. This opening is designed such that the attacker can easily counter the defender's attack with his own. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. Knocks opponent away on hit, Counter Hit gives a hard knockdown. Sol's primary pressure tool, and flexible combo starter. Ram has access to a few safe jumps making her Mortobato super easier to bait. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. Learn all about Sol from Guilty Gear -Strive-; Their stories, goals, utility, and star players right here on DashFight! The opponent can also opt to use Faultless Defense to push themselves further away on block, making it harder for Sol to continue pressure safely. The last letters of a Peanut Butter and Jelly sandwich (and what some people hope to recieve from #11 Down. No reliable utility as an anti-air due to its incredibly slow start-up. This opening is designed such that the attacker can easily counter the defender's attack with his own. Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram. How much Wall Damage is applied when the move connects on hit. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. Millia's mobility lets her keep Ramlethal honest in neutral. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. It's obviously subject to change, but right now, what are the matchups that you most struggled with. Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. Can be Roman Canceled on hit for decent damage and better okizeme. He is described as a noble vampire samurai who wields a bloodsucking blade. Es la conclusin de la historia de Sol Badguy (A.K.A. She's really annoying but you can pretty much do things as usual. 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. Both hits are air jump and air dash cancelable. 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. Indicates an entity that exists seperately from the character was spawned. H Kabari is only minus 3, keeping it safe on block and will push the opponent towards Baiken. Causes floating crumple on ground hit, delaying a follow-up will force stand. Just based on my own experience, Id expect Chipp and Ram to be much worse matchups than May here. 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. Thus, it is a very committal attack that should only be used in situations where you know it will hit. With ferocious pressure, strong defense, versatile special moves and explosive power, this badass bounty hunter is armed with everything an offensively oriented player could ask for. 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. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. 0% 100%. Potemkin - 5.8. Basic air jab that's fairly safe on whiff. Counter Hit state during recovery until landing. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. Walk back Far Slash and jumping away can work well. Games Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. Nagoriyuki is a tall, heavily built, dark-skinned man with blue eyes and thick, shoulder-length Dread-locks tied into a ponytail. 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. (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 . which can be used to challenge pressure, and 2D, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. The time before an attack is active including the first active frame. 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. Sol Badguy - 4.8. Hes the best overall balanced character in this game vs the rest of the cast. Links into c.S on Counter Hit for a decently powerful conversion. Score - Sum of match-up values for this character. The safest option is attempting to jump out, but it can be predicted and punished. Hits twice. 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). Builds 1000 Tension once all damage is dealt. This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. sweep that can slip under many attacks. Occurs after Startup. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. Ram feasts on Zato once she gets in but this also goes both ways. 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". An attack during the opponent's pressure, intended to interrupt it. 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. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. 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. She's better at getting in and pinning down an opponent rather than mixing them up, which I'm more comfortable with. Worst Match. I literally can't even play the game against Chipp. That means that a person that is willing to fight a certain match up does that knowingly. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards. Search Results - Showing 0 - 34 Of 129. Testament - 4.9. Remind them that blocking isn't everything. 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. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. 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. Overall much harder than your usual Ram matchup, but not unwinnable by any means. So happy to see that program finally get some use, I've been waiting years hoping to see it applied to more games. 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. Sol matchup chart. Competent neutral and approach tools that get even stronger with meter. 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. Best Video Games of All Time - Page 70 - Metacritic . 5P, 6K, and 2S are large anti-air moves that control the airspace very well. 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. While not used in common routes, it can also be used as a combo tool against airborne opponents, giving Sol time to land Night Raid Vortex after a late Gun Flame hit or dash in with 5K in the corner. 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. Baiken. Exceptional close range offense with plus on block standing Slash normals and highly damaging Counter Hit confirms. 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. Here is a cleaned-up version of the chart:https://i.imgur.com/6qcPiSL.png, Bonus "Tier List": https://i.imgur.com/dza20Ag.png. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. 