High pushback on block can make this move safe if properly spaced. 5th overall. Sol's faster strike invincible reversal. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . Sol Badguy's Guilty Gear Strive tier match ups. This is a very small sample size, so should be taken with a big spoon of salt. The safest option is attempting to jump out, but it can be predicted and punished. Vote for May's tiers . It always felt like he had the tools for every match up except nago. 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. Sol rushes forward low to the ground and delivers an uppercut. 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. 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. Axl will likely attempt to reset to neutral over extending pressure sequences. 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. I want to pre-face this by saying that tier-lists don't matter. An 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. Testament pressure is now something to worry about in this new patch, do not let them lock you down. Hits twice. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. But some people in support of -STRIVE-welcomed lowered difficulty barrier for newbies (in the series . Creado por Daisuke Ishiwatari y desarrollado por Arc System . 0% 100%. He further explained that Ramlethal is a hard matchup . You don't like characters with highly interactive pressure. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. 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 Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. The last letters of a Peanut Butter and Jelly sandwich (and what some people hope to recieve from #11 Down. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. It loses to throws, so try to only use it if the opponent isn't at point blank range. Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. Slower than 5P and 5K, but hits lower to the ground. 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. Pot's worst matchups are almost certainly Zato-1 and Axl. He's too fast, period. Giovanna: Although she's a rushdown character, she feels less threatening than other rushdowns. Please keep in mind the matchup chart is subjective and not all players may agree. Situational whiff punish at best, funny "why not" move at worst. 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. 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. 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. 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 . After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. When a character's hurtbox is entirely beneath an opponent's attack. 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. Dragon Ball FighterZ Brawlhalla Guilty Gear -Strive-Soulcalibur VI Skullgirls 2nd Encore Killer Instinct Multiversus The King of Fighters . Sol grabs the opponent and headbutts them. Ground bounces on hit, hard knockdown upon 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. 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. Try to get Axl to whiff. 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. Combos into 5H as far as near max range or 2H at close range. This page was last edited on 27 February 2023, at 20:20. 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. Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking. An attack during the opponent's pressure, intended to interrupt it. Bridget vs Sol Badguy Matchup Knowledge. Sol Badguy - 4.9. Goldlewis j.D is busted dawg that shit is actually so cracked lmao, Gold corner pressure that arguably rivals Rams. Wall bounces airborne opponents in the corner. Ending a combo with it allows for a safe jump setup (backward jump j.P into air dash j.H). Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action. Guess like your life depends on it. 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. About Press Copyright Contact us Creators Advertise Developers Press Copyright Contact us Creators Advertise Developers . Hes quick enough to punish you easily and quick enough to close the gap. 14 comments. 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. It can also be kara canceled from 6S for another range increase. It doesn't matter if she bodies all the lower tiers if she loses to the top tiers. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely. The proportion of damage dealt when hitting Off The Ground (OTG). Essentially, by running the matchup data through the code that he wrote, you can get a projection of how much each character should be expected to be played in that game's meta. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. 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. 24. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. The lower the tier, the weaker the character. Sol stabs downward with his sword. Anji has a strong footsies game with his large normals and the Autoguard property on his specials. Standard strike throw stuff needs to be thought of here. by 25% before applying R.I.S.C. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. 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. This opening is designed such that the attacker can easily counter the defender's attack with his own. Guilty Gear Strive originally released in June 2021 . Strategy. Win rate. 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. 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. More than other characters at least. Giovanna is a playable character in the Guilty Gear series who makes her debut on Guilty Gear -Strive-. A lunging gut punch. Ram feasts on Zato once she gets in but this also goes both ways. At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush. Es la conclusin de la historia de Sol Badguy (A.K.A. Match-up is in Nago's favor. Character Strategy pages generally have at least some basic counter-strategy. Most things Leo does round start loses to Ram's. Roman Cancels can be used to combo after it connects for even more damage. She's better at getting in and pinning down an opponent rather than mixing them up, which I'm more comfortable with. The Gear Hunters Saga), ambientada en Washington, y que presenta su confrontacin final con That Man, Asuka R. Kreutz. Indicates an entity that exists seperately from the character was spawned. Nagoriyuki is the opposite of this. Ram plays in about the same ranges and spaces Ky plays, but she does it better. Character Strategy pages generally have at least some basic counter-strategy. His immense damage output massively rewards hard reads. He is playing guilty gear and the other characters are playing strive. Concerns:12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Her normals might look like they aren't very contestable but you can very much run up and premptively 6P them to stop her. From my experience, the Faust v Faust matchup is easily -2 in Faust's favor. search. Properties for opponent on block follow Level 4 rules. This is just a small project I took on out of interest. Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). All three of them do excellent against Axl which is Goldlewis worst MU, but GL does good against May and Millia and not as bad against Chipp as against Axl. Please take my money Tattie!!!!! Arc System Works added Goldlewis Dickinson as the first DLC character in Guilty Gear Strive. Knocks opponent away on hit, Counter Hit gives a hard knockdown. Use it to steal momentum against poor okizeme and predictable pressure. They are still quite awful on whiff however, and proper baiting of moves like Nago's, Keep an eye on his blood! He is described as a noble vampire samurai who wields a bloodsucking blade. 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. With ferocious pressure, strong defense, versatile special moves and explosive power, this badass bounty hunter is armed with everything an offensively oriented player could ask for. The high damage and wall bounce property mean massive damage when used as a combo part in the corner. Armed with heavy weapons and a coffin containing a paranormal being, Goldlewis Dickinson brings in a crushing offence as a character. This page was last edited on 28 January 2023, at 06:50. https://www.dustloop.com/wiki/index.php?title=GGST/Ramlethal_Valentine/Matchups&oldid=372096. This is a very small sample size, so should be taken with a big spoon of salt. Moves forward about one character length at no charge to fullscreen at max charge. 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. Air dashing in neutral vs. Axl is dumb and risky but I see people do it all the time for some awful reason. 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!). 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. Will lose to any attack before the super freeze but will not waste any Tension in doing so. Sol does an uppercut with his sword's hilt. Baiken gets extremely annoying when she gets in once due to how her pressure isn't reactable. The number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. Almost always abbreviated to TK. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. Averaged it out to get the win rate.I rounded figures to the nearest 5 for the +1, +2, etc. 12k matches is a lot, and 100 matches PER MU is not bad. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. His damage is good but not great. Ram gets strong punishes on both block and startup due to its generally risky nature, being -17 on block. 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. Combos into 2D for a hard knockdown. Sol's strongest meterless ender for Wall Break. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). 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. Ky Kiske is the go-to "shoto" character alongside Sol. Privileged 3 frame normal that does it all. Sol matchup chart. Millia bottom 3. Sol has tricky special moves which help him get in, and a suite of normals which . Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. 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. Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both. 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.. 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. 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. You should be gaining ground when you block it, not getting pushed back. Remind them that blocking isn't everything. Keep in mind that while this Overdrive cannot be blocked, it also cannot be canceled into or used during a combo. An input method to perform a special move in the air as fast as possible after you leave the ground. Proper conditioning is a huge part of Sols gameplan. 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. If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. How much R.I.S.C. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. https://github.com/PapstJL4U/fgMetagame. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. Approaching in the air has an added risk, as Anji both has a large 6P and Kou, which are both upper body invincible and lead to high damage. The two I found were Chipp against Pot and Pot against Doctor Who. Resources. Lastly, his 6P is a fast and reliable tool for anti-airing and counter poking. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Legend. Happy Chaos and Ramlethal both share a deep connection, that being that you simply have to endure the rest on the match suffering in a corner as you hold this mix. This is the top 1000 but multiplied out by popularity. This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. Recovery frames which happen under abnormal conditions, such as after landing. 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 difference between the attacker's recovery and the period that the opponent is in hitstun. Worst Match. 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 . Axl. Leo's Guilty Gear Strive tier match ups. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. How much Wall Damage is applied when the move connects on hit. 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. This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. The amount of Tension gained when the move is input. Thus, it is a very committal attack that should only be used in situations where you know it will hit. Simple to frame trap with as c.S can late cancel into f.S for one gap in blockstun, then f.S can late cancel into 5H for another gap. . On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily. 03 Mar 2023 23:47:00 . The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit. Combos into Aerial Volcanic Viper or Aerial Bandit Revolver for more damage and a swift knockdown. You don't really wanna go for a f.S or 5H super often from a mid range since Baiken can run up and punish with her own f.S which is decently disjointed. Faust - 5.9. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. 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. Hits overhead, but is very reactable. 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. - Difference between the tier scores from today and . Business as usual but just make sure you stay aware of Testament being able to use. Sol assumes the same stance he uses for Gun Flame, but doesn't fire a projectile. If it hits a grounded opponent, they will be put into a floating crumple that causes immediate follow-ups to behave as though the opponent was airborne, but delaying them will result in a forced stand. She is dressed in business casual attire, a loosely worn white shirt with bright green pulled . Vote for tiers. 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. Be ready to fuzzy a lot when she's on you. If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately. Avoid using the follow-up if the initial attack Wall Sticks so that the wall can be broken by a stronger ender like 5H, 6H, Fafnir, or Tyrant Rave. Sol grips the opponent with his fist, detonating it with flames. Usually something like to a. Despite what the animation implies, it can hit certain crouching opponents. He wears a white coat with purple lining decorated with silver studs and . 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. Edit:I forgot to mention. This attack is Sol's best point to use Roman Cancels in most combos. Popularity. This is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage, single hit nature. Standard Ramlethal offense works fine here. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again. Hits twice. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. I don't have time to do any Eddie setups at all, he's rushing me down 24/7, and taking advantage of Zato's weak defense (as . Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. 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. Overview. Closer to the corner, it's possible to simply link one wall bounce into another if the opponent is positioned correctly. Baiken. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. https://www.dustloop.com/wiki/index.php?title=GGST/Baiken/Matchups&oldid=372064. A very well-timed jump attack on a character who is rising from a knockdown. Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit). 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. Frames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Universal Upper Body Invincible Anti-AirA grounded attack that hits the opponent out of the air. ), but it's probably time to finally make an exception here. We'll take our She def needs buffs now. While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain. Ram easily out ranges Jack-O, push her to the corner and kill her, she can't easily escape. (2018 and Ragnarok switching Gameplay Style compared to OG GOW and Strive changing and . Has much better range than the animation implies, enough to hit from round start. Sol Badguy vs. May - 18. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. Credit: Arc System Works. 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. This page was last edited on 28 January 2023, at 04:05. Sol Badguy; Giovanna; . Use this to break the wall if Fafnir won't combo in time and the opponent is at ground level. Avoid using moves like f.S and 2H to attempt to escape or counter this type of offense. Toggle search. Shorter active window compared to the ground version. As a poke, it is one of the faster 5H normals among the cast, giving it a niche thanks to its large Counter Hit effect making for easy and highly damaging hit confirms (such as Bandit Revolver linked into c.S > kara Volcanic Viper). 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.