Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. May's Guilty Gear Strive tier match ups. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5H. The Clean Hit deals absolutely massive damage, so it should be used to end combos whenever possible. Universal Sweep. Loss, similar to regular strikes. This nets Baiken the screen space she wants while leaving Axl in an unfavorable situation. I don't understand what makes that matchup positive for Anji. 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. On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into Night Raid Vortex. The hard knockdown can grant good okizeme. Test 6P is juiced so if Ram gets 6P happy just slap them. Also links into 2K against crouching opponents, even at max range. The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action. 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. This is a very momentum based matchup, first to break the wall usually wins. Guilty Gear Strive originally released in June 2021 . You should only ever really use air dash in the MU on reaction when you see a whiff. Sol has tricky special moves which help him get in, and a suite of normals which . The high damage and wall bounce property mean massive damage when used as a combo part in the corner. Above her head floats a cracked yellow halo. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . Thanks Daisuke. I think most interestingly is Leo. Links into 5K on hit, still combos if the first hit whiffs. c.S has the most gatling and cancel options of all of Sol's normals, making it very flexible within both blockstrings and combos. Testie has a deceptively good j.H jump in that Ram needs to keep an eye out for. Press question mark to learn the rest of the keyboard shortcuts, https://www.reddit.com/r/Guiltygear/comments/pa1iri/strive_matchup_chart_and_tier_list_based_on_data/ha31opf/. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely. It's risky but can work. It's even possible to perform a safe jump after hitting Bandit Bringer on an airborne opponent by doing a forward jump IAD into delay j.S. Potempkin is somewhat similar to May, bodying lower tiers but losing to all the top tiers, thus being so low. Leads into Bandit Revolver on hit from just about any range aside from the very tip (in which case the second hit can still be used to take a knockdown), which can then be Red Roman Canceled for more damage. However, Testament can get positive bonus easier in theory due to high conversion ability due to stain state and, Testament has two strong ways to stop Ram from jumping out of the corner with. Popularity. One of Baiken's most annoying tools on block is Kabari, due to how she's built around R.P.S (rock, paper, scissors), she has a stupid amount of gaps that you can get caught by, here's some things you can try doing S Kabari will allow her to get tether after it lands, this is still RPS however. Can be Purple Roman Canceled for tricky mix-ups, such as using Wild Throw before the attack is blocked or jumping over the opponent right before it hits for a cross-up. If you play Axl for a bit you start to notice how little people understand the recovery on his moves. SOL; Balance KY; Balance MAY; Long Range AXL; High Speed CHIPP; Power Throw POTEMKIN; Unique FAUST; High Speed MILLIA; Technical ZATO; Shooting RAMLETHAL; Balance LEO; One Shot NAGORIYUKI; Rush GIOVANNA; Balance ANJI; Rush I-NO; Power GOLDLEWIS; Technical Jack-O' Shooting HAPPY CHAOS; Balance BAIKEN; Balance TESTAMENT; Balance BRIDGET; Rush SIN Use it to steal momentum against poor okizeme and predictable pressure. He also really doesn't do enough damage to punish ram when he does actually win neutral. More than other characters at least. Blazing! Standard strike throw stuff needs to be thought of here. Hes the best overall balanced character in this game vs the rest of the cast. Most things Leo does round start loses to Ram's. 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. Alternatively, you can perform an OTG with low-reaching special cancelable normals such as 2S and cancel into Gun Flame to maintain pressure, or OTG with 6H to maximize damage. Nago starts to out range even your normals once he starts getting into higher blood levels. Bounces higher on Counter Hit, allowing the follow-up Night Raid Vortex to combo into c.S rather than 5K or 2K. Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram. Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. Credit: Arc System Works. . Very fast start-up, can potentially throw the opponent out of sloppy pressure or okizeme. She wears black shoes with red soles, black gloves, a black mask with glowing green eyes and mouth, an ankh necklace, and a ball and chain attached to her leg. Vote for Leo's tiers . He's too fast, period. Concerns:12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. 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. Search. Character Strategy pages generally have at least some basic counter-strategy. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. If you let Baiken grab you, she can start to run pressure like. : 14 different dream interpretations related to the / and /bet you see in your dream. Guilty Gear Strive is the latest entry into a more than two-decade old franchise, . He doesn't do great in average win chance, but because he does so well against Sol (according to the data) and goes even against Chipp, he moves up a bit. Sol launches significantly higher than Volcanic Viper, making him very punishable on whiff or ground block. Resources. Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. Grapplers vs normal people. How much Wall Damage is applied when the move connects on hit. 