- Difference between the tier scores from today and . 12k matches is a lot, and 100 matches PER MU is not bad. Hes the best overall balanced character in this game vs the rest of the cast. Resources. While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain. Here's how to play Goldlewis Dickinson well in Guilty Gear Strive. Bridget vs Sol Badguy Matchup Knowledge. Giovanna has red hair and a tanned skin complexion. Slow but high reward anti-air that mainly sees use as combo filler. As said earlier, you don't really wanna RPS with Goldlewis. He is described as a noble vampire samurai who wields a bloodsucking blade. Weird that I'd have them exactly reversed. 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. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Win rate. Laskeese 2 yr. ago. Vote for Leo's tiers . Nagoriyuki - 5.6. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. Axl will likely attempt to reset to neutral over extending pressure sequences. Baiken presents threatening abilities to counteract her own playstyle. 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 don't like playing rude or bullying people with mids. Credit: Arc System Works. Baiken is very nimble and annoying to deal with in the neutral. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). this move removes on hit. Giovanna: Although she's a rushdown character, she feels less threatening than other rushdowns. If Sol needs to keep his opponent blocking after c.S, an immediate f.S will usually reach even against Instant Faultless Defense. 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. Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. 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. Usually something like to a. Builds 1000 Tension once all damage is dealt. 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. Due to her poor anti-air game and amazing air game, air approaches are used to move around more freely and punish frugal usage of pokes and H Kabari. Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. Wall bounces airborne opponents in the corner. Most things Leo does round start loses to Ram's. 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. An easier MU for Ram due to the fact that her normals control a large chunk of space. This move and the 236K it canceled from are considered one multi-hit attack. 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 . Primary Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. The active frames of an attack refers to the amount of time an attack can hit the opponent. 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. Thus, if a Roman Cancel is available to make it safe, avoid only using it after the second hit. 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. Testie has a deceptively good j.H jump in that Ram needs to keep an eye out for. The time before an attack is active including the first active frame. How much R.I.S.C. You out neutral him but he heavily out damages you. Counter Hit state during recovery until landing. 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. 0% 100%. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Did you mean? A place for casual and competitive play, character discussion, questions, and everything else about Guilty Gear. High pushback on block can make this move safe if properly spaced. Sol launches significantly higher than Volcanic Viper, making him very punishable on whiff or ground block. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. Axl. ), but it's probably time to finally make an exception here. 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. Best Match. Sol rushes forward low to the ground and delivers an uppercut. Guess like your life depends on it. If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately. The hard knockdown leads into strong okizeme, including OTG c.S into pressure in the corner, though it can be sacrificed in exchange for even more damage with an OTG 6H (useful for closing out rounds). As for pressure, Ky's DP (Vapor Thrust), though it exists, is not amazing, and not particularly difficult for Ram to deal with, and Ky's pressure is not too scary, especially if Ram has meter. About Press Copyright Contact us Creators Advertise Developers Press Copyright Contact us Creators Advertise Developers Vote for tiers. Zato players like to sneak in his command throw but learn to recognize the situations they do it and be ready to beat him up for 90%. Mirror Match Midrange R.P.S and Basic Mirror Match Counterplay. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). search. Ram gets strong punishes on both block and startup due to its generally risky nature, being -17 on block. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. Character Strategy pages generally have at least some basic counter-strategy. The proportion of damage dealt when hitting Off The Ground (OTG). This opening is designed such that the attacker can easily counter the defender's attack with his own., and wall bounce combo tool. Character Win rate Total usage; 25 %: 16: . She's plus for days, but you can find an opening if you're patient. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. 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. 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. by 25% before applying R.I.S.C. 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. Baiken. I "modernized" the Blinkitys version to be more accessible. The number of frames for which a move has hitboxes. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. Faust - 5.9. Can be kara canceled into any special move to increase its range. which can be used to challenge pressure, and 2D, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards. 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. Match-up is in Nago's favor. 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. For Example: 2369 for a j.236 input. Our Guilty Gear Strive leaderboards are designed to give players an overview of what a duel feels like in GGST and give you a good idea of what players are using to win battles in the current version of the game. 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. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are Volcanic Viper or Bandit Revolver. 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 . 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. Frames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. 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. Try to get Axl to whiff. She's really annoying but you can pretty much do things as usual. Launches opponent on hit, hard knockdown upon landing. Only 100 matches per match-up. The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. 