It can also be kara canceled from 6S for another range increase. While not used in common routes, it can also be used as a combo tool against airborne opponents, giving Sol time to land Night Raid Vortex after a late Gun Flame hit or dash in with 5K in the corner. But regardless, here it is: Strive Tier-List Based on Average Win Rate against the entire cast: Full Match-Up Chart with legend on right: Methodology:I searched for the match-up I wanted in replay mode, and scrolled through the list by pressing Right to jump ahead. Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow. But some people in support of -STRIVE-welcomed lowered difficulty barrier for newbies (in the series . (2018 and Ragnarok switching Gameplay Style compared to OG GOW and Strive changing and . Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. Launches opponent on hit if combo'd into. This is a very small sample size, so should be taken with a big spoon of salt. 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. Walk back Far Slash and jumping away can work well. Combos into 2D for a hard knockdown. If you don't punish it however, she's +2 which means she can keep running her pressure. It's way too much work for one person. This is a definitive Matchup Chart for I-No in Guilty Gear Strive. Significantly slower than an uncharged 5D, making it easier to react to. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily. . The difference between the attacker's recovery and the period that the opponent is in hitstun. The lower the tier, the weaker the character. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). Popularity. Sol matchup chart. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. Sol's slower but more powerful strike invincible reversal. Averaged it out to get the win rate.I rounded figures to the nearest 5 for the +1, +2, etc. Has four active windows, but only hits once. Will lose to any attack before the super freeze but will not waste any Tension in doing so. Only 100 matches per match-up. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. Sol assumes the same stance he uses for Gun Flame, but doesn't fire a projectile. About Press Copyright Contact us Creators Advertise Developers Press Copyright Contact us Creators Advertise Developers You should only ever really use air dash in the MU on reaction when you see a whiff. Follow-up knocks the opponent away on hit. What are the worst matchups in Strive at the moment? I mean there's that but he also has some pretty polarising matchups too? As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. Hits twice. 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. Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram. Patient play is key, as Anji has the ability to turn any action around on Baiken if he detects sloppy play. 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. Causes floating crumple on ground hit, delaying a follow-up will force stand. Data in [] represents values on Clean Hit (All versions). 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. His best poke is 5P/2P at 31/34 frames. Match-up is in Nago's favor. While Gold can start enforcing chip pressure off a HKD, he's not going to be able to push you to the corner as easily as Ram can meaning that his midscreen reward is slightly less favorable than Ram's. Exceptional close range offense with plus on block standing Slash normals and highly damaging Counter Hit confirms. Ideal combo ender and potential extender. 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. At long range, you can use Banjoneto to hit Chaos. Shorter active window compared to the ground version. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. 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. Fighting game Guilty Gear Strive will join Game Pass next week, and will be playable on console and PC. The meaning of the symbols of / and /bet seen in a dream. Both hits are air jump and air dash cancelable. Bridget vs Sol Badguy Matchup Knowledge. Nagoriyuki is the opposite of this. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. 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. With its stylish visuals, unique characters, and complex mechanics, Guilty Gear Xrd REV 2 is a game that rewards dedication and skill. Both characters struggle to stop the other when they get going. 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. Test 6P is juiced so if Ram gets 6P happy just slap them. I-No - 19. Sol's command throw. This page was last edited on 27 February 2023, at 20:20. The opponent can also opt to use Faultless Defense to push themselves further away on block, making it harder for Sol to continue pressure safely. Loss, similar to regular strikes. This technique is colloquially referred to as "Run Flame." 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. 236S has a use in this matchup. They have a ton of po. Millia bottom 3. 6P the dolphin so you can use rekkas to get your hard knockdown. 28. Also Snail is -24 on block. This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. 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. For example, although May has the highest average win chance, she isn't number one in this chart. Air dashing in neutral vs. Axl is dumb and risky but I see people do it all the time for some awful reason. More than other characters at least. 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. This can be combined with dash momentum to cover large distances extremely quickly. As both hits are overheads, during air dash setups it is possible to cancel the move into j.D to land early and 2K instead, which makes for a mix-up that is fairly hard to see. Either way, the opponent will be pushed away. For Example: 2369 for a j.236 input. In the corner, look out for his tick throws when he utilizes, There is something unique Faust can do on defense, to deal with Ram pressure, he can crawl under. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. A lunging gut punch. Builds 1000 Tension once all damage is dealt. What does the symbols of / and /bet symbolize in a dream? This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. Faust - 5.9. (Ares granting Kratos the power to slaughter the opposing army, Asuka giving Sol the Flame of Corruption to resurrect Sol) but would seek revenge after gaining consciousness . Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. Weird that I'd have them exactly reversed. Anji generally doesn't really have low-commitment options to respond to ram's options in neutral, and his offense and defense aren't particularly scary for her to deal with. Here is a cleaned-up version of the chart:https://i.imgur.com/6qcPiSL.png, Bonus "Tier List": https://i.imgur.com/dza20Ag.png. On Counter Hit, the ensuing ground bounce allows Sol to link into Night Raid Vortex at close range for a follow-up combo or 6S at any range, although 6S's combo options are limited mid-screen without Tension. 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. If you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix. If the knee attack connects while the opponent is airborne, Sol can drop the follow-up for much stronger okizeme or link into 5K to extend combos. I dont think I've ever seen an Axl vs May fight but it being +4 in May's favor seems bananas to me. 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. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. Since there will be certain types of people choosing to play May vs Axl or Anji vs I-No and btw certain character scarcity also plays a role, atleast for me personally wether i want to play a certain match up at a point in time, we will have certain people dodging certain matchups or favoring others etcetc. Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. An attack during the opponent's pressure, intended to interrupt it. Competent neutral and approach tools that get even stronger with meter. It always felt like he had the tools for every match up except nago. Created by Daisuke Ishiwatari and developed by Arc System Works, "Guilty Gear -Strive-" upholds the series' reputation for a high octane soundtrack, groundbreaking hybrid 2D/3D cell-shaded graphics and intense . He also really doesn't do enough damage to punish ram when he does actually win neutral. High damage off almost every hit, as well as an endorphin rush with Clean Hit Volcanic Viper. It's also a bit more complex than Guilty Gear Strive. Gatling Options: 6P, f.S, 2S, 6S, 5H, 2H, 6H, 5D, 2D. The time before an attack is active including the first active frame. The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. 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. 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. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. H KabariGuard:AllStartup:18Recovery:19Advantage:-3. 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. Recovery frames which happen under abnormal conditions, such as after landing. Es la conclusin de la historia de Sol Badguy (A.K.A. Useful in air combos for comboing into j.H or directly into j.D when both hits of j.H won't connect in the corner, delaying as necessary to adjust Sol's height relative to the opponent. Low hitting disjoint used to help control neutral. I think most interestingly is Leo. The safest option is attempting to jump out, but it can be predicted and punished. 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. 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 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. Avoid using the follow-up if the initial attack Wall Sticks so that the wall can be broken by a stronger ender like 5H, 6H, Fafnir, or Tyrant Rave. 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. 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. The amount of Tension gained when the move is input. 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. Guilty Gear -Strive-Anji. Yo, I did the same: https://www.reddit.com/r/Guiltygear/comments/pa1iri/strive_matchup_chart_and_tier_list_based_on_data/ha31opf/, I have slightly different data, but this could be tipping errors. Sol leans forward and slams his sword into the ground. Battle Version 2.04Rankings shown are current rankings as at the time of video upload.#ggst #strive #guiltygear #g. 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. Do try to be careful when going for the second or third hit of, Since Testament has low damage relative to Ram, this makes winning neutral more often pretty vital which can be difficult because it's Ramlethal. 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. Lastly, his 6P is a fast and reliable tool for anti-airing and counter poking. Sol grips the opponent with his fist, detonating it with flames. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. 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:. Learn all about Sol from Guilty Gear -Strive-; Their stories, goals, utility, and star players right here on DashFight! Maybe it's cause of May's fast jump arc? Sol stabs downward with his sword. Best Match. During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. If Chaos uses Concentration or Reload, you can attack with 623P, 214P, or j.214S at short to mid range. - Difference between the tier scores from today and . 21 sec 18-May-2022 Vote for tiers. Has high damage and incredible disjointed range, albeit with somewhat slow start-up. The two I found were Chipp against Pot and Pot against Doctor Who. No reliable utility as an anti-air due to its incredibly slow start-up. Low profile sweep that beats or evades moves that don't cover the ground while being safe on block. Knocks opponent away on hit, Counter Hit gives a hard knockdown. This can be caused by crouching, certain moves, and being short. Chipp has very fast round start options via, Chipp has a very easy time evading a lot of Ram's stuff and he tends to be a whiff punish demon. Business as usual but just make sure you stay aware of Testament being able to use. 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. This can be caused by crouching, certain moves, and being short. 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. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. Use it to steal momentum against poor okizeme and predictable pressure. All it takes is one bad neutral exchange and that can decide the entire match. This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer.