This is for Floors 10 and Celestial.I wanted to focus on Celestial, but there were not enough players to measure certain match-ups fairly, so I had to expand it to include Floor 10. What are the worst matchups in Strive at the moment? Universal Upper Body Invincible Anti-AirA grounded attack that hits the opponent out of the air. On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. 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. All three of them do excellent against Axl which is Goldlewis worst MU, but GL does good against May and Millia and not as bad against Chipp as against Axl. Guilty Gear Strive: Goldlewis Dickinson Guide Vote for Sol Badguy's tiers . Knocks opponent away and causes slight ground bounce on air hit. Pay close attention to how much Axl is committing to that button and counterattack. His, Faust is a whiff punish fiend so he likes to walk back and use his long buttons in order to try and get these opportunities. While H Kabari is minus, this doesn't mean you can just mash on Baiken though. The character whose not only not bad but good, it's Sol Badguy! GGST - Sol Badguy Overview - Dustloop Wiki Shorter active window compared to the ground version. This isn't a plan that works forever however, Nago will eventually get to a high blood level and will be forced to commit to normals when he's around level 3 blood. PS: From the MU chart we can read that Goldlewis will do create in tournaments, that have lots of Mays, Chipps and Millias. This can be caused by crouching, certain moves, and being short. . Only use this if strike invincibility is desperately needed while in mid-air. This move and the 236K it canceled from are considered one multi-hit attack. You should be gaining ground when you block it, not getting pushed back. 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. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. Sol's slower but more powerful strike invincible reversal. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . Vote for May's tiers . Axl just doesn't get as much leeway in neutral because the range she can start threatening him is much larger than most other characters. Yeah this is 100% accurate. 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 . Guilty Gear Strive Matchup ChartGuilty Gear -Strive-Main Page; Frame 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. Ramlethal does have really high reward off successful hits, more so than Millia, though she will struggle to get those hits more than any other matchup, except possibly Chipp. 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.. 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. Hits twice. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). Exceptional close range offense with plus on block standing Slash normals and highly damaging Counter Hit confirms. Either way, the opponent will be pushed away. Tiers for Guilty Gear Strive - EventHubs Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Testament - 4.9. Level which makes it useful to use after a 2D knockdown. by 25% before applying R.I.S.C. GGST Munchox (High Level Gio) vs Void (#2 Ranked Happy Chaos). Guilty Slower than 5P and 5K, but hits lower to the ground. Dragon Ball FighterZ Brawlhalla Guilty Gear -Strive-Soulcalibur VI Skullgirls 2nd Encore Killer Instinct Multiversus The King of Fighters . May's Guilty Gear Strive tier match ups. No reliable utility as an anti-air due to its incredibly slow start-up. Worst Match. Includes first active frame. The time before an attack is active including the first active frame. Hard knockdown on ground hit or Counter Hit. 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". Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. A projectile which usually travels slowly across the screen in a horizontal path above the ground. Sol does a crouching kick, which is his fastest low. A lunging gut punch. Did you mean? Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs. Best Match. 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. Basic air jab that's fairly safe on whiff. 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. Sol's main combo ender mid-screen when Volcanic Viper won't Clean Hit. https://github.com/PapstJL4U/fgMetagame. Can be used when fighting extremely distant and defensive opponents to build Tension, though the amount built is too small to mean much unless it's spammed multiple times. Has much better range than the animation implies, enough to hit from round start. 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.s (including Tatami GaeshiGuard:AllStartup:15Recovery:5Advantage:-3), Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. 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. Being a former Leo player confirms my own beliefs about him. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Can Clean Hit after most air normals so long as Sol is very close to the opponent and has forward momentum from a forward jump or air dash (j.D only works in the corner), and is also common after c.S. 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. He is playing guilty gear and the other characters are playing strive. 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. Hes quick enough to punish you easily and quick enough to close the gap. This page was last edited on 28 January 2023, at 04:05. If you play Axl for a bit you start to notice how little people understand the recovery on his moves. Privileged 3 frame normal that does it all. 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. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. Key tool in frame traps, leading to some of Sol's highest damage. As more players learn the matchup and more characters get . First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. It doesn't matter if she bodies all the lower tiers if she loses to the top tiers. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. Homing Jump combos greatly increase Tension Balance. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Credit: Arc System Works. This opening is designed such that the attacker can easily counter the defender's attack with his own. If it hits a grounded opponent, they will be put into a floating crumple that causes immediate follow-ups to behave as though the opponent was airborne, but delaying them will result in a forced stand. Sol leans forward and slams his sword into the ground. 