guilty gear strive sol matchups

Sol Badguy - 4.9. 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. Sol floats through the air before doing a diving punch. Overall much harder than your usual Ram matchup, but not unwinnable by any means. Sol stabs downward with his sword. GGST - Giovanna Strategy - Dustloop Wiki Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. Goldlewis j.D is busted dawg that shit is actually so cracked lmao, Gold corner pressure that arguably rivals Rams. Streaming Sunday 12:30 AM ET - Join to fight me!This is a tier list video based on Jack-O's matchups in Guilty Gear Strive If you enjoyed this video please m. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. 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. 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. SOL BADGUY Guilty Gear STRIVE Overview Guide - YouTube Anyways, its really cool and interesting data, and I hope to see more analyses like this in the future! Maybe it's cause of May's fast jump arc? Extremely powerful combo tool in the corner thanks to its high damage, good scaling, and wall bounce. Usually improves frame data against blocked moves or gives more meter than a normal block or both. 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. Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner. Nago's neutral is completely dictated by how much blood he has. Millia bottom 3. Thus, it is a very committal attack that should only be used in situations where you know it will hit. The most well-rounded defensive toolkit in the game. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. 13th overall. 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. The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit. This is a very small sample size, so should be taken with a big spoon of salt. However, the short range of the first hit, the high knockback of the second, and the forced Wall Break in the corner makes this difficult mid-screen and impossible in the corner. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. 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. Since there will be certain types of people choosing to play May vs Axl or Anji vs I-No and btw certain character scarcity also plays a role, atleast for me personally wether i want to play a certain match up at a point in time, we will have certain people dodging certain matchups or favoring others etcetc. It's way too much work for one person. Luckily for you, Ram has an annoying combo and great ways to get in. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. Ram feasts on Zato once she gets in but this also goes both ways. Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. Clean Hit deals enhanced damage and puts the opponent into a tumble state on hit. May plays neutral thanks to her amazing buttons that let her bully a lot of character, but Ram simply has better buttons for that. Sol releases a pillar of flame that slowly crawls along the ground. 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. Overview. Remember that the longer you block, the higher the Risc gauge will be, which in turn makes any stray hit from Axl do a ton more damage. The meaning of the symbols of / and /bet seen in a dream. For example, if Sol has 15% popularity the top 150 players are counted. To challenge these normals, Ky pretty much has to commit to. On Counter Hit, confirming to Bandit Revolver will allow Sol to link to 5K for a follow-up combo. 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. 14 comments. Legend. 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. Popularity. 12k matches is a lot, and 100 matches PER MU is not bad. This move mostly gets used as a combo part after c.S since it launches the opponent high for easy follow-ups with Bandit Revolver or a knockdown with Bandit Bringer, and occasionally as a big anti-air against characters that can stall their fall like Zato with Flight. Sol's primary pressure tool, and flexible combo starter. Sol grabs the opponent and headbutts them. Shorter active window compared to the ground version. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. 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. Significantly slower than an uncharged 5D, making it easier to react to. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Also Snail is -24 on block. 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. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended. Chipp has very fast round start options via, Chipp has a very easy time evading a lot of Ram's stuff and he tends to be a whiff punish demon. His best poke is 5P/2P at 31/34 frames. On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. Occurs after Startup. Please keep in mind the matchup chart is subjective and not all players may agree. The proportion of damage dealt on normal block. If Chaos uses Concentration or Reload, you can attack with 623P, 214P, or j.214S at short to mid range. Sol leans forward and slams his sword into the ground. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. GGST Munchox (High Level Gio) vs Void (#2 Ranked Happy Chaos). Guilty May's tier match-ups in Guilty Gear Strive - EventHubs Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Axl will likely attempt to reset to neutral over extending pressure sequences. 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. Zato-1 - 4.7. Data in [] represents values on Clean Hit (All versions). Guess like your life depends on it. 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. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Ramlethal's Guilty Gear Strive tier match ups. At long range, you can use Banjoneto to hit Chaos. 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. After the super freeze, Sol has constant full guardpoint for as long as the move remains active, and if an opponent hits Sol during this time, Sol will experience pushback, but then continue to move and remain active during hitstop. 5[D] is also Sol's most damaging normal and launches the opponent if combo'd into, granting it some situational use as a combo extender in certain routes. The game was released for PlayStation 4, PlayStation 5 and Windows in June 2021, and for Japanese arcades in July 2021. 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 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. Closer to the corner, it's possible to simply link one wall bounce into another if the opponent is positioned correctly. Kratos vs Sol Badguy (God of War vs Guilty Gear), connections in the comments . Usually something like to a. 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. A lunging gut punch. 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. 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. Vote for tiers. If performed low enough to the ground on an airborne opponent near the corner, the Clean Hit version can link into 5K for a full combo, though this is only possible early on in a combo when scaling is low, and the link is tighter against heavier opponents. Dragon Ball FighterZ Brawlhalla Guilty Gear -Strive-Soulcalibur VI Skullgirls 2nd Encore Killer Instinct Multiversus The King of Fighters . You don't like characters with highly interactive pressure. Roman Canceling this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. 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. A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. I literally can't even play the game against Chipp. However will usually just get him damage and, Faust offense isn't super scary from fullscreen unless he has a bajillion items and you keep allowing him to throw them. Nagoriyuki is a playable character in the Guilty Gear series who makes his first appearance on Guilty Gear -Strive-. This section has strict standards that must be followed. It's 31 frames meaning it's very much reactable. We'll take our She def needs buffs now. He also gets high damage off of a successful counterpoke in neutral, so manage the risk of poking appropriately to minimize the risk of a counterattack. 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. Concerns:12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. An attack during the opponent's pressure, intended to interrupt it. 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. Most miserable matchups in Strive? : r/Guiltygear - reddit Can be Roman Canceled on hit for decent damage and better okizeme. Roman Cancels can be used to combo after it connects for even more damage. Very fast start-up, can potentially throw the opponent out of sloppy pressure or okizeme. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Faust . . Guilty Gear -Strive-. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. 2S is also still useful. This can be performed either from a jump cancelable normal (an air hit 5K/c.S or a CH c.S) or an early combo Bandit Revolver canceled into either a forward dash Purple Roman Cancel into j.K or a downward dash Red Roman Cancel canceled directly into Volcanic Viper deep in the corner.

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guilty gear strive sol matchups