guilty gear strive sol matchups

PS: From the MU chart we can read that Goldlewis will do create in tournaments, that have lots of Mays, Chipps and Millias. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. Moves forward about one character length at no charge to fullscreen at max charge. They have a ton of po. This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if Purple Roman Cancels are available. Links into c.S on Counter Hit for a decently powerful conversion. 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. Here is a cleaned-up version of the chart:https://i.imgur.com/6qcPiSL.png, Bonus "Tier List": https://i.imgur.com/dza20Ag.png. Sol grips the opponent with his fist, detonating it with flames. H Kabari is only minus 3, keeping it safe on block and will push the opponent towards Baiken. Sol steps forward and swings his sword. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Has four active windows, but only hits once. Also Snail is -24 on block. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Score - Sum of match-up values for this character. Key tool in frame traps, leading to some of Sol's highest damage. As Ram, you might have to rely on faster normals to avoid his spin, but. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure. 14 comments. This allows him to build meter and Risc to eventually cash out with RinNo results or 5D. Significantly slower than an uncharged 5D, making it easier to react to. Has high damage and incredible disjointed range, albeit with somewhat slow start-up. 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. Sol's strongest meterless ender for Wall Break. Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. Above her head floats a cracked yellow halo. Also links into 2K against crouching opponents, even at max range. 28. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman 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 . Thanks Daisuke. Sol lunges forward half-screen with a flaming straight punch. Sol rushes forward low to the ground and delivers an uppercut. The proportion of damage dealt when hitting Off The Ground (OTG). Win rate. 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 . Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. The difference between the attacker's recovery and the period that the opponent is in hitstun. 12k matches is a lot, and 100 matches PER MU is not bad. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix. 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. This technique is colloquially referred to as "Run Flame." They are still quite awful on whiff however, and proper baiting of moves like Nago's, Keep an eye on his blood! 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. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram. Search. Try to preemptively hit where you think Chipp will be so you can try keeping him locked down. 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. The lower the tier, the weaker the character. On air hit, it floats the opponent for a reliable juggle. Faster than average start-up at 4 frames. If Chaos uses Concentration or Reload, you can attack with 623P, 214P, or j.214S at short to mid range. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Kratos vs Sol Badguy (God of War vs Guilty Gear), connections in the comments . Only 100 matches per match-up. The hard knockdown can grant good okizeme. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended. Links into c.S on Counter Hit for a decently powerful conversion. Its start-up and travel distance increases the longer S is held. Can be used when fighting extremely distant and defensive opponents to build Tension, though the amount built is too small to mean much unless it's spammed multiple times. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. For example, although May has the highest average win chance, she isn't number one in this chart. In the corner, you can also link into dash 5K for big meterless damage. Legend. 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. 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. Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Zato-1 - 4.7. You don't like having to work your way in against characters that outrange you. I spent one month straight learning I-No. This can be caused by crouching, certain moves, and being short. That means that a person that is willing to fight a certain match up does that knowingly. Data in [] represents values on Clean Hit (All versions). I don't understand what makes that matchup positive for Anji. Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner. Sol has tricky special moves which help him get in, and a suite of normals which . This is actually not true. Sol does an uppercut with his sword's hilt. Refer to the. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). 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. High reward on air hit or Counter Hit, leading into Gun Flame (or Gun Flame (Feint) on Counter Hit) followed by Night Raid Vortex for good damage and corner carry. To challenge these normals, Ky pretty much has to commit to. 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. 24. 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. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. I dont think I've ever seen an Axl vs May fight but it being +4 in May's favor seems bananas to me. Guilty Gear -Strive-. Sol Badguy; Giovanna; . Faust . 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. Character Strategy pages generally have at least some basic counter-strategy. Popularity. 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. Sol launches significantly higher than Volcanic Viper, making him very punishable on whiff or ground block. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. A Roman Canceled Volcanic Viper can lead into similar damage and okizeme while being safer and leading into a potential mix-up, so consider doing that instead. Faust - 5.4. Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. An easier MU for Ram due to the fact that her normals control a large chunk of space. Clean Hit deals enhanced damage and puts the opponent into a tumble state on hit. Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. While H Kabari is minus, this doesn't mean you can just mash on Baiken though. It's also a bit more complex than Guilty Gear Strive. Basic air jab that's fairly safe on whiff. 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. Baiken. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. "Guilty Gear -Strive-" es la ltima entrada de la aclamada franquicia de juegos de lucha de Guilty Gear. Important tool for landing Clean Hit Volcanic Viper in the corner. Discord: https://discord.gg/NaPZT2qNeTTwitch (if preferred): https://www.twitch.tv/nuggyjone. She goes up and down real quick so if you're a reactionary Axl you might have a hard time. Shorter active window compared to the ground version. 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. During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. Jack-O's space control with minions can be difficult to maneuver around, but once Baiken gets in, it's over. Baiken threatens her own offense heavily with HiiragiGuard:Startup:1Recovery:32Advantage:, meaning blockstrings that normally go unpunished such as 2D-Tatami Gaeshi and c.s-2H are now vulnerable to parry. 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. Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow. Knocks opponent away on hit, Counter Hit gives a hard knockdown. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. 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. At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush. Corner combo staple, and Sol's only disjointed air button. High damage off almost every hit, as well as an endorphin rush with Clean Hit Volcanic Viper. 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. Combos into 6S against crouching opponents for both better damage and a knockdown. Clean Hit deals greatly enhanced damage, increases launch distance, and grants hard knockdown. May plays neutral thanks to her amazing buttons that let her bully a lot of character, but Ram simply has better buttons for that. Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5. Weird that I'd have them exactly reversed. Damage changes with each set of 8 active frames. 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. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit.

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