An attack during the opponent's pressure, intended to interrupt it. Every other poke is 40+. Both hits are jump and dash cancelable. On Counter Hit, confirming to Bandit Revolver will allow Sol to link to 5K for a follow-up combo. Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. Second hit can Clean Hit at close range. sweep that can slip under many attacks. 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. Vote for Leo's tiers . Ramlethal's Guilty Gear Strive tier match ups. search. 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. Sol does an uppercut followed by a fiery straight punch. Zato-1 - 4.7. Throws list the amount of Frame Advantage upon successfully throwing the opponent. I have no plans to increase the sample size or make new ones for future patches. Overview. Walk back Far Slash and jumping away can work well. Sol Badguy vs. Ramlethal - 18. Combos into Aerial Volcanic Viper or Aerial Bandit Revolver for more damage and a swift knockdown. Legend. This can be performed either from a jump cancelable normal (an air hit 5K/c.S or a CH c.S) or an early combo Bandit Revolver canceled into either a forward dash Purple Roman Cancel into j.K or a downward dash Red Roman Cancel canceled directly into Volcanic Viper deep in the corner. 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). 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. For example, although May has the highest average win chance, she isn't number one in this chart. Cannot be special canceled from any move. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. You out neutral him but he heavily out damages you. A lunging gut punch. 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. High damage off almost every hit, as well as an endorphin rush with Clean Hit Volcanic Viper. Nago starts to out range even your normals once he starts getting into higher blood levels. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure. Also Snail is -24 on block. this move builds when normal or instant blocked. 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. H KabariGuard:AllStartup:18Recovery:19Advantage:-3. Giovanna: Although she's a rushdown character, she feels less threatening than other rushdowns. 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. Battle Version 2.04Rankings shown are current rankings as at the time of video upload.#ggst #strive #guiltygear #g. Can be Roman Canceled on hit for decent damage and better okizeme. https://www.dustloop.com/wiki/index.php?title=GGST/Baiken/Matchups&oldid=372064. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. Testie has a deceptively good j.H jump in that Ram needs to keep an eye out for. 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 nets Baiken the screen space she wants while leaving Axl in an unfavorable situation. 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. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. (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 . Here's how you can play Anji Mito in Guilty Gear Strive. Proper conditioning is a huge part of Sols gameplan. She's plus for days, but you can find an opening if you're patient. Faster than average start-up at 4 frames. 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. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. 23. Testament pressure is now something to worry about in this new patch, do not let them lock you down. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. Use it to steal momentum against poor okizeme and predictable pressure. 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. Launches opponent and switches sides on hit, hard knockdown upon landing. Data in [] represents values when fully charged. 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. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Match-up is in Nago's favor. 8.5K 30.5K 2.7K . 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. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). I dont think I've ever seen an Axl vs May fight but it being +4 in May's favor seems bananas to me. 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. Ram feasts on Zato once she gets in but this also goes both ways. Hes quick enough to punish you easily and quick enough to close the gap. Follow-up knocks the opponent away on hit. Ky Kiske is the go-to "shoto" character alongside Sol. 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. He also gets high damage off of a successful counterpoke in neutral, so manage the risk of poking appropriately to minimize the risk of a counterattack. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. The lower the tier, the weaker the character. 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. 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. When you manage to catch her, it's likely that she will attempt to jump out of your pressure, as Millia's jump is fast and high, so plan your pressure accordingly. Baiken gets extremely annoying when she gets in once due to how her pressure isn't reactable. Vote for Sol Badguy's tiers . Someone you don't want to run into. 24. 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. This is because she loses to Sol and Chipp, two of the best characters in the game. 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. 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. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. Giovanna vs Happy Chaos Matchup Knowledge. 32. Potempkin is somewhat similar to May, bodying lower tiers but losing to all the top tiers, thus being so low. 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. Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent. Luckily for you, Ram has an annoying combo and great ways to get in. Axl. While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain. 2S is also still useful. 