For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. Almost always abbreviated to TK. 2S is also still useful.
Strive Match-Up Chart and Tier List based on data from 12,000 - reddit What i mean to say is, i think this chart is interesting, but it's not absolutely objectively indicating character strength. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. Tools like these provide him with a strong neutral presence. 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. Due to it being a projectile, you can't do anything about it. Guilty Gear Strive originally released in June 2021 . This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. Test 6P is juiced so if Ram gets 6P happy just slap them. In the corner, you can also link into dash 5K for big meterless damage. 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. 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. The Gear Hunters Saga), ambientada en Washington, y que presenta su confrontacin final con That Man, Asuka R. Kreutz. If you wanna get out of this situation, it's best to look for Baiken going for a cheeky grab or to FD to push her out of your space. Empty hopping is safe and good for baiting out whiffs. Usually improves frame data against blocked moves or gives more meter than a normal block or both. An easier MU for Ram due to the fact that her normals control a large chunk of space. This opening is designed such that the attacker can easily counter the defender's attack with his own. Matchups. 28. Sol assumes the same stance he uses for Gun Flame, but doesn't fire a projectile. The lower the tier, the weaker the character.
Leo's tier match-ups in Guilty Gear Strive - EventHubs Sol steps forward and swings his sword. The number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit). The two I found were Chipp against Pot and Pot against Doctor Who. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are Volcanic Viper or Bandit Revolver. With its stylish visuals, unique characters, and complex mechanics, Guilty Gear Xrd REV 2 is a game that rewards dedication and skill. Low hitting disjoint used to help control neutral. Potemkin - 5.8. Baiken is very nimble and annoying to deal with in the neutral. Bounces higher on Counter Hit, allowing the follow-up Night Raid Vortex to combo into c.S rather than 5K or 2K. This page was last edited on 27 February 2023, at 20:20. You don't like having to work your way in against characters that outrange you. Hits slightly behind Sol, allowing it to be used for cross-ups. On Counter Hit, the ensuing ground bounce allows Sol to link into Night Raid Vortex at close range for a follow-up combo or 6S at any range, although 6S's combo options are limited mid-screen without Tension. 5P, 6K, and 2S are large anti-air moves that control the airspace very well. Creado por Daisuke Ishiwatari y desarrollado por Arc System . It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . Simple to frame trap with as c.S can late cancel into f.S for one gap in blockstun, then f.S can late cancel into 5H for another gap. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. I have no plans to increase the sample size or make new ones for future patches. Games
Giovanna | Guilty Gear Wiki | Fandom On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. Vote for tiers. 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. Being a former Leo player confirms my own beliefs about him. 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. Combos into 2D for a hard knockdown. Created by Daisuke Ishiwatari and developed by Arc System Works, "Guilty Gear -Strive-" upholds the series' reputation for a high octane soundtrack, groundbreaking hybrid 2D/3D cell-shaded graphics and intense . You out neutral him but he heavily out damages you. This is the top 1000 but multiplied out by popularity. An attack during the opponent's pressure, intended to interrupt it. 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. 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. Her outfit is a white bodysuit with flared, slit pants and a deep decollete. This move and the 236K it canceled from are considered one multi-hit attack. Can be kara canceled into any special move to increase its range. If you play Axl for a bit you start to notice how little people understand the recovery on his moves. She is dressed in business casual attire, a loosely worn white shirt with bright green pulled . Maybe it's cause of May's fast jump arc? Privileged 3 frame normal that does it all. Brings Sol close while being plus on block, making it a powerful pressure tool which can also build the opponent's R.I.S.C Level very quickly and very easily. The last letters of a Peanut Butter and Jelly sandwich (and what some people hope to recieve from #11 Down.
Guilty Gear Strive Anji Mito Guide: Beginners Tips, Move List & Best Combo 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. 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. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. Worst Match. This is a very small sample size, so should be taken with a big spoon of salt. His immense damage output massively rewards hard reads. 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. That whole Ram thing is a fluke. 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 - 4.9. 21 sec 18-May-2022 May's Guilty Gear Strive tier match ups. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. Best Match. 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.
