They have some good and bad matchups, but can be very effective in the right hands. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. The high damage and wall bounce property mean massive damage when used as a combo part in the corner. Has four active windows, but only hits once. Bridget. Sol releases a pillar of flame that slowly crawls along the ground. Gatling Options: 6P, f.S, 2S, 6S, 5H, 2H, 6H, 5D, 2D. 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. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. This is a definitive Matchup Chart for I-No in Guilty Gear Strive. Laskeese 2 yr. ago. It can clip him which puts him into a stagger state, allowing Ram to get in. This is Sol's only projectile, giving it a niche in neutral, although its long start-up, short horizontal reach and advancing hurtbox makes it prone to be stuffed by pokes. Axl will likely attempt to reset to neutral over extending pressure sequences. 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. Ramlethal's Guilty Gear Strive tier match ups. Combining both dash momentum and kara cancels allows Sol to slide a huge distance forward but remain safe as the flame pillar travels with him. 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. The M&M&C will kick out Axls and Goldlewis can have a better route to top. Level increase make it an excellent stagger option, forcing the defender to use Faultless Defense to push Sol away, making them more vulnerable to throws and pressure resets in turn. It loses to throws, so try to only use it if the opponent isn't at point blank range. So happy to see that program finally get some use, I've been waiting years hoping to see it applied to more games. If you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix. Toggle search. Best Match. The number of frames for which a move has hitboxes. Empty hopping is safe and good for baiting out whiffs. . This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if Purple Roman Cancels are available. Be sure to check the stickied FAQ before posting. Hits overhead, but is very reactable. This page was last edited on 27 February 2023, at 20:20. Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. Low hitting disjoint used to help control neutral. sweep that can slip under many attacks. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. She goes up and down real quick so if you're a reactionary Axl you might have a hard time. Ram feasts on Zato once she gets in but this also goes both ways. The number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. This opening is designed such that the attacker can easily counter the defender's attack with his own., and wall bounce combo tool. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. You can hit Eddie with Mortobato to extend it's active frames which can catch unsuspecting Zato's by surprise when they try to get in after seeing the effect fade. 24. Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. Sol rushes forward low to the ground and delivers an uppercut. On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. The proportion of damage dealt on normal block. Sol's faster strike invincible reversal. 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". If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. 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. Above her head floats a cracked yellow halo. Goldlewis j.D is busted dawg that shit is actually so cracked lmao, Gold corner pressure that arguably rivals Rams. It is also possible to perform a Red Roman Cancel to convert into a full combo before the opponent hits the ground, usually by shifting it downward and dashing in with c.S. 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. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. This opening is designed such that the attacker can easily counter the defender's attack with his own. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. Pot's worst matchups are almost certainly Zato-1 and Axl. Guess like your life depends on it. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s (including Tatami GaeshiGuard:AllStartup:15Recovery:5Advantage:-3), Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. Her outfit is a white bodysuit with flared, slit pants and a deep decollete. 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. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. Popularity. Giovanna has red hair and a tanned skin complexion. Arc System Works added Goldlewis Dickinson as the first DLC character in Guilty Gear Strive. What does the symbols of / and /bet symbolize in a dream? Thanks Daisuke. Can be Roman Canceled on hit for decent damage and better okizeme. Combos into 6S on crouching opponents and links into c.S on Counter Hit. Outside of Bomber loops, youve also got a harder time making the most of his low health. This can be combined with dash momentum to cover large distances extremely quickly. It also combos into 6S on crouching opponents, but note that the second hit will whiff against crouching opponents if Sol isn't close enough, so don't use it as a poke from far away. Pay close attention to how much Axl is committing to that button and counterattack. Nagoriyuki is a tall, heavily built, dark-skinned man with blue eyes and thick, shoulder-length Dread-locks tied into a ponytail. A special type of blocking done by inputting a block immediately before blocking an attack. 