guilty gear strive sol matchups
Avoid using moves like f.S and 2H to attempt to escape or counter this type of offense. Score - Sum of match-up values for this character. Popularity. 14 comments. Her outfit is a white bodysuit with flared, slit pants and a deep decollete. Battle Version 2.04Rankings shown are current rankings as at the time of video upload.#ggst #strive #guiltygear #g. Sol's faster strike invincible reversal. The M&M&C will kick out Axls and Goldlewis can have a better route to top. The number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. If you wanna get out of this situation, it's best to look for Baiken going for a cheeky grab or to FD to push her out of your space. Purple Roman Canceling the throw on hit before damage is dealt also results in better proration, leading to stronger combos than a Red Roman Cancel conversion in or near the corner. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Luckily for you, Ram has an annoying combo and great ways to get in. I love him so much. 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. 2S is also still useful. If the first hit of a combo, applies an additional +20. If Sol guardpoints through a strike, the opponent will be stuck in hitstop while Sol continues to move, making it next to impossible for them to escape if they're on the ground. Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P. 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. Popularity. Pay close attention to how much Axl is committing to that button and counterattack. 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. 24. He's also armed with powerful mid-ranged tools such as 6S, a sizeable poke, and Gun Flame, a mid-ranged projectile that is plus on block if it hits meaty or at max range. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. sweep that can slip under many attacks. 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. Press J to jump to the feed. Nagoriyuki - 5.6. Toggle menu. 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. Sometimes you can CH the delay as she's right in front of you or you may both may trade. This nets Baiken the screen space she wants while leaving Axl in an unfavorable situation. Discord: https://discord.gg/NaPZT2qNeTTwitch (if preferred): https://www.twitch.tv/nuggyjone. Guilty Gear Strive is the latest entry into a more than two-decade old franchise, . Sol's strongest meterless ender for Wall Break. Throws list the amount of Frame Advantage upon successfully throwing the opponent. May's Guilty Gear Strive tier match ups. The Increased pushback in -STRIVE-(characters being pushed apart sooner after a combo or blocking hits, thus returning the gameplay back to neutral state more often) and wallbreak mechanic are seen by part of the fanbase as dulling the okizeme-centric gameplay Gulity Gear is famous for. Almost always abbreviated to TK. Hes quick enough to punish you easily and quick enough to close the gap. Accompanied by a wolf spirit called Rei, Giovanna is an officer in the special operations unit that protects the President of the United States. You should only ever really use air dash in the MU on reaction when you see a whiff. Sol's slower but more powerful strike invincible reversal. No reliable utility as an anti-air due to its incredibly slow start-up. Test 6P is juiced so if Ram gets 6P happy just slap them. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. Important tool for landing Clean Hit Volcanic Viper in the corner. 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%. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. Here is a cleaned-up version of the chart:https://i.imgur.com/6qcPiSL.png, Bonus "Tier List": https://i.imgur.com/dza20Ag.png. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. While H Kabari is minus, this doesn't mean you can just mash on Baiken though. 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. Sol Badguy - 4.9. 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. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure. A projectile which usually travels slowly across the screen in a horizontal path above the ground. Nagoriyuki is a tall, heavily built, dark-skinned man with blue eyes and thick, shoulder-length Dread-locks tied into a ponytail. This opening is designed such that the attacker can easily counter the defender's attack with his own. This is actually not true. Vote for tiers. Millia bottom 3. An attack during the opponent's pressure, intended to interrupt it. 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. Walk back Far Slash and jumping away can work well. Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. 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. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. The lower the tier, the weaker the character. Sol launches significantly higher than Volcanic Viper, making him very punishable on whiff or ground block. 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 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. Furthermore, 6P special cancels on block which will let you start running your pressure. Keep in mind that while this Overdrive cannot be blocked, it also cannot be canceled into or used during a combo. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. This can be caused by crouching, certain moves, and being short. 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. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. The number of frames for which a move has hitboxes. Ram feasts on Zato once she gets in but this also goes both ways. Use it to steal momentum against poor okizeme and predictable pressure. 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. Can be varied in usage. 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. Games Sol Badguy; People just love playing as Sol. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. Hits overhead, but is very reactable. This move and the 236K it canceled from are considered one multi-hit attack. Patient play is key, as Anji has the ability to turn any action around on Baiken if he detects sloppy play. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. 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. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. On Counter Hit, it can link into either itself, c.S, or Night Raid Vortex. I mean there's that but he also has some pretty polarising matchups too? Significantly slower than an uncharged 5D, making it easier to react to. this move removes on hit. This can be caused by crouching, certain moves, and being short. Axl will likely attempt to reset to neutral over extending pressure sequences. H KabariGuard:AllStartup:18Recovery:19Advantage:-3. 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!). 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.
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guilty gear strive sol matchups