guilty gear strive sol matchups
Only 100 matches per match-up. Launches opponent on hit if combo'd into. Indicates an entity that exists seperately from the character was spawned. Hits twice. Will force a Wall Break if the opponent touches the corner. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. An attack during the opponent's pressure, intended to interrupt it. A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . Please take my money Tattie!!!!! Ramlethal's Guilty Gear Strive tier match ups. 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. They have some good and bad matchups, but can be very effective in the right hands. Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner. Baiken's small stature and large buttons work well to corner Axl. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. H KabariGuard:AllStartup:18Recovery:19Advantage:-3. On Counter Hit, confirming to Bandit Revolver will allow Sol to link to 5K for a follow-up combo. In general, use low-commit moves like your K and P buttons. Ideal combo ender and potential extender. 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. Chipp. Thus, if a Roman Cancel is available to make it safe, avoid only using it after the second hit. The advancing plus on block mid. Player Match] Failed to match with opponent *Fix* :: GUILTY GEAR. 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. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. Universal Sweep. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. 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. I want to pre-face this by saying that tier-lists don't matter. I don't understand what makes that matchup positive for Anji. 24. Win rate. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. Dragon Ball FighterZ Brawlhalla Guilty Gear -Strive-Soulcalibur VI Skullgirls 2nd Encore Killer Instinct Multiversus The King of Fighters . Nagoriyuki is a playable character in the Guilty Gear series who makes his first appearance on Guilty Gear -Strive-. One of Sol's best pokes, most effective when paired with 6S and 6H due to its speed and safety. Bridget. At long range, you can use Banjoneto to hit Chaos. Bridget vs Sol Badguy Matchup Knowledge. Will lose to any attack before the super freeze but will not waste any Tension in doing so. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are Volcanic Viper or Bandit Revolver. 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. Overall much harder than your usual Ram matchup, but not unwinnable by any means. 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:. Giovanna is a playable character in the Guilty Gear series who makes her debut on Guilty Gear -Strive-. Holding any upward direction during the hitstop of a raw, charged Dust Attack on hit will activate Homing Jump: Initiating a Homing Jump will put the opponent into a unique air combo state, resulting in an Area Shift. For Example: 2369 for a j.236 input. Very close to being an even matchup but it's spoiled by Ram simply being more consistent and having an easier time getting her win condition. The two I found were Chipp against Pot and Pot against Doctor Who. Can throw the opponent either forward or backwards. Jack-O's space control with minions can be difficult to maneuver around, but once Baiken gets in, it's over. Matchups. Ram easily out ranges Jack-O, push her to the corner and kill her, she can't easily escape. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. If the first hit of a combo, applies an additional +20. Sol also boasts a set of versatile defensive moves that complement universal defensive mechanics. This technique is colloquially referred to as "Run Flame." 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 . As a poke, it is one of the faster 5H normals among the cast, giving it a niche thanks to its large Counter Hit effect making for easy and highly damaging hit confirms (such as Bandit Revolver linked into c.S > kara Volcanic Viper). (Ares granting Kratos the power to slaughter the opposing army, Asuka giving Sol the Flame of Corruption to resurrect Sol) but would seek revenge after gaining consciousness . Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. It doesn't matter if she bodies all the lower tiers if she loses to the top tiers. A very well-timed jump attack on a character who is rising from a knockdown. Being a former Leo player confirms my own beliefs about him. Hits slightly behind Sol, allowing it to be used for cross-ups. Gatling Options: 6P, f.S, 2S, 6S, 5H, 2H, 6H, 5D, 2D. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). 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. She's better at getting in and pinning down an opponent rather than mixing them up, which I'm more comfortable with. Despite the animation, j.H does not actually pull Sol's hurtbox upwards, and the hitbox does not reach below the bottom of his regular jumping hurtbox, making it a worse jump-in than j.S in terms of speed and reach. The Ram with more swords equipped in neutral is favoured, Ram struggles to deal with her own corner pressure without meter, This is a very momentum based matchup, first to break the wall usually wins, Ram has access to a few safe jumps making her Mortobato super easier to bait, Ram can always use her Mortobato super between rekka (, Jumping in Neutral can heavily change the R.P.S (Rock, Paper, Scissors). 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. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. If Anji has 50 Tension, Kachoufuugetsu KaiGuard:Startup:Recovery:Total 40Advantage: becomes a large threat in pressure as the counter can potentially be done as a prediction to reckless cancelling of normals into H Kabari on reaction. 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. Combos into 5H as far as near max range or 2H at close range. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. This page was last edited on 27 February 2023, at 20:20. 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). Don't take this seriously. Goldlewis j.D is busted dawg that shit is actually so cracked lmao, Gold corner pressure that arguably rivals Rams. I think that's why he is so high though, because he goes evenly, playing him essentially becomes "safe" in that you are rarely going to have a bad matchup, thus leading him to have a high play percentage. Wall Damage when hit raw is increased to 700 (900). He is playing guilty gear and the other characters are playing strive. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. Resources. 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. Sol's slower but more powerful strike invincible reversal. After spending a considerable time with Testament, I'm finally ready to share with you my matchup chart for them in Guilty Gear Strive! Follow-up knocks the opponent away on hit. Has much better range than the animation implies, enough to hit from round start. 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. 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. You don't like having to work your way in against characters that outrange you. For me it's one of the worst matchups. 6P the dolphin so you can use rekkas to get your hard knockdown. For Example: 2369 for a j.236 input. 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. Vote for Leo's tiers . While H Kabari is minus, this doesn't mean you can just mash on Baiken though. The two pro players agreed on having Sol Badguy as the best S-tier character, but Justin went on a tangent by saying that Ramlethal was next in line on his Guilty Gear Strive tier list. Just try to turtle with FD and let him slowly back off via the block pushback. Vote for Ramlethal's tiers . 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.. 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. Nagoriyuki is a tall, heavily built, dark-skinned man with blue eyes and thick, shoulder-length Dread-locks tied into a ponytail. 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. 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. Use it to steal momentum against poor okizeme and predictable pressure. Air dashing in neutral vs. Axl is dumb and risky but I see people do it all the time for some awful reason. search. 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 number of frames for which a move has hitboxes. Bounces higher on Counter Hit, allowing the follow-up Night Raid Vortex to combo into c.S rather than 5K or 2K. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. It's also a bit more complex than Guilty Gear Strive. Shorter active window compared to the ground version. Night Raid Vortex is also evasive, though it is more committal and aggressive in nature. Someone you don't want to run into. Millia bottom 3. Worst Match. Do try to be careful when going for the second or third hit of, Since Testament has low damage relative to Ram, this makes winning neutral more often pretty vital which can be difficult because it's Ramlethal. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. This can be combined with dash momentum to cover large distances extremely quickly. Remind them that blocking isn't everything. Used to call out opponents who make predictable jump-ins or keep chicken blocking. Combos into 6S against crouching opponents for both better damage and a knockdown. Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. ), but it's probably time to finally make an exception here. Concerns: 12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. Low hitting disjoint used to help control neutral. From my experience, the Faust v Faust matchup is easily -2 in Faust's favor. which can be used to challenge pressure, and 2D, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. She goes up and down real quick so if you're a reactionary Axl you might have a hard time. She does have, Ram on offense is usually business as usual. Refer to the. He's too fast, period. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. this move builds when normal or instant blocked. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure. * Proration: Forced 75%. Cannot be special canceled from any move. 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. Discord: https://discord.gg/NaPZT2qNeTTwitch (if preferred): https://www.twitch.tv/nuggyjone. Sol's strongest meterless ender for Wall Break. This can be performed either from a jump cancelable normal (an air hit 5K/c.S or a CH c.S) or an early combo Bandit Revolver canceled into either a forward dash Purple Roman Cancel into j.K or a downward dash Red Roman Cancel canceled directly into Volcanic Viper deep in the corner. High damage off almost every hit, as well as an endorphin rush with Clean Hit Volcanic Viper. Test 6P is juiced so if Ram gets 6P happy just slap them. His damage is good but not great. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). The difference between the attacker's recovery and the period that the opponent is in blockstun. Battle Version 2.04Rankings shown are current rankings as at the time of video upload.#ggst #strive #guiltygear #g. I mean there's that but he also has some pretty polarising matchups too? To challenge these normals, Ky pretty much has to commit to. 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. Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain. 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. When you manage to catch her, it's likely that she will attempt to jump out of your pressure, as Millia's jump is fast and high, so plan your pressure accordingly. Only occurs if the first hit successfully connected. Standard strike throw stuff needs to be thought of here. A place for casual and competitive play, character discussion, questions, and everything else about Guilty Gear. Worst Match. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. Anji has a strong Abare game, using mostly 2P to escape a pressure situation. Vote for Sol Badguy's tiers . 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. The number of frames between inputting an attack and when the attack becomes active. Goldlewis player: PROMOTE May and Millia! Hard knockdown on ground hit or Counter Hit. On Counter Hit, it can link into either itself, c.S, or Night Raid Vortex. If you play Axl for a bit you start to notice how little people understand the recovery on his moves. It loses to throws, so try to only use it if the opponent isn't at point blank range. Faust . 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 Arc System Works added Goldlewis Dickinson as the first DLC character in Guilty Gear Strive. Empty hopping is safe and good for baiting out whiffs.