guilty gear strive sol matchups

The character whose not only not bad but good, it's Sol Badguy! With his own parry and Autoguard properties on his specials, Anji presents a unique threat to Baiken's normal gameplan, Overview | Frame data | Matchups | Strategy Return to Top, Frame Data Counterstrategy Reverse Matchup Videos. by 25% before applying R.I.S.C. 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. 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. 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. 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. Refer to the. Match-up is in Nago's favor. Roman Canceling this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. You don't like playing rude or bullying people with mids. This can be combined with dash momentum to cover large distances extremely quickly. 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. 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. Combos directly into c.S, though 5K should be used instead if the forward movement doesn't bring Sol close enough for c.S or the gravity is too severe. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. After throwing the opponent mid-screen, your options are either to use IAD j.H for a safe jump or frame kill 5P into Fafnir to resume pressure, but in the corner, you can also opt for an OTG c.S into okizeme as they recover from soft knockdown. High damage off almost every hit, as well as an endorphin rush with Clean Hit Volcanic Viper. Ideal combo ender and potential extender. search. Slower than 5P and 5K, but hits lower to the ground. 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. Baiken is a safe jump monster, after a lot of her most basic strings, she can do IAD Tatami to cover any wake up options you might have. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. Character Strategy pages generally have at least some basic counter-strategy. 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. 13th overall. 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. Almost always abbreviated to TK. The opposite of hoping your main will be buffed, ________ thinking. Baiken gets extremely annoying when she gets in once due to how her pressure isn't reactable. They have some good and bad matchups, but can be very effective in the right hands. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. 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". Air dashing in neutral vs. Axl is dumb and risky but I see people do it all the time for some awful reason. I am not going to be able to explain it nearly as well as he does, so if you are interested in what I have done, please watch his talk. This is because she loses to Sol and Chipp, two of the best characters in the game. After spending a considerable time with Testament, I'm finally ready to share with you my matchup chart for them in Guilty Gear Strive! Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. 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. Learn all about Sol from Guilty Gear -Strive-; Their stories, goals, utility, and star players right here on DashFight! In general, use low-commit moves like your K and P buttons. Works on: Sol, Ky, Axl, Chipp, Potemkin, Zato, Leo, Nagoriyuki, I-No, Goldlewis, Baiken, Sin, Does not work on: May, Faust, Millia, Ramlethal, Giovanna, Anji, Jack-O', Chaos, Testament, Bridget. It's best to avoid using moves like, Defending as Ram is pretty much as pain as if you were anyone else. IMPORTANT TO NOTE: An enemy Baiken's Tether will not act the same in combos as your own tether, the pull is not as strong as it would be normally, so adaptation is required to capitalize on the tether's abilities. The difference between the attacker's recovery and the period that the opponent is in hitstun. The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit. 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. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. She does have, Ram on offense is usually business as usual. Sol does a crouching kick, which is his fastest low. Search Results - Showing 0 - 34 Of 129. It always felt like he had the tools for every match up except nago. Combos into 5H as far as near max range or 2H at close range. 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. 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. 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. Gatling Options: 6P, f.S, 2S, 6S, 5H, 2H, 6H, 5D, 2D. Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes. It's not reliable to try going for these though. Sol also boasts a set of versatile defensive moves that complement universal defensive mechanics. How much R.I.S.C. Player Match] Failed to match with opponent *Fix* :: GUILTY GEAR. 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. Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. Avoid using moves like f.S and 2H to attempt to escape or counter this type of offense. Baiken is very nimble and annoying to deal with in the neutral. There are a ton of interesting results that can be seen from this. * Proration: Forced 75%. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Someone you don't want to run into. Pre-emptively filling space to stop dashes is something Ram will have to do quite frequently but has to be done with low recovery moves or else ram will be whiff punished, Saving your swords in neutral will make it easier for Ram to catch Gio's movement, Ram should try to not whiff her long range normals as it makes it easier for Gio to close the gap. Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. Can gatling from 5K, 2K, or c.S for a mix-up. If you're concerned about which BTs do what frame data wise, you can check out, Though Ram has really good, rewarding buttons, good lows, good antiairs, and strong reward all around, with pressure that can be very difficult to beat for I-No, Ram can't cover hoverdash, The Ram player should not give the Jack-O space to summon minions with, Pay attention to Jack-O's minion Gauge, it limits what she can do, Ram can always special cancel or gatling after clearing a minion, Don't let the Jack-O player throw a minion behind you, you can't clear it if it is, run or jump at her after, When FDing Jack-O, FD her normals, not her minions to space her out. Situational whiff punish at best, funny "why not" move at worst. Concerns: 12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. Links into 5K on hit, still combos if the first hit whiffs. 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. Used to call out opponents who make predictable jump-ins or keep chicken blocking. Guess like your life depends on it. This page was last edited on 28 January 2023, at 04:05. In the corner, you can also link into dash 5K for big meterless damage. 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. 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. Knocks opponent away and causes slight ground bounce on air hit. 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. Games Remind them that blocking isn't everything. 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.. Potemkin is arguably the game's best grappler archetype; he hits really hard but is obviously slow against the majority of the cast, thus needs to rely on footsies, defense, and patience to succeed. Exceptional close range offense with plus on block standing Slash normals and highly damaging Counter Hit confirms. Guilty Gear -Strive-Anji. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. All it takes is one bad neutral exchange and that can decide the entire match. The hard knockdown can grant good okizeme. Es la conclusin de la historia de Sol Badguy (A.K.A. This can be caused by crouching, certain moves, and being short. Standard strike throw stuff needs to be thought of here. If you don't punish it however, she's +2 which means she can keep running her pressure. It's good to go for something low committal like 6P when you're decently close to her since it has quick recovery and can counterhit Baiken's f.S. Published on 3 Mar 2023. https://github.com/PapstJL4U/fgMetagame. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. You don't really wanna go for a f.S or 5H super often from a mid range since Baiken can run up and punish with her own f.S which is decently disjointed. Baiken presents threatening abilities to counteract her own playstyle. Axl's fastest Abare option is his 2K, which also has a generous low profile that can duck under Baiken's f.S, so keep a close eye on that move and pay attention to when and where they use that button. Indicates an entity that exists seperately from the character was spawned. Overall much harder than your usual Ram matchup, but not unwinnable by any means. We'll take our She def needs buffs now. With its stylish visuals, unique characters, and complex mechanics, Guilty Gear Xrd REV 2 is a game that rewards dedication and skill. 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. For example, if Sol has 15% popularity the top 150 players are counted. Sol Badguy vs. May - 18. This is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage, single hit nature. . 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. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). Any airborne action can evade Heavy Mob Cemetery if timed well, so its usefulness is low if the opponent isn't committed to an action or has 50% Tension to stop themselves. Do one of 3 things on reaction during a forward empty hop: FD if there's a Rensen below you so that Up-Rensen isn't plus after it pulls you to Axl, Air dash or land and dash if you jumped over a winter mantis/2H, Block a 6K/2S/5P, get pushed back a bit, and reset. Legend. I literally can't even play the game against Chipp. Popularity. When Axl has Tension to burn, attempting to jump in on 2H will likely result in the Axl using PRC to defend himself. 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. 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. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. The lower the tier, the weaker the character. Almost always abbreviated to TK. 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. Sol leans forward and slams his sword into the ground. Only occurs if the first hit successfully connected. Keep in mind that while this Overdrive cannot be blocked, it also cannot be canceled into or used during a combo. (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 .

Go Tell The Bees That I Am Gone Spoilers, Kentucky State Police Officers List, Who Makes Kirkland Signature Sport Drink, Articles G

0