03 Mar 2023 23:47:00 . Sol Badguy vs. May - 18. Es la conclusin de la historia de Sol Badguy (A.K.A. Night Raid Vortex is also evasive, though it is more committal and aggressive in nature. Keep in mind that Fafnir's slow start-up means that using it in neutral presents a certain amount of risk of being counter poked, especially by the opponent's 6P. Maybe it's cause of May's fast jump arc? Axl. Ram can always use her Mortobato super between rekka ( 214P) 1 st, 2 nd and 3 rd hits. His best poke is 5P/2P at 31/34 frames. 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. Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow. Random Notes:Leo players have the all-round best usernames.Faust players have the most toxic usernames.Every Sol player is "__ __guy".Most characters have a bunch of "__ onlyfans" players, except Millia.Millia players had the most normal usernames.There were also heaps of racist and misogynistic usersnames basically across the board, but a bit more than average among Anji players. 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. 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. Refer to the. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. 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). Testament - 4.9. Follow-up knocks the opponent away on hit. ), but it's probably time to finally make an exception here. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. Sol leans forward and slams his sword into the ground. 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. They have a ton of po. Anji has a strong Abare game, using mostly 2P to escape a pressure situation. You're gonna be guessing a lot since as Nago makes you block a normal, he can always just special cancel and decide to either be safe or plus. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. If you play Axl for a bit you start to notice how little people understand the recovery on his moves. As Ram, avoid using f.S and 5H, because Millia can easily stay outside their range and just get in when they whiff. Overview. 236S has a use in this matchup. Almost always abbreviated to TK. 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. Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. . 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. Key tool in frame traps, leading to some of Sol's highest damage. Most things Leo does round start loses to Ram's. Creado por Daisuke Ishiwatari y desarrollado por Arc System . Sol has tricky special moves which help him get in, and a suite of normals which . It doesn't matter if she bodies all the lower tiers if she loses to the top tiers. A very well-timed jump attack on a character who is rising from a knockdown. The real issue is the whiff recovery he has on s.dp and f.s, and the ability to convert off a huge variety of situations. The Increased pushback in -STRIVE-(characters being pushed apart sooner after a combo or blocking hits, thus returning the gameplay back to neutral state more often) and wallbreak mechanic are seen by part of the fanbase as dulling the okizeme-centric gameplay Gulity Gear is famous for. 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. 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. Slow but high reward anti-air that mainly sees use as combo filler. You should be gaining ground when you block it, not getting pushed back. The two pro players agreed on having Sol Badguy as the best S-tier character, but Justin went on a tangent by saying that Ramlethal was next in line on his Guilty Gear Strive tier list. I love him so much. Sol also boasts a set of versatile defensive moves that complement universal defensive mechanics. Good for frame traps as most light normals can cancel into it and immediate cancels leave a very small gap in blockstun. A flying knee which can be followed-up with a spin kick. Can throw the opponent either forward or backwards. How much R.I.S.C. Indicates an entity that exists seperately from the character was spawned. Sol steps forward and swings his sword. May's Guilty Gear Strive tier match ups. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. If the first hit of a combo, applies an additional +20. 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 . Sol Badguy; People just love playing as Sol. Occurs after Startup. 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. It's way too much work for one person. Data in [] represents values when fully charged. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. 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. 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. Overall much harder than your usual Ram matchup, but not unwinnable by any means. You don't like having to work your way in against characters that outrange you. I don't understand what makes that matchup positive for Anji. which can be used to challenge pressure, and 2D, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. Wall Damage when hit raw is increased to 700 (900). In the case of 2H, this is faster than letting the move recover by itself. The difference between the attacker's recovery and the period that the opponent is in hitstun. Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). This is for Floors 10 and Celestial.I wanted to focus on Celestial, but there were not enough players to measure certain match-ups fairly, so I had to expand it to include Floor 10. Potemkin - 5.8. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are Volcanic Viper or Bandit Revolver.