guilty gear strive sol matchups

Thus, if a Roman Cancel is available to make it safe, avoid only using it after the second hit. 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. For Example: 2369 for a j.236 input. Hits slightly behind Sol, allowing it to be used for cross-ups. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. Good for frame traps as most light normals can cancel into it and immediate cancels leave a very small gap in blockstun. You don't like having to work your way in against characters that outrange you. 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. Create an account to follow your favorite communities and start taking part in conversations. Here's how you can play Anji Mito in Guilty Gear Strive. If Chaos uses Concentration or Reload, you can attack with 623P, 214P, or j.214S at short to mid range. Here is a cleaned-up version of the chart:https://i.imgur.com/6qcPiSL.png, Bonus "Tier List": https://i.imgur.com/dza20Ag.png. 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. Combos into 6S on crouching opponents and links into c.S on Counter Hit. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. 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. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. Sol's primary pressure tool, and flexible combo starter. It's best to avoid using moves like, Defending as Ram is pretty much as pain as if you were anyone else. When he whiffs something like, Business as usual, watch out for Nago doing. May has very strong tools against Axl like after his 2H or 214H are blocked he is minus so she can go for dolphin to punish or close the distance easily. this move builds when normal or instant blocked. Wall Damage when hit raw is increased to 700 (900). The number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. Accompanied by a wolf spirit called Rei, Giovanna is an officer in the special operations unit that protects the President of the United States. Goldlewis j.D is busted dawg that shit is actually so cracked lmao, Gold corner pressure that arguably rivals Rams. 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. 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. 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. 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. 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. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner. 03 Mar 2023 23:47:00 . Here's how you can play Anji Mito in Guilty Gear Strive. While not used in common routes, it can also be used as a combo tool against airborne opponents, giving Sol time to land Night Raid Vortex after a late Gun Flame hit or dash in with 5K in the corner. Links into c.S on Counter Hit for a decently powerful conversion. Best Match. Its start-up and travel distance increases the longer S is held. 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. 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. Please take my money Tattie!!!!! Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent. Either way, the opponent will be pushed away. As a rule of thumb, it's more reliable to dash cancel the move when anti-airing with it, as additional landing recovery from air blocking will give Sol follow-up pressure while still allowing for a combo should it actually hit. 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. Sol does an uppercut with his sword's hilt. This is actually not true. Combos into 2D for a hard knockdown. 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. I-No - 19. 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. Sol does a crouching kick, which is his fastest low. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). Homing Jump combos greatly increase Tension Balance. The most well-rounded defensive toolkit in the game. The last letters of a Peanut Butter and Jelly sandwich (and what some people hope to recieve from #11 Down. Credit: Arc System Works. Note that non-meaty timings for okizeme will render it vulnerable to throws at close range, and later timings will render them vulnerable to a 6P. The amount of Tension gained when the move is input. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended. 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. This page was last edited on 28 January 2023, at 04:05. 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. Sol leans forward and slams his sword into the ground. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. This opening is designed such that the attacker can easily counter the defender's attack with his own. This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. Ideal combo ender and potential extender. 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. This opening is designed such that the attacker can easily counter the defender's attack with his own. Nagoriyuki is the opposite of this. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. 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. Most things Leo does round start loses to Ram's. 12k matches is a lot, and 100 matches PER MU is not bad. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. This nets Baiken the screen space she wants while leaving Axl in an unfavorable situation. The proportion of damage dealt on normal block. Baiken. Baiken presents threatening abilities to counteract her own playstyle. This can be combined with dash momentum to cover large distances extremely quickly. Giovanna is a playable character in the Guilty Gear series who makes her debut on Guilty Gear -Strive-. Pay attention to the opponent's meter to determine when to be wary of YouzansenGuard:HighStartup:9Recovery:Landing+7Advantage:-14 (TK) in her mixup. 