On Counter Hit, the ground bounce can link into a dashing 5K for a combo. Enables a meaty Gun Flame setup if you delay the special cancel to avoid the OTG window, and leads into a full combo on Counter Hit. 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. Axl. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. Vote for tiers. During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. Discord: https://discord.gg/NaPZT2qNeTTwitch (if preferred): https://www.twitch.tv/nuggyjone. Keep in mind that while this Overdrive cannot be blocked, it also cannot be canceled into or used during a combo. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Ram gets to play neutral as usual due to Faust not having a strong answer to, This all being said, Faust gets a bit more quirky once he has meter. Has high damage and incredible disjointed range, albeit with somewhat slow start-up. 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. Privileged 3 frame normal that does it all. Bridget vs Sol Badguy Matchup Knowledge. Empty hopping is safe and good for baiting out whiffs. May has very strong tools against Axl like after his 2H or 214H are blocked he is minus so she can go for dolphin to punish or close the distance easily. Faust - 5.4. Simple to frame trap with as c.S can late cancel into f.S for one gap in blockstun, then f.S can late cancel into 5H for another gap. 2S is also still useful. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Roman Canceling the throw on hit can lead to equivalent damage to its grounded counterpart by shifting down into the same basic Red Roman Cancel route mid-screen or canceling directly into a falling j.D and comboing into a Dustloop in or near the corner. This section has strict standards that must be followed. Guilty Gear Strive is the latest entry into a more than two-decade old franchise, . Sol rushes forward low to the ground and delivers an uppercut. Pot's worst matchups are almost certainly Zato-1 and Axl. Learn all about Sol from Guilty Gear -Strive-; Their stories, goals, utility, and star players right here on DashFight! On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into Night Raid Vortex. Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking. Popularity. A very well-timed jump attack on a character who is rising from a knockdown. Best Match. * Proration: Forced 75%. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. His damage is good but not great. Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. The proportion of damage dealt when hitting Off The Ground (OTG). If she does the follow up right after, she'll frame trap your mash, if she delays it, she can either go right through you which will leave you advantageous due to Baiken being in endlag. This nets Baiken the screen space she wants while leaving Axl in an unfavorable situation. Grapplers vs normal people. This can be caused by crouching, certain moves, and being short. 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. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. Goldlewis player: PROMOTE May and Millia! Combos into 6S on crouching opponents and links into c.S on Counter Hit. 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!). 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. Combos into 2D for a hard knockdown. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. Potemkin - 5.8. On Counter Hit, it can link into either itself, c.S, or Night Raid Vortex. 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. The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit. 6P the dolphin so you can use rekkas to get your hard knockdown. 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. A window in which to cancel a move. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. He has access to j.HGuard:HighStartup:12Recovery:25Advantage:, a fast overhead that combos into j.DGuard:HighStartup:10Recovery:22Advantage: for large damage against the wall, but this normal can be parried, even at the maximum height of the move. 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:. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. At close range, 5K is an extremely fast knee with 3 frames of startup, making it Sol's fastest button and tied for the fastest normal in the game alongside Chipp's 5PGuard:AllStartup:3Recovery:10Advantage:-2. Useful for mashing without releasing the input for crouch blocking. With the right autoguard triggers, Anji Mito can make explosive plays to punish a foe's advance. For example, if Sol has 15% popularity the top 150 players are counted. The fully extended kick is also quite fast at 4 frames, which combined with its tall hitbox and multiple cancel options results in a strong anti-air. Nagoriyuki - 5.6. Resources. Playing as Axl, May can be rough sometimes, but Chipp is absolutely painful. Blazing! If Sol guardpoints through a strike, the opponent will be stuck in hitstop while Sol continues to move, making it next to impossible for them to escape if they're on the ground. Ram can always use her Mortobato super between rekka ( 214P) 1 st, 2 nd and 3 rd hits. 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. If you let Baiken grab you, she can start to run pressure like. 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. Due to her pressure utilizing projectiles, this disallows Baiken from using parry as freely. Please keep in mind the matchup chart is subjective and not all players may agree. His immense damage output massively rewards hard reads. 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. The character whose not only not bad but good, it's Sol Badguy! 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. She's really annoying but you can pretty much do things as usual. This opening is designed such that the attacker can easily counter the defender's attack with his own. Sol's primary pressure tool, and flexible combo starter. Baiken gets extremely annoying when she gets in once due to how her pressure isn't reactable. Usually something like to a. Every other poke is 40+. Toggle search. He's too fast, period. Be sure to check the stickied FAQ before posting. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Hits overhead, but is very reactable. Since Hiiragi can punish a lot of her blockstrings, threaten it and force them to structure their offense differently. 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.. Both hits are air jump and air dash cancelable. Character Strategy pages generally have at least some basic counter-strategy. Sol floats through the air before doing a diving punch. Roman Cancels can be used to combo after it connects for even more damage. Accompanied by a wolf spirit called Rei, Giovanna is an officer in the special operations unit that protects the President of the United States. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . 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. Sol leans forward and slams his sword into the ground. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. 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. 236S has a use in this matchup. A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. Brings Sol close while being plus on block, making it a powerful pressure tool which can also build the opponent's R.I.S.C Level very quickly and very easily. Creado por Daisuke Ishiwatari y desarrollado por Arc System . Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. This can be caused by crouching, certain moves, and being short. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately. Nagoriyuki is a playable character in the Guilty Gear series who makes his first appearance on Guilty Gear -Strive-. Damage changes with each set of 8 active frames. . Despite the animation, j.H does not actually pull Sol's hurtbox upwards, and the hitbox does not reach below the bottom of his regular jumping hurtbox, making it a worse jump-in than j.S in terms of speed and reach. However will usually just get him damage and, Faust offense isn't super scary from fullscreen unless he has a bajillion items and you keep allowing him to throw them. I literally can't even play the game against Chipp. Ramlethal is a top character in Justin Wong's Guilty Gear Strive tier list. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. 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. Testie has a deceptively good j.H jump in that Ram needs to keep an eye out for. Knocks opponent away on hit, Counter Hit gives a hard knockdown. 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. The time before an attack is active including the first active frame. She's better at getting in and pinning down an opponent rather than mixing them up, which I'm more comfortable with. Business as usual but just make sure you stay aware of Testament being able to use. A grounded attack that hits the opponent out of the air, Link to Gun Flame (Feint) Special Cancel Table, https://www.dustloop.com/wiki/index.php?title=GGST/Sol_Badguy&oldid=376897. Character Win rate Total usage; 25 %: 16: . 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. I want to pre-face this by saying that tier-lists don't matter. Has four active windows, but only hits once. Matchups. 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. 14 comments. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. If he values his life at least. PS: From the MU chart we can read that Goldlewis will do create in tournaments, that have lots of Mays, Chipps and Millias. Recovery frames which happen under abnormal conditions, such as after landing. 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.
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