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. Legend. 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. Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. 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. Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow. Battle Version 2.04#ggst #strive #guiltygear #guiltygearstrive #matchups #ggst_br #ggst_so Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. This opening is designed such that the attacker can easily counter the defender's attack with his own. Situational whiff punish at best, funny "why not" move at worst. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. If you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix. 6P the dolphin so you can use rekkas to get your hard knockdown. 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. 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:. 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. Did you mean? 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. Hits twice. Try to preemptively hit where you think Chipp will be so you can try keeping him locked down. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Happy Chaos and Ramlethal both share a deep connection, that being that you simply have to endure the rest on the match suffering in a corner as you hold this mix. She's plus for days, but you can find an opening if you're patient. 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. I spent one month straight learning I-No. Axl just doesn't get as much leeway in neutral because the range she can start threatening him is much larger than most other characters. While H Kabari is minus, this doesn't mean you can just mash on Baiken though. Nagoriyuki is the opposite of this. search. 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. Leads into absurd damage with Roman Cancel by shifting either a whiffed or a canceled Red Roman Cancel downward, giving Sol time to run underneath the opponent and fully charge 5[D] even after switching sides. 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. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. Privileged 3 frame normal that does it all. Overall, Gold has to work a lot harder than Ram does but Ram still needs to know that he's not THAT far off from being able to take her down. Only use this if strike invincibility is desperately needed while in mid-air. So happy to see that program finally get some use, I've been waiting years hoping to see it applied to more games. I dont think I've ever seen an Axl vs May fight but it being +4 in May's favor seems bananas to me. 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. 0% 100%. Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes. 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. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. Her j.S can be a pain to deal with due to how it goes at a unconventional angle and due to Ram's 6P being more horizontal than vertical, it can be hard to AA. Vote for tiers. The number of frames between inputting an attack and when the attack becomes active. A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. Win rate. Blazing! Someone you don't want to run into. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Keep in mind that while this Overdrive cannot be blocked, it also cannot be canceled into or used during a combo. Faster than average start-up at 4 frames. Avoid using the follow-up if the initial attack Wall Sticks so that the wall can be broken by a stronger ender like 5H, 6H, Fafnir, or Tyrant Rave. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. Combos into 5H as far as near max range or 2H at close range. The proportion of damage dealt when hitting Off The Ground (OTG). Use it to steal momentum against poor okizeme and predictable pressure. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. Ramlethal's Guilty Gear Strive tier match ups. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. Thanks to its lack of proration, it is easily Sol's strongest starter. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. Sol also boasts a set of versatile defensive moves that complement universal defensive mechanics. This attack is Sol's best point to use Roman Cancels in most combos. Empty hopping is safe and good for baiting out whiffs. If you play Axl for a bit you start to notice how little people understand the recovery on his moves. Guilty Gear Strive is the latest entry into a more than two-decade old franchise, . Averaged it out to get the win rate.I rounded figures to the nearest 5 for the +1, +2, etc. Her outfit is a white bodysuit with flared, slit pants and a deep decollete. It's also a bit more complex than Guilty Gear Strive. Yo, I did the same: https://www.reddit.com/r/Guiltygear/comments/pa1iri/strive_matchup_chart_and_tier_list_based_on_data/ha31opf/, I have slightly different data, but this could be tipping errors. More than other characters at least. Baiken is very nimble and annoying to deal with in the neutral. This is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage, single hit nature. Here is a cleaned-up version of the chart:https://i.imgur.com/6qcPiSL.png, Bonus "Tier List": https://i.imgur.com/dza20Ag.png. Properties for opponent on block follow Level 4 rules. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. Be sure to check the stickied FAQ before posting. The move is also key to Sol's pressure, and it can be said that Sol's goal on offense is to get the opponent to block c.S. The high damage and wall bounce property mean massive damage when used as a combo part in the corner. He wears a white coat with purple lining decorated with silver studs and . 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. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. It's not reliable to try going for these though. If the knee attack connects while the opponent is airborne, Sol can drop the follow-up for much stronger okizeme or link into 5K to extend combos. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. 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. Toggle search. Please keep in mind the matchup chart is subjective and not all players may agree. 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. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. Just try to turtle with FD and let him slowly back off via the block pushback. 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. Baiken presents threatening abilities to counteract her own playstyle. Guilty Gear Xrd REV 2 Answer Axl Low Baiken Bedman Chipp Zanuff Dizzy Elphelt Valentine Faust I-No Jack-O' Jam Kuradoberi Johnny Kum Haehyun Ky Kiske Leo Whitefang May Millia Rage Potemkin Ramlethal Valentine Raven Sin Kiske Slayer Sol Badguy Venom Zato-1 Click [] for character's full frame . A place for casual and competitive play, character discussion, questions, and everything else about Guilty Gear. Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix.
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