Roman Canceling this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. The high damage and wall bounce property mean massive damage when used as a combo part in the corner. https://www.dustloop.com/wiki/index.php?title=GGST/Baiken/Matchups&oldid=372064. This attack is Sol's best point to use Roman Cancels in most combos. I mean there's that but he also has some pretty polarising matchups too? - Difference between the tier scores from today and . 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. I have no plans to increase the sample size or make new ones for future patches. More than other characters at least. 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. Most things Leo does round start loses to Ram's. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. Edit:I forgot to mention. The most well-rounded defensive toolkit in the game. 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. Its start-up and travel distance increases the longer S is held. Worst Match. 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. 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. Sol's command throw. 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. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. 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. Vote for May's tiers . Upward swipe that hits overhead pretty quickly. 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. Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. 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. Press J to jump to the feed. Maybe it's cause of May's fast jump arc? 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. Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own., and wall bounce combo tool. 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. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. Either way, the opponent will be pushed away. 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. Counter Hit state during recovery until landing. 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. May plays neutral thanks to her amazing buttons that let her bully a lot of character, but Ram simply has better buttons for that. Dragon Ball FighterZ Brawlhalla Guilty Gear -Strive-Soulcalibur VI Skullgirls 2nd Encore Killer Instinct Multiversus The King of Fighters . 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/. . Gatling Options: 6P, f.S, 2S, 6S, 5H, 2H, 6H, 5D, 2D. 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. 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. Guilty Gear -Strive-. It's 31 frames meaning it's very much reactable. 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. If the first hit of a combo, applies an additional +20. This can be combined with dash momentum to cover large distances extremely quickly. The number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. Ideal combo ender and potential extender. 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. Links into c.S on Counter Hit for a decently powerful conversion. Has much better range than the animation implies, enough to hit from round start. Popularity. Guilty Gear Strive is the latest entry into a more than two-decade old franchise, . Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. 8th overall. 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. Try to get Axl to whiff. Can be Purple Roman Canceled for tricky mix-ups, such as using Wild Throw before the attack is blocked or jumping over the opponent right before it hits for a cross-up. 236S has a use in this matchup. While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. Homing Jump combos greatly increase Tension Balance. This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. Launches opponent on hit, hard knockdown upon landing. Guilty Gear -Strive-Anji. 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. Search. An easier MU for Ram due to the fact that her normals control a large chunk of space. Level which makes it useful to use after a 2D knockdown. 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. An input method to perform a special move in the air as fast as possible after you leave the ground. 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. 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. Avoid using the follow-up if the initial attack Wall Sticks so that the wall can be broken by a stronger ender like 5H, 6H, Fafnir, or Tyrant Rave. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. I literally can't even play the game against Chipp. Second hit can Clean Hit at close range. Test 6P is juiced so if Ram gets 6P happy just slap them. If Anji has 50 Tension, Kachoufuugetsu KaiGuard:Startup:Recovery:Total 40Advantage: becomes a large threat in pressure as the counter can potentially be done as a prediction to reckless cancelling of normals into H Kabari on reaction. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. Please keep in mind the matchup chart is subjective and not all players may agree. This can be caused by crouching, certain moves, and being short. 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. However, Testament can get positive bonus easier in theory due to high conversion ability due to stain state and, Testament has two strong ways to stop Ram from jumping out of the corner with. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. Vote for tiers. While Gold can start enforcing chip pressure off a HKD, he's not going to be able to push you to the corner as easily as Ram can meaning that his midscreen reward is slightly less favorable than Ram's. She's really annoying but you can pretty much do things as usual. 6P the dolphin so you can use rekkas to get your hard knockdown. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. In general, use low-commit moves like your K and P buttons. Resources. Sol Badguy's Guilty Gear Strive tier match ups. 14 comments. Causes floating crumple on ground hit, delaying a follow-up will force stand. After spending a considerable time with Testament, I'm finally ready to share with you my matchup chart for them in Guilty Gear Strive! This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. It's best to avoid using moves like, Defending as Ram is pretty much as pain as if you were anyone else. Sol does a crouching kick, which is his fastest low. 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. A flying knee which can be followed-up with a spin kick. His best poke is 5P/2P at 31/34 frames. He's too fast, period. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. Ground bounces on hit, hard knockdown upon landing. This is a definitive Matchup Chart for I-No in Guilty Gear Strive. Pot's worst matchups are almost certainly Zato-1 and Axl. High pushback on block can make this move safe if properly spaced. While its range is shorter than f.S, it functions as a good counter poke at the same speed, as it does not move Sol's hurtbox very far forward while sporting a significantly disjointed hitbox. 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. Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. They have some good and bad matchups, but can be very effective in the right hands. From my experience, the Faust v Faust matchup is easily -2 in Faust's favor. Here is a cleaned-up version of the chart:https://i.imgur.com/6qcPiSL.png, Bonus "Tier List": https://i.imgur.com/dza20Ag.png. Includes first active frame. Can throw the opponent either forward or backwards. Grapplers vs normal people. A Roman Canceled Volcanic Viper can lead into similar damage and okizeme while being safer and leading into a potential mix-up, so consider doing that instead. 32. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Someone you don't want to run into. Significantly slower than an uncharged 5D, making it easier to react to. Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. Sol Badguy; Giovanna; . Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow. 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. Sol releases a pillar of flame that slowly crawls along the ground. Sol has tricky special moves which help him get in, and a suite of normals which . Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5. Pay attention to this and be less committal with moves at higher Risc values. Tools like these provide him with a strong neutral presence. This can be caused by crouching, certain moves, and being short. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. Do try to be careful when going for the second or third hit of, Since Testament has low damage relative to Ram, this makes winning neutral more often pretty vital which can be difficult because it's Ramlethal. Character Strategy pages generally have at least some basic counter-strategy. On air hit, it can combo into specials that lead into additional follow-ups (such as the first hit of Bandit Revolver or even Gun Flame in the corner) or it can combo into Bandit Bringer for a hard knockdown if it hits high enough. Only 100 matches per match-up. 2S is also still useful. Can gatling from 5K, 2K, or c.S for a mix-up. 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. Creado por Daisuke Ishiwatari y desarrollado por Arc System . H KabariGuard:AllStartup:18Recovery:19Advantage:-3. Low profile sweep that beats or evades moves that don't cover the ground while being safe on block. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . It always felt like he had the tools for every match up except nago. Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. Ram can always use her Mortobato super between rekka ( 214P) 1 st, 2 nd and 3 rd hits. On Counter Hit, confirming to Bandit Revolver will allow Sol to link to 5K for a follow-up combo. 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. search. Fighting game Guilty Gear Strive will join Game Pass next week, and will be playable on console and PC. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). The number of frames for which a move has hitboxes. 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. I love him so much. 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. 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. 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. The opposite of hoping your main will be buffed, ________ thinking. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. High damage off almost every hit, as well as an endorphin rush with Clean Hit Volcanic Viper. The time before an attack is active including the first active frame. Here's how you can play Anji Mito in Guilty Gear Strive. 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. Worst Match. Games Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P. If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Don't take this seriously. 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. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards. It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. Despite what the animation implies, it can hit certain crouching opponents. Please take my money Tattie!!!!! Only occurs if the first hit successfully connected. Toggle menu. Baiken is very nimble and annoying to deal with in the neutral. Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs. Be ready to jump! Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). Worst Match. Guilty Gear Xrd REV 2 is a fast-paced, anime-style fighting game that has captured the hearts of many gamers around the world. 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. Our Guilty Gear Strive leaderboards are designed to give players an overview of what a duel feels like in GGST and give you a good idea of what players are using to win battles in the current version of the game. H Kabari is only minus 3, keeping it safe on block and will push the opponent towards Baiken. I think most interestingly is Leo. Data in [] represents values on Clean Hit (All versions). You should be gaining ground when you block it, not getting pushed back. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. 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. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. 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. Furthermore, 6P special cancels on block which will let you start running your pressure. Ram has to stay alert of more aggressive pokes with 2H (to catch with its high active time) and 6H (bigger range), riskier but do threaten the neutral. Baiken is a safe jump monster, after a lot of her most basic strings, she can do IAD Tatami to cover any wake up options you might have. Giovanna is a playable character in the Guilty Gear series who makes her debut on Guilty Gear -Strive-. 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.
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