Be ready to jump! An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Hard knockdown on ground hit or Counter Hit. Sol Badguy - 4.8. It doesn't matter if she bodies all the lower tiers if she loses to the top tiers. Sol matchup chart. Sol releases a pillar of flame that slowly crawls along the ground. 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 does a crouching kick, which is his fastest low. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. Vote for Leo's tiers . Credit: Arc System Works. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). 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. Hits twice. Use it to steal momentum against poor okizeme and predictable pressure. Very fast start-up, can potentially throw the opponent out of sloppy pressure or okizeme. This allows him to build meter and Risc to eventually cash out with RinNo results or 5D. It loses to throws, so try to only use it if the opponent isn't at point blank range. Axl will likely attempt to reset to neutral over extending pressure sequences. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. It's risky but can work. 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. When he whiffs something like, Business as usual, watch out for Nago doing. 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. 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. 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. Search Results - Showing 0 - 34 Of 129. Sol: Guilty Gear -Strive- | DashFight Low hitting disjoint used to help control neutral. ), but it's probably time to finally make an exception here. Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. Due to her poor anti-air game and amazing air game, air approaches are used to move around more freely and punish frugal usage of pokes and H Kabari. 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. High pushback on block can make this move safe if properly spaced. You're gonna be guessing a lot since as Nago makes you block a normal, he can always just special cancel and decide to either be safe or plus. Guilty Gear Strive arrives on Game Pass next week Tools like these provide him with a strong neutral presence. 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. That being said, f.S's pushback means that there are ranges where 5H will whiff. Nago starts to out range even your normals once he starts getting into higher blood levels. Refer to the. Damage changes with each set of 8 active frames. It can also be kara canceled from 6S for another range increase. The opposite of hoping your main will be buffed, ________ thinking. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. Night Raid Vortex is also evasive, though it is more committal and aggressive in nature. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit). 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. Edit:I forgot to mention. Sol steps forward and swings his sword. Kratos vs Sol Badguy (God of War vs Guilty Gear), connections in the 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. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. Combos into 6S against crouching opponents for both better damage and a knockdown. Playing as Axl, May can be rough sometimes, but Chipp is absolutely painful. For example, if Sol has 15% popularity the top 150 players are counted. This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. If the knee attack connects while the opponent is airborne, Sol can drop the follow-up for much stronger okizeme or link into 5K to extend combos. Overview. 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. Guilty Gear Strive (in my opinion regrettably) let's you choose to fight against a player/character or not. Combos into 2D for a hard knockdown. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. 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. One of Sol's best pokes, most effective when paired with 6S and 6H due to its speed and safety. Try to preemptively hit where you think Chipp will be so you can try keeping him locked down. Overall much harder than your usual Ram matchup, but not unwinnable by any means. Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. 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. 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. Standard strike throw stuff needs to be thought of here. Popularity. 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 Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. The number of frames between inputting an attack and when the attack becomes active. Please take my money Tattie!!!!! This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. 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. If you don't punish it however, she's +2 which means she can keep running her pressure. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. The high damage and wall bounce property mean massive damage when used as a combo part in the corner. Guilty Gear Strive llegar el 7 de marzo a Xbox, PC y Game Pass Has much better range than the animation implies, enough to hit from round start. 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. Millia's mobility lets her keep Ramlethal honest in neutral. Bridget vs Sol Badguy Matchup Knowledge. This opening is designed such that the attacker can easily counter the defender's attack with his own. Happy Chaos and Ramlethal both share a deep connection, that being that you simply have to endure the rest on the match suffering in a corner as you hold this mix. Essentially, by running the matchup data through the code that he wrote, you can get a projection of how much each character should be expected to be played in that game's meta. For me it's one of the worst matchups. The character whose not only not bad but good, it's Sol Badguy! Thus, if a Roman Cancel is available to make it safe, avoid only using it after the second hit. The proportion of damage dealt when hitting Off The Ground (OTG). Be ready to fuzzy a lot when she's on you. I dont think I've ever seen an Axl vs May fight but it being +4 in May's favor seems bananas to me. WanderingWlf on Twitter: ".@tattieuwu is too awesome. He doodled me 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). 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. 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. Pay close attention to how much Axl is committing to that button and counterattack. Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. Laskeese 2 yr. ago. [[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]. Guilty Gear -Strive- Sol Vs Sol - YouTube Sol grabs the opponent and headbutts them. Most things Leo does round start loses to Ram's. 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. Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. by 25% before applying R.I.S.C. With its stylish visuals, unique characters, and complex mechanics, Guilty Gear Xrd REV 2 is a game that rewards dedication and skill. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Outside of Bomber loops, youve also got a harder time making the most of his low health. Includes first active frame. 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. Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. 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. Guilty Gear Strive - Wikipedia Guilty Gear Xrd Tier List [October] 2022 ; S Tier. 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. Here's A Guilty Gear Strive Tier List You Can Refer To For The First GGST - Sol Badguy Overview - Dustloop Wiki