Combos directly into c.S, though 5K should be used instead if the forward movement doesn't bring Sol close enough for c.S or the gravity is too severe. Recovery frames which happen under abnormal conditions, such as after landing. She is dressed in business casual attire, a loosely worn white shirt with bright green pulled . Ground bounces on hit, hard knockdown upon landing. He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. Hits twice. Sol Badguy is the protagonist of the Guilty Gear series and Ky Kiske's rival. In the corner, you can also link into dash 5K for big meterless damage. It's also a bit more complex than Guilty Gear Strive. Sol has tricky special moves which help him get in, and a suite of normals which excel at setting up frame traps and strike/throw mix-ups. Try to get Axl to whiff. During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . This move and the 236K it canceled from are considered one multi-hit attack. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. 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. Usually improves frame data against blocked moves or gives more meter than a normal block or both. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. 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. Night Raid Vortex is also evasive, though it is more committal and aggressive in nature. 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 Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. Ram easily out ranges Jack-O, push her to the corner and kill her, she can't easily escape. Giovanna has red hair and a tanned skin complexion. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. Sol matchup chart. This is a definitive Matchup Chart for I-No in Guilty Gear Strive. Ram has access to a few safe jumps making her Mortobato super easier to bait. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). A special type of blocking done by inputting a block immediately before blocking an attack. Launches opponent on hit if combo'd into. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. Credit: Arc System Works. Wall bounces airborne opponents in the corner. Guilty Gear Xrd Tier List [October] 2022 ; S Tier. Lastly, his 6P is a fast and reliable tool for anti-airing and counter poking. Guess like your life depends on it. Sol releases a pillar of flame that slowly crawls along the ground. That being said, f.S's pushback means that there are ranges where 5H will whiff. Both hits are air jump and air dash cancelable. Sol launches significantly higher than Volcanic Viper, making him very punishable on whiff or ground block. Anyways, its really cool and interesting data, and I hope to see more analyses like this in the future! Significantly slower than an uncharged 5D, making it easier to react to. If Sol needs to keep his opponent blocking after c.S, an immediate f.S will usually reach even against Instant Faultless Defense. Unfortunately, it is often beaten out by deeper jump-ins, in which case it's better to use 6P due to its upper body invincibility. Has no recovery after the active frames end, allowing Sol to link into follow-up attacks, which is vital for some of his advanced combos. 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. More than other characters at least. 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. 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 Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit). 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. The two I found were Chipp against Pot and Pot against Doctor Who. Best Match. Worst Match. Links into 5K on hit, still combos if the first hit whiffs. Pay close attention to how much Axl is committing to that button and counterattack. Overview. This allows him to build meter and Risc to eventually cash out with RinNo results or 5D. The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action. 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. 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. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. Privileged 3 frame normal that does it all. Projectiles do not impart hitstop on the attacker, however, so powering through a projectile will not prevent the opponent from recovering or making evasive maneuvers. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. 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. Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. 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. It can clip him which puts him into a stagger state, allowing Ram to get in. After throwing the opponent mid-screen, your options are either to use IAD j.H for a safe jump or frame kill 5P into Fafnir to resume pressure, but in the corner, you can also opt for an OTG c.S into okizeme as they recover from soft knockdown. A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. Win rate. Try to use it as a round ender or to punish an opponent's throw or Throw Clash attempt. 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. Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. Low hitting disjoint used to help control neutral. Battle Version 2.04Rankings shown are current rankings as at the time of video upload.#ggst #strive #guiltygear #g. Do one of 3 things on reaction during a forward empty hop: FD if there's a Rensen below you so that Up-Rensen isn't plus after it pulls you to Axl, Air dash or land and dash if you jumped over a winter mantis/2H, Block a 6K/2S/5P, get pushed back a bit, and reset. Guilty Gear -Strive-Anji. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. The hard knockdown can grant good okizeme. 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. These include Volcanic Viper, a fast DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. Low profile sweep that beats or evades moves that don't cover the ground while being safe on block. Homing Jump combos greatly increase Tension Balance. Try to preemptively hit where you think Chipp will be so you can try keeping him locked down. The difference between the attacker's recovery and the period that the opponent is in blockstun. When he whiffs something like, Business as usual, watch out for Nago doing. Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily. Player Match] Failed to match with opponent *Fix* :: GUILTY GEAR. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. 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. Faust - 5.4. Outside of Bomber loops, youve also got a harder time making the most of his low health. Counter Hit state during recovery until landing. 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. Universal Upper Body Invincible Anti-AirA grounded attack that hits the opponent out of the air. Mirror Match Midrange R.P.S and Basic Mirror Match Counterplay. Luckily for you, Ram has an annoying combo and great ways to get in. Being a former Leo player confirms my own beliefs about him. This page was last edited on 27 February 2023, at 20:20. With the right autoguard triggers, Anji Mito can make explosive plays to punish a foe's advance. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Here's how you can play Anji Mito in Guilty Gear Strive. On hit, it knocks opponents back in a bizarre-looking ground bounce that can combo directly into Night Raid Vortex. Match-up is in Nago's favor. This is a very momentum based matchup, first to break the wall usually wins. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Pot's worst matchups are almost certainly Zato-1 and Axl. 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. 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. 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. The M&M&C will kick out Axls and Goldlewis can have a better route to top. 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. 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. Character Strategy pages generally have at least some basic counter-strategy. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. Character Strategy pages generally have at least some basic counter-strategy. Has four active windows, but only hits once. Guilty Gear Strive (in my opinion regrettably) let's you choose to fight against a player/character or not. 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. Zato-1 - 4.7. Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent.