Be ready to jump! High pushback on block can make this move safe if properly spaced. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. If you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix. Thanks to its lack of proration, it is easily Sol's strongest starter. 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. ), but it's probably time to finally make an exception here. On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. This can be caused by crouching, certain moves, and being short. H Kabari is only minus 3, keeping it safe on block and will push the opponent towards Baiken. Sol rushes forward low to the ground and delivers an uppercut. If you don't punish it however, she's +2 which means she can keep running her pressure. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain. Please keep in mind the matchup chart is subjective and not all players may agree. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Zato players like to sneak in his command throw but learn to recognize the situations they do it and be ready to beat him up for 90%. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). Millia's mobility lets her keep Ramlethal honest in neutral. 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. 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. Please keep in mind the matchup chart is subjective and not all players may agree. Character Win rate Total usage; 25 %: 16: . You don't really wanna go for a f.S or 5H super often from a mid range since Baiken can run up and punish with her own f.S which is decently disjointed. Arc System Works added Goldlewis Dickinson as the first DLC character in Guilty Gear Strive. Only occurs if the first hit successfully connected. The last letters of a Peanut Butter and Jelly sandwich (and what some people hope to recieve from #11 Down. This opening is designed such that the attacker can easily counter the defender's attack with his own., and wall bounce combo tool. Alternatively, you can perform an OTG with low-reaching special cancelable normals such as 2S and cancel into Gun Flame to maintain pressure, or OTG with 6H to maximize damage. 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. Combos into 5H as far as near max range or 2H at close range. More than other characters at least. Best Match. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. Be sure to check the stickied FAQ before posting. Baiken's small stature and large buttons work well to corner Axl. Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. 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. After throwing the opponent mid-screen, your options are either to use IAD j.H for a safe jump or frame kill 5P into Fafnir to resume pressure, but in the corner, you can also opt for an OTG c.S into okizeme as they recover from soft knockdown. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. 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. This can be caused by crouching, certain moves, and being short. 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. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. 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. Vote for tiers. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure. On air hit, it floats the opponent for a reliable juggle. Use it to steal momentum against poor okizeme and predictable pressure. May plays neutral thanks to her amazing buttons that let her bully a lot of character, but Ram simply has better buttons for that. For example, if Sol has 15% popularity the top 150 players are counted. Sol does an uppercut followed by a fiery straight punch. How much R.I.S.C. Goldlewis j.D is busted dawg that shit is actually so cracked lmao, Gold corner pressure that arguably rivals Rams. It always felt like he had the tools for every match up except nago. This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. https://www.dustloop.com/wiki/index.php?title=GGST/Baiken/Matchups&oldid=372064. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. Used to call out opponents who make predictable jump-ins or keep chicken blocking. 28. Competent neutral and approach tools that get even stronger with meter. For example, although May has the highest average win chance, she isn't number one in this chart. Level which makes it useful to use after a 2D knockdown. Lastly, his 6P is a fast and reliable tool for anti-airing and counter poking. I spent one month straight learning I-No. Bridget. Baiken threatens her own offense heavily with HiiragiGuard:Startup:1Recovery:32Advantage:, meaning blockstrings that normally go unpunished such as 2D-Tatami Gaeshi and c.s-2H are now vulnerable to parry. Hes quick enough to punish you easily and quick enough to close the gap. 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. Search. Very fast start-up, can potentially throw the opponent out of sloppy pressure or okizeme. 13th overall. This section has strict standards that must be followed. Nago starts to out range even your normals once he starts getting into higher blood levels. You can run pressure like usual but be careful mid screen as Baiken can do wakeup Hiragi and it's frame 1, meaning it can be a good wakeup option. 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. Worst Match. 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. 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. The number of frames for which a move has hitboxes. 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. A place for casual and competitive play, character discussion, questions, and everything else about Guilty Gear. 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. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). 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 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. With the right autoguard triggers, Anji Mito can make explosive plays to punish a foe's advance. 6P the dolphin so you can use rekkas to get your hard knockdown. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. This gave me random matches over a longer time period and with far more players than scrolling one by one.I recorded a 1 for a Win, and a 0 for a Loss. 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. Here is a cleaned-up version of the chart:https://i.imgur.com/6qcPiSL.png, Bonus "Tier List": https://i.imgur.com/dza20Ag.png. It's way too much work for one person. Walk back Far Slash and jumping away can work well. This is because she loses to Sol and Chipp, two of the best characters in the game. 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 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. He also really doesn't do enough damage to punish ram when he does actually win neutral. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. . The aerial version can be delayed to halt Sol's momentum in the air, useful for baiting out an opponent's anti-air attempts, although it will lose to attacks with high vertical reach like Potemkin's Heat KnuckleGuard:Air Guard CrushStartup:12Recovery:18Advantage:+10~+3, Faust's 6PGuard:AllStartup:9Recovery:32Advantage:-21 or most rising DPs. Tools like these provide him with a strong neutral presence. I love him so much. Character Strategy pages generally have at least some basic counter-strategy. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). Knocks opponent away and causes slight ground bounce on air hit. 23. Corner combo staple, and Sol's only disjointed air button. Can be Roman Canceled on hit for decent damage and better okizeme. Almost always abbreviated to TK. Sol does an uppercut with his sword's hilt. About Press Copyright Contact us Creators Advertise Developers Press Copyright Contact us Creators Advertise Developers He is playing guilty gear and the other characters are playing strive. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Es la conclusin de la historia de Sol Badguy (A.K.A. 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/. 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 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. His, Faust is a whiff punish fiend so he likes to walk back and use his long buttons in order to try and get these opportunities. 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. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily. 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. It's 31 frames meaning it's very much reactable. Her outfit is a white bodysuit with flared, slit pants and a deep decollete. He wears a white coat with purple lining decorated with silver studs and . Armed with heavy weapons and a coffin containing a paranormal being, Goldlewis Dickinson brings in a crushing offence as a character. This is a definitive Matchup Chart for I-No in Guilty Gear Strive. Leads into absurd damage with Roman Cancel by shifting either a whiffed or a canceled Red Roman Cancel downward, giving Sol time to run underneath the opponent and fully charge 5[D] even after switching sides. Don't know if I just sucked at the game, but playing as Zato vs Axl was a fucking nightmare. Overview | Frame data | Matchups | Strategy Return to Top. 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. Primary Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Upward swipe that hits overhead pretty quickly. Guilty Gear Xrd REV 2 is a fast-paced, anime-style fighting game that has captured the hearts of many gamers around the world. 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. Strategy. Knocks opponent away on hit, Counter Hit gives a hard knockdown. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. 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. Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram. Overview. [[GGST/ May|Overview]] | [[GGST/ May/Frame_Data|Frame data]] | [[GGST/ May/Matchups|Matchups]] | [[GGST/ May/Strategy#|Strategy]] Return to Top, Frame Data Counterstrategy Reverse Matchup [1]. Be wary of using H Kabari in neutral too frugally as Anji can abuse the Autoguard to bypass the move and start his offense. He further explained that Ramlethal is a hard matchup . Despite what the animation implies, it can hit certain crouching opponents. Sol lunges forward half-screen with a flaming straight punch. 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. Kratos vs Sol Badguy (God of War vs Guilty Gear), connections in the comments . Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. Goldlewis player: PROMOTE May and Millia! this move removes on hit. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. Can be kara canceled into any special move to increase its range. Best Match. Sol matchup chart. Sol launches significantly higher than Volcanic Viper, making him very punishable on whiff or ground block. Combos into 6S on crouching opponents and links into c.S on Counter Hit. 6S can be kara canceled into any special move. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). Overall much harder than your usual Ram matchup, but not unwinnable by any means. She goes up and down real quick so if you're a reactionary Axl you might have a hard time. Discord: https://discord.gg/NaPZT2qNeTTwitch (if preferred): https://www.twitch.tv/nuggyjone. Properties for opponent on block follow Level 4 rules. The two I found were Chipp against Pot and Pot against Doctor Who. Sol leans forward and slams his sword into the ground. Ideal combo ender and potential extender. Maybe it's cause of May's fast jump arc? The time before an attack is active including the first active frame. It's best to avoid using moves like, Defending as Ram is pretty much as pain as if you were anyone else. 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. 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. Roman Canceling the throw on hit can lead to equivalent damage to its grounded counterpart by shifting down into the same basic Red Roman Cancel route mid-screen or canceling directly into a falling j.D and comboing into a Dustloop in or near the corner. The fully extended kick is also quite fast at 4 frames, which combined with its tall hitbox and multiple cancel options results in a strong anti-air. Night Raid Vortex is also evasive, though it is more committal and aggressive in nature. Sol stabs downward with his sword. 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. Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again. The number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. I literally can't even play the game against Chipp. 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. What i mean to say is, i think this chart is interesting, but it's not absolutely objectively indicating character strength. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. Loss, similar to regular strikes. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. Blazing! . You don't like characters with highly interactive pressure. It can clip him which puts him into a stagger state, allowing Ram to get in. 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. 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. Vote for Sol Badguy's tiers . 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. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. Sol Badguy; People just love playing as Sol. 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. While the round start can feel Baiken favored, you can bait out her Far Slash and play around her 2H.
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