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. She's better at getting in and pinning down an opponent rather than mixing them up, which I'm more comfortable with. Only 100 matches per match-up. Please keep in mind the matchup chart is subjective and not all players may agree. 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. She is dressed in business casual attire, a loosely worn white shirt with bright green pulled . Here's A Guilty Gear Strive Tier List You Can Refer To For The First If the first hit of a combo, applies an additional +20. 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. Our Guilty Gear Strive leaderboards are designed to give players an overview of what a duel feels like in GGST and give you a good idea of what players are using to win battles in the current version of the game. H Kabari is only minus 3, keeping it safe on block and will push the opponent towards Baiken. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. Links into 5K on hit, still combos if the first hit whiffs. If performed low enough to the ground on an airborne opponent near the corner, the Clean Hit version can link into 5K for a full combo, though this is only possible early on in a combo when scaling is low, and the link is tighter against heavier opponents. 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. 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). Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram. Baiken's small stature and large buttons work well to corner Axl. GGST - Giovanna Strategy - Dustloop Wiki Almost always abbreviated to TK. Both characters struggle to stop the other when they get going. This is because she loses to Sol and Chipp, two of the best characters in the game. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. A special type of blocking done by inputting a block immediately before blocking an attack. Slow but high reward anti-air that mainly sees use as combo filler. On air hit, it floats the opponent for a reliable juggle. Score - Sum of match-up values for this character. Sol Badguy - 4.9. Ram plays in about the same ranges and spaces Ky plays, but she does it better. Thanks Daisuke. Guilty Gear Strive arrives on Game Pass next week This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. Faust . Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. You out neutral him but he heavily out damages you. Player Match] Failed to match with opponent *Fix* :: GUILTY GEAR. On hit, you can Red Roman Cancel to perform a follow-up combo, and not shifting the Roman Cancel or shifting it upward will allow you to dash underneath the opponent and switch sides again. Launches opponent on hit, hard knockdown upon landing. 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. Discord: https://discord.gg/NaPZT2qNeTTwitch (if preferred): https://www.twitch.tv/nuggyjone. Playing as Axl, May can be rough sometimes, but Chipp is absolutely painful. 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. The advancing plus on block mid. 8th overall. Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. Ideal combo ender and potential extender. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. 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. Vote for tiers. An attack during the opponent's pressure, intended to interrupt it. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Combos into 6S against crouching opponents for both better damage and a knockdown. A vital tool in Sol's anti-air toolkit that has greater startup than 5K but is more effective against deeper jump-ins due to its upper body invincibility. 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. Win rate. This gave me random matches over a longer time period and with far more players than scrolling one by one.I recorded a 1 for a Win, and a 0 for a Loss. 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. Millia bottom 3. 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. Sol also boasts a set of versatile defensive moves that complement universal defensive mechanics. Giovanna | Guilty Gear Wiki | Fandom Sol Badguy; People just love playing as Sol. 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. Above her head floats a cracked yellow halo. Bounces higher on Counter Hit, allowing the follow-up Night Raid Vortex to combo into c.S rather than 5K or 2K. Popularity. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. If you let Baiken grab you, she can start to run pressure like. If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix. 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. Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. Sol steps forward and swings his sword. Learn all about Sol from Guilty Gear -Strive-; Their stories, goals, utility, and star players right here on DashFight! Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. The difference between the attacker's recovery and the period that the opponent is in hitstun. Any airborne action can evade Heavy Mob Cemetery if timed well, so its usefulness is low if the opponent isn't committed to an action or has 50% Tension to stop themselves. On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into Night Raid Vortex. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. Guilty Gear Xrd REV 2 Answer Axl Low Baiken Bedman Chipp Zanuff Dizzy Elphelt Valentine Faust I-No Jack-O' Jam Kuradoberi Johnny Kum Haehyun Ky Kiske Leo Whitefang May Millia Rage Potemkin Ramlethal Valentine Raven Sin Kiske Slayer Sol Badguy Venom Zato-1 Click [] for character's full frame . Loss, similar to regular strikes. Guilty Gear -Strive- Sol Vs Sol - YouTube You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. It can clip him which puts him into a stagger state, allowing Ram to get in. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. Has four active windows, but only hits once. Try to preemptively hit where you think Chipp will be so you can try keeping him locked down. Games Leo's tier match-ups in Guilty Gear Strive - EventHubs Es la conclusin de la historia de Sol Badguy (A.K.A. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). 12k matches is a lot, and 100 matches PER MU is not bad. Wall damage in ( ) refers to if opponent is touching the wall. Sol assumes the same stance he uses for Gun Flame, but doesn't fire a projectile. 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). 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. 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. Best Video Games of All Time - Page 70 - Metacritic Be careful when throwing out this move in neutral, as its range is quite poor. Blazing! A particularly strong setup is OTG c.S > f.S followed by quickly tapping back into another c.S, which will put Sol out of throw range and catch the opponent using fuzzy timings for their defensive options. 