You don't like characters with highly interactive pressure. High reward on air hit or Counter Hit, leading into Gun Flame (or Gun Flame (Feint) on Counter Hit) followed by Night Raid Vortex for good damage and corner carry. 13th overall. Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. 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. 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. When Axl has Tension to burn, attempting to jump in on 2H will likely result in the Axl using PRC to defend himself. Combos into Aerial Volcanic Viper or Aerial Bandit Revolver for more damage and a swift knockdown. 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%. For Example: 2369 for a j.236 input. How much R.I.S.C. Luckily for you, Ram has an annoying combo and great ways to get in. On Counter Hit, confirming to Bandit Revolver will allow Sol to link to 5K for a follow-up combo. She's plus for days, but you can find an opening if you're patient. Can gatling from 5K, 2K, or c.S for a mix-up. 236S has a use in this matchup. Goldlewis j.D is busted dawg that shit is actually so cracked lmao, Gold corner pressure that arguably rivals Rams. A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Giovanna is a playable character in the Guilty Gear series who makes her debut on Guilty Gear -Strive-. Empty hopping is safe and good for baiting out whiffs. . Anyways, its really cool and interesting data, and I hope to see more analyses like this in the future! If you play Axl for a bit you start to notice how little people understand the recovery on his moves. Launches opponent on hit, hard knockdown upon landing. 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. As a poke, it is one of the faster 5H normals among the cast, giving it a niche thanks to its large Counter Hit effect making for easy and highly damaging hit confirms (such as Bandit Revolver linked into c.S > kara Volcanic Viper). What are the worst matchups in Strive at the moment? 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. Sol Badguy - 4.8. Sol grabs the opponent and headbutts them. . 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. It loses to throws, so try to only use it if the opponent isn't at point blank range. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman 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. Faster than average start-up at 4 frames. 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. 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. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. Search. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. She does have, Ram on offense is usually business as usual. 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. You don't like having to work your way in against characters that outrange you. Try to preemptively hit where you think Chipp will be so you can try keeping him locked down. I spent one month straight learning I-No. Mirror Match Midrange R.P.S and Basic Mirror Match Counterplay. During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. Arc System Work's Guilty Gear Strive released this past June, and while players are still learning the plenty of nuanced mechanics the game offers, certain characters are already rising above the rest.. Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. 23. Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes. 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. This is just a small project I took on out of interest. 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. Ramlethal is a top character in Justin Wong's Guilty Gear Strive tier list. c.S has the most gatling and cancel options of all of Sol's normals, making it very flexible within both blockstrings and combos. It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. Sol has tricky special moves which help him get in, and a suite of normals which excel at setting up frame traps and strike/throw mix-ups. Hits overhead, but is very reactable. Axl just doesn't get as much leeway in neutral because the range she can start threatening him is much larger than most other characters. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Follow-up knocks the opponent away on hit. GIJ&IK - Desktop. Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. Slower than 5P and 5K, but hits lower to the ground. Level which makes it useful to use after a 2D knockdown. 21 sec 18-May-2022 "Guilty Gear -Strive-" es la ltima entrada de la aclamada franquicia de juegos de lucha de Guilty Gear. We'll take our She def needs buffs now. Concerns:12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. 12k matches is a lot, and 100 matches PER MU is not bad. 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. From my experience, the Faust v Faust matchup is easily -2 in Faust's favor. 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. Leo's Guilty Gear Strive tier match ups. Toggle search. 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 technique transfers the initial forward movement of 6S into the special move, giving it more range (useful for making Clean Hit Volcanic Viper more consistent). Crow beats Sword Toss but this is more of a general inconvenience than a game changer. A projectile which usually travels slowly across the screen in a horizontal path above the ground. Can be used when fighting extremely distant and defensive opponents to build Tension, though the amount built is too small to mean much unless it's spammed multiple times. Patient play is key, as Anji has the ability to turn any action around on Baiken if he detects sloppy play. The proportion of damage dealt when hitting Off The Ground (OTG). Battle Version 2.04Rankings shown are current rankings as at the time of video upload.