Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. 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. 5th overall. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. So happy to see that program finally get some use, I've been waiting years hoping to see it applied to more games. Usually something like to a. Browse our network 9 . You can pretty much do what you usually do on offense, except you'll need to watch out for his crawl shenanigans. Character Win rate Total usage; 25 %: 16: . 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. He is described as a noble vampire samurai who wields a bloodsucking blade. Data in [] represents values on Clean Hit. Sol floats through the air before doing a diving punch. Tools like these provide him with a strong neutral presence. You don't like playing rude or bullying people with mids. Hits slightly behind Sol, allowing it to be used for cross-ups. which can be used to challenge pressure, and 2D, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. Hits overhead, but is very reactable. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). I don't understand what makes that matchup positive for Anji. Win rate. 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. Hits twice. Indicates an entity that exists seperately from the character was spawned. Laskeese 2 yr. ago. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. Faust . Thus, it is a very committal attack that should only be used in situations where you know it will hit. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. I mean there's that but he also has some pretty polarising matchups too? This can be caused by crouching, certain moves, and being short. Be wary of using H Kabari in neutral too frugally as Anji can abuse the Autoguard to bypass the move and start his offense. A grounded attack that hits the opponent out of the air, Link to Gun Flame (Feint) Special Cancel Table, https://www.dustloop.com/wiki/index.php?title=GGST/Sol_Badguy&oldid=376897. Night Raid Vortex is also evasive, though it is more committal and aggressive in nature. 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. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). Be sure to check the stickied FAQ before posting. Legend. Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. Best Video Games of All Time - Page 70 - Metacritic . Will lose to any attack before the super freeze but will not waste any Tension in doing so. Avoid using moves like f.S and 2H to attempt to escape or counter this type of offense. Press J to jump to the feed. 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. It's risky but can work. At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5H. Has four active windows, but only hits once. 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. Almost always abbreviated to TK. Can be varied in usage. Useful for mashing without releasing the input for crouch blocking. Only occurs if the first hit successfully connected. 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. They have a ton of po. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. 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. Has high damage and incredible disjointed range, albeit with somewhat slow start-up. Overall much harder than your usual Ram matchup, but not unwinnable by any means. 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. Sol releases a pillar of flame that slowly crawls along the ground. 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. Baiken's amazing normals control space very well, so moves like f.s and 2S end up being primary pokes in neutral as there isn't much she can do to contest them herself. 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. 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:. In general, use low-commit moves like your K and P buttons. Mirror Match Midrange R.P.S and Basic Mirror Match Counterplay. Best Match. Sol Badguy; Giovanna; . Giovanna has red hair and a tanned skin complexion. . Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Baiken's small stature and large buttons work well to corner Axl. These include Volcanic Viper, a fast DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. If it hits a grounded opponent, they will be put into a floating crumple that causes immediate follow-ups to behave as though the opponent was airborne, but delaying them will result in a forced stand. All three of them do excellent against Axl which is Goldlewis worst MU, but GL does good against May and Millia and not as bad against Chipp as against Axl. Cannot Roman Cancel unless the opponent is in hitstun or blockstun. If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. This is because she loses to Sol and Chipp, two of the best characters in the game. The Gear Hunters Saga), ambientada en Washington, y que presenta su confrontacin final con That Man, Asuka R. Kreutz. Due to her poor anti-air game and amazing air game, air approaches are used to move around more freely and punish frugal usage of pokes and H Kabari. 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. 12k matches is a lot, and 100 matches PER MU is not bad. Edit:I forgot to mention. Loss, similar to regular strikes. This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. 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. Battle Version 2.04#ggst #strive #guiltygear #guiltygearstrive #matchups #ggst_br #ggst_so 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. Just based on my own experience, Id expect Chipp and Ram to be much worse matchups than May here. Knocks opponent away on hit, Counter Hit gives a hard knockdown. Tier lists in fighting games are fickle, a single balance change can make you throw the whole thing out the window and you also have to take into account player skill, as more often than not . Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. Bridget. Roman Canceling this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. 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. Random Notes:Leo players have the all-round best usernames.Faust players have the most toxic usernames.Every Sol player is "__ __guy".Most characters have a bunch of "__ onlyfans" players, except Millia.Millia players had the most normal usernames.There were also heaps of racist and misogynistic usersnames basically across the board, but a bit more than average among Anji players. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. He has access to j.HGuard:HighStartup:12Recovery:25Advantage:, a fast overhead that combos into j.DGuard:HighStartup:10Recovery:22Advantage: for large damage against the wall, but this normal can be parried, even at the maximum height of the move. Giovanna vs Happy Chaos Matchup Knowledge. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Sol Badguy vs. Ramlethal - 18. SOL; Balance KY; Balance MAY; Long Range AXL; High Speed CHIPP; Power Throw POTEMKIN; Unique FAUST; High Speed MILLIA; Technical ZATO; Shooting RAMLETHAL; Balance LEO; One Shot NAGORIYUKI; Rush GIOVANNA; Balance ANJI; Rush I-NO; Power GOLDLEWIS; Technical Jack-O' Shooting HAPPY CHAOS; Balance BAIKEN; Balance TESTAMENT; Balance BRIDGET; Rush SIN Luckily for you, Ram has an annoying combo and great ways to get in. This opening is designed such that the attacker can easily counter the defender's attack with his own., and wall bounce combo tool. He doesn't do great in average win chance, but because he does so well against Sol (according to the data) and goes even against Chipp, he moves up a bit. 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. You should only ever really use air dash in the MU on reaction when you see a whiff. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. 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. The number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. Combos into 2D for a hard knockdown. A very well-timed jump attack on a character who is rising from a knockdown. Overview. Exceptional close range offense with plus on block standing Slash normals and highly damaging Counter Hit confirms. An easier MU for Ram due to the fact that her normals control a large chunk of space. For Example: 2369 for a j.236 input. Character Strategy pages generally have at least some basic counter-strategy. This attack is Sol's best point to use Roman Cancels in most combos. (2018 and Ragnarok switching Gameplay Style compared to OG GOW and Strive changing and . Did you mean? Sometimes you can CH the delay as she's right in front of you or you may both may trade. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Universal Sweep. Ram gets strong punishes on both block and startup due to its generally risky nature, being -17 on block. Guilty Gear Xrd Tier List [October] 2022 ; S Tier. When not spending Tension for a follow-up combo, it's often a better idea to do a normal ground throw for slightly less damage to keep the corner and get a better knockdown. Toggle menu. Key tool in frame traps, leading to some of Sol's highest damage. 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. 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. 8.5K 30.5K 2.7K . This move and the 236K it canceled from are considered one multi-hit attack. This is the top 1000 but multiplied out by popularity. . From my experience, the Faust v Faust matchup is easily -2 in Faust's favor. Use it to steal momentum against poor okizeme and predictable pressure. Grapplers vs normal people. While H Kabari is minus, this doesn't mean you can just mash on Baiken though. Used to contest an opponent's air approach or to open up opponents with a fast overhead after doing a delayed air dash. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. Sol Badguy's Guilty Gear Strive tier match ups. Business as usual but just make sure you stay aware of Testament being able to use. Millia's mobility lets her keep Ramlethal honest in neutral. This page was last edited on 27 February 2023, at 20:20. . Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. Leo's Guilty Gear Strive tier match ups. It's obviously subject to change, but right now, what are the matchups that you most struggled with. 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). 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. PS: From the MU chart we can read that Goldlewis will do create in tournaments, that have lots of Mays, Chipps and Millias. Slight ground bounce on hit, hard knockdown upon landing. Best Match. The number of frames for which a move has hitboxes. 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. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. Launches opponent on hit if combo'd into. Cannot be special canceled from any move. His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. It's also a bit more complex than Guilty Gear Strive. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are Volcanic Viper or Bandit Revolver. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. Blazing! There are a ton of interesting results that can be seen from this. This is a very momentum based matchup, first to break the wall usually wins. On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into Night Raid Vortex. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. Vote for May's tiers . Kratos vs Sol Badguy (God of War vs Guilty Gear), connections in the comments . Strategy. Hits twice. Due to it being a projectile, you can't do anything about it. Day diff. 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. Sol does an uppercut with his sword's hilt. An untechable throw with more range and damage than his normal ground throw, but with the caveats that it starts slower, always side switches on hit with considerably weaker okizeme, and is slightly more unsafe on whiff. Patient play is key, as Anji has the ability to turn any action around on Baiken if he detects sloppy play. Games Dragon Ball FighterZ Brawlhalla Guilty Gear -Strive-Soulcalibur VI Skullgirls 2nd Encore Killer Instinct Multiversus The King of Fighters . This is a very small sample size, so should be taken with a big spoon of salt. This page was last edited on 28 January 2023, at 06:50. https://www.dustloop.com/wiki/index.php?title=GGST/Ramlethal_Valentine/Matchups&oldid=372096. Its fast speed and quick recovery make it a strong poke at mid range, though to be used with caution as it can easily be low profiled by some preemptive options, such as most 2K normals. In the corner or on Counter Hit against an airborne opponent, following up 6P with the first hit of Bandit Revolver can link into 5K for a full combo. Sol's command throw. High pushback on block can make this move safe if properly spaced. Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain. Purple Roman Canceling the throw on hit before damage is dealt also results in better proration, leading to stronger combos than a Red Roman Cancel conversion in or near the corner. The opposite of hoping your main will be buffed, ________ thinking. Ya I was watching SQ (top ram player) stream and someone asked her about Ram vs. Pot and she jokingly said "Potemkin wins 100-0" then was like "realistically it's probably close but comes down to the players and match up knowledge". Sol assumes the same stance he uses for Gun Flame, but doesn't fire a projectile. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking. Basic air jab that's fairly safe on whiff. His damage is good but not great. Low hitting disjoint used to help control neutral. That whole Ram thing is a fluke. It loses to throws, so try to only use it if the opponent isn't at point blank range. His best poke is 5P/2P at 31/34 frames. Also links into 2K against crouching opponents, even at max range. 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. H KabariGuard:AllStartup:18Recovery:19Advantage:-3. 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. Launches opponent and switches sides on hit, hard knockdown upon landing. 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. Wall damage in ( ) refers to if opponent is touching the wall. 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.
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