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. 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. You don't like having to work your way in against characters that outrange you. When Axl has Tension to burn, attempting to jump in on 2H will likely result in the Axl using PRC to defend himself. This page was last edited on 28 January 2023, at 04:05. The time before an attack is active including the first active frame. A special type of blocking done by inputting a block immediately before blocking an attack. . Above her head floats a cracked yellow halo. Only use this if strike invincibility is desperately needed while in mid-air. During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. He's too fast, period. 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. Press J to jump to the feed. 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. This attack is Sol's best point to use Roman Cancels in most combos. The amount of Tension gained when the move is input. Es la conclusin de la historia de Sol Badguy (A.K.A. This is just a small project I took on out of interest. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. Pay attention to this and be less committal with moves at higher Risc values. 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. Don't know if I just sucked at the game, but playing as Zato vs Axl was a fucking nightmare. Guilty Gear Xrd Tier List [October] 2022 ; S Tier. 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. Loss, similar to regular strikes. Arc System Works added Goldlewis Dickinson as the first DLC character in Guilty Gear Strive. These include Volcanic Viper, a fast DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. This can be caused by crouching, certain moves, and being short. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. It is also planned for release on Xbox One and Xbox Series X/S on March 7, 2023. I want to pre-face this by saying that tier-lists don't matter. If you're concerned about which BTs do what frame data wise, you can check out, Though Ram has really good, rewarding buttons, good lows, good antiairs, and strong reward all around, with pressure that can be very difficult to beat for I-No, Ram can't cover hoverdash, The Ram player should not give the Jack-O space to summon minions with, Pay attention to Jack-O's minion Gauge, it limits what she can do, Ram can always special cancel or gatling after clearing a minion, Don't let the Jack-O player throw a minion behind you, you can't clear it if it is, run or jump at her after, When FDing Jack-O, FD her normals, not her minions to space her out. 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 Jack-O is a woman with green eyes and red hair. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. I think most interestingly is Leo. Universal Sweep. Popularity. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush. Combos into 5H as far as near max range or 2H at close range. Holding any upward direction during the hitstop of a raw, charged Dust Attack on hit will activate Homing Jump: Initiating a Homing Jump will put the opponent into a unique air combo state, resulting in an Area Shift. On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into Night Raid Vortex. The difference between the attacker's recovery and the period that the opponent is in hitstun. It can also be kara canceled from 6S for another range increase. Ground bounces on hit, hard knockdown upon landing. 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. 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. Please keep in mind the matchup chart is subjective and not all players may agree. Character Strategy pages generally have at least some basic counter-strategy. 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. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. The last letters of a Peanut Butter and Jelly sandwich (and what some people hope to recieve from #11 Down. 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. 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. Sol's main combo ender mid-screen when Volcanic Viper won't Clean Hit. This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. Sol grips the opponent with his fist, detonating it with flames. 26. Damage changes with each set of 8 active frames. But regardless, here it is: Strive Tier-List Based on Average Win Rate against the entire cast: Full Match-Up Chart with legend on right: Methodology:I searched for the match-up I wanted in replay mode, and scrolled through the list by pressing Right to jump ahead. If you let Baiken grab you, she can start to run pressure like. This can be caused by crouching, certain moves, and being short. Be careful when throwing out this move in neutral, as its range is quite poor. Sometimes you can CH the delay as she's right in front of you or you may both may trade. Links into c.S on Counter Hit for a decently powerful conversion. 5th overall. Don't take this seriously. Please take my money Tattie!!!!! A lot of her Yo-Yo normals have hurtboxes that extend beyond the hitbox and Yo-Yo itself, meaning that you can abuse your disjoints to punish her lack of some. Can gatling from 5K, 2K, or c.S for a mix-up. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. Averaged it out to get the win rate.I rounded figures to the nearest 5 for the +1, +2, etc. Clean Hit deals greatly enhanced damage, increases launch distance, and grants hard knockdown. Mirror Match Midrange R.P.S and Basic Mirror Match Counterplay. I literally can't even play the game against Chipp. by 25% before applying R.I.S.C. Causes floating crumple on ground hit, delaying a follow-up will force stand. Sol Badguy vs. May - 18. Knocks opponent away and causes slight ground bounce on air hit. Bounces higher on Counter Hit, allowing the follow-up Night Raid Vortex to combo into c.S rather than 5K or 2K. Search Results - Showing 0 - 34 Of 129. About Press Copyright Contact us Creators Advertise Developers Press Copyright Contact us Creators Advertise Developers They have a ton of po. 