#ggst #strive #guiltygear #g. Millia bottom 3. She goes up and down real quick so if you're a reactionary Axl you might have a hard time. Situational whiff punish at best, funny "why not" move at worst. Wall Damage when hit raw is increased to 700 (900). 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. Standard strike throw stuff needs to be thought of here. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. Useful for mashing without releasing the input for crouch blocking. Character Win rate Total usage; 25 %: 16: . There are a ton of interesting results that can be seen from this. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. H Kabari is only minus 3, keeping it safe on block and will push the opponent towards Baiken. Data in [] represents values on Clean Hit (All versions). If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. He further explained that Ramlethal is a hard matchup . "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. Pot's worst matchups are almost certainly Zato-1 and Axl. 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:. 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. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards. Can be Roman Canceled on hit for decent damage and better okizeme. Ram plays in about the same ranges and spaces Ky plays, but she does it better. You can pretty much do what you usually do on offense, except you'll need to watch out for his crawl shenanigans. His damage is good but not great. Avoid using moves like f.S and 2H to attempt to escape or counter this type of offense. Vote for tiers. Occurs after Startup. Sol Badguy vs. May - 18. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. This is Sol's only fully invincible reversal, but the first hit has poor range and the entire attack is unsafe on block or whiff. The last letters of a Peanut Butter and Jelly sandwich (and what some people hope to recieve from #11 Down. Press J to jump to the feed. It loses to throws, so try to only use it if the opponent isn't at point blank range. Will force a Wall Break if the opponent touches the corner. 24. At long range, you can use Banjoneto to hit Chaos. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). Only occurs if the first hit successfully connected. Sol releases a pillar of flame that slowly crawls along the ground. Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs. 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. That means that a person that is willing to fight a certain match up does that knowingly. 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. The meaning of the symbols of / and /bet seen in a 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. Sol assumes the same stance he uses for Gun Flame, but doesn't fire a projectile. 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. by 25% before applying R.I.S.C. 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 . Here's how to play Goldlewis Dickinson well in Guilty Gear Strive. Arc System Works added Goldlewis Dickinson as the first DLC character in Guilty Gear Strive. Overall much harder than your usual Ram matchup, but not unwinnable by any means. 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. Here's how you can play Anji Mito in Guilty Gear Strive. This can be caused by crouching, certain moves, and being short. When a character's hurtbox is entirely beneath an opponent's attack. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . Guilty Gear Xrd REV 2 is a fast-paced, anime-style fighting game that has captured the hearts of many gamers around the world. You should only ever really use air dash in the MU on reaction when you see a whiff. This page was last edited on 27 February 2023, at 20:20. Sol does a crouching kick, which is his fastest low. As more players learn the matchup and more characters get . 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. Popularity. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. Corner combo staple, and Sol's only disjointed air button. 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. In the corner, you can also link into dash 5K for big meterless 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. Approaching in the air has an added risk, as Anji both has a large 6P and Kou, which are both upper body invincible and lead to high damage. The proportion of damage dealt on normal block. If the first hit of a combo, applies an additional +20. Outside of Bomber loops, youve also got a harder time making the most of his low health. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Only 100 matches per match-up. The most well-rounded defensive toolkit in the game. Cannot Roman Cancel unless the opponent is in hitstun or blockstun. 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. Test 6P is juiced so if Ram gets 6P happy just slap them. Use it to steal momentum against poor okizeme and predictable pressure. Worst Match. 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 . This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. The M&M&C will kick out Axls and Goldlewis can have a better route to top. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. Being a former Leo player confirms my own beliefs about him. 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. Sol has tricky special moves which help him get in, and a suite of normals which . The hurtbox goes lower than 2D and does so faster, so properly timing this move can beat just about any poke whose hitbox doesn't reach the ground.
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