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!). It's 31 frames meaning it's very much reactable. His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. However, Testament can get positive bonus easier in theory due to high conversion ability due to stain state and, Testament has two strong ways to stop Ram from jumping out of the corner with. Thus, it is a very committal attack that should only be used in situations where you know it will hit. The ground version can potentially be plus on block if properly spaced or if it hits meaty, but the aerial version is always minus on block, if not completely punishable due to its greater landing recovery. No Axl allowed everyone hates that mofo. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. Above her head floats a cracked yellow halo. You don't like having to work your way in against characters that outrange you. Keep in mind that Fafnir's slow start-up means that using it in neutral presents a certain amount of risk of being counter poked, especially by the opponent's 6P. 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. The Gear Hunters Saga), ambientada en Washington, y que presenta su confrontacin final con That Man, Asuka R. Kreutz. Sol has tricky special moves which help him get in, and a suite of normals which excel at setting up frame traps and strike/throw mix-ups. Only occurs if the first hit successfully connected. Sol lunges forward half-screen with a flaming straight punch. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. Anji has a strong footsies game with his large normals and the Autoguard property on his specials. High damage off almost every hit, as well as an endorphin rush with Clean Hit Volcanic Viper. Can be Roman Canceled on hit for decent damage and better okizeme. 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. The high knockback of the follow-up provides strong corner carry and leads into meaty f.S anywhere, though it gives much poorer okizeme mid-screen. 5th overall. Vote for May's tiers . 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. While Gold can start enforcing chip pressure off a HKD, he's not going to be able to push you to the corner as easily as Ram can meaning that his midscreen reward is slightly less favorable than Ram's. Due to it being a projectile, you can't do anything about it. Guilty Gear Strive originally released in June 2021 . 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. When a character's hurtbox is entirely beneath an opponent's attack. On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. You don't like characters with highly interactive pressure. 28. 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 . If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Worst Match. 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. Has four active windows, but only hits once. I spent one month straight learning I-No. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. 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. The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action. Hits overhead, but is very reactable. Faust . 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. Nagoriyuki is a playable character in the Guilty Gear series who makes his first appearance on Guilty Gear -Strive-. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. 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 If you don't punish it however, she's +2 which means she can keep running her pressure. She goes up and down real quick so if you're a reactionary Axl you might have a hard time. Matchups. Jack-O is a woman with green eyes and red hair. The proportion of damage dealt on normal block. 26. You should be gaining ground when you block it, not getting pushed back. 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. Clean Hit deals enhanced damage and puts the opponent into a tumble state on hit. Empty hopping is safe and good for baiting out whiffs. It's also good to note that Baiken players are extremely abnormal humans and will find zero issue with using gun super as a full screen whiff punish in a last hit scenario. Anyways, its really cool and interesting data, and I hope to see more analyses like this in the future! Unfortunately, it is often beaten out by deeper jump-ins, in which case it's better to use 6P due to its upper body invincibility. Sol's main combo ender mid-screen when Volcanic Viper won't Clean Hit. What are the worst matchups in Strive at the moment? This is a definitive Matchup Chart for I-No in Guilty Gear Strive. Bridget. The character whose not only not bad but good, it's Sol Badguy! It loses to throws, so try to only use it if the opponent isn't at point blank range. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. Be ready to jump! A lunging gut punch. I dont think I've ever seen an Axl vs May fight but it being +4 in May's favor seems bananas to me. 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. Ram has access to a few safe jumps making her Mortobato super easier to bait. Will force a Wall Break if the opponent touches the corner. 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. 03 Mar 2023 23:47:00 . 12k matches is a lot, and 100 matches PER MU is not bad. Luckily for you, Ram has an annoying combo and great ways to get in. Low hitting disjoint used to help control neutral. Potemkin - 5.8. Worst Match. Thanks to its lack of proration, it is easily Sol's strongest starter. The real issue is the whiff recovery he has on s.dp and f.s, and the ability to convert off a huge variety of situations. It's obviously subject to change, but right now, what are the matchups that you most struggled with. 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.. Can gatling from 5K, 2K, or c.S for a mix-up. Please keep in mind the matchup chart is subjective and not all players may agree. You're gonna be guessing a lot since as Nago makes you block a normal, he can always just special cancel and decide to either be safe or plus. Battle Version 2.04Rankings shown are current rankings as at the time of video upload.#ggst #strive #guiltygear #g. 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. This can be caused by crouching, certain moves, and being short. How much Wall Damage is applied when the move connects on hit. At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5H. Good for frame traps as most light normals can cancel into it and immediate cancels leave a very small gap in blockstun. Test 6P is juiced so if Ram gets 6P happy just slap them. 6S can be kara canceled into any special move. Best Match. Sol's faster strike invincible reversal. Damage changes with each set of 8 active frames. 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. He further explained that Ramlethal is a hard matchup .