Nago starts to out range even your normals once he starts getting into higher blood levels. When you manage to catch her, it's likely that she will attempt to jump out of your pressure, as Millia's jump is fast and high, so plan your pressure accordingly. Best Match. Her outfit is a white bodysuit with flared, slit pants and a deep decollete. Here's how to play Goldlewis Dickinson well in Guilty Gear Strive. Indicates an entity that exists seperately from the character was spawned. Anyways, its really cool and interesting data, and I hope to see more analyses like this in the future! As for pressure, Ky's DP (Vapor Thrust), though it exists, is not amazing, and not particularly difficult for Ram to deal with, and Ky's pressure is not too scary, especially if Ram has meter. 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. Sol Badguy's Guilty Gear Strive tier match ups. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. On air hit, it can combo into specials that lead into additional follow-ups (such as the first hit of Bandit Revolver or even Gun Flame in the corner) or it can combo into Bandit Bringer for a hard knockdown if it hits high enough. His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. Sol steps forward and swings his sword. 23. It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. Its vertical range and fast recovery makes it a low risk anti-air, and in some cases is more useful than 5K, being easier to utilise on Counter Hit for short burst damage conversions into Clean Hit Volcanic Viper. Mirror Match Midrange R.P.S and Basic Mirror Match Counterplay. His Slash normals become much better when he's at high blood to compensate for the fact he can't utilize specials as freely when he's at high blood. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. 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. Sol Nascente also serves as a risky poke thats usefulness is often matchup-dependent, but in the right scenarios is able to beat out many high/air options with its frame 1 low profile and large vertical . We'll take our She def needs buffs now. What i mean to say is, i think this chart is interesting, but it's not absolutely objectively indicating character strength. 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. 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. Thanks Daisuke. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. 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/. Leo likes to have meter in neutral so when he lands a stray hit, he can get a full conversion to get into a wall break for positive bonus. Concerns:12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. 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. 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 Badguy is the protagonist of the Guilty Gear series and Ky Kiske's rival. search. https://github.com/PapstJL4U/fgMetagame. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. 6P the dolphin so you can use rekkas to get your hard knockdown. ), but it's probably time to finally make an exception here. Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. His fast normals and DP can give Ram some trouble even when she does get him to block, and Chipp himself can have some really scary mixups in the right situations. You should only ever really use air dash in the MU on reaction when you see a whiff. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. Vote for May's tiers . About Press Copyright Contact us Creators Advertise Developers Press Copyright Contact us Creators Advertise Developers This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. Guess like your life depends on it. Bridget. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. This is a very small sample size, so should be taken with a big spoon of salt. High pushback on block can make this move safe if properly spaced. Only 100 matches per match-up. Streaming Sunday 12:30 AM ET - Join to fight me!This is a tier list video based on Jack-O's matchups in Guilty Gear Strive If you enjoyed this video please m. Recovery frames which happen under abnormal conditions, such as after landing. 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. This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. Faust - 5.4. If you play Axl for a bit you start to notice how little people understand the recovery on his moves. Empty hopping is safe and good for baiting out whiffs. Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5. Hits overhead, but is very reactable. At long range, you can use Banjoneto to hit Chaos. This is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage, single hit nature. Hits slightly behind Sol, allowing it to be used for cross-ups. This is just a small project I took on out of interest. 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. 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. Sometimes you can CH the delay as she's right in front of you or you may both may trade. Baiken is a safe jump monster, after a lot of her most basic strings, she can do IAD Tatami to cover any wake up options you might have. The meaning of the symbols of / and /bet seen in a dream. Used to call out opponents who make predictable jump-ins or keep chicken blocking. Ram feasts on Zato once she gets in but this also goes both ways. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. The move is also key to Sol's pressure, and it can be said that Sol's goal on offense is to get the opponent to block c.S. Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P. Playing as Axl, May can be rough sometimes, but Chipp is absolutely painful. I love him so much. 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. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Can be Roman Canceled on hit for decent damage and better okizeme. At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush. Zato-1 - 4.7. Popularity. Jack-O's space control with minions can be difficult to maneuver around, but once Baiken gets in, it's over. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. The Ram with more swords equipped in neutral is favoured, Ram struggles to deal with her own corner pressure without meter, This is a very momentum based matchup, first to break the wall usually wins, Ram has access to a few safe jumps making her Mortobato super easier to bait, Ram can always use her Mortobato super between rekka (, Jumping in Neutral can heavily change the R.P.S (Rock, Paper, Scissors). 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. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. 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. 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. 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. A special type of blocking done by inputting a block immediately before blocking an attack. Sol Badguy vs. May - 18. Worst Match. 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.