Avoid using moves like f.S and 2H to attempt to escape or counter this type of offense. 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. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. This is a primary way to escape Baiken's H Kabari RPS situation due to its range and speed, but will lose to the followup. 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. Potemkin - 5.8. Grapplers vs normal people. 13th overall. GGST - Zato-1 Matchups - Dustloop Wiki 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. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. Best Match. Data in [] represents values on Clean Hit. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. Her normals might look like they aren't very contestable but you can very much run up and premptively 6P them to stop her. . Popularity. Follow-up knocks the opponent away on hit. Thus, it is a very committal attack that should only be used in situations where you know it will hit. They have some good and bad matchups, but can be very effective in the right hands. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . Match-up is in Nago's favor. Anyways, its really cool and interesting data, and I hope to see more analyses like this in the future! From my experience, the Faust v Faust matchup is easily -2 in Faust's favor. 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. Only 100 matches per match-up. 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. 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. A very well-timed jump attack on a character who is rising from a knockdown. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. Guilty Gear Strive arrives on Game Pass next week 12k matches is a lot, and 100 matches PER MU is not bad. 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. Proper conditioning is a huge part of Sols gameplan. Here's how you can play Anji Mito in Guilty Gear Strive. She is dressed in business casual attire, a loosely worn white shirt with bright green pulled . Wanna see me combo into 5K on Counter Hit? The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action. GGST - Ramlethal Valentine Matchups - Dustloop Wiki 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. 32. In general, use low-commit moves like your K and P buttons. 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. So happy to see that program finally get some use, I've been waiting years hoping to see it applied to more games. With the right autoguard triggers, Anji Mito can make explosive plays to punish a foe's advance. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. You don't like having to work your way in against characters that outrange you. This attack is Sol's best point to use Roman Cancels in most combos. 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/. 26. For example, if Sol has 15% popularity the top 150 players are counted. Will force a Wall Break if the opponent touches the corner. 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. Be ready to jump! 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. Clean Hit deals enhanced damage and puts the opponent into a tumble state on hit. Please keep in mind the matchup chart is subjective and not all players may agree. Sol leans forward and slams his sword into the ground. Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. Sol's strongest meterless ender for Wall Break. Can be Roman Canceled on hit for decent damage and better okizeme. 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. After spending a considerable time with Testament, I'm finally ready to share with you my matchup chart for them in Guilty Gear Strive! 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. Anji has a strong footsies game with his large normals and the Autoguard property on his specials. I spent one month straight learning I-No. May plays neutral thanks to her amazing buttons that let her bully a lot of character, but Ram simply has better buttons for that. Ideal combo ender and potential extender. 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. Just try to turtle with FD and let him slowly back off via the block pushback. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. 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 . It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. Both hits are jump and dash cancelable. Universal Upper Body Invincible Anti-AirA grounded attack that hits the opponent out of the air. Jack-O's space control with minions can be difficult to maneuver around, but once Baiken gets in, it's over. 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. Overview. 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. . Luckily for you, Ram has an annoying combo and great ways to get in. Has four active windows, but only hits once. . Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman 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. The number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. No Axl allowed everyone hates that mofo. Giovanna | Guilty Gear Wiki | Fandom Has much better range than the animation implies, enough to hit from round start. 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. The most well-rounded defensive toolkit in the game. 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. 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. Ram feasts on Zato once she gets in but this also goes both ways. Has high damage and incredible disjointed range, albeit with somewhat slow start-up. The high knockback of the follow-up provides strong corner carry and leads into meaty f.S anywhere, though it gives much poorer okizeme mid-screen. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Either way, the opponent will be pushed away. As a rule of thumb, it's more reliable to dash cancel the move when anti-airing with it, as additional landing recovery from air blocking will give Sol follow-up pressure while still allowing for a combo should it actually hit. Testament pressure is now something to worry about in this new patch, do not let them lock you down. Unsafe on block or whiff while being barely plus on air block, so consider using less committal anti-airs like 5P or 5K instead in most situations. 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. 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. 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. 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 matchup chart. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards. Occurs after Startup. This technique is colloquially referred to as "Run Flame." Low hitting disjoint used to help control neutral. Popularity. 24. Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). 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. Accompanied by a wolf spirit called Rei, Giovanna is an officer in the special operations unit that protects the President of the United States. 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. Exceptional close range offense with plus on block standing Slash normals and highly damaging Counter Hit confirms. Launches opponent and switches sides on hit, hard knockdown upon landing. Includes first active frame. Guilty Gear Strive Tier List: Best Characters - Dot Esports Laskeese 2 yr. ago. Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5. Playing as Axl, May can be rough sometimes, but Chipp is absolutely painful. More than other characters at least. An input method to perform a special move in the air as fast as possible after you leave the ground. Ky Kiske is the go-to "shoto" character alongside Sol. Baiken. Wall damage in ( ) refers to if opponent is touching the wall. Sol does a crouching kick, which is his fastest low. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. Baiken is very nimble and annoying to deal with in the neutral. 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. Giovanna vs Happy Chaos Matchup Knowledge. 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. Loss, similar to regular strikes. Kratos vs Sol Badguy (God of War vs Guilty Gear), connections in the comments . To challenge these normals, Ky pretty much has to commit to. May's Guilty Gear Strive tier match ups. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). Due to it being a projectile, you can't do anything about it. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. It loses to throws, so try to only use it if the opponent isn't at point blank range. This is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage, single hit nature. Characters and their match-ups in Strive. : r/Guiltygear - reddit I "modernized" the Blinkitys version to be more accessible. Worst Match. 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. Tiers for Guilty Gear Strive - EventHubs At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush. Anji has a strong Abare game, using mostly 2P to escape a pressure situation. She's better at getting in and pinning down an opponent rather than mixing them up, which I'm more comfortable with. Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. 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. Links into c.S on Counter Hit for a decently powerful conversion. Sol grips the opponent with his fist, detonating it with flames. Did you mean? Guilty Gear Strive originally released in June 2021 . She's really annoying but you can pretty much do things as usual. 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. 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. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. This page was last edited on 28 January 2023, at 04:05. This opening is designed such that the attacker can easily counter the defender's attack with his own. 236S has a use in this matchup. A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. 12k matches is a lot, and 100 matches PER MU is not bad. Hard knockdown on ground hit or Counter Hit. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily. Instead, it should be used to control the air, as it easily allows Sol to continue pressure if the opponent air blocks it, and may score stray hits due to its long active frames. Battle Version 2.04Rankings shown are current rankings as at the time of video upload.#ggst #strive #guiltygear #g. Search Results - Showing 0 - 34 Of 129. Sol releases a pillar of flame that slowly crawls along the ground. 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. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely. 28. Launches opponent on hit, hard knockdown upon landing. It's even possible to perform a safe jump after hitting Bandit Bringer on an airborne opponent by doing a forward jump IAD into delay j.S. 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. An attack during the opponent's pressure, intended to interrupt it. The number of frames between inputting an attack and when the attack becomes active. by 25% before applying R.I.S.C. Almost always abbreviated to TK. GIJ&IK - Desktop. 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. 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. You can pretty much do what you usually do on offense, except you'll need to watch out for his crawl shenanigans. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. Sol Badguy - 4.8. Her outfit is a white bodysuit with flared, slit pants and a deep decollete. Standard Ramlethal offense works fine here. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second.
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