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guilty gear strive sol matchups

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. This opening is designed such that the attacker can easily counter the defender's attack with his own. 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. One of Sol's best pokes, most effective when paired with 6S and 6H due to its speed and safety. I spent one month straight learning I-No. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended. 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. 28. I am not going to be able to explain it nearly as well as he does, so if you are interested in what I have done, please watch his talk. You should only ever really use air dash in the MU on reaction when you see a whiff. 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 . Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Axl. Almost always abbreviated to TK. 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. The lower the tier, the weaker the character. Both hits are jump and dash cancelable. You should be gaining ground when you block it, not getting pushed back. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. which can be used to challenge pressure, and 2D, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. If you play Axl for a bit you start to notice how little people understand the recovery on his moves. 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. 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. 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. Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent. Sol rushes forward low to the ground and delivers an uppercut. While he does do an obscene amount of damage off the right hits, and while he can call her out in neutral, Ram generally has the upper hand. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. We'll take our She def needs buffs now. Business as usual but just make sure you stay aware of Testament being able to use. The Increased pushback in -STRIVE-(characters being pushed apart sooner after a combo or blocking hits, thus returning the gameplay back to neutral state more often) and wallbreak mechanic are seen by part of the fanbase as dulling the okizeme-centric gameplay Gulity Gear is famous for. Guilty Gear -Strive-Anji. It loses to throws, so try to only use it if the opponent isn't at point blank range. Gatling Options: 6P, f.S, 2S, 6S, 5H, 2H, 6H, 5D, 2D. Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. 8.5K 30.5K 2.7K . Test 6P is juiced so if Ram gets 6P happy just slap them. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). Sol does an uppercut followed by a fiery straight punch. 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. Search. 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. How much R.I.S.C. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. A lot of her Yo-Yo normals have hurtboxes that extend beyond the hitbox and Yo-Yo itself, meaning that you can abuse your disjoints to punish her lack of some. Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. Guilty Gear -Strive-. Try to preemptively hit where you think Chipp will be so you can try keeping him locked down. Unfortunately, it is often beaten out by deeper jump-ins, in which case it's better to use 6P due to its upper body invincibility. Vote for tiers. Combos into 6S against crouching opponents for both better damage and a knockdown. Nagoriyuki is a playable character in the Guilty Gear series who makes his first appearance on Guilty Gear -Strive-. 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 . This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. This page was last edited on 28 January 2023, at 04:05. 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. 23. Air dashing in neutral vs. Axl is dumb and risky but I see people do it all the time for some awful reason. Luckily for you, Ram has an annoying combo and great ways to get in. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. This is a definitive Matchup Chart for I-No in Guilty Gear Strive. There are a ton of interesting results that can be seen from this. Toggle menu. . 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. On air hit, it floats the opponent for a reliable juggle. Slower than 5P and 5K, but hits lower to the ground. 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. He's also armed with powerful mid-ranged tools such as 6S, a sizeable poke, and Gun Flame, a mid-ranged projectile that is plus on block if it hits meaty or at max range. This section has strict standards that must be followed. 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. This opening is designed such that the attacker can easily counter the defender's attack with his own., and wall bounce combo tool. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. Data in [] represents values on Clean Hit. Anji has a strong footsies game with his large normals and the Autoguard property on his specials. 03 Mar 2023 23:47:00 . Cannot be special canceled from any move. Universal Upper Body Invincible Anti-AirA grounded attack that hits the opponent out of the air. With ferocious pressure, strong defense, versatile special moves and explosive power, this badass bounty hunter is armed with everything an offensively oriented player could ask for. Sol steps forward and swings his sword. Its vertical range and fast recovery makes it a low risk anti-air, and in some cases is more useful than 5K, being easier to utilise on Counter Hit for short burst damage conversions into Clean Hit Volcanic Viper. Nago starts to out range even your normals once he starts getting into higher blood levels. Combos into 2D for a hard knockdown. Vote for Ramlethal's tiers . Popularity. Vote for tiers. As for pressure, Ky's DP (Vapor Thrust), though it exists, is not amazing, and not particularly difficult for Ram to deal with, and Ky's pressure is not too scary, especially if Ram has meter. 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. Use this to break the wall if Fafnir won't combo in time and the opponent is at ground level. 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. 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. 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. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. If performed low enough to the ground on an airborne opponent near the corner, the Clean Hit version can link into 5K for a full combo, though this is only possible early on in a combo when scaling is low, and the link is tighter against heavier opponents. 0% 100%. Sol Badguy; Giovanna; . 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. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. Can be done out of a dash to let Sol slide closer to the opponent as the projectile moves forward, making it easier for him to utilize the plus frames of a late hit Gun Flame. Sol's strongest meterless ender for Wall Break. . The move is also key to Sol's pressure, and it can be said that Sol's goal on offense is to get the opponent to block c.S. Sol's main combo ender mid-screen when Volcanic Viper won't Clean Hit. This can be caused by crouching, certain moves, and being short. This can be caused by crouching, certain moves, and being short. Arc System Works added Goldlewis Dickinson as the first DLC character in Guilty Gear Strive. If he values his life at least. Please take my money Tattie!!!!! Throws list the amount of Frame Advantage upon successfully throwing the opponent. Builds 1000 Tension once all damage is dealt. I literally can't even play the game against Chipp. Keep in mind that while this Overdrive cannot be blocked, it also cannot be canceled into or used during a combo. Most things Leo does round start loses to Ram's. Armed with heavy weapons and a coffin containing a paranormal being, Goldlewis Dickinson brings in a crushing offence as a character. The hard knockdown can grant good okizeme. 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. Combos into 6S on crouching opponents and links into c.S on Counter Hit. Zato-1 - 4.7. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Popularity. 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. Giovanna: Although she's a rushdown character, she feels less threatening than other rushdowns. Sol matchup chart. Concerns:12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). Furthermore, 6P special cancels on block which will let you start running your pressure. Sol has tricky special moves which help him get in, and a suite of normals which . Nagoriyuki is a tall, heavily built, dark-skinned man with blue eyes and thick, shoulder-length Dread-locks tied into a ponytail. Links into c.S on Counter Hit for a decently powerful conversion. 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. Games A particularly strong setup is OTG c.S > f.S followed by quickly tapping back into another c.S, which will put Sol out of throw range and catch the opponent using fuzzy timings for their defensive options. Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner. You don't like having to work your way in against characters that outrange you. : 14 different dream interpretations related to the / and /bet you see in your dream. 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. Laskeese 2 yr. ago. Sol's faster strike invincible reversal. Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes. 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. For example, although May has the highest average win chance, she isn't number one in this chart. Sol floats through the air before doing a diving punch. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. 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. Leo's Guilty Gear Strive tier match ups. Universal Sweep. Ram gets to play neutral as usual due to Faust not having a strong answer to, This all being said, Faust gets a bit more quirky once he has meter. Sol Badguy - 4.9. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. What are the worst matchups in Strive at the moment? Counter Hit state during recovery until landing. They are still quite awful on whiff however, and proper baiting of moves like Nago's, Keep an eye on his blood! 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. 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. The number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. Edit:I forgot to mention. Level which makes it useful to use after a 2D knockdown. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. Includes first active frame. They have a ton of po. Millia bottom 3. The game was released for PlayStation 4, PlayStation 5 and Windows in June 2021, and for Japanese arcades in July 2021. Giovanna is a playable character in the Guilty Gear series who makes her debut on Guilty Gear -Strive-. Chipp. Potemkin - 5.8. 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. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. It is also planned for release on Xbox One and Xbox Series X/S on March 7, 2023. Anji has a strong Abare game, using mostly 2P to escape a pressure situation. Popularity. 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. Guilty Gear Strive (in my opinion regrettably) let's you choose to fight against a player/character or not. A projectile which usually travels slowly across the screen in a horizontal path above the ground. 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. Averaged it out to get the win rate.I rounded figures to the nearest 5 for the +1, +2, etc. This is a very momentum based matchup, first to break the wall usually wins. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. You don't like playing rude or bullying people with mids. 6P the dolphin so you can use rekkas to get your hard knockdown. Her normals might look like they aren't very contestable but you can very much run up and premptively 6P them to stop her. Ky Kiske is the go-to "shoto" character alongside Sol. Significantly slower than an uncharged 5D, making it easier to react to. Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram. Shorter active window compared to the ground version. Strategy. It loses to throws, so try to only use it if the opponent isn't at point blank range. The Clean Hit deals absolutely massive damage, so it should be used to end combos whenever possible. Overall, Gold has to work a lot harder than Ram does but Ram still needs to know that he's not THAT far off from being able to take her down. 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. Almost always abbreviated to TK. Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. This move and the 236K it canceled from are considered one multi-hit attack. Guilty Gear Xrd REV 2 is a fast-paced, anime-style fighting game that has captured the hearts of many gamers around the world. I mean there's that but he also has some pretty polarising matchups too? Properties for opponent on block follow Level 4 rules. However, in situations in the corner, Anji has normals like f.s and 2S to pressure Baiken while avoiding the risk of taking damage from Hiiragi and staying in range to continue using Fuujin and its followups. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. - Difference between the tier scores from today and . Yeah this is 100% accurate. 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. Matchups. Bridget vs Sol Badguy Matchup Knowledge. The number of frames between inputting an attack and when the attack becomes active. You can run pressure like usual but be careful mid screen as Baiken can do wakeup Hiragi and it's frame 1, meaning it can be a good wakeup option. If you don't punish it however, she's +2 which means she can keep running her pressure. In the case of 2H, this is faster than letting the move recover by itself. Second hit can Clean Hit at close range. 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. Launches opponent on hit if combo'd into. Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. Win rate. May plays neutral thanks to her amazing buttons that let her bully a lot of character, but Ram simply has better buttons for that. Ground bounces on hit, hard knockdown upon landing. 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. As said earlier, you don't really wanna RPS with Goldlewis. Wall Damage when hit raw is increased to 700 (900). 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). 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. Be wary of using H Kabari in neutral too frugally as Anji can abuse the Autoguard to bypass the move and start his offense. The safest option is attempting to jump out, but it can be predicted and punished. 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. You don't like characters with highly interactive pressure.

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