Moves forward about one character length at no charge to fullscreen at max charge. 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. May has very strong tools against Axl like after his 2H or 214H are blocked he is minus so she can go for dolphin to punish or close the distance easily. The time before an attack is active including the first active frame. 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 has tricky special moves which help him get in, and a suite of normals which . 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. 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. 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. Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. Bounces higher on Counter Hit, allowing the follow-up Night Raid Vortex to combo into c.S rather than 5K or 2K. 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. Pay attention to the opponent's meter to determine when to be wary of YouzansenGuard:HighStartup:9Recovery:Landing+7Advantage:-14 (TK) in her mixup. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. Leo's Guilty Gear Strive tier match ups. Gatling Options: 6P, f.S, 2S, 6S, 5H, 2H, 6H, 5D, 2D. 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. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. If the first hit connects at close proximity, the second hit will Clean Hit, dealing even more damage and making it highly potent at overpowering Guts to end rounds. Ram has access to a few safe jumps making her Mortobato super easier to bait. Sol lunges forward half-screen with a flaming straight punch. 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 Sol's only fully invincible reversal, but the first hit has poor range and the entire attack is unsafe on block or whiff. Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. Weird that I'd have them exactly reversed. How much R.I.S.C. Ky Kiske is the go-to "shoto" character alongside Sol. Popularity. Competent neutral and approach tools that get even stronger with meter. 14 comments. Cannot be special canceled from any move. 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. The fully extended kick is also quite fast at 4 frames, which combined with its tall hitbox and multiple cancel options results in a strong anti-air. Blazing! First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. 6P the dolphin so you can use rekkas to get your hard knockdown. Sol's command throw. Every other poke is 40+. Has four active windows, but only hits once. Almost always abbreviated to TK. This is for Floors 10 and Celestial.I wanted to focus on Celestial, but there were not enough players to measure certain match-ups fairly, so I had to expand it to include Floor 10. Combos into 2D for a hard knockdown. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). Launches opponent on hit, hard knockdown upon landing. If Sol needs to keep his opponent blocking after c.S, an immediate f.S will usually reach even against Instant Faultless Defense. Indicates an entity that exists seperately from the character was spawned. It loses to throws, so try to only use it if the opponent isn't at point blank range. Worst Match. 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. Roman Canceling this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. search. You should be gaining ground when you block it, not getting pushed back. Sol grabs the opponent and headbutts them. For Example: 2369 for a j.236 input. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. Be ready to fuzzy a lot when she's on you. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. 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. That whole Ram thing is a fluke. Has much better range than the animation implies, enough to hit from round start. Bridget. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Can be varied in usage. For example, although May has the highest average win chance, she isn't number one in this chart. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended. Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. The most well-rounded defensive toolkit in the game. This move and the 236K it canceled from are considered one multi-hit attack. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily. Wall damage in ( ) refers to if opponent is touching the wall. Can be kara canceled into any special move to increase its range. Search. Slight ground bounce on hit, hard knockdown upon landing. Universal Upper Body Invincible Anti-AirA grounded attack that hits the opponent out of the air. 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. this move builds when normal or instant blocked. This technique is colloquially referred to as "Run Flame." The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s (including Tatami GaeshiGuard:AllStartup:15Recovery:5Advantage:-3), Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Universal Sweep. The safest option is attempting to jump out, but it can be predicted and punished. Long range and fast start-up kick used for air-to-air exchanges and for air dash cancel combos, normally off a successful anti-air 5K. Situational whiff punish at best, funny "why not" move at worst. 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:. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. Baiken. While the round start can feel Baiken favored, you can bait out her Far Slash and play around her 2H. A window in which to cancel a move. High damage off almost every hit, as well as an endorphin rush with Clean Hit Volcanic Viper. Combos into Aerial Volcanic Viper or Aerial Bandit Revolver for more damage and a swift knockdown. However will usually just get him damage and, Faust offense isn't super scary from fullscreen unless he has a bajillion items and you keep allowing him to throw them. 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/. Low profile sweep that beats or evades moves that don't cover the ground while being safe on block. 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. If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately. Important tool for landing Clean Hit Volcanic Viper in the corner. Both hits are jump and dash cancelable. The meaning of the symbols of / and /bet seen in a dream. Worst Match. Guilty Gear Xrd Tier List [October] 2022 ; S Tier. Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. 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. Combos into 5H as far as near max range or 2H at close range. She's better at getting in and pinning down an opponent rather than mixing them up, which I'm more comfortable with. This is just a small project I took on out of interest. 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. Sol floats through the air before doing a diving punch. 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. Bridget vs Sol Badguy Matchup Knowledge. Knocks opponent away and causes slight ground bounce on air hit. 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.. Thus, if a Roman Cancel is available to make it safe, avoid only using it after the second hit. His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. 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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