Both hits are jump and dash cancelable. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. Please keep in mind that while c.S is +3 on block, it is functionally +2 (5 frame gap) if staggering into itself due to gatling limitations, as Sol needs to have recovered for at least one frame before he can use c.S again, or you will cancel c.S's recovery into f.S. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. Refer to the. Edit:I forgot to mention. This is Sol's only fully invincible reversal, but the first hit has poor range and the entire attack is unsafe on block or whiff. Concerns: 12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. Popularity. The high damage and wall bounce property mean massive damage when used as a combo part in the corner. Win rate. Useful for mashing without releasing the input for crouch blocking. 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". This technique is colloquially referred to as "Run Flame." 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. 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. 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. Privileged 3 frame normal that does it all. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. 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.. Good for frame traps as most light normals can cancel into it and immediate cancels leave a very small gap in blockstun. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. 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:. Alternatively, you can perform an OTG with low-reaching special cancelable normals such as 2S and cancel into Gun Flame to maintain pressure, or OTG with 6H to maximize damage. The aerial version can be delayed to halt Sol's momentum in the air, useful for baiting out an opponent's anti-air attempts, although it will lose to attacks with high vertical reach like Potemkin's Heat KnuckleGuard:Air Guard CrushStartup:12Recovery:18Advantage:+10~+3, Faust's 6PGuard:AllStartup:9Recovery:32Advantage:-21 or most rising DPs. Standard strike throw stuff needs to be thought of here. Ram easily out ranges Jack-O, push her to the corner and kill her, she can't easily escape. If you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix. 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. 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. Thus, it is a very committal attack that should only be used in situations where you know it will hit. Just based on my own experience, Id expect Chipp and Ram to be much worse matchups than May here. Despite what the animation implies, it can hit certain crouching opponents. 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. A projectile which usually travels slowly across the screen in a horizontal path above the ground. 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. Night Raid Vortex is also evasive, though it is more committal and aggressive in nature. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. His damage is good but not great. Worst Match. This allows him to build meter and Risc to eventually cash out with RinNo results or 5D. Search. 23. Hes quick enough to punish you easily and quick enough to close the gap. 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. 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. With its stylish visuals, unique characters, and complex mechanics, Guilty Gear Xrd REV 2 is a game that rewards dedication and skill. What does the symbols of / and /bet symbolize in a dream? His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. This is a very small sample size, so should be taken with a big spoon of salt. Giovanna has red hair and a tanned skin complexion. 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 Now, I am not much of a programmer, I am just starting and not that confident in my abilities. The lower the tier, the weaker the character. 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. 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. That means that a person that is willing to fight a certain match up does that knowingly. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). Just try to turtle with FD and let him slowly back off via the block pushback. Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again. https://github.com/PapstJL4U/fgMetagame. The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit. 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). Potemkin - 5.8. Use this to break the wall if Fafnir won't combo in time and the opponent is at ground level. * Proration: Forced 75%. 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 special type of blocking done by inputting a block immediately before blocking an attack. The most well-rounded defensive toolkit in the game. Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. Nagoriyuki is the opposite of this. Hes the best overall balanced character in this game vs the rest of the cast. They have some good and bad matchups, but can be very effective in the right hands. You out neutral him but he heavily out damages you. She is dressed in business casual attire, a loosely worn white shirt with bright green pulled . Best Match. 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. Builds 1000 Tension once all damage is dealt. Concerns:12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. 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. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. He wears a white coat with purple lining decorated with silver studs and . He's also armed with powerful mid-ranged tools such as 6S, a sizeable poke, and Gun Flame, a mid-ranged projectile that is plus on block if it hits meaty or at max range. Primary Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. 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. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). It's a better idea to play more passive and to let her come to you, forcing her to commit to something you can punish. I spent one month straight learning I-No. Combos into 6S against crouching opponents for both better damage and a knockdown. Bridget. 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!). Can gatling from 5K, 2K, or c.S for a mix-up. The high knockback of the follow-up provides strong corner carry and leads into meaty f.S anywhere, though it gives much poorer okizeme mid-screen. The difference between the attacker's recovery and the period that the opponent is in hitstun. You can hit Eddie with Mortobato to extend it's active frames which can catch unsuspecting Zato's by surprise when they try to get in after seeing the effect fade. 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. 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). The game was released for PlayStation 4, PlayStation 5 and Windows in June 2021, and for Japanese arcades in July 2021. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. As a rule of thumb, it's more reliable to dash cancel the move when anti-airing with it, as additional landing recovery from air blocking will give Sol follow-up pressure while still allowing for a combo should it actually hit. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. Sometimes you can CH the delay as she's right in front of you or you may both may trade. Only 100 matches per match-up. Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent. 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. Resources. 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. 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. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. Games I-No - 19. 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. Nago's neutral is completely dictated by how much blood he has. Overall much harder than your usual Ram matchup, but not unwinnable by any means. That being said, f.S's pushback means that there are ranges where 5H will whiff. . Worst Match. Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes. Toggle search. 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. 8.5K 30.5K 2.7K . This can be caused by crouching, certain moves, and being short. 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/. Outside of Bomber loops, youve also got a harder time making the most of his low health. Its Guard Crush effect also leads to true 50/50 mixups when combined with Blue Roman Cancel, forcing the opponent to guess between either 2K (which will lead to a full combo due to the slowdown) or Wild Throw, as Guard Crush lacks the extra frames of throw protection that regular blockstun has. This is actually not true. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. Pay attention to this and be less committal with moves at higher Risc values. Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit). 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. The amount of Tension gained when the move is input. 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. Most things Leo does round start loses to Ram's. How much R.I.S.C. Sol's strongest meterless ender for Wall Break. Standard Ramlethal offense works fine here. It doesn't matter if she bodies all the lower tiers if she loses to the top tiers. How much Wall Damage is applied when the move connects on hit. 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. Has much better range than the animation implies, enough to hit from round start. 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 page was last edited on 28 January 2023, at 04:05. It loses to throws, so try to only use it if the opponent isn't at point blank range. This section has strict standards that must be followed. Faust . 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. Hits twice. This opening is designed such that the attacker can easily counter the defender's attack with his own., and wall bounce combo tool. 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. Pot's worst matchups are almost certainly Zato-1 and Axl. Used to contest an opponent's air approach or to open up opponents with a fast overhead after doing a delayed air dash. 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. May's Guilty Gear Strive tier match ups. You can run pressure like usual but be careful mid screen as Baiken can do wakeup Hiragi and it's frame 1, meaning it can be a good wakeup option. To challenge these normals, Ky pretty much has to commit to. (2018 and Ragnarok switching Gameplay Style compared to OG GOW and Strive changing and . This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Testament - 4.9. Level increase make it an excellent stagger option, forcing the defender to use Faultless Defense to push Sol away, making them more vulnerable to throws and pressure resets in turn. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. Indicates an entity that exists seperately from the character was spawned. Laskeese 2 yr. ago. Creado por Daisuke Ishiwatari y desarrollado por Arc System . Vote for tiers. Sol's command throw. sweep that can slip under many attacks. 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. The hard knockdown can grant good okizeme. The time before an attack is active including the first active frame. 13th overall. H Kabari is only minus 3, keeping it safe on block and will push the opponent towards Baiken. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. His best poke is 5P/2P at 31/34 frames. At long range, you can use Banjoneto to hit Chaos. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. Here's how you can play Anji Mito in Guilty Gear Strive. As Ram, you might have to rely on faster normals to avoid his spin, but. This Overdrive is primarily meant to be a high damage combo ender, especially in the corner where Sol receives increased damage, strong okizeme, and regenerating Tension after the forced Wall Break. this move builds when normal or instant blocked. This opening is designed such that the attacker can easily counter the defender's attack with his own. 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. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. Can be Purple Roman Canceled for tricky mix-ups, such as using Wild Throw before the attack is blocked or jumping over the opponent right before it hits for a cross-up. Vote for Ramlethal's tiers . This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if Purple Roman Cancels are available. Sol is a character who likes to get up close and personal, but does not sacrifice a balanced toolkit to do so. Test 6P is juiced so if Ram gets 6P happy just slap them. However, in situations in the corner, Anji has normals like f.s and 2S to pressure Baiken while avoiding the risk of taking damage from Hiiragi and staying in range to continue using Fuujin and its followups. Best Match. Ideal combo ender and potential extender. 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. Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking. He is described as a noble vampire samurai who wields a bloodsucking blade. This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. Above her head floats a cracked yellow halo. 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. If Sol needs to keep his opponent blocking after c.S, an immediate f.S will usually reach even against Instant Faultless Defense. If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately. Has high damage and incredible disjointed range, albeit with somewhat slow start-up. - Difference between the tier scores from today and . 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. Nagoriyuki - 5.6. Can throw the opponent either forward or backwards. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. Overall, Gold has to work a lot harder than Ram does but Ram still needs to know that he's not THAT far off from being able to take her down. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Situational whiff punish at best, funny "why not" move at worst. Someone you don't want to run into. Ram gets strong punishes on both block and startup due to its generally risky nature, being -17 on block.
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