If he values his life at least. To challenge these normals, Ky pretty much has to commit to. Jack-O is a woman with green eyes and red hair. A lunging gut punch. Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. Vote for tiers. this move builds when normal or instant blocked. 21 sec 18-May-2022 One of Sol's best pokes, most effective when paired with 6S and 6H due to its speed and safety. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. 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. 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. These include Volcanic Viper, a fast DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. 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. Has four active windows, but only hits once. Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. 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. Very close to being an even matchup but it's spoiled by Ram simply being more consistent and having an easier time getting her win condition. Hits twice. Using the data that OP collected, I attempted to put it through a "metagame analysis" that Alex Jaffe went over in his GDC talk from 2015, as seen in the following video. When you manage to catch her, it's likely that she will attempt to jump out of your pressure, as Millia's jump is fast and high, so plan your pressure accordingly. Launches opponent on hit if combo'd into. Ram easily out ranges Jack-O, push her to the corner and kill her, she can't easily escape. What i mean to say is, i think this chart is interesting, but it's not absolutely objectively indicating character strength. It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. Did you mean? The M&M&C will kick out Axls and Goldlewis can have a better route to top. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. Use this to break the wall if Fafnir won't combo in time and the opponent is at ground level. Primary Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. https://github.com/PapstJL4U/fgMetagame. Frames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Sol's command throw. The two I found were Chipp against Pot and Pot against Doctor Who. Be ready to jump! Matchups. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. It's obviously subject to change, but right now, what are the matchups that you most struggled with. Standard Ramlethal offense works fine here. The proportion of damage dealt when hitting Off The Ground (OTG). 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. Hes quick enough to punish you easily and quick enough to close the gap. After throwing the opponent mid-screen, your options are either to use IAD j.H for a safe jump or frame kill 5P into Fafnir to resume pressure, but in the corner, you can also opt for an OTG c.S into okizeme as they recover from soft knockdown. Anji has a strong Abare game, using mostly 2P to escape a pressure situation. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Links into 5K on hit, still combos if the first hit whiffs. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix. Day diff. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. With the right autoguard triggers, Anji Mito can make explosive plays to punish a foe's advance. Furthermore, 6P special cancels on block which will let you start running your pressure. High pushback on block can make this move safe if properly spaced. Vote for Ramlethal's tiers . Includes first active frame. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are Volcanic Viper or Bandit Revolver. Throws list the amount of Frame Advantage upon successfully throwing the opponent. 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. Sol does an uppercut followed by a fiery straight punch. ShitsuGuard:AllStartup:29Recovery:Total 52Advantage:-6 on a Hard Knockdown has amazing utility for Anji as it avoids risking a Meaty attack getting parried while enforcing a Strike-Throw scenario or a High-Low with Fuujin. Sol Badguy - 4.8. Baiken. Used to contest an opponent's air approach or to open up opponents with a fast overhead after doing a delayed air dash. A projectile which usually travels slowly across the screen in a horizontal path above the ground. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. It can clip him which puts him into a stagger state, allowing Ram to get in. How much Wall Damage is applied when the move connects on hit. Usually something like to a. 8th overall. Ramlethal's Guilty Gear Strive tier match ups. 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. Combos into 2D for a hard knockdown. Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. Above her head floats a cracked yellow halo. This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. Clean Hit deals greatly enhanced damage, increases launch distance, and grants hard knockdown. Faust - 5.9. GIJ&IK - Desktop. 26. Sol Badguy - 4.9. Situational whiff punish at best, funny "why not" move at worst. 236S has a use in this matchup. May's Guilty Gear Strive tier match ups. 6P the dolphin so you can use rekkas to get your hard knockdown. He also really doesn't do enough damage to punish ram when he does actually win neutral. The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . Leads into absurd damage with Roman Cancel by shifting either a whiffed or a canceled Red Roman Cancel downward, giving Sol time to run underneath the opponent and fully charge 5[D] even after switching sides. Axl. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. Creado por Daisuke Ishiwatari y desarrollado por Arc System . Sol grabs the opponent and headbutts them. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. An attack during the opponent's pressure, intended to interrupt it. While he does do an obscene amount of damage off the right hits, and while he can call her out in neutral, Ram generally has the upper hand. Baiken gets extremely annoying when she gets in once due to how her pressure isn't reactable. Pay attention to this and be less committal with moves at higher Risc values. Search. Worst Match. Don't take this seriously. The big move to look out for is 2HGuard:LowStartup:11Recovery:26Advantage:-18, as it has the longest recovery and opens himself up for a jump in with Baiken's j.SGuard:HighStartup:8Recovery:19Advantage:. 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. For Example: 2369 for a j.236 input. Occurs after Startup. 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. 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. 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%. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. Armed with heavy weapons and a coffin containing a paranormal being, Goldlewis Dickinson brings in a crushing offence as a character. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. 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. Ram can always use her Mortobato super between rekka ( 214P) 1 st, 2 nd and 3 rd hits. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. 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. Grapplers vs normal people. This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards. I dont think I've ever seen an Axl vs May fight but it being +4 in May's favor seems bananas to me. Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. 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. This is just a small project I took on out of interest. 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. . She does have, Ram on offense is usually business as usual. Baiken presents threatening abilities to counteract her own playstyle. Ram has access to a few safe jumps making her Mortobato super easier to bait. On hit, you can Red Roman Cancel to perform a follow-up combo, and not shifting the Roman Cancel or shifting it upward will allow you to dash underneath the opponent and switch sides again. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. Sometimes you can CH the delay as she's right in front of you or you may both may trade. Sol's slower but more powerful strike invincible reversal. 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 have no plans to increase the sample size or make new ones for future patches. It can also be kara canceled from 6S for another range increase. Vote for tiers. Sol steps forward and swings his sword. 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. Empty hopping is safe and good for baiting out whiffs. The last letters of a Peanut Butter and Jelly sandwich (and what some people hope to recieve from #11 Down. The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. 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. 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. this move removes on hit. Can Clean Hit after most air normals so long as Sol is very close to the opponent and has forward momentum from a forward jump or air dash (j.D only works in the corner), and is also common after c.S. Very fast start-up, can potentially throw the opponent out of sloppy pressure or okizeme. Most things Leo does round start loses to Ram's. Guess like your life depends on it. Recovery frames which happen under abnormal conditions, such as after landing. 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. Business as usual but just make sure you stay aware of Testament being able to use. 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. Concerns:12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. I don't understand what makes that matchup positive for Anji. Either way, the opponent will be pushed away. This can be caused by crouching, certain moves, and being short. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. 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. The hard knockdown can grant good okizeme. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. Try to preemptively hit where you think Chipp will be so you can try keeping him locked down. I think that's why he is so high though, because he goes evenly, playing him essentially becomes "safe" in that you are rarely going to have a bad matchup, thus leading him to have a high play percentage. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. If Sol needs to keep his opponent blocking after c.S, an immediate f.S will usually reach even against Instant Faultless Defense. Key tool in frame traps, leading to some of Sol's highest damage. 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. Guilty Gear Strive is the latest entry into a more than two-decade old franchise, . (2018 and Ragnarok switching Gameplay Style compared to OG GOW and Strive changing and . The active frames of an attack refers to the amount of time an attack can hit the opponent. If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately. 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. The advancing plus on block mid. Cannot Roman Cancel unless the opponent is in hitstun or blockstun. Sol's faster strike invincible reversal. He wears a white coat with purple lining decorated with silver studs and . If Anji has 50 Tension, Kachoufuugetsu KaiGuard:Startup:Recovery:Total 40Advantage: becomes a large threat in pressure as the counter can potentially be done as a prediction to reckless cancelling of normals into H Kabari on reaction. This is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage, single hit nature. 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!). 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. His best poke is 5P/2P at 31/34 frames. Giovanna vs Happy Chaos Matchup Knowledge. 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). Links into c.S on Counter Hit for a decently powerful conversion. 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. Please keep in mind the matchup chart is subjective and not all players may agree. The Gear Hunters Saga), ambientada en Washington, y que presenta su confrontacin final con That Man, Asuka R. Kreutz. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. 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. 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. 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. Leo's Guilty Gear Strive tier match ups. How much R.I.S.C. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. Playing as Axl, May can be rough sometimes, but Chipp is absolutely painful. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. Basic air jab that's fairly safe on whiff. This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. Wall damage in ( ) refers to if opponent is touching the wall. Faust . His, Faust is a whiff punish fiend so he likes to walk back and use his long buttons in order to try and get these opportunities. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. 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. This is a very momentum based matchup, first to break the wall usually wins. Be wary of using H Kabari in neutral too frugally as Anji can abuse the Autoguard to bypass the move and start his offense. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. 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. Jack-O's space control with minions can be difficult to maneuver around, but once Baiken gets in, it's over. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure. You don't like playing rude or bullying people with mids. It's risky but can work. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. Only 100 matches per match-up. . Follow-up knocks the opponent away on hit. Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. The hard knockdown leads into strong okizeme, including OTG c.S into pressure in the corner, though it can be sacrificed in exchange for even more damage with an OTG 6H (useful for closing out rounds). Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram. Concerns: 12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Be sure to check the stickied FAQ before posting. Yeah this is 100% accurate. His damage is good but not great. This is a definitive Matchup Chart for I-No in Guilty Gear Strive. If you land 6S on the first active frame, the remaining duration is the same whether you cancel into Gun Flame (Feint) or not, so doing so allows you to build more Tension and pull your hurtbox back, rendering the move more difficult to punish in neutral. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. Almost always abbreviated to TK. This is the top 1000 but multiplied out by popularity. https://www.dustloop.com/wiki/index.php?title=GGST/Baiken/Matchups&oldid=372064. At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5H. 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. Has much better range than the animation implies, enough to hit from round start. Just based on my own experience, Id expect Chipp and Ram to be much worse matchups than May here. Can be Roman Canceled on hit for decent damage and better okizeme. 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. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). 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. Homing Jump combos greatly increase Tension Balance. A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. Matchup guides, advice, and analysis for Zato-1 in GGST. It's best to avoid using moves like, Defending as Ram is pretty much as pain as if you were anyone else. This opening is designed such that the attacker can easily counter the defender's attack with his own. 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. 32. 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 move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if Purple Roman Cancels are available. Games 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 . Will lose to any attack before the super freeze but will not waste any Tension in doing so. Please keep in mind the matchup chart is subjective and not all players may agree. 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. Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. For me it's one of the worst matchups. Fighting game Guilty Gear Strive will join Game Pass next week, and will be playable on console and PC. Be careful when throwing out this move in neutral, as its range is quite poor. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. 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. I-No - 19. Accompanied by a wolf spirit called Rei, Giovanna is an officer in the special operations unit that protects the President of the United States. 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. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended. which can be used to challenge pressure, and 2D, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. You don't like having to work your way in against characters that outrange you. Agree or Disagree, but these are my thoughts rig. "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. . When Axl has Tension to burn, attempting to jump in on 2H will likely result in the Axl using PRC to defend himself. Sol has some of the strongest defensive tools in the game. * Proration: Forced 75%. 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.