The M&M&C will kick out Axls and Goldlewis can have a better route to top. Yo, I did the same: https://www.reddit.com/r/Guiltygear/comments/pa1iri/strive_matchup_chart_and_tier_list_based_on_data/ha31opf/, I have slightly different data, but this could be tipping errors. Data in [] represents values when fully charged. Worst Match. Proper conditioning is a huge part of Sols gameplan. 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. Most things Leo does round start loses to Ram's. Happy Chaos and Ramlethal both share a deep connection, that being that you simply have to endure the rest on the match suffering in a corner as you hold this mix. 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 . The most well-rounded defensive toolkit in the game. Maybe it's cause of May's fast jump arc? 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. This makes pressure that isnt the primary mixup incredibly risky as not only does parry punish these strings, but attempting to counter it leaves her vulnerable to her 4 frame 5P as an AbareAn attack during the opponent's pressure, intended to interrupt it.. Every knockdown is a Strike Throw situation due to parry and Tatami Gaeshi safejumps are the safest way to start the primary mixup. I mean there's that but he also has some pretty polarising matchups too? Remind them that blocking isn't everything. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Playing as Axl, May can be rough sometimes, but Chipp is absolutely painful. 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. This page was last edited on 28 January 2023, at 04:05. A place for casual and competitive play, character discussion, questions, and everything else about Guilty Gear. 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. 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. The active frames of an attack refers to the amount of time an attack can hit the opponent. 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. Learn all about Sol from Guilty Gear -Strive-; Their stories, goals, utility, and star players right here on DashFight! This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. 23. The two I found were Chipp against Pot and Pot against Doctor Who. Anji has a strong footsies game with his large normals and the Autoguard property on his specials. She's really annoying but you can pretty much do things as usual. If Chaos uses Concentration or Reload, you can attack with 623P, 214P, or j.214S at short to mid range. Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. Faust . This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Be ready to fuzzy a lot when she's on you. A lunging gut punch. 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. Best Match. 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. An easier MU for Ram due to the fact that her normals control a large chunk of space. Concerns: 12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. Overview | Frame data | Matchups | Strategy Return to Top. It can also be kara canceled from 6S for another range increase. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely. This can be caused by crouching, certain moves, and being short. Giovanna vs Happy Chaos Matchup Knowledge. 0% 100%. * Proration: Forced 75%. Sol Badguy; People just love playing as Sol. Matchups. 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. 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. I literally can't even play the game against Chipp. You should only ever really use air dash in the MU on reaction when you see a whiff. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. 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. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. If you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix. Nagoriyuki is the opposite of this. For example, although May has the highest average win chance, she isn't number one in this chart. ShitsuGuard:AllStartup:29Recovery:Total 52Advantage:-6 on a Hard Knockdown has amazing utility for Anji as it avoids risking a Meaty attack getting parried while enforcing a Strike-Throw scenario or a High-Low with Fuujin. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. Games Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again. Sol lunges forward half-screen with a flaming straight punch. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. I-No - 19.
Strive Match-Up Chart and Tier List based on data from 12,000 - reddit I "modernized" the Blinkitys version to be more accessible. 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. Hits overhead, but is very reactable. c.S has the most gatling and cancel options of all of Sol's normals, making it very flexible within both blockstrings and combos. The difference between the attacker's recovery and the period that the opponent is in hitstun. On air hit, it floats the opponent for a reliable juggle. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. Try to get Axl to whiff. Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. Here's how you can play Anji Mito in Guilty Gear Strive. The number of frames for which a move has hitboxes. Sol's primary pressure tool, and flexible combo starter. Armed with heavy weapons and a coffin containing a paranormal being, Goldlewis Dickinson brings in a crushing offence as a character. I love him so much. 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. Sol's strongest meterless ender for Wall Break. Hits twice. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. But some people in support of -STRIVE-welcomed lowered difficulty barrier for newbies (in the series . Now, I am not much of a programmer, I am just starting and not that confident in my abilities. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. 12k matches is a lot, and 100 matches PER MU is not bad. Vote for Sol Badguy's tiers . Potempkin is somewhat similar to May, bodying lower tiers but losing to all the top tiers, thus being so low. A vital part of Sol's mix-up game as the fear of being hit by this move will incentivize the opponent to either jump or mash out of pressure, allowing Sol to fish for Counter Hits and anti-airs. Battle Version 2.04#ggst #strive #guiltygear #guiltygearstrive #matchups #ggst_br #ggst_so Homing Jump combos greatly increase Tension Balance. 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. Gatling Options: 6P, f.S, 2S, 6S, 5H, 2H, 6H, 5D, 2D. While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain. Combos into 5H as far as near max range or 2H at close range. His best poke is 5P/2P at 31/34 frames. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. 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. The safest option is attempting to jump out, but it can be predicted and punished. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. For Example: 2369 for a j.236 input. Basic air jab that's fairly safe on whiff. 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 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. 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. Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. Sol assumes the same stance he uses for Gun Flame, but doesn't fire a projectile. Toggle menu. He is described as a noble vampire samurai who wields a bloodsucking blade. This move mostly gets used as a combo part after c.S since it launches the opponent high for easy follow-ups with Bandit Revolver or a knockdown with Bandit Bringer, and occasionally as a big anti-air against characters that can stall their fall like Zato with Flight. Can be done out of a dash to let Sol slide closer to the opponent as the projectile moves forward, making it easier for him to utilize the plus frames of a late hit Gun Flame. 28. Please keep in mind the matchup chart is subjective and not all players may agree. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Lyrics, Song Meanings, Videos, Full Albums & Bios: I See U (Abstract Drumz Vocal Remix), I See U (Made In Russia Remix), I See U (Abstract Drumz Instrumental Remix), I See U (Pete Rann Remix), I See U (Audapta Remix), Never See Me Again - Kanye West (Piano How much R.I.S.C. Ground bounces on hit, hard knockdown upon landing. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5. On hit, you can Red Roman Cancel to perform a follow-up combo, and not shifting the Roman Cancel or shifting it upward will allow you to dash underneath the opponent and switch sides again. 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. Slower than 5P and 5K, but hits lower to the ground. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. 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. Includes first active frame. Averaged it out to get the win rate.I rounded figures to the nearest 5 for the +1, +2, etc. H Kabari is only minus 3, keeping it safe on block and will push the opponent towards Baiken. Weird that I'd have them exactly reversed. They have a ton of po. What does the symbols of / and /bet symbolize in a dream? Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. 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 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. 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 stabs downward with his sword. 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. 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. This can be caused by crouching, certain moves, and being short. Sol does an uppercut with his sword's hilt.
Guilty Gear Strive tier list - All characters ranked from best - GINX 5P, 6K, and 2S are large anti-air moves that control the airspace very well. Legend. Sol's command throw. Just try to turtle with FD and let him slowly back off via the block pushback. 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. Matchup guides, advice, and analysis for Zato-1 in GGST. The number of frames between inputting an attack and when the attack becomes active. Very fast start-up, can potentially throw the opponent out of sloppy pressure or okizeme. 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. Be careful when throwing out this move in neutral, as its range is quite poor. Nagoriyuki is a tall, heavily built, dark-skinned man with blue eyes and thick, shoulder-length Dread-locks tied into a ponytail. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . Launches opponent on hit if combo'd into. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. Win rate. Links into c.S on Counter Hit for a decently powerful conversion. Guilty Gear Strive (in my opinion regrettably) let's you choose to fight against a player/character or not. A special type of blocking done by inputting a block immediately before blocking an attack.
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