Pot's worst matchups are almost certainly Zato-1 and Axl. Knocks opponent away on hit, Counter Hit gives a hard knockdown. Links into c.S on Counter Hit for a decently powerful conversion. Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P. 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. Clean Hit deals greatly enhanced damage, increases launch distance, and grants hard 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. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. You can pretty much do what you usually do on offense, except you'll need to watch out for his crawl shenanigans. . 12k matches is a lot, and 100 matches PER MU is not bad. It always felt like he had the tools for every match up except nago. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. Discord: https://discord.gg/NaPZT2qNeTTwitch (if preferred): https://www.twitch.tv/nuggyjone. She's really annoying but you can pretty much do things as usual. Playing as Axl, May can be rough sometimes, but Chipp is absolutely painful. Used to call out opponents who make predictable jump-ins or keep chicken blocking. 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. Anji has a strong Abare game, using mostly 2P to escape a pressure situation. That means that a person that is willing to fight a certain match up does that knowingly. As more players learn the matchup and more characters get . Credit: Arc System Works. Baiken's amazing normals control space very well, so moves like f.s and 2S end up being primary pokes in neutral as there isn't much she can do to contest them herself. Sol Badguy vs. May - 18. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Projectiles do not impart hitstop on the attacker, however, so powering through a projectile will not prevent the opponent from recovering or making evasive maneuvers. Counter Hit state during recovery until landing. If Sol needs to keep his opponent blocking after c.S, an immediate f.S will usually reach even against Instant Faultless Defense. 6P the dolphin so you can use rekkas to get your hard knockdown. Axl will likely attempt to reset to neutral over extending pressure sequences. It's 31 frames meaning it's very much reactable. Tiers for Guilty Gear Strive - EventHubs Characters and their match-ups in Strive. : r/Guiltygear - reddit An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. Data in [] represents values on Clean Hit. Best Match. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. A vital tool in Sol's anti-air toolkit that has greater startup than 5K but is more effective against deeper jump-ins due to its upper body invincibility. Laskeese 2 yr. ago. WanderingWlf on Twitter: ".@tattieuwu is too awesome. He doodled me and Jack-O: Guilty Gear -Strive- | DashFight Vote for Sol Badguy's tiers . Popularity. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. . Guilty Gear Strive llegar el 7 de marzo a Xbox, PC y Game Pass 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. There are a ton of interesting results that can be seen from this. Most miserable matchups in Strive? : r/Guiltygear - reddit You can cancel into this after causing Wall Stick with a normal to build a little bit of Tension and still Wall Break with your attack of choice, as it recovers fast enough that Fafnir can still end the combo. Links into 5K on normal hit, while on Counter Hit it links into itself, Night Raid Vortex or a Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Be ready to fuzzy a lot when she's on you. 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 Badguy - 4.8. 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. 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. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended. Leo's tier match-ups in Guilty Gear Strive - EventHubs The high damage and wall bounce property mean massive damage when used as a combo part in the corner. Thanks to its lack of proration, it is easily Sol's strongest starter. Test 6P is juiced so if Ram gets 6P happy just slap them. Guess like your life depends on it. Baiken has the ability to Hiiragi during your rekka pressure, although this is risky for the Baiken to do and she'll just blow up into a thousand pieces if you delay the rekka. Indicates an entity that exists seperately from the character was spawned. 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. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are Volcanic Viper or Bandit Revolver. Matchups | RATING UPDATE This is a definitive Matchup Chart for I-No in Guilty Gear Strive. 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. Match-up is in Nago's favor. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. If the first hit of a combo, applies an additional +20. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. He wears a white coat with purple lining decorated with silver studs and . Giovanna is a playable character in the Guilty Gear series who makes her debut on Guilty Gear -Strive-. 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. 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. . Nagoriyuki is the opposite of this. I-No - 19. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. 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/. Ending a combo with it allows for a safe jump setup (backward jump j.P into air dash j.H). Significantly slower than an uncharged 5D, making it easier to react to. Don't know if I just sucked at the game, but playing as Zato vs Axl was a fucking nightmare. Second hit can Clean Hit at close range. Slower than 5P and 5K, but hits lower to the ground. 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 Baiken. A honest discussion about Sol Badguy's viability in GG: Strive Vote for Leo's tiers . 26. Privileged 3 frame normal that does it all. His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. Matchup guides, advice, and analysis for Zato-1 in GGST. The M&M&C will kick out Axls and Goldlewis can have a better route to top. 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. 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. He's too fast, period. This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. The last letters of a Peanut Butter and Jelly sandwich (and what some people hope to recieve from #11 Down. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. With the right autoguard triggers, Anji Mito can make explosive plays to punish a foe's advance. Player Match] Failed to match with opponent *Fix* :: GUILTY GEAR. Celestial | ky! Lyrics, Song Meanings, Videos, Full Albums & Bios Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. This opening is designed such that the attacker can easily counter the defender's attack with his own. Sol matchup chart. Creado por Daisuke Ishiwatari y desarrollado por Arc System . Recovery frames which happen under abnormal conditions, such as after landing. But some people in support of -STRIVE-welcomed lowered difficulty barrier for newbies (in the series . A very well-timed jump attack on a character who is rising from a knockdown. The aerial version can be delayed to halt Sol's momentum in the air, useful for baiting out an opponent's anti-air attempts, although it will lose to attacks with high vertical reach like Potemkin's Heat KnuckleGuard:Air Guard CrushStartup:12Recovery:18Advantage:+10~+3, Faust's 6PGuard:AllStartup:9Recovery:32Advantage:-21 or most rising DPs. Also links into 2K against crouching opponents, even at max range. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site.
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