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. Did you mean? Causes floating crumple on ground hit, delaying a follow-up will force stand. Character Win rate Total usage; 25 %: 16: . 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. I mean there's that but he also has some pretty polarising matchups too? Above her head floats a cracked yellow halo. Follow-up knocks the opponent away on hit. 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. In the corner, look out for his tick throws when he utilizes, There is something unique Faust can do on defense, to deal with Ram pressure, he can crawl under. The Gear Hunters Saga), ambientada en Washington, y que presenta su confrontacin final con That Man, Asuka R. Kreutz. 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. Just try to turtle with FD and let him slowly back off via the block pushback. Will force a Wall Break if the opponent touches the corner. The safest option is attempting to jump out, but it can be predicted and punished. Walk back Far Slash and jumping away can work well. 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. Significantly slower than an uncharged 5D, making it easier to react to. In the corner, you can also link into dash 5K for big meterless damage. Closer to the corner, it's possible to simply link one wall bounce into another if the opponent is positioned correctly. 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. On Counter Hit, the ensuing ground bounce allows Sol to link into Night Raid Vortex at close range for a follow-up combo or 6S at any range, although 6S's combo options are limited mid-screen without Tension. This allows him to build meter and Risc to eventually cash out with RinNo results or 5D. 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. Vote for tiers. Ramlethal is a top character in Justin Wong's Guilty Gear Strive tier list. This section has strict standards that must be followed. Ram gets strong punishes on both block and startup due to its generally risky nature, being -17 on block. Best Match. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Learn all about Sol from Guilty Gear -Strive-; Their stories, goals, utility, and star players right here on DashFight! Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure. The opposite of hoping your main will be buffed, ________ thinking. He wears a white coat with purple lining decorated with silver studs and . 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. : 14 different dream interpretations related to the / and /bet you see in your dream. Can be Roman Canceled on hit for decent damage and better okizeme. Baiken's small stature and large buttons work well to corner Axl. 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. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Sometimes you can CH the delay as she's right in front of you or you may both may trade. I dont think I've ever seen an Axl vs May fight but it being +4 in May's favor seems bananas to me. Will lose to any attack before the super freeze but will not waste any Tension in doing so. The active frames of an attack refers to the amount of time an attack can hit the opponent. She wears black shoes with red soles, black gloves, a black mask with glowing green eyes and mouth, an ankh necklace, and a ball and chain attached to her leg. Hard knockdown on ground hit or Counter Hit. . This page was last edited on 27 February 2023, at 20:20. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. Primary Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. Playing as Axl, May can be rough sometimes, but Chipp is absolutely painful. 14 comments. Alternatively, you can perform an OTG with low-reaching special cancelable normals such as 2S and cancel into Gun Flame to maintain pressure, or OTG with 6H to maximize damage. Corner combo staple, and Sol's only disjointed air button. Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again. While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain. Axl. Vote for Sol Badguy's tiers . Thanks to its lack of proration, it is easily Sol's strongest starter. Combos into Aerial Volcanic Viper or Aerial Bandit Revolver for more damage and a swift knockdown. Very fast start-up, can potentially throw the opponent out of sloppy pressure or okizeme. A flying knee which can be followed-up with a spin kick. 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. High damage off almost every hit, as well as an endorphin rush with Clean Hit Volcanic Viper. 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. Es la conclusin de la historia de Sol Badguy (A.K.A. Links into c.S on Counter Hit for a decently powerful conversion. 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. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. Sol floats through the air before doing a diving punch. A projectile which usually travels slowly across the screen in a horizontal path above the ground. No Axl allowed everyone hates that mofo. Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. You out neutral him but he heavily out damages you. Sol does an uppercut followed by a fiery straight punch. 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. 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. Empty hopping is safe and good for baiting out whiffs. So happy to see that program finally get some use, I've been waiting years hoping to see it applied to more games. Remind them that blocking isn't everything. Offense. 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. If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately. 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. Giovanna vs Happy Chaos Matchup Knowledge.

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guilty gear strive sol matchups