March 14, 2023

Popularity. GIJ&IK - Desktop. Ram has access to a few safe jumps making her Mortobato super easier to bait. Has no recovery after the active frames end, allowing Sol to link into follow-up attacks, which is vital for some of his advanced combos. Guilty Gear Xrd Tier List [October] 2022 ; S Tier. 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. Data in [] represents values when fully charged. Giovanna has red hair and a tanned skin complexion. Nago starts to out range even your normals once he starts getting into higher blood levels. Thus, it is a very committal attack that should only be used in situations where you know it will hit. 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. 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. Be ready to fuzzy a lot when she's on you. Upward swipe that hits overhead pretty quickly. While H Kabari is minus, this doesn't mean you can just mash on Baiken though. : 14 different dream interpretations related to the / and /bet you see in your dream. Hits slightly behind Sol, allowing it to be used for cross-ups. Bounces higher on Counter Hit, allowing the follow-up Night Raid Vortex to combo into c.S rather than 5K or 2K. Guilty Gear Strive is the latest entry into a more than two-decade old franchise, . Universal Sweep. This can be caused by crouching, certain moves, and being short. 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. Nago's neutral is completely dictated by how much blood he has. Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. High pushback on block can make this move safe if properly spaced. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. If she comes in with a deep j.S jump in, she can decide to Yosanzen to hit you with another overhead or she can simply not do it and go for a low via 2K. 21 sec 18-May-2022 What does the symbols of / and /bet symbolize in a dream? It can clip him which puts him into a stagger state, allowing Ram to get in. Lyrics, Song Meanings, Videos, Full Albums & Bios: I See U (Abstract Drumz Vocal Remix), I See U (Made In Russia Remix), I See U (Abstract Drumz Instrumental Remix), I See U (Pete Rann Remix), I See U (Audapta Remix), Never See Me Again - Kanye West (Piano Basic air jab that's fairly safe on whiff. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Giovanna vs Happy Chaos Matchup Knowledge. They have some good and bad matchups, but can be very effective in the right hands. Very fast start-up, can potentially throw the opponent out of sloppy pressure or okizeme. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. 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. Only 100 matches per match-up. Nagoriyuki is the opposite of this. Privileged 3 frame normal that does it all. As Ram, you might have to rely on faster normals to avoid his spin, but. Worst Match. 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. 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. 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. Concerns: 12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. Leo likes to have meter in neutral so when he lands a stray hit, he can get a full conversion to get into a wall break for positive bonus. Test 6P is juiced so if Ram gets 6P happy just slap them. search. 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. 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. At long range, you can use Banjoneto to hit Chaos. Knocks opponent away on hit, Counter Hit gives a hard knockdown. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. 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. Hes quick enough to punish you easily and quick enough to close the gap. 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. Character Strategy pages generally have at least some basic counter-strategy. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards. Shorter active window compared to the ground version. It can also be kara canceled from 6S for another range increase. On top of that, Ram has a much easier time dealing with dolphin RPS, meaning May has to work harder to actually get her hits. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. Has much better range than the animation implies, enough to hit from round start. Sol floats through the air before doing a diving punch. Level increase make it an excellent stagger option, forcing the defender to use Faultless Defense to push Sol away, making them more vulnerable to throws and pressure resets in turn. 0% 100%. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Sol Badguy's Guilty Gear Strive tier match ups. As said earlier, you don't really wanna RPS with Goldlewis. Sol's command throw. Links into c.S on Counter Hit for a decently powerful conversion. 236S has a use in this matchup. 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. How much R.I.S.C. Guilty Gear Strive is a fighting video game developed and published by Arc System Works.It is the seventh mainline installment of the Guilty Gear series, and the 25th overall. Every other poke is 40+. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. Ky Kiske is the go-to "shoto" character alongside Sol. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. Luckily for you, Ram has an annoying combo and great ways to get in. Empty hopping is safe and good for baiting out whiffs. https://www.dustloop.com/wiki/index.php?title=GGST/Baiken/Matchups&oldid=372064. Both hits are jump and dash cancelable. Moves forward about one character length at no charge to fullscreen at max charge. Matchup guides, advice, and analysis for Zato-1 in GGST. Sol has tricky special moves which help him get in, and a suite of normals which . This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. . Use it to steal momentum against poor okizeme and predictable pressure. Potempkin is somewhat similar to May, bodying lower tiers but losing to all the top tiers, thus being so low. 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. The number of frames for which a move has hitboxes. What i mean to say is, i think this chart is interesting, but it's not absolutely objectively indicating character strength. 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. Builds 1000 Tension once all damage is dealt. This makes him extremely dangerous in scramble situations, allowing him to escape through small gaps in pressure (such as the 4 frame gap in Ky's 5KGuard:LowStartup:7Recovery:6Advantage:-2 > 6HGuard:AllStartup:15Recovery:20Advantage:-7), and punish conventionally safe moves. If you play Axl for a bit you start to notice how little people understand the recovery on his moves. If he values his life at least. Ground bounces on hit, hard knockdown upon landing. A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Please keep in mind the matchup chart is subjective and not all players may agree. Arc System Works added Goldlewis Dickinson as the first DLC character in Guilty Gear Strive. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Agree or Disagree, but these are my thoughts rig. Vote for May's tiers . As more players learn the matchup and more characters get . Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. This can be caused by crouching, certain moves, and being short. 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. Occurs after Startup. Walk back Far Slash and jumping away can work well. It's a better idea to play more passive and to let her come to you, forcing her to commit to something you can punish. Loss, similar to regular strikes. Here's how you can play Anji Mito in Guilty Gear Strive. It's obviously subject to change, but right now, what are the matchups that you most struggled with. Kratos vs Sol Badguy (God of War vs Guilty Gear), connections in the comments . He further explained that Ramlethal is a hard matchup . A special type of blocking done by inputting a block immediately before blocking an attack. Used to call out opponents who make predictable jump-ins or keep chicken blocking. 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. 12k matches is a lot, and 100 matches PER MU is not bad. 8th overall. Just be mindful that Chipp has. [[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]. When Axl has Tension to burn, attempting to jump in on 2H will likely result in the Axl using PRC to defend himself. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. Significantly slower than an uncharged 5D, making it easier to react to. 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. Wall damage in ( ) refers to if opponent is touching the wall. 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. Ram plays in about the same ranges and spaces Ky plays, but she does it better. This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. 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. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. He's too fast, period. I want to pre-face this by saying that tier-lists don't matter. Bridget. Only use this if strike invincibility is desperately needed while in mid-air. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. Counter Hit state during recovery until landing. This gave me random matches over a longer time period and with far more players than scrolling one by one.I recorded a 1 for a Win, and a 0 for a Loss. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. As Ram, avoid using f.S and 5H, because Millia can easily stay outside their range and just get in when they whiff. While the round start can feel Baiken favored, you can bait out her Far Slash and play around her 2H. Grapplers vs normal people. If anyone else here is interested in this, please check out the code Alex Jaffe wrote here: Anyways, running the code on my own, this is the chart that I got from it: (Sorry in advance for the axis labels!). Ideal combo ender and potential extender. 24. The game was released for PlayStation 4, PlayStation 5 and Windows in June 2021, and for Japanese arcades in July 2021. On Counter Hit, it can link into either itself, c.S, or Night Raid Vortex. Only 100 matches per match-up. Has significantly faster recovery than the real version, making it useful for resetting pressure or baiting jump-ins from an opponent who was expecting Gun Flame. Baiken has the ability to Hiiragi during your rekka pressure, although this is risky for the Baiken to do and she'll just blow up into a thousand pieces if you delay the rekka. Baiken's small stature and large buttons work well to corner Axl. May's Guilty Gear Strive tier match ups. A very well-timed jump attack on a character who is rising from a knockdown. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. Sol's primary pressure tool, and flexible combo starter. Guilty Gear -Strive-Anji. He is playing guilty gear and the other characters are playing strive. Links into 5K on hit, still combos if the first hit whiffs. Tools like these provide him with a strong neutral presence. . 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. In the case of 2H, this is faster than letting the move recover by itself. 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. This page was last edited on 27 February 2023, at 20:20. Now, I am not much of a programmer, I am just starting and not that confident in my abilities. 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). It loses to throws, so try to only use it if the opponent isn't at point blank range. Anyways, its really cool and interesting data, and I hope to see more analyses like this in the future! The active frames of an attack refers to the amount of time an attack can hit the opponent. 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. On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. 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. The number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. 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. Don't know if I just sucked at the game, but playing as Zato vs Axl was a fucking nightmare. Use it after an empty jump to catch opponents expecting an overhead or in c.S or f.S pressure to represent the threat of a low that is difficult to challenge while you're at frame advantage. I spent one month straight learning I-No. Sol matchup chart. Also Snail is -24 on block. Sol Nascente also serves as a risky poke thats usefulness is often matchup-dependent, but in the right scenarios is able to beat out many high/air options with its frame 1 low profile and large vertical . It also combos into 6S on crouching opponents, but note that the second hit will whiff against crouching opponents if Sol isn't close enough, so don't use it as a poke from far away. His Slash normals become much better when he's at high blood to compensate for the fact he can't utilize specials as freely when he's at high blood. 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. Press J to jump to the feed. Matchups. https://github.com/PapstJL4U/fgMetagame. Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely. I "modernized" the Blinkitys version to be more accessible. Extremely powerful combo tool in the corner thanks to its high damage, good scaling, and wall bounce. It's best to avoid using moves like, Defending as Ram is pretty much as pain as if you were anyone else. 2S is also still useful. Hits twice. I dont think I've ever seen an Axl vs May fight but it being +4 in May's favor seems bananas to me. A particularly strong setup is OTG c.S > f.S followed by quickly tapping back into another c.S, which will put Sol out of throw range and catch the opponent using fuzzy timings for their defensive options. His fast normals and DP can give Ram some trouble even when she does get him to block, and Chipp himself can have some really scary mixups in the right situations. Yeah this is 100% accurate. Outside of Bomber loops, youve also got a harder time making the most of his low health. 13th overall. by 25% before applying R.I.S.C. 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. Slower than 5P and 5K, but hits lower to the ground. This is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage, single hit nature. Baiken is very nimble and annoying to deal with in the neutral. 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 . An input method to perform a special move in the air as fast as possible after you leave the ground. Business as usual but just make sure you stay aware of Testament being able to use. Try to use it as a round ender or to punish an opponent's throw or Throw Clash attempt. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Can be kara canceled into any special move to increase its range. Roman Canceling the throw on hit can lead to equivalent damage to its grounded counterpart by shifting down into the same basic Red Roman Cancel route mid-screen or canceling directly into a falling j.D and comboing into a Dustloop in or near the corner. Dragon Ball FighterZ Brawlhalla Guilty Gear -Strive-Soulcalibur VI Skullgirls 2nd Encore Killer Instinct Multiversus The King of Fighters . 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. The difference between the attacker's recovery and the period that the opponent is in blockstun. Please take my money Tattie!!!!! This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if Purple Roman Cancels are available. It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. This move and the 236K it canceled from are considered one multi-hit attack. The Clean Hit deals absolutely massive damage, so it should be used to end combos whenever possible. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. It's even possible to perform a safe jump after hitting Bandit Bringer on an airborne opponent by doing a forward jump IAD into delay j.S. She's really annoying but you can pretty much do things as usual. This is because she loses to Sol and Chipp, two of the best characters in the game. 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. Use this to break the wall if Fafnir won't combo in time and the opponent is at ground level. Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent. He is an aloof and brash bounty hunter of immense skill on a quest to find and eliminate all Gears and their creator, That Man.For a short time, Sol was also a member of the Sacred Order of Holy Knights during the Crusades, known as "Order-Sol".. Sol has an Awakened form, who is an unlockable boss character in Guilty . His damage is good but not great. With its stylish visuals, unique characters, and complex mechanics, Guilty Gear Xrd REV 2 is a game that rewards dedication and skill. 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. 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. So happy to see that program finally get some use, I've been waiting years hoping to see it applied to more games. Usually improves frame data against blocked moves or gives more meter than a normal block or both. Giovanna is a playable character in the Guilty Gear series who makes her debut on Guilty Gear -Strive-. 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. Blazing! Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. On hit, you can Red Roman Cancel to perform a follow-up combo, and not shifting the Roman Cancel or shifting it upward will allow you to dash underneath the opponent and switch sides again. 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. Sol Badguy is the protagonist of the Guilty Gear series and Ky Kiske's rival. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Games H Kabari is only minus 3, keeping it safe on block and will push the opponent towards Baiken. Pot's worst matchups are almost certainly Zato-1 and Axl. This can be combined with dash momentum to cover large distances extremely quickly. 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. The advancing plus on block mid. A vital tool in Sol's anti-air toolkit that has greater startup than 5K but is more effective against deeper jump-ins due to its upper body invincibility. Overall much harder than your usual Ram matchup, but not unwinnable by any means. No reliable utility as an anti-air due to its incredibly slow start-up. Hes the best overall balanced character in this game vs the rest of the cast. Worst Match. Ram has to stay alert of more aggressive pokes with 2H (to catch with its high active time) and 6H (bigger range), riskier but do threaten the neutral. Ramlethal does have really high reward off successful hits, more so than Millia, though she will struggle to get those hits more than any other matchup, except possibly Chipp. Night Raid Vortex is also evasive, though it is more committal and aggressive in nature. Damage changes with each set of 8 active frames. 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. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended. 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. Wanna see me combo into 5K on Counter Hit? Otherwise, Baiken has the advantage with fast buttons like f.s and 5K for close range poking, along with the larger pokes like 2S, 2H, and H Kabari to check approaches. 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. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. Slow but high reward anti-air that mainly sees use as combo filler. This is a very small sample size, so should be taken with a big spoon of salt. Sometimes you can CH the delay as she's right in front of you or you may both may trade. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. Vote for tiers. Usually improves frame data against blocked moves or gives more meter than a normal block or both.ing these moves are a risky strategy but negates the pushback of these moves and allows Baiken to continue to claim screen space. 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. 23. How much Wall Damage is applied when the move connects on hit. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P. Frames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once.

Que Significa Cuando Se Cae Una Cuchara Al Piso, Pisces Mysterious Aura, How To Add Covid 19 Experience To Resume Teacher, Julia Elizabeth Khorana, Daniel Bennett Charis Bible College, Articles G