Hits overhead, but is very reactable. Published on 3 Mar 2023. This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. The safest option is attempting to jump out, but it can be predicted and punished. Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. What are the worst matchups in Strive at the moment? Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. 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. It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. 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. * Proration: Forced 75%. 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. I want to pre-face this by saying that tier-lists don't matter. 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 . Don't know if I just sucked at the game, but playing as Zato vs Axl was a fucking nightmare. Data in [] represents values when fully charged. 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. 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. . Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent. If he values his life at least. 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. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. 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. Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . Sol's main combo ender mid-screen when Volcanic Viper won't Clean Hit. 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. Hits twice. 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/. Remember that the longer you block, the higher the Risc gauge will be, which in turn makes any stray hit from Axl do a ton more damage. 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. Edit:I forgot to mention. Search. From my experience, the Faust v Faust matchup is easily -2 in Faust's favor. Holding any upward direction during the hitstop of a raw, charged Dust Attack on hit will activate Homing Jump: Initiating a Homing Jump will put the opponent into a unique air combo state, resulting in an Area Shift. 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). Sol Badguy is the protagonist of the Guilty Gear series and Ky Kiske's rival. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). Frames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. 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. It always felt like he had the tools for every match up except nago. But some people in support of -STRIVE-welcomed lowered difficulty barrier for newbies (in the series . His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. He is described as a noble vampire samurai who wields a bloodsucking blade. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. 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. Cannot be special canceled from any move. If the first hit of a combo, applies an additional +20. 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. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. Nagoriyuki is a tall, heavily built, dark-skinned man with blue eyes and thick, shoulder-length Dread-locks tied into a ponytail. Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5. Extremely powerful combo tool in the corner thanks to its high damage, good scaling, and wall bounce. Counter Hit state during recovery until landing. You out neutral him but he heavily out damages you. 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.. Slight ground bounce on hit, hard knockdown upon landing. The difference between the attacker's recovery and the period that the opponent is in blockstun. Above her head floats a cracked yellow halo. Creado por Daisuke Ishiwatari y desarrollado por Arc System . However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. Throws list the amount of Frame Advantage upon successfully throwing the opponent. In the corner or on Counter Hit against an airborne opponent, following up 6P with the first hit of Bandit Revolver can link into 5K for a full combo. 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. Games So happy to see that program finally get some use, I've been waiting years hoping to see it applied to more games. 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. At long range, you can use Banjoneto to hit Chaos. 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. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. Player Match] Failed to match with opponent *Fix* :: GUILTY GEAR. This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. 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. I mean there's that but he also has some pretty polarising matchups too? His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. Its invincibility while grounded and massive disjointed hitbox during ascent makes it a useful anti-air, but be warned that Sol is negative on block if the opponent air blocks it, and fully punishable if they happen to land close enough. Avoid using the follow-up if the initial attack Wall Sticks so that the wall can be broken by a stronger ender like 5H, 6H, Fafnir, or Tyrant Rave. May has very strong tools against Axl like after his 2H or 214H are blocked he is minus so she can go for dolphin to punish or close the distance easily. Usually something like to a. It's not reliable to try going for these though. You should only ever really use air dash in the MU on reaction when you see a whiff. 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. It is also planned for release on Xbox One and Xbox Series X/S on March 7, 2023. You don't like playing rude or bullying people with mids. That being said, f.S's pushback means that there are ranges where 5H will whiff. 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 . It's also a bit more complex than Guilty Gear Strive. When a character's hurtbox is entirely beneath an opponent's attack. Closer to the corner, it's possible to simply link one wall bounce into another if the opponent is positioned correctly. Sol Badguy; Giovanna; . Pay close attention to how much Axl is committing to that button and counterattack. 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. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. Sol Badguy; People just love playing as Sol. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. A very well-timed jump attack on a character who is rising from a knockdown. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. Both hits are air jump and air dash cancelable. Offense. This can be caused by crouching, certain moves, and being short. No reliable utility as an anti-air due to its incredibly slow start-up. . This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. Best Match. Slow but high reward anti-air that mainly sees use as combo filler. If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. More than other characters at least. The proportion of damage dealt when hitting Off The Ground (OTG). Be sure to check the stickied FAQ before posting. 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. 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. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Sol leans forward and slams his sword into the ground. The two pro players agreed on having Sol Badguy as the best S-tier character, but Justin went on a tangent by saying that Ramlethal was next in line on his Guilty Gear Strive tier list. 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. Nago starts to out range even your normals once he starts getting into higher blood levels. Can throw the opponent either forward or backwards. Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation.
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