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guilty gear strive sol matchups

This is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage, single hit nature. Sol grips the opponent with his fist, detonating it with flames. Toggle search. Good for frame traps as most light normals can cancel into it and immediate cancels leave a very small gap in blockstun. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. Luckily for you, Ram has an annoying combo and great ways to get in. Sol's slower but more powerful strike invincible reversal. Level increase make it an excellent stagger option, forcing the defender to use Faultless Defense to push Sol away, making them more vulnerable to throws and pressure resets in turn. Here's how you can play Anji Mito in Guilty Gear Strive. Only 100 matches per match-up. Chipp. Leo likes to have meter in neutral so when he lands a stray hit, he can get a full conversion to get into a wall break for positive bonus. During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. Clean Hit deals enhanced damage and puts the opponent into a tumble state on hit. 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%. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). [[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]. Hits slightly behind Sol, allowing it to be used for cross-ups. Sol Badguy; Giovanna; . Strive Match-Up Chart and Tier List based on data from 12,000 - reddit PS: From the MU chart we can read that Goldlewis will do create in tournaments, that have lots of Mays, Chipps and Millias. Random Notes:Leo players have the all-round best usernames.Faust players have the most toxic usernames.Every Sol player is "__ __guy".Most characters have a bunch of "__ onlyfans" players, except Millia.Millia players had the most normal usernames.There were also heaps of racist and misogynistic usersnames basically across the board, but a bit more than average among Anji players. 6S can be kara canceled into any special move. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. 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. She's better at getting in and pinning down an opponent rather than mixing them up, which I'm more comfortable with. 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. The M&M&C will kick out Axls and Goldlewis can have a better route to top. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). gij Videos - MyPornVid.co Above her head floats a cracked yellow halo. Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. 0% 100%. That means that a person that is willing to fight a certain match up does that knowingly. While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain. 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. Matchups | RATING UPDATE On top of that, Ram has a much easier time dealing with dolphin RPS, meaning May has to work harder to actually get her hits. 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. 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. Fighting game Guilty Gear Strive will join Game Pass next week, and will be playable on console and PC. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush. Links into c.S on Counter Hit for a decently powerful conversion. Browse our network 9 . It's 31 frames meaning it's very much reactable. Vote for tiers. Be wary of using H Kabari in neutral too frugally as Anji can abuse the Autoguard to bypass the move and start his offense. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. This is a very small sample size, so should be taken with a big spoon of salt. Overview. Es la conclusin de la historia de Sol Badguy (A.K.A. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. 21 sec 18-May-2022 Maybe it's cause of May's fast jump arc? Standard strike throw stuff needs to be thought of here. Best Match. Hits twice. 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. Ramlethal's tier match-ups in Guilty Gear Strive - EventHubs May's Guilty Gear Strive tier match ups. 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. I-No - 19. Try to use it as a round ender or to punish an opponent's throw or Throw Clash attempt. 12k matches is a lot, and 100 matches PER MU is not bad. Empty hopping is safe and good for baiting out whiffs. Sol rushes forward low to the ground and delivers an uppercut. Character Strategy pages generally have at least some basic counter-strategy. At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5H. 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. Sol Badguy | Guilty Gear Wiki | Fandom 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. Slower than 5P and 5K, but hits lower to the ground. 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/. 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. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. 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. When Axl has Tension to burn, attempting to jump in on 2H will likely result in the Axl using PRC to defend himself. Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs. Jack-O's space control with minions can be difficult to maneuver around, but once Baiken gets in, it's over. Sol also boasts a set of versatile defensive moves that complement universal defensive mechanics. That being said, f.S's pushback means that there are ranges where 5H will whiff. On Counter Hit, confirming to Bandit Revolver will allow Sol to link to 5K for a follow-up combo. Level which makes it useful to use after a 2D knockdown. 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. Launches opponent on hit if combo'd into. This can be caused by crouching, certain moves, and being short. Has four active windows, but only hits once. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Outside of Bomber loops, youve also got a harder time making the most of his low health. Universal Sweep. I love him so much. Use it to steal momentum against poor okizeme and predictable pressure. A place for casual and competitive play, character discussion, questions, and everything else about Guilty Gear. The amount of Tension gained when the move is input. . Justin Wong: 'Ramlethal is S-tier in Guilty Gear Strive' - ONE Esports The high damage and wall bounce property mean massive damage when used as a combo part in the corner. Its invincibility while grounded and massive disjointed hitbox during ascent makes it a useful anti-air, but be warned that Sol is negative on block if the opponent air blocks it, and fully punishable if they happen to land close enough. The big move to look out for is 2HGuard:LowStartup:11Recovery:26Advantage:-18, as it has the longest recovery and opens himself up for a jump in with Baiken's j.SGuard:HighStartup:8Recovery:19Advantage:. 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. 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. This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. 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. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. Best Match. : 14 different dream interpretations related to the / and /bet you see in your dream. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. Slight ground bounce on hit, hard knockdown upon landing. Guilty Gear Strive (in my opinion regrettably) let's you choose to fight against a player/character or not. Credit: Arc System Works. Guess like your life depends on it. Best Match. His best poke is 5P/2P at 31/34 frames. Jack-O Matchup Tier List | Guilty Gear Strive - YouTube Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. Enables a meaty Gun Flame setup if you delay the special cancel to avoid the OTG window, and leads into a full combo on Counter Hit. 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. Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent. Also links into 2K against crouching opponents, even at max range. Hits overhead, but is very reactable. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . Despite the animation, j.H does not actually pull Sol's hurtbox upwards, and the hitbox does not reach below the bottom of his regular jumping hurtbox, making it a worse jump-in than j.S in terms of speed and reach. 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. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards. Guilty Gear -Strive-Anji. 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. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. Zato-1 - 4.7. Sol lunges forward half-screen with a flaming straight punch. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. The last letters of a Peanut Butter and Jelly sandwich (and what some people hope to recieve from #11 Down. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). Using the data that OP collected, I attempted to put it through a "metagame analysis" that Alex Jaffe went over in his GDC talk from 2015, as seen in the following video. 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. The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action. This is a definitive Matchup Chart for I-No in Guilty Gear Strive. Sol floats through the air before doing a diving punch. At long range, you can use Banjoneto to hit Chaos. Launches opponent on hit, hard knockdown upon landing. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. 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. 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. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure. 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 two I found were Chipp against Pot and Pot against Doctor Who. On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into Night Raid Vortex.

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guilty gear strive sol matchups