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. 8th overall. Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. Strategy. At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5H. 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 . Proper conditioning is a huge part of Sols gameplan. The high damage and wall bounce property mean massive damage when used as a combo part in the corner. Nago starts to out range even your normals once he starts getting into higher blood levels. Due to it being a projectile, you can't do anything about it. 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. On Counter Hit, the ensuing ground bounce allows Sol to link into Night Raid Vortex at close range for a follow-up combo or 6S at any range, although 6S's combo options are limited mid-screen without Tension. 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). 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. This is because she loses to Sol and Chipp, two of the best characters in the game. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. Thanks Daisuke. If Chaos uses Concentration or Reload, you can attack with 623P, 214P, or j.214S at short to mid range. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. How much R.I.S.C. 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. This is just a small project I took on out of interest. The Clean Hit deals absolutely massive damage, so it should be used to end combos whenever possible. Faster than average start-up at 4 frames. I want to pre-face this by saying that tier-lists don't matter. 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. Ramlethal's Guilty Gear Strive tier match ups. A flying knee which can be followed-up with a spin kick. I love him so much. Character Win rate Total usage; 25 %: 16: . You should be gaining ground when you block it, not getting pushed back. 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. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. 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. Overview. 236S has a use in this matchup. Can throw the opponent either forward or backwards. 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. From my experience, the Faust v Faust matchup is easily -2 in Faust's favor. Best Match. Dragon Ball FighterZ Brawlhalla Guilty Gear -Strive-Soulcalibur VI Skullgirls 2nd Encore Killer Instinct Multiversus The King of Fighters . Use this to break the wall if Fafnir won't combo in time and the opponent is at ground level. Projectiles do not impart hitstop on the attacker, however, so powering through a projectile will not prevent the opponent from recovering or making evasive maneuvers. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. Air dashing in neutral vs. Axl is dumb and risky but I see people do it all the time for some awful reason. Faust . 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. 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. They are still quite awful on whiff however, and proper baiting of moves like Nago's, Keep an eye on his blood! Vote for Sol Badguy's tiers . Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. She goes up and down real quick so if you're a reactionary Axl you might have a hard time. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. Upward swipe that hits overhead pretty quickly. Please take my money Tattie!!!!! Both characters struggle to stop the other when they get going. : 14 different dream interpretations related to the / and /bet you see in your dream. Popularity. https://github.com/PapstJL4U/fgMetagame. Don't take this seriously. This section has strict standards that must be followed. It always felt like he had the tools for every match up except nago. Wall Damage when hit raw is increased to 700 (900). Ground bounces on hit, hard knockdown upon landing. 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/. In the corner or on Counter Hit against an airborne opponent, following up 6P with the first hit of Bandit Revolver can link into 5K for a full combo. If you land 6S on the first active frame, the remaining duration is the same whether you cancel into Gun Flame (Feint) or not, so doing so allows you to build more Tension and pull your hurtbox back, rendering the move more difficult to punish in neutral. The hard knockdown can grant good okizeme. Wall bounces airborne opponents in the corner. It's not reliable to try going for these though. For example, if Sol has 15% popularity the top 150 players are counted. It's best to avoid using moves like, Defending as Ram is pretty much as pain as if you were anyone else. Good for frame traps as most light normals can cancel into it and immediate cancels leave a very small gap in blockstun. As said earlier, you don't really wanna RPS with Goldlewis. Usually improves frame data against blocked moves or gives more meter than a normal block or both. High damage off almost every hit, as well as an endorphin rush with Clean Hit Volcanic Viper. 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. Hits twice. Giovanna: Although she's a rushdown character, she feels less threatening than other rushdowns. This page was last edited on 28 January 2023, at 06:50. https://www.dustloop.com/wiki/index.php?title=GGST/Ramlethal_Valentine/Matchups&oldid=372096. 5th overall. 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. 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. I-No - 19. Important tool for landing Clean Hit Volcanic Viper in the corner. As more players learn the matchup and more characters get . Agree or Disagree, but these are my thoughts rig. Remember that the longer you block, the higher the Risc gauge will be, which in turn makes any stray hit from Axl do a ton more damage. 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. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. 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. c.S has the most gatling and cancel options of all of Sol's normals, making it very flexible within both blockstrings and combos.

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guilty gear strive sol matchups