Loss, similar to regular strikes. 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. Grapplers vs normal people. Links into c.S on Counter Hit for a decently powerful conversion. Low profile sweep that beats or evades moves that don't cover the ground while being safe on block. Sol has tricky special moves which help him get in, and a suite of normals which . Can throw the opponent either forward or backwards. Ram feasts on Zato once she gets in but this also goes both ways. https://www.dustloop.com/wiki/index.php?title=GGST/Baiken/Matchups&oldid=372064. 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. Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. 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. Be ready to jump! This opening is designed such that the attacker can easily counter the defender's attack with his own. 12k matches is a lot, and 100 matches PER MU is not bad. You should be gaining ground when you block it, not getting pushed back. You should only ever really use air dash in the MU on reaction when you see a whiff. Lastly, his 6P is a fast and reliable tool for anti-airing and counter poking. High pushback on block can make this move safe if properly spaced. Ram easily out ranges Jack-O, push her to the corner and kill her, she can't easily escape. Follow-up knocks the opponent away on hit. Guilty Gear Strive originally released in June 2021 . Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. High damage off almost every hit, as well as an endorphin rush with Clean Hit Volcanic Viper. 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. She's better at getting in and pinning down an opponent rather than mixing them up, which I'm more comfortable with. 32. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. 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. 5th overall. Due to it being a projectile, you can't do anything about it. It's obviously subject to change, but right now, what are the matchups that you most struggled with. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Please keep in mind the matchup chart is subjective and not all players may agree. Pre-emptively filling space to stop dashes is something Ram will have to do quite frequently but has to be done with low recovery moves or else ram will be whiff punished, Saving your swords in neutral will make it easier for Ram to catch Gio's movement, Ram should try to not whiff her long range normals as it makes it easier for Gio to close the gap. 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. 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. Bridget vs Sol Badguy Matchup Knowledge. A flying knee which can be followed-up with a spin kick. Sol's command throw. Sol's main combo ender mid-screen when Volcanic Viper won't Clean Hit. This is a very momentum based matchup, first to break the wall usually wins. On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. Above her head floats a cracked yellow halo. 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. . This can be performed either from a jump cancelable normal (an air hit 5K/c.S or a CH c.S) or an early combo Bandit Revolver canceled into either a forward dash Purple Roman Cancel into j.K or a downward dash Red Roman Cancel canceled directly into Volcanic Viper deep in the corner. Search. Millia bottom 3. Baiken is very nimble and annoying to deal with in the neutral. Matchup guides, advice, and analysis for Zato-1 in GGST. If you're concerned about which BTs do what frame data wise, you can check out, Though Ram has really good, rewarding buttons, good lows, good antiairs, and strong reward all around, with pressure that can be very difficult to beat for I-No, Ram can't cover hoverdash, The Ram player should not give the Jack-O space to summon minions with, Pay attention to Jack-O's minion Gauge, it limits what she can do, Ram can always special cancel or gatling after clearing a minion, Don't let the Jack-O player throw a minion behind you, you can't clear it if it is, run or jump at her after, When FDing Jack-O, FD her normals, not her minions to space her out. The time before an attack is active including the first active frame. Knocks opponent away and causes slight ground bounce on air hit. ShitsuGuard:AllStartup:29Recovery:Total 52Advantage:-6 on a Hard Knockdown has amazing utility for Anji as it avoids risking a Meaty attack getting parried while enforcing a Strike-Throw scenario or a High-Low with Fuujin. Worst Match. Here's how you can play Anji Mito in Guilty Gear Strive. How much R.I.S.C. Hes quick enough to punish you easily and quick enough to close the gap. You can pretty much do what you usually do on offense, except you'll need to watch out for his crawl shenanigans. 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. 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. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. 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. 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. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. It is also planned for release on Xbox One and Xbox Series X/S on March 7, 2023. This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. Standard Ramlethal offense works fine here. The hard knockdown leads into strong okizeme, including OTG c.S into pressure in the corner, though it can be sacrificed in exchange for even more damage with an OTG 6H (useful for closing out rounds). Ram has access to a few safe jumps making her Mortobato super easier to bait. 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. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards. When a character's hurtbox is entirely beneath an opponent's attack. this move removes on hit. Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent. 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. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. It's way too much work for one person. Battle Version 2.04#ggst #strive #guiltygear #guiltygearstrive #matchups #ggst_br #ggst_so This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Every other poke is 40+. Baiken's small stature and large buttons work well to corner Axl. Sol lunges forward half-screen with a flaming straight punch. Primary Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This page was last edited on 28 January 2023, at 04:05. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. Browse our network 9 . Thus, if a Roman Cancel is available to make it safe, avoid only using it after the second hit. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. How much Wall Damage is applied when the move connects on hit. 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:. Tools like these provide him with a strong neutral presence. However, as it hits the floor and is lower commitment, it still has its place as a poke when compared to 2S, allowing Sol to check low-profile attacks with less risk of whiff punishment. Giovanna vs Happy Chaos Matchup Knowledge. 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. This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. 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. 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!). In the case of 2H, this is faster than letting the move recover by itself. Knocks opponent away on hit, Counter Hit gives a hard knockdown. While H Kabari is minus, this doesn't mean you can just mash on Baiken though. Combos into 6S on crouching opponents and links into c.S on Counter Hit. If Chaos uses Concentration or Reload, you can attack with 623P, 214P, or j.214S at short to mid range. Otherwise, Baiken has the advantage with fast buttons like f.s and 5K for close range poking, along with the larger pokes like 2S, 2H, and H Kabari to check approaches. The hurtbox goes lower than 2D and does so faster, so properly timing this move can beat just about any poke whose hitbox doesn't reach the ground. If you play Axl for a bit you start to notice how little people understand the recovery on his moves. Faust - 5.9. Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. Has high damage and incredible disjointed range, albeit with somewhat slow start-up. Dragon Ball FighterZ Brawlhalla Guilty Gear -Strive-Soulcalibur VI Skullgirls 2nd Encore Killer Instinct Multiversus The King of Fighters . What are the worst matchups in Strive at the moment? His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. An input method to perform a special move in the air as fast as possible after you leave the ground. Indicates an entity that exists seperately from the character was spawned. Can be done out of a dash to let Sol slide closer to the opponent as the projectile moves forward, making it easier for him to utilize the plus frames of a late hit Gun Flame. She's plus for days, but you can find an opening if you're patient. Sol has some of the strongest defensive tools in the game. 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. Vote for tiers. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Here is a cleaned-up version of the chart:https://i.imgur.com/6qcPiSL.png, Bonus "Tier List": https://i.imgur.com/dza20Ag.png. Nagoriyuki is a playable character in the Guilty Gear series who makes his first appearance on Guilty Gear -Strive-. Has the shortest total duration of any of Sol's grounded normals and also hits crouching opponents, making it useful for stuffing slower pokes when approaching at closer ranges. Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit). The Gear Hunters Saga), ambientada en Washington, y que presenta su confrontacin final con That Man, Asuka R. Kreutz. Sol Badguy; Giovanna; . Sol's strongest meterless ender for Wall Break. If you let Baiken grab you, she can start to run pressure like. It doesn't matter if she bodies all the lower tiers if she loses to the top tiers. Hits twice. With its stylish visuals, unique characters, and complex mechanics, Guilty Gear Xrd REV 2 is a game that rewards dedication and skill. I "modernized" the Blinkitys version to be more accessible. Air dashing in neutral vs. Axl is dumb and risky but I see people do it all the time for some awful reason. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. That being said, f.S's pushback means that there are ranges where 5H will whiff. 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. With ferocious pressure, strong defense, versatile special moves and explosive power, this badass bounty hunter is armed with everything an offensively oriented player could ask for. The hard knockdown can grant good okizeme. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). 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. 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. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. Has no recovery after the active frames end, allowing Sol to link into follow-up attacks, which is vital for some of his advanced combos. 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. Roman Canceling this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. Matchups. The Clean Hit deals absolutely massive damage, so it should be used to end combos whenever possible. Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again. I have no plans to increase the sample size or make new ones for future patches. The active frames of an attack refers to the amount of time an attack can hit the opponent. Testie has a deceptively good j.H jump in that Ram needs to keep an eye out for. Remind them that blocking isn't everything. Her j.S can be a pain to deal with due to how it goes at a unconventional angle and due to Ram's 6P being more horizontal than vertical, it can be hard to AA. 6P the dolphin so you can use rekkas to get your hard knockdown. 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. Ramlethal is a top character in Justin Wong's Guilty Gear Strive tier list. Data in [] represents values on Clean Hit (All versions). Character Win rate Total usage; 25 %: 16: . 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 can be caused by crouching, certain moves, and being short. 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. The amount of Tension gained when the move is input. Low hitting disjoint used to help control neutral. Outside of Bomber loops, youve also got a harder time making the most of his low health. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool.