Potempkin is somewhat similar to May, bodying lower tiers but losing to all the top tiers, thus being so low. Vote for tiers. this move removes on hit. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into Night Raid Vortex. Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. Player Match] Failed to match with opponent *Fix* :: GUILTY GEAR. A place for casual and competitive play, character discussion, questions, and everything else about Guilty Gear. 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 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. Guilty Gear Xrd REV 2 is a fast-paced, anime-style fighting game that has captured the hearts of many gamers around the world. https://github.com/PapstJL4U/fgMetagame. How much R.I.S.C. 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. This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if Purple Roman Cancels are available. For example, although May has the highest average win chance, she isn't number one in this chart. The safest option is attempting to jump out, but it can be predicted and punished. 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. Exceptional close range offense with plus on block standing Slash normals and highly damaging Counter Hit confirms. Keep in mind that while this Overdrive cannot be blocked, it also cannot be canceled into or used during a combo. Remind them that blocking isn't everything. If you wanna get out of this situation, it's best to look for Baiken going for a cheeky grab or to FD to push her out of your space. 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). Sol's main combo ender mid-screen when Volcanic Viper won't Clean Hit. Damage changes with each set of 8 active frames. Usually improves frame data against blocked moves or gives more meter than a normal block or both.ing these moves are a risky strategy but negates the pushback of these moves and allows Baiken to continue to claim screen space. Jack-O is a woman with green eyes and red hair. Lyrics, Song Meanings, Videos, Full Albums & Bios: I See U (Abstract Drumz Vocal Remix), I See U (Made In Russia Remix), I See U (Abstract Drumz Instrumental Remix), I See U (Pete Rann Remix), I See U (Audapta Remix), Never See Me Again - Kanye West (Piano Be ready to jump! 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. 21 sec 18-May-2022 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. Almost always abbreviated to TK. Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs. I want to pre-face this by saying that tier-lists don't matter. Sol has tricky special moves which help him get in, and a suite of normals which . Vote for Ramlethal's tiers . It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. 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. Weird that I'd have them exactly reversed. Discord: https://discord.gg/NaPZT2qNeTTwitch (if preferred): https://www.twitch.tv/nuggyjone. It's good to go for something low committal like 6P when you're decently close to her since it has quick recovery and can counterhit Baiken's f.S. Sol's slower but more powerful strike invincible reversal. Occurs after Startup. : 14 different dream interpretations related to the / and /bet you see in your dream. It's also a bit more complex than Guilty Gear Strive. I don't have time to do any Eddie setups at all, he's rushing me down 24/7, and taking advantage of Zato's weak defense (as . Good for frame traps as most light normals can cancel into it and immediate cancels leave a very small gap in blockstun. Here's how to play Goldlewis Dickinson well in Guilty Gear Strive. So happy to see that program finally get some use, I've been waiting years hoping to see it applied to more games. Above her head floats a cracked yellow halo. Vote for May's tiers . No reliable utility as an anti-air due to its incredibly slow start-up. Hes the best overall balanced character in this game vs the rest of the cast. Create an account to follow your favorite communities and start taking part in conversations. The real issue is the whiff recovery he has on s.dp and f.s, and the ability to convert off a huge variety of situations. On top of that, Ram has a much easier time dealing with dolphin RPS, meaning May has to work harder to actually get her hits. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. Wall damage in ( ) refers to if opponent is touching the wall. Situational whiff punish at best, funny "why not" move at worst. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Try to keep Axl locked down as tight as possible as any escape will lead to more RPS in neutral which can end badly for Baiken. The proportion of damage dealt on normal block. 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. Usually improves frame data against blocked moves or gives more meter than a normal block or both. Just be mindful that Chipp has. Jack-O's space control with minions can be difficult to maneuver around, but once Baiken gets in, it's over. 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. Very close to being an even matchup but it's spoiled by Ram simply being more consistent and having an easier time getting her win condition. Browse our network 9 . Follow-up knocks the opponent away on hit. Millia's mobility lets her keep Ramlethal honest in neutral. Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. While he does do an obscene amount of damage off the right hits, and while he can call her out in neutral, Ram generally has the upper hand. His best poke is 5P/2P at 31/34 frames. Bridget. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. It is also planned for release on Xbox One and Xbox Series X/S on March 7, 2023. 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. 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. 12k matches is a lot, and 100 matches PER MU is not bad. 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. Combos into 2D for a hard knockdown. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. Yeah this is 100% accurate. This allows him to build meter and Risc to eventually cash out with RinNo results or 5D. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily. How much R.I.S.C. This is a very small sample size, so should be taken with a big spoon of salt. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. Ram can always use her Mortobato super between rekka ( 214P) 1 st, 2 nd and 3 rd hits. The difference between the attacker's recovery and the period that the opponent is in hitstun. As a poke, it is one of the faster 5H normals among the cast, giving it a niche thanks to its large Counter Hit effect making for easy and highly damaging hit confirms (such as Bandit Revolver linked into c.S > kara Volcanic Viper). Vote for tiers. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure. 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. Sol steps forward and swings his sword. Worst Match. In general, use low-commit moves like your K and P buttons. 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. Es la conclusin de la historia de Sol Badguy (A.K.A. Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. 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. 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. 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. Walk back Far Slash and jumping away can work well. Battle Version 2.04#ggst #strive #guiltygear #guiltygearstrive #matchups #ggst_br #ggst_so Her outfit is a white bodysuit with flared, slit pants and a deep decollete. Worst Match. When he whiffs something like, Business as usual, watch out for Nago doing. 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. Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. While its range is shorter than f.S, it functions as a good counter poke at the same speed, as it does not move Sol's hurtbox very far forward while sporting a significantly disjointed hitbox. If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix. Every other poke is 40+. Slow but high reward anti-air that mainly sees use as combo filler. While H Kabari is minus, this doesn't mean you can just mash on Baiken though. Its start-up and travel distance increases the longer S is held. Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. - Difference between the tier scores from today and . This technique transfers the initial forward movement of 6S into the special move, giving it more range (useful for making Clean Hit Volcanic Viper more consistent). c.S has the most gatling and cancel options of all of Sol's normals, making it very flexible within both blockstrings and combos. Ya I was watching SQ (top ram player) stream and someone asked her about Ram vs. Pot and she jokingly said "Potemkin wins 100-0" then was like "realistically it's probably close but comes down to the players and match up knowledge". Frames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Baiken presents threatening abilities to counteract her own playstyle. The lower the tier, the weaker the character. For me it's one of the worst matchups. Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. 26. 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. He wears a white coat with purple lining decorated with silver studs and . You should be gaining ground when you block it, not getting pushed back. After spending a considerable time with Testament, I'm finally ready to share with you my matchup chart for them in Guilty Gear Strive! Battle Version 2.04Rankings shown are current rankings as at the time of video upload.#ggst #strive #guiltygear #g. This can be exploited by air-dashing and immediately cancelling into Faultless Defense, to trick the Axl into spending his meter while keeping Baiken safe. Vote for tiers. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. Nagoriyuki - 5.6. Sol matchup chart. Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). Sol assumes the same stance he uses for Gun Flame, but doesn't fire a projectile. Sol does an uppercut followed by a fiery straight punch. They have some good and bad matchups, but can be very effective in the right hands. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. An untechable throw with more range and damage than his normal ground throw, but with the caveats that it starts slower, always side switches on hit with considerably weaker okizeme, and is slightly more unsafe on whiff. Proper conditioning is a huge part of Sols gameplan. Causes floating crumple on ground hit, delaying a follow-up will force stand. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. It doesn't matter if she bodies all the lower tiers if she loses to the top tiers. This can be caused by crouching, certain moves, and being short. 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. 13th overall. Vote for tiers. This opening is designed such that the attacker can easily counter the defender's attack with his own. This can be combined with dash momentum to cover large distances extremely quickly. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. A flying knee which can be followed-up with a spin kick. When not spending Tension for a follow-up combo, it's often a better idea to do a normal ground throw for slightly less damage to keep the corner and get a better knockdown. 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.. A Roman Canceled Volcanic Viper can lead into similar damage and okizeme while being safer and leading into a potential mix-up, so consider doing that instead. You don't like playing rude or bullying people with mids. Sol's faster strike invincible reversal. Sol's command throw. 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. It is the only other counter in the game that acts similarly to Baiken's own HiiragiGuard:Startup:1Recovery:32Advantage:, which allows Anji to counter SafejumpA very well-timed jump attack on a character who is rising from a knockdown. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Launches opponent on hit, hard knockdown upon landing. 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. A window in which to cancel a move. High reward on air hit or Counter Hit, leading into Gun Flame (or Gun Flame (Feint) on Counter Hit) followed by Night Raid Vortex for good damage and corner carry. This is a very small sample size, so should be taken with a big spoon of salt. 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. 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. Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes. 6H is very helpful in particular match-ups where Sol can punish moves which are normally safe due to pushback, such as Ky's uncanceled 2DGuard:LowStartup:10Recovery:18Advantage:-10 and even Stun EdgeGuard:AllStartup:13Recovery:Total 46Advantage:-15 at some spacings. Almost always abbreviated to TK. Can throw the opponent either forward or backwards. Guilty Gear Strive is the latest entry into a more than two-decade old franchise, . 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. Worst Match. If the first hit of a combo, applies an additional +20. Will force a Wall Break if the opponent touches the corner. Due to it being a projectile, you can't do anything about it. Also links into 2K against crouching opponents, even at max range. Axl. Best Match. Roman Canceling this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. [[GGST/ May|Overview]] | [[GGST/ May/Frame_Data|Frame data]] | [[GGST/ May/Matchups|Matchups]] | [[GGST/ May/Strategy#|Strategy]] Return to Top, Frame Data Counterstrategy Reverse Matchup [1]. Testament pressure is now something to worry about in this new patch, do not let them lock you down. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. If you don't punish it however, she's +2 which means she can keep running her pressure. He also really doesn't do enough damage to punish ram when he does actually win neutral. It is also possible to perform a Red Roman Cancel to convert into a full combo before the opponent hits the ground, usually by shifting it downward and dashing in with c.S. Ending a combo with it allows for a safe jump setup (backward jump j.P into air dash j.H). May's Guilty Gear Strive tier match ups. Playing as Axl, May can be rough sometimes, but Chipp is absolutely painful. Both characters struggle to stop the other when they get going. Wall bounces airborne opponents in the corner. Sol launches significantly higher than Volcanic Viper, making him very punishable on whiff or ground block. 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. Sol Badguy vs. May - 18. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. Concerns: 12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. This technique is colloquially referred to as "Run Flame." It loses to throws, so try to only use it if the opponent isn't at point blank range. Worst Match. He further explained that Ramlethal is a hard matchup . This is Sol's highest damage OTG, though doing so will sacrifice okizeme and leave Sol vulnerable, especially in the corner, so only do it if it will close out a round. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. There are a ton of interesting results that can be seen from this. Sol leans forward and slams his sword into the ground. Leads into Bandit Revolver on hit from just about any range aside from the very tip (in which case the second hit can still be used to take a knockdown), which can then be Red Roman Canceled for more damage. Best Match. Just try to turtle with FD and let him slowly back off via the block pushback. It's best to avoid using moves like, Defending as Ram is pretty much as pain as if you were anyone else. 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. 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. 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. 23. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. This is actually not true. The Clean Hit deals absolutely massive damage, so it should be used to end combos whenever possible. Thus, it is a very committal attack that should only be used in situations where you know it will hit. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . Bridget vs Sol Badguy Matchup Knowledge. 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. That means that a person that is willing to fight a certain match up does that knowingly. Sol floats through the air before doing a diving punch. He also gets high damage off of a successful counterpoke in neutral, so manage the risk of poking appropriately to minimize the risk of a counterattack. Competent neutral and approach tools that get even stronger with meter. Hits twice. Low profile sweep that beats or evades moves that don't cover the ground while being safe on block. Pay attention to this and be less committal with moves at higher Risc values. Universal Sweep. Empty hopping is safe and good for baiting out whiffs. 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. 6S can be kara canceled into any special move. Learn all about Sol from Guilty Gear -Strive-; Their stories, goals, utility, and star players right here on DashFight! . Only occurs if the first hit successfully connected. Search. Avoid using moves like f.S and 2H to attempt to escape or counter this type of offense. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). 8.5K 30.5K 2.7K . Please keep in mind the matchup chart is subjective and not all players may agree. Goldlewis j.D is busted dawg that shit is actually so cracked lmao, Gold corner pressure that arguably rivals Rams. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. It always felt like he had the tools for every match up except nago. H KabariGuard:AllStartup:18Recovery:19Advantage:-3. Standard Ramlethal offense works fine here. This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. Closer to the corner, it's possible to simply link one wall bounce into another if the opponent is positioned correctly. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. Knocks opponent away and causes slight ground bounce on air hit. What i mean to say is, i think this chart is interesting, but it's not absolutely objectively indicating character strength. If you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix. The number of frames between inputting an attack and when the attack becomes active. The meaning of the symbols of / and /bet seen in a dream. ), but it's probably time to finally make an exception here. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. As Ram, you might have to rely on faster normals to avoid his spin, but. That whole Ram thing is a fluke. If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately. Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. He is described as a noble vampire samurai who wields a bloodsucking blade. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes.
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