Ram can always use her Mortobato super between rekka ( 214P) 1 st, 2 nd and 3 rd hits. Discord: https://discord.gg/NaPZT2qNeTTwitch (if preferred): https://www.twitch.tv/nuggyjone. Character Strategy pages generally have at least some basic counter-strategy. Maybe it's cause of May's fast jump arc? Only occurs if the first hit successfully connected. All it takes is one bad neutral exchange and that can decide the entire match. Popularity. Combos into 2D for a hard knockdown. Thanks Daisuke. Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. If Chaos uses Concentration or Reload, you can attack with 623P, 214P, or j.214S at short to mid range. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . Important tool for landing Clean Hit Volcanic Viper in the corner. 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. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). 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. Combos into 6S on crouching opponents and links into c.S on Counter Hit. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. I dont think I've ever seen an Axl vs May fight but it being +4 in May's favor seems bananas to me. Jack-O's space control with minions can be difficult to maneuver around, but once Baiken gets in, it's over. Has four active windows, but only hits once. 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. Links into 5K on hit, still combos if the first hit whiffs. 14 comments. Be ready to jump! 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. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Just be mindful that Chipp has. Vote for tiers. Almost always abbreviated to TK. Exceptional close range offense with plus on block standing Slash normals and highly damaging Counter Hit confirms. Character Strategy pages generally have at least some basic counter-strategy. Empty hopping is safe and good for baiting out whiffs. 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. 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. Published on 3 Mar 2023. I love him so much. This is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage, single hit nature. 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. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. . To challenge these normals, Ky pretty much has to commit to. 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). The safest option is attempting to jump out, but it can be predicted and punished. As said earlier, you don't really wanna RPS with Goldlewis. 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 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. You can pretty much do what you usually do on offense, except you'll need to watch out for his crawl shenanigans. Pay attention to the opponent's meter to determine when to be wary of YouzansenGuard:HighStartup:9Recovery:Landing+7Advantage:-14 (TK) in her mixup. The lower the tier, the weaker the character. 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. 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. The number of frames between inputting an attack and when the attack becomes active. 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. Guilty Gear Strive is the latest entry into a more than two-decade old franchise, . When he whiffs something like, Business as usual, watch out for Nago doing. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. If anyone else here is interested in this, please check out the code Alex Jaffe wrote here: Anyways, running the code on my own, this is the chart that I got from it: (Sorry in advance for the axis labels!). Worst Match. this move builds when normal or instant blocked. Here's how you can play Anji Mito in Guilty Gear Strive. Moves forward about one character length at no charge to fullscreen at max charge. At close range, 5K is an extremely fast knee with 3 frames of startup, making it Sol's fastest button and tied for the fastest normal in the game alongside Chipp's 5PGuard:AllStartup:3Recovery:10Advantage:-2. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Knocks opponent away on hit, Counter Hit gives a hard knockdown. Level which makes it useful to use after a 2D knockdown. Sol does a crouching kick, which is his fastest low. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. 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. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. 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. Sol's slower but more powerful strike invincible reversal. Sol Nascente also serves as a risky poke thats usefulness is often matchup-dependent, but in the right scenarios is able to beat out many high/air options with its frame 1 low profile and large vertical . Sol also boasts a set of versatile defensive moves that complement universal defensive mechanics. This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. Frames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Primary Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Projectiles do not impart hitstop on the attacker, however, so powering through a projectile will not prevent the opponent from recovering or making evasive maneuvers. What i mean to say is, i think this chart is interesting, but it's not absolutely objectively indicating character strength. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. I spent one month straight learning I-No. Be ready to fuzzy a lot when she's on you. 8th overall. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Also links into 2K against crouching opponents, even at max range. A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Anyways, its really cool and interesting data, and I hope to see more analyses like this in the future! Sol matchup chart. It loses to throws, so try to only use it if the opponent isn't at point blank range. Hits twice. Arc System Works added Goldlewis Dickinson as the first DLC character in Guilty Gear Strive. Nagoriyuki - 5.6. Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). Toggle menu. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. 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. Best 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. Agree or Disagree, but these are my thoughts rig. : 14 different dream interpretations related to the / and /bet you see in your dream. 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. Data in [] represents values on Clean Hit (All versions). Also Snail is -24 on block. Win rate. . But some people in support of -STRIVE-welcomed lowered difficulty barrier for newbies (in the series . 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. 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. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. 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. The opponent can also opt to use Faultless Defense to push themselves further away on block, making it harder for Sol to continue pressure safely. A lunging gut punch. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Use it to steal momentum against poor okizeme and predictable pressure. Zato-1 - 4.7. For Example: 2369 for a j.236 input. It's risky but can work. 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. This is a definitive Matchup Chart for I-No in Guilty Gear Strive. 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. Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. Slight ground bounce on hit, hard knockdown upon landing. I don't have time to do any Eddie setups at all, he's rushing me down 24/7, and taking advantage of Zato's weak defense (as . Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. 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. 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. Nagoriyuki is a playable character in the Guilty Gear series who makes his first appearance on Guilty Gear -Strive-. Sol Badguy vs. May - 18. Low profile sweep that beats or evades moves that don't cover the ground while being safe on block. Someone you don't want to run into. . For example, if Sol has 15% popularity the top 150 players are counted. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Occurs after Startup. Score - Sum of match-up values for this character. This can be caused by crouching, certain moves, and being short. Both hits are jump and dash cancelable. Sol's main combo ender mid-screen when Volcanic Viper won't Clean Hit. You out neutral him but he heavily out damages you. She does have, Ram on offense is usually business as usual. 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. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. Just try to turtle with FD and let him slowly back off via the block pushback. 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. Data in [] represents values on Clean Hit. 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. Nagoriyuki is the opposite of this. The M&M&C will kick out Axls and Goldlewis can have a better route to top. 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. It's 31 frames meaning it's very much reactable. Bridget vs Sol Badguy Matchup Knowledge. Refer to the. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. Homing Jump combos greatly increase Tension Balance. Significantly slower than an uncharged 5D, making it easier to react to. A very well-timed jump attack on a character who is rising from a knockdown. A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. Laskeese 2 yr. ago. He also really doesn't do enough damage to punish ram when he does actually win neutral. Please take my money Tattie!!!!! Combos into 5H as far as near max range or 2H at close range. Offense. Will lose to any attack before the super freeze but will not waste any Tension in doing so. Combos into Aerial Volcanic Viper or Aerial Bandit Revolver for more damage and a swift knockdown. 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. Long range and fast start-up kick used for air-to-air exchanges and for air dash cancel combos, normally off a successful anti-air 5K. His damage is good but not great. Ramlethal's Guilty Gear Strive tier match ups. Outside of Bomber loops, youve also got a harder time making the most of his low health. Nago's neutral is completely dictated by how much blood he has. Usually improves frame data against blocked moves or gives more meter than a normal block or both. She's better at getting in and pinning down an opponent rather than mixing them up, which I'm more comfortable with. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . Games Leo's Guilty Gear Strive tier match ups. 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. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. 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. 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. Nago starts to out range even your normals once he starts getting into higher blood levels. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). Please keep in mind the matchup chart is subjective and not all players may agree. Leads into Bandit Revolver on hit from just about any range aside from the very tip (in which case the second hit can still be used to take a knockdown), which can then be Red Roman Canceled for more damage. It also combos into 6S on crouching opponents, but note that the second hit will whiff against crouching opponents if Sol isn't close enough, so don't use it as a poke from far away. 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. c.S has the most gatling and cancel options of all of Sol's normals, making it very flexible within both blockstrings and combos. Ky Kiske is the go-to "shoto" character alongside Sol. The opposite of hoping your main will be buffed, ________ thinking. If Sol needs to keep his opponent blocking after c.S, an immediate f.S will usually reach even against Instant Faultless Defense. Averaged it out to get the win rate.I rounded figures to the nearest 5 for the +1, +2, etc. It doesn't matter if she bodies all the lower tiers if she loses to the top tiers. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. Wall Damage when hit raw is increased to 700 (900). Links into c.S on Counter Hit for a decently powerful conversion. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Day diff. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. Anji generally doesn't really have low-commitment options to respond to ram's options in neutral, and his offense and defense aren't particularly scary for her to deal with. Its start-up and travel distance increases the longer S is held. Fighting game Guilty Gear Strive will join Game Pass next week, and will be playable on console and PC. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are Volcanic Viper or Bandit Revolver. This is a very momentum based matchup, first to break the wall usually wins. One of Baiken's most annoying tools on block is Kabari, due to how she's built around R.P.S (rock, paper, scissors), she has a stupid amount of gaps that you can get caught by, here's some things you can try doing S Kabari will allow her to get tether after it lands, this is still RPS however. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. Wall bounces airborne opponents in the corner. Universal Upper Body Invincible Anti-AirA grounded attack that hits the opponent out of the air. Follow-up knocks the opponent away on hit. The difference between the attacker's recovery and the period that the opponent is in blockstun. Now, I am not much of a programmer, I am just starting and not that confident in my abilities. Furthermore, 6P special cancels on block which will let you start running your pressure. Air dashing in neutral vs. Axl is dumb and risky but I see people do it all the time for some awful reason. Chipp. Has significantly faster recovery than the real version, making it useful for resetting pressure or baiting jump-ins from an opponent who was expecting Gun Flame. Extremely powerful combo tool in the corner thanks to its high damage, good scaling, and wall bounce. Used to contest an opponent's air approach or to open up opponents with a fast overhead after doing a delayed air dash. Did you mean? Sol assumes the same stance he uses for Gun Flame, but doesn't fire a projectile. 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. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. I want to pre-face this by saying that tier-lists don't matter. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. Player Match] Failed to match with opponent *Fix* :: GUILTY GEAR. This attack is Sol's best point to use Roman Cancels in most combos. Sometimes you can CH the delay as she's right in front of you or you may both may trade. If Sol guardpoints through a strike, the opponent will be stuck in hitstop while Sol continues to move, making it next to impossible for them to escape if they're on the ground. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. 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. Giovanna is a playable character in the Guilty Gear series who makes her debut on Guilty Gear -Strive-. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely. Sol Badguy is the protagonist of the Guilty Gear series and Ky Kiske's rival. 23. 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. He's too fast, period. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). Basic air jab that's fairly safe on whiff. Search. Has high damage and incredible disjointed range, albeit with somewhat slow start-up. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. Giovanna vs Happy Chaos Matchup Knowledge. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. - Difference between the tier scores from today and . If you let Baiken grab you, she can start to run pressure like. Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner. 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. Concerns: 12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. Nagoriyuki is a tall, heavily built, dark-skinned man with blue eyes and thick, shoulder-length Dread-locks tied into a ponytail. Slower than 5P and 5K, but hits lower to the ground. High pushback on block can make this move safe if properly spaced. Upward swipe that hits overhead pretty quickly. this move removes on hit. No reliable utility as an anti-air due to its incredibly slow start-up. Can be Roman Canceled on hit for decent damage and better okizeme. I-No - 19. It can also be kara canceled from 6S for another range increase. 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. Use it after an empty jump to catch opponents expecting an overhead or in c.S or f.S pressure to represent the threat of a low that is difficult to challenge while you're at frame advantage. Proper conditioning is a huge part of Sols gameplan. 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. Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. Do one of 3 things on reaction during a forward empty hop: FD if there's a Rensen below you so that Up-Rensen isn't plus after it pulls you to Axl, Air dash or land and dash if you jumped over a winter mantis/2H, Block a 6K/2S/5P, get pushed back a bit, and reset. Battle Version 2.04#ggst #strive #guiltygear #guiltygearstrive #matchups #ggst_br #ggst_so Popularity. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. Sol stabs downward with his sword. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. 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 this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. Matchup guides, advice, and analysis for Zato-1 in GGST. Business as usual but just make sure you stay aware of Testament being able to use.