Dream Interpretation / And /bet What are the worst matchups in Strive at the moment? On Counter Hit, the ground bounce can link into a dashing 5K for a combo. Yeah this is 100% accurate. The Increased pushback in -STRIVE-(characters being pushed apart sooner after a combo or blocking hits, thus returning the gameplay back to neutral state more often) and wallbreak mechanic are seen by part of the fanbase as dulling the okizeme-centric gameplay Gulity Gear is famous for. . This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Create an account to follow your favorite communities and start taking part in conversations. 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. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. Don't know if I just sucked at the game, but playing as Zato vs Axl was a fucking nightmare. What are the worst matchups in Strive at the moment? Roman Cancels can be used to combo after it connects for even more damage. 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. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. c.S has the most gatling and cancel options of all of Sol's normals, making it very flexible within both blockstrings and combos. Sol does a crouching kick, which is his fastest low. Purple Roman Canceling the throw on hit before damage is dealt also results in better proration, leading to stronger combos than a Red Roman Cancel conversion in or near the corner. Keep in mind that Fafnir's slow start-up means that using it in neutral presents a certain amount of risk of being counter poked, especially by the opponent's 6P. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Most things Leo does round start loses to Ram's. This can be caused by crouching, certain moves, and being short. 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.
Guilty Gear Strive tier list - All characters ranked from best - GINX It's way too much work for one person. Vote for May's tiers . 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. 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!). The difference between the attacker's recovery and the period that the opponent is in blockstun. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. Vote for Ramlethal's tiers . Anji generally doesn't really have low-commitment options to respond to ram's options in neutral, and his offense and defense aren't particularly scary for her to deal with. Both hits are jump and dash cancelable. His damage is good but not great. 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. 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. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. If you let Baiken grab you, she can start to run pressure like. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. 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. Important tool for landing Clean Hit Volcanic Viper in the corner. The proportion of damage dealt on normal block. Ramlethal is a top character in Justin Wong's Guilty Gear Strive tier list. Upward swipe that hits overhead pretty quickly. 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. Nago's neutral is completely dictated by how much blood he has. Used to call out opponents who make predictable jump-ins or keep chicken blocking. 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. Useful for mashing without releasing the input for crouch blocking. The Clean Hit deals absolutely massive damage, so it should be used to end combos whenever possible. Standard Ramlethal offense works fine here. Otherwise, Baiken has the advantage with fast buttons like f.s and 5K for close range poking, along with the larger pokes like 2S, 2H, and H Kabari to check approaches. The ground version can potentially be plus on block if properly spaced or if it hits meaty, but the aerial version is always minus on block, if not completely punishable due to its greater landing recovery. Similarly, you should avoid chasing after Millia, as she can run circles around you (despite the fact Ram is no slouch herself). Despite what the animation implies, it can hit certain crouching opponents. Slow but high reward anti-air that mainly sees use as combo filler. This section has strict standards that must be followed. 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). When a character's hurtbox is entirely beneath an opponent's attack. Used to contest an opponent's air approach or to open up opponents with a fast overhead after doing a delayed air dash. This allows him to build meter and Risc to eventually cash out with RinNo results or 5D. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. 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. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Her normals might look like they aren't very contestable but you can very much run up and premptively 6P them to stop her. The amount of Tension gained when the move is input. Best Video Games of All Time - Page 70 - Metacritic . 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. Thanks to her high movement speed and large buttons, Ram is generally difficult to zone.
Now, I am not much of a programmer, I am just starting and not that confident in my abilities. 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. 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). I "modernized" the Blinkitys version to be more accessible. This opening is designed such that the attacker can easily counter the defender's attack with his own.
Your most hated matchups? :: GUILTY GEAR -STRIVE- General Discussions Only 100 matches per match-up. Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. 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. Data in [] represents values on Clean Hit (All versions). 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. Vote for tiers. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Guilty Gear Strive (in my opinion regrettably) let's you choose to fight against a player/character or not. A special type of blocking done by inputting a block immediately before blocking an attack. 6S can be kara canceled into any special move. Faust . Mirror Match Midrange R.P.S and Basic Mirror Match Counterplay. Sol's command throw. Only 100 matches per match-up. Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. - Difference between the tier scores from today and . 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. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. 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. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. 236S has a use in this matchup. As both hits are overheads, during air dash setups it is possible to cancel the move into j.D to land early and 2K instead, which makes for a mix-up that is fairly hard to see. Leo's Guilty Gear Strive tier match ups. Baiken threatens her own offense heavily with HiiragiGuard:Startup:1Recovery:32Advantage:, meaning blockstrings that normally go unpunished such as 2D-Tatami Gaeshi and c.s-2H are now vulnerable to parry. Her j.S can be a pain to deal with due to how it goes at a unconventional angle and due to Ram's 6P being more horizontal than vertical, it can be hard to AA. Hits twice. In the case of 2H, this is faster than letting the move recover by itself.
Kratos vs Sol Badguy (God of War vs Guilty Gear), connections in the Above her head floats a cracked yellow halo. Leo likes to have meter in neutral so when he lands a stray hit, he can get a full conversion to get into a wall break for positive bonus.