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. Ya I was watching SQ (top ram player) stream and someone asked her about Ram vs. Pot and she jokingly said "Potemkin wins 100-0" then was like "realistically it's probably close but comes down to the players and match up knowledge". Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. Be careful when throwing out this move in neutral, as its range is quite poor. Follow-up knocks the opponent away on hit. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. Faster than average start-up at 4 frames. 24. Due to it being a projectile, you can't do anything about it. He wears a white coat with purple lining decorated with silver studs and . Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. From my experience, the Faust v Faust matchup is easily -2 in Faust's favor. Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P. Shorter active window compared to the ground version. 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. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards. The M&M&C will kick out Axls and Goldlewis can have a better route to top. Ideal combo ender and potential extender. Sol Badguy vs. Ramlethal - 18. 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. Creado por Daisuke Ishiwatari y desarrollado por Arc System . Giovanna is a playable character in the Guilty Gear series who makes her debut on Guilty Gear -Strive-. Combos into Aerial Volcanic Viper or Aerial Bandit Revolver for more damage and a swift knockdown. 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. 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. Hits twice. Vote for May's tiers . Exceptional close range offense with plus on block standing Slash normals and highly damaging Counter Hit confirms. Matchups. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. Guilty Gear Xrd Tier List [October] 2022 ; S Tier. 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. Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. It's also good to note that Baiken players are extremely abnormal humans and will find zero issue with using gun super as a full screen whiff punish in a last hit scenario. The most well-rounded defensive toolkit in the game. Ram easily out ranges Jack-O, push her to the corner and kill her, she can't easily escape. With the right autoguard triggers, Anji Mito can make explosive plays to punish a foe's advance. An honorable mention goes to Sepulturabeing the multi-purpose tool that it is also lends its use as a poke to pressure jumpers and beat out anyone trying to low profile your other options. Vote for tiers. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure. 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. 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. She's better at getting in and pinning down an opponent rather than mixing them up, which I'm more comfortable with. Sol Badguy - 4.8. Arc System Works added Goldlewis Dickinson as the first DLC character in Guilty Gear Strive. Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again. Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. 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. It's not reliable to try going for these though. Games 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. [[GGST/ May|Overview]] | [[GGST/ May/Frame_Data|Frame data]] | [[GGST/ May/Matchups|Matchups]] | [[GGST/ May/Strategy#|Strategy]] Return to Top, Frame Data Counterstrategy Reverse Matchup [1]. 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 . For Example: 2369 for a j.236 input. Causes floating crumple on ground hit, delaying a follow-up will force stand. This can be caused by crouching, certain moves, and being short. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. Significantly slower than an uncharged 5D, making it easier to react to. 6S can be kara canceled into any special move. Sol does a crouching kick, which is his fastest low. 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. Faust - 5.9. Sol leans forward and slams his sword into the ground. Corner combo staple, and Sol's only disjointed air button. This is because she loses to Sol and Chipp, two of the best characters in the game. You out neutral him but he heavily out damages you. The amount of Tension gained when the move is input. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. by 25% before applying R.I.S.C. 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. As Ram, avoid using f.S and 5H, because Millia can easily stay outside their range and just get in when they whiff. 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. 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. 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. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. 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. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). * Proration: Forced 75%. The opposite of hoping your main will be buffed, ________ thinking. In general, use low-commit moves like your K and P buttons. The number of frames between inputting an attack and when the attack becomes active. 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.. Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking. 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. Both hits are air jump and air dash cancelable. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. Learn all about Sol from Guilty Gear -Strive-; Their stories, goals, utility, and star players right here on DashFight! It's obviously subject to change, but right now, what are the matchups that you most struggled with. You don't like having to work your way in against characters that outrange you. Remind them that blocking isn't everything. The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit. 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 .