guilty gear strive sol matchups

Armed with heavy weapons and a coffin containing a paranormal being, Goldlewis Dickinson brings in a crushing offence as a character. Hes quick enough to punish you easily and quick enough to close the gap. 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. It's also a bit more complex than Guilty Gear Strive. Data in [] represents values when fully charged. Launches opponent on hit if combo'd into. 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. Goldlewis player: PROMOTE May and Millia! As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. Roman Canceling the throw on hit can lead to equivalent damage to its grounded counterpart by shifting down into the same basic Red Roman Cancel route mid-screen or canceling directly into a falling j.D and comboing into a Dustloop in or near the corner. Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely. GUILTY GEAR STRIVE v1.05 MULTi9-ElAmigos [FileCrypt] Battle Version 2.04#ggst #strive #guiltygear #guiltygearstrive #matchups #ggst_br #ggst_so There are a ton of interesting results that can be seen from this. 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. 6S can be kara canceled into any special move. 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 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. Her outfit is a white bodysuit with flared, slit pants and a deep decollete. 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. Going to ignore the Chipp matchup for the time being, apologies in 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. Universal Upper Body Invincible Anti-AirA grounded attack that hits the opponent out of the air. 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. 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. Popularity. An easier MU for Ram due to the fact that her normals control a large chunk of space. Sol also boasts a set of versatile defensive moves that complement universal defensive mechanics. Vote for tiers. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. With its stylish visuals, unique characters, and complex mechanics, Guilty Gear Xrd REV 2 is a game that rewards dedication and skill. Chipp has very fast round start options via, Chipp has a very easy time evading a lot of Ram's stuff and he tends to be a whiff punish demon. Maybe it's cause of May's fast jump arc? Wall damage in ( ) refers to if opponent is touching the wall. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. It is also planned for release on Xbox One and Xbox Series X/S on March 7, 2023. This section has strict standards that must be followed. Ramlethal is a top character in Justin Wong's Guilty Gear Strive tier list. No reliable utility as an anti-air due to its incredibly slow start-up. Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again. 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. Sol's strongest meterless ender for Wall Break. Sol rushes forward low to the ground and delivers an uppercut. His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. This is actually not true. Hits twice. 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/. 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. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. gij Videos - MyPornVid.co Guilty Gear Strive arrives on Game Pass next week Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. This page was last edited on 28 January 2023, at 04:05. Cannot Roman Cancel unless the opponent is in hitstun or blockstun. 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. Baiken's small stature and large buttons work well to corner Axl. 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. 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%. 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. Nagoriyuki is a tall, heavily built, dark-skinned man with blue eyes and thick, shoulder-length Dread-locks tied into a ponytail. Did you mean? Otherwise, Baiken has the advantage with fast buttons like f.s and 5K for close range poking, along with the larger pokes like 2S, 2H, and H Kabari to check approaches. Also Snail is -24 on block. this move removes on hit. Be careful when throwing out this move in neutral, as its range is quite poor. Slow but high reward anti-air that mainly sees use as combo filler. Millia bottom 3. Essentially, by running the matchup data through the code that he wrote, you can get a projection of how much each character should be expected to be played in that game's meta. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. . Baiken. 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. Guilty Gear Strive llegar el 7 de marzo a Xbox, PC y Game Pass 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. This is because she loses to Sol and Chipp, two of the best characters in the game. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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. Very fast start-up, can potentially throw the opponent out of sloppy pressure or okizeme. Millia's mobility lets her keep Ramlethal honest in neutral. About Press Copyright Contact us Creators Advertise Developers Press Copyright Contact us Creators Advertise Developers Jack-O's space control with minions can be difficult to maneuver around, but once Baiken gets in, it's over. While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain. Thus, if a Roman Cancel is available to make it safe, avoid only using it after the second hit. One of Sol's best pokes, most effective when paired with 6S and 6H due to its speed and safety. A honest discussion about Sol Badguy's viability in GG: Strive 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. Useful in air combos for comboing into j.H or directly into j.D when both hits of j.H won't connect in the corner, delaying as necessary to adjust Sol's height relative to the opponent. The number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. For example, if Sol has 15% popularity the top 150 players are counted. Someone you don't want to run into. The opposite of hoping your main will be buffed, ________ thinking. Ky Kiske is the go-to "shoto" character alongside Sol. Furthermore, 6P special cancels on block which will let you start running your pressure. 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. At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5H. Vote for tiers. 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. If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. Characters and their match-ups in Strive. : r/Guiltygear - reddit A very well-timed jump attack on a character who is rising from a knockdown. 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. Bridget. 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. Popularity. 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. Gg Rev 2 Tier ListTier List Tier List URF Tier List ARAM Tier List Duo This is a Guilty Gear STRIVE I-no Matchup Tier List - YouTube Sol Badguy - 4.9. 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 28F (airborne 1~11F, standing 12~28F, can block 19~28F). Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. Sol's main combo ender mid-screen when Volcanic Viper won't Clean Hit. Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. This can be combined with dash momentum to cover large distances extremely quickly. Walk back Far Slash and jumping away can work well. Closer to the corner, it's possible to simply link one wall bounce into another if the opponent is positioned correctly. 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. You should be gaining ground when you block it, not getting pushed back. Grapplers vs normal people. 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. 2S is also still useful. If the first hit of a combo, applies an additional +20. Sol has tricky special moves which help him get in, and a suite of normals which . 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. Sol grips the opponent with his fist, detonating it with flames. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. Knocks opponent away and causes slight ground bounce on air hit. Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Guilty Gear Strive: Goldlewis Dickinson Guide We'll take our She def needs buffs now. which can be used to challenge pressure, and 2D, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. Worst Match. Recovery frames which happen under abnormal conditions, such as after landing. Links into 5K on hit, still combos if the first hit whiffs. Be ready to jump! Bounces higher on Counter Hit, allowing the follow-up Night Raid Vortex to combo into c.S rather than 5K or 2K. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. No Axl allowed everyone hates that mofo. This move mostly gets used as a combo part after c.S since it launches the opponent high for easy follow-ups with Bandit Revolver or a knockdown with Bandit Bringer, and occasionally as a big anti-air against characters that can stall their fall like Zato with Flight. Combos into Aerial Volcanic Viper or Aerial Bandit Revolver for more damage and a swift knockdown. 28. You should only ever really use air dash in the MU on reaction when you see a whiff. 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. Playing as Axl, May can be rough sometimes, but Chipp is absolutely painful. 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. Averaged it out to get the win rate.I rounded figures to the nearest 5 for the +1, +2, etc. Sol Badguy vs. Ramlethal - 18. Try to preemptively hit where you think Chipp will be so you can try keeping him locked down. You can cancel into this after causing Wall Stick with a normal to build a little bit of Tension and still Wall Break with your attack of choice, as it recovers fast enough that Fafnir can still end the combo. He is an aloof and brash bounty hunter of immense skill on a quest to find and eliminate all Gears and their creator, That Man.For a short time, Sol was also a member of the Sacred Order of Holy Knights during the Crusades, known as "Order-Sol".. Sol has an Awakened form, who is an unlockable boss character in Guilty . Combining both dash momentum and kara cancels allows Sol to slide a huge distance forward but remain safe as the flame pillar travels with him. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. I have no plans to increase the sample size or make new ones for future patches. 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. With the right autoguard triggers, Anji Mito can make explosive plays to punish a foe's advance. While the round start can feel Baiken favored, you can bait out her Far Slash and play around her 2H. Be wary of using H Kabari in neutral too frugally as Anji can abuse the Autoguard to bypass the move and start his offense. If you let Baiken grab you, she can start to run pressure like. May plays neutral thanks to her amazing buttons that let her bully a lot of character, but Ram simply has better buttons for that. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. 5[D] is also Sol's most damaging normal and launches the opponent if combo'd into, granting it some situational use as a combo extender in certain routes. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. 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. Usually improves frame data against blocked moves or gives more meter than a normal block or both. Slower than 5P and 5K, but hits lower to the ground. Brings Sol close while being plus on block, making it a powerful pressure tool which can also build the opponent's R.I.S.C Level very quickly and very easily. Mirror Match Midrange R.P.S and Basic Mirror Match Counterplay. Just based on my own experience, Id expect Chipp and Ram to be much worse matchups than May here. Please keep in mind the matchup chart is subjective and not all players may agree. Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes. Hard knockdown on ground hit or Counter Hit. Has much better range than the animation implies, enough to hit from round start. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. Only occurs if the first hit successfully connected. 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. 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 This can be exploited by air-dashing and immediately cancelling into Faultless Defense, to trick the Axl into spending his meter while keeping Baiken safe. This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. Nago starts to out range even your normals once he starts getting into higher blood levels. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. : 14 different dream interpretations related to the / and /bet you see in your dream. Pay attention to the opponent's meter to determine when to be wary of YouzansenGuard:HighStartup:9Recovery:Landing+7Advantage:-14 (TK) in her mixup. This opening is designed such that the attacker can easily counter the defender's attack with his own. 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. 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. 0% 100%. I spent one month straight learning I-No. Occurs after Startup. 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. Best Match. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Homing Jump combos greatly increase Tension Balance. While H Kabari is minus, this doesn't mean you can just mash on Baiken though. Damage changes with each set of 8 active frames. Slight ground bounce on hit, hard knockdown upon landing. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. I don't understand what makes that matchup positive for Anji. Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. It's not reliable to try going for these though. 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. This opening is designed such that the attacker can easily counter the defender's attack with his own. Sol Badguy | Guilty Gear Wiki | Fandom It is also possible to perform a Red Roman Cancel to convert into a full combo before the opponent hits the ground, usually by shifting it downward and dashing in with c.S. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). Its start-up and travel distance increases the longer S is held. 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. Moves forward about one character length at no charge to fullscreen at max charge. Guilty Gear -Strive-. 236S has a use in this matchup. She goes up and down real quick so if you're a reactionary Axl you might have a hard time. A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. 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. When Axl has Tension to burn, attempting to jump in on 2H will likely result in the Axl using PRC to defend himself. 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. by 25% before applying R.I.S.C. Yeah this is 100% accurate. 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. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Guilty Gear -Strive- Sol Vs Sol - YouTube A vital part of Sol's mix-up game as the fear of being hit by this move will incentivize the opponent to either jump or mash out of pressure, allowing Sol to fish for Counter Hits and anti-airs. Sol floats through the air before doing a diving punch. I think most interestingly is Leo. Knocks opponent away on hit, Counter Hit gives a hard knockdown.