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. Battle Version 2.04#ggst #strive #guiltygear #guiltygearstrive #matchups #ggst_br #ggst_so Offense. Anji has a strong Abare game, using mostly 2P to escape a pressure situation. 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. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s (including Tatami GaeshiGuard:AllStartup:15Recovery:5Advantage:-3), Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This section has strict standards that must be followed. I spent one month straight learning I-No. Cannot Roman Cancel unless the opponent is in hitstun or blockstun. It's good to go for something low committal like 6P when you're decently close to her since it has quick recovery and can counterhit Baiken's f.S. As Ram, you might have to rely on faster normals to avoid his spin, but. The two I found were Chipp against Pot and Pot against Doctor Who. 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. Key tool in frame traps, leading to some of Sol's highest damage. We'll take our She def needs buffs now. She does have, Ram on offense is usually business as usual. 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. Will lose to any attack before the super freeze but will not waste any Tension in doing so. Pay close attention to how much Axl is committing to that button and counterattack. Sol steps forward and swings his sword. When a character's hurtbox is entirely beneath an opponent's attack. 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. You don't like playing rude or bullying people with mids. 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. Despite what the animation implies, it can hit certain crouching opponents. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Can be kara canceled into any special move to increase its range. 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. The ground version can potentially be plus on block if properly spaced or if it hits meaty, but the aerial version is always minus on block, if not completely punishable due to its greater landing recovery. Vote for Ramlethal's tiers . 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. Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes. Nagoriyuki is a playable character in the Guilty Gear series who makes his first appearance on Guilty Gear -Strive-. 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. The active frames of an attack refers to the amount of time an attack can hit the opponent. 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. 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. It loses to throws, so try to only use it if the opponent isn't at point blank range. 12k matches is a lot, and 100 matches PER MU is not bad. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended. Guilty Gear Strive is a fighting video game developed and published by Arc System Works.It is the seventh mainline installment of the Guilty Gear series, and the 25th overall. Almost always abbreviated to TK. Includes first active frame. Worst Match. 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. 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 Gear Hunters Saga), ambientada en Washington, y que presenta su confrontacin final con That Man, Asuka R. Kreutz. Ram can always use her Mortobato super between rekka ( 214P) 1 st, 2 nd and 3 rd hits. Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. 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. 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. Anji has a strong footsies game with his large normals and the Autoguard property on his specials. Useful for mashing without releasing the input for crouch blocking. Guilty Gear Strive (in my opinion regrettably) let's you choose to fight against a player/character or not. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. 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. 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. Sol stabs downward with his sword. Best Video Games of All Time - Page 70 - Metacritic . Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. This is a very small sample size, so should be taken with a big spoon of salt. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. ), but it's probably time to finally make an exception here. Created by Daisuke Ishiwatari and developed by Arc System Works, "Guilty Gear -Strive-" upholds the series' reputation for a high octane soundtrack, groundbreaking hybrid 2D/3D cell-shaded graphics and intense . 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. Shorter active window compared to the ground version. The proportion of damage dealt on normal block. Properties for opponent on block follow Level 4 rules. She wears black shoes with red soles, black gloves, a black mask with glowing green eyes and mouth, an ankh necklace, and a ball and chain attached to her leg. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. Ram has access to a few safe jumps making her Mortobato super easier to bait. Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. Sol has some of the strongest defensive tools in the game. 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. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. 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. For Example: 2369 for a j.236 input. Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P.
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