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. 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. Universal Sweep. Vote for tiers. Guilty Gear -Strive-. It is also planned for release on Xbox One and Xbox Series X/S on March 7, 2023. Also Snail is -24 on block. Combos into Aerial Volcanic Viper or Aerial Bandit Revolver for more damage and a swift knockdown. This page was last edited on 27 February 2023, at 20:20. This section has strict standards that must be followed. Use it after an empty jump to catch opponents expecting an overhead or in c.S or f.S pressure to represent the threat of a low that is difficult to challenge while you're at frame advantage. Furthermore, 6P special cancels on block which will let you start running your pressure. This is a definitive Matchup Chart for I-No in Guilty Gear Strive. IMPORTANT TO NOTE: An enemy Baiken's Tether will not act the same in combos as your own tether, the pull is not as strong as it would be normally, so adaptation is required to capitalize on the tether's abilities. It can also be kara canceled from 6S for another range increase. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily. This page was last edited on 28 January 2023, at 06:50. https://www.dustloop.com/wiki/index.php?title=GGST/Ramlethal_Valentine/Matchups&oldid=372096. Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). 6S can be kara canceled into any special move. Guilty Gear Strive llegar el 7 de marzo a Xbox, PC y Game Pass Baiken gets extremely annoying when she gets in once due to how her pressure isn't reactable. Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. The hard knockdown can grant good okizeme. Ram feasts on Zato once she gets in but this also goes both ways. The proportion of damage dealt when hitting Off The Ground (OTG). Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Potempkin is somewhat similar to May, bodying lower tiers but losing to all the top tiers, thus being so low. Ram has to stay alert of more aggressive pokes with 2H (to catch with its high active time) and 6H (bigger range), riskier but do threaten the neutral. For example, although May has the highest average win chance, she isn't number one in this chart. 8.5K 30.5K 2.7K . Guilty Gear Strive (in my opinion regrettably) let's you choose to fight against a player/character or not. search. Upward swipe that hits overhead pretty quickly. 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. Worst Match. I don't understand what makes that matchup positive for Anji. Press J to jump to the feed. Best Match. Slight ground bounce on hit, hard knockdown upon landing. He also really doesn't do enough damage to punish ram when he does actually win neutral. 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. 5[D] is also Sol's most damaging normal and launches the opponent if combo'd into, granting it some situational use as a combo extender in certain routes. Note that non-meaty timings for okizeme will render it vulnerable to throws at close range, and later timings will render them vulnerable to a 6P. Walk back Far Slash and jumping away can work well. Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. Can gatling from 5K, 2K, or c.S for a mix-up. Zato players like to sneak in his command throw but learn to recognize the situations they do it and be ready to beat him up for 90%. Indicates an entity that exists seperately from the character was spawned. Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. His best poke is 5P/2P at 31/34 frames. Her normals might look like they aren't very contestable but you can very much run up and premptively 6P them to stop her. Here's how to play Goldlewis Dickinson well in Guilty Gear Strive. Creado por Daisuke Ishiwatari y desarrollado por Arc System . 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. To challenge these normals, Ky pretty much has to commit to. This makes pressure that isnt the primary mixup incredibly risky as not only does parry punish these strings, but attempting to counter it leaves her vulnerable to her 4 frame 5P as an AbareAn attack during the opponent's pressure, intended to interrupt it.. Every knockdown is a Strike Throw situation due to parry and Tatami Gaeshi safejumps are the safest way to start the primary mixup. Ram easily out ranges Jack-O, push her to the corner and kill her, she can't easily escape. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. 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. You don't like having to work your way in against characters that outrange you. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Empty hopping is safe and good for baiting out whiffs. 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 focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. which can be used to challenge pressure, and 2D, a Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. It can also be used to guarantee plus frames after a blocked j.S, but the pushback will weaken Sol's pressure afterwards. Just try to turtle with FD and let him slowly back off via the block pushback. 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. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are Volcanic Viper or Bandit Revolver. Situational whiff punish at best, funny "why not" move at worst. Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again. With his own parry and Autoguard properties on his specials, Anji presents a unique threat to Baiken's normal gameplan, Overview | Frame data | Matchups | Strategy Return to Top, Frame Data Counterstrategy Reverse Matchup Videos. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. Properties for opponent on block follow Level 4 rules. Hits slightly behind Sol, allowing it to be used for cross-ups. With the right autoguard triggers, Anji Mito can make explosive plays to punish a foe's advance. 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 Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. Zato-1 - 4.7. If the first hit connects at close proximity, the second hit will Clean Hit, dealing even more damage and making it highly potent at overpowering Guts to end rounds. His damage is good but not great. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. He is described as a noble vampire samurai who wields a bloodsucking blade. 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.