For me it's one of the worst matchups. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P. Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow. Business as usual but just make sure you stay aware of Testament being able to use. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. Use this to break the wall if Fafnir won't combo in time and the opponent is at ground level. Sol's slower but more powerful strike invincible reversal. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. When he whiffs something like, Business as usual, watch out for Nago doing. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. Combos into 6S against crouching opponents for both better damage and a knockdown. May plays neutral thanks to her amazing buttons that let her bully a lot of character, but Ram simply has better buttons for that. 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. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended. One of Sol's best pokes, most effective when paired with 6S and 6H due to its speed and safety. 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. Resources. Has the shortest total duration of any of Sol's grounded normals and also hits crouching opponents, making it useful for stuffing slower pokes when approaching at closer ranges. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. The lower the tier, the weaker the character. As Ram, you might have to rely on faster normals to avoid his spin, but. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 6H is very helpful in particular match-ups where Sol can punish moves which are normally safe due to pushback, such as Ky's uncanceled 2DGuard:LowStartup:10Recovery:18Advantage:-10 and even Stun EdgeGuard:AllStartup:13Recovery:Total 46Advantage:-15 at some spacings. 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. Closer to the corner, it's possible to simply link one wall bounce into another if the opponent is positioned correctly. Both characters struggle to stop the other when they get going. This nets Baiken the screen space she wants while leaving Axl in an unfavorable situation. 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. Leads into Bandit Revolver on hit from just about any range aside from the very tip (in which case the second hit can still be used to take a knockdown), which can then be Red Roman Canceled for more damage. An easier MU for Ram due to the fact that her normals control a large chunk of space. 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. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. Links into 5K on normal hit, while on Counter Hit it links into itself, Night Raid Vortex or a Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Only 100 matches per match-up. Basic air jab that's fairly safe on whiff. 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. Launches opponent on hit if combo'd into. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. 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. Baiken. 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. Match-up is in Nago's favor. 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. Properties for opponent on block follow Level 4 rules. Popularity. 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 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. Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit). If you wanna get out of this situation, it's best to look for Baiken going for a cheeky grab or to FD to push her out of your space. Guilty Gear Strive originally released in June 2021 . 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. 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. A special type of blocking done by inputting a block immediately before blocking an attack. If the first hit of a combo, applies an additional +20. "Guilty Gear -Strive-" es la ltima entrada de la aclamada franquicia de juegos de lucha de Guilty Gear. Due to it being a projectile, you can't do anything about it. Launches opponent on hit, hard knockdown upon landing. You don't like playing rude or bullying people with mids. Roman Cancels can be used to combo after it connects for even more damage. . 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. Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. Important tool for landing Clean Hit Volcanic Viper in the corner. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. Pay attention to the opponent's meter to determine when to be wary of YouzansenGuard:HighStartup:9Recovery:Landing+7Advantage:-14 (TK) in her mixup. Being a former Leo player confirms my own beliefs about him. Ram can always use her Mortobato super between rekka ( 214P) 1 st, 2 nd and 3 rd hits. Will force a Wall Break if the opponent touches the corner. The hard knockdown can grant good okizeme. They have some good and bad matchups, but can be very effective in the right hands. Combos into 5H as far as near max range or 2H at close range. which can be used to challenge pressure, and 2D, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. He's too fast, period. The time before an attack is active including the first active frame. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. Try to preemptively hit where you think Chipp will be so you can try keeping him locked down. Worst Match. Sol Badguy is the protagonist of the Guilty Gear series and Ky Kiske's rival. Best Match. 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. 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. 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. 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. 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. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. The advancing plus on block mid. Sol leans forward and slams his sword into the ground. Hes the best overall balanced character in this game vs the rest of the cast. 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. 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. Please take my money Tattie!!!!! Can also be kara canceled into from 6S to move Sol forward before launching the projectile. 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. 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. 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. Best Match. 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. Overall much harder than your usual Ram matchup, but not unwinnable by any means. The high damage and wall bounce property mean massive damage when used as a combo part in the corner. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. 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. Guilty Gear Xrd Tier List [October] 2022 ; S Tier. 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 . Accompanied by a wolf spirit called Rei, Giovanna is an officer in the special operations unit that protects the President of the United States. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. He also really doesn't do enough damage to punish ram when he does actually win neutral. As said earlier, you don't really wanna RPS with Goldlewis. Just be mindful that Chipp has. On Counter Hit, confirming to Bandit Revolver will allow Sol to link to 5K for a follow-up combo. From my experience, the Faust v Faust matchup is easily -2 in Faust's favor. 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. 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. Recovery frames which happen under abnormal conditions, such as after 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. Worst Match. Anji has a strong footsies game with his large normals and the Autoguard property on his specials. 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. In the corner, you can also link into dash 5K for big meterless damage. With the right autoguard triggers, Anji Mito can make explosive plays to punish a foe's advance. Legend. Has the longest horizontal range amongst all his normals, very fast start-up, and high damage but also has poor vertical range, long recovery on whiff, is very unsafe on block, and cannot be special canceled. Baiken is very nimble and annoying to deal with in the neutral. 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. Create an account to follow your favorite communities and start taking part in conversations. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. 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. 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. [[GGST/ May|Overview]] | [[GGST/ May/Frame_Data|Frame data]] | [[GGST/ May/Matchups|Matchups]] | [[GGST/ May/Strategy#|Strategy]] Return to Top, Frame Data Counterstrategy Reverse Matchup [1]. 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. 12k matches is a lot, and 100 matches PER MU is not bad. Has much better range than the animation implies, enough to hit from round start. 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. We'll take our She def needs buffs now. Luckily for you, Ram has an annoying combo and great ways to get in. This makes pressure that isnt the primary mixup incredibly risky as not only does parry punish these strings, but attempting to counter it leaves her vulnerable to her 4 frame 5P as an AbareAn attack during the opponent's pressure, intended to interrupt it.. Every knockdown is a Strike Throw situation due to parry and Tatami Gaeshi safejumps are the safest way to start the primary mixup. Usually something like to a. 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. Good for frame traps as most light normals can cancel into it and immediate cancels leave a very small gap in blockstun. This move and the 236K it canceled from are considered one multi-hit attack. I want to pre-face this by saying that tier-lists don't matter. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. This can be caused by crouching, certain moves, and being short. Strategy. c.S has the most gatling and cancel options of all of Sol's normals, making it very flexible within both blockstrings and combos. It loses to throws, so try to only use it if the opponent isn't at point blank range. He wears a white coat with purple lining decorated with silver studs and . Almost always abbreviated to TK. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. 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. 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. The difference between the attacker's recovery and the period that the opponent is in blockstun. Includes first active frame. 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. As both hits are overheads, during air dash setups it is possible to cancel the move into j.D to land early and 2K instead, which makes for a mix-up that is fairly hard to see. During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. 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. Level which makes it useful to use after a 2D knockdown.
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guilty gear strive sol matchups