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. 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. I-No - 19. Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. Hits twice. : 14 different dream interpretations related to the / and /bet you see in your dream. 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. 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. Anji has a strong Abare game, using mostly 2P to escape a pressure situation. 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. They have some good and bad matchups, but can be very effective in the right hands. A window in which to cancel a move. Walk back Far Slash and jumping away can work well. Sol's primary pressure tool, and flexible combo starter. 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. His fast normals and DP can give Ram some trouble even when she does get him to block, and Chipp himself can have some really scary mixups in the right situations. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Ramlethal's Guilty Gear Strive tier match ups. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. All three of them do excellent against Axl which is Goldlewis worst MU, but GL does good against May and Millia and not as bad against Chipp as against Axl. Armed with heavy weapons and a coffin containing a paranormal being, Goldlewis Dickinson brings in a crushing offence as a character. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. "Guilty Gear -Strive-" es la ltima entrada de la aclamada franquicia de juegos de lucha de Guilty Gear. Sol's main combo ender mid-screen when Volcanic Viper won't Clean Hit. For example, if Sol has 15% popularity the top 150 players are counted. 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. Nago's neutral is completely dictated by how much blood he has. He is top of my chart, even though he doesn't really beat any top-tiers, only going even against them. If she comes in with a deep j.S jump in, she can decide to Yosanzen to hit you with another overhead or she can simply not do it and go for a low via 2K. Sol does an uppercut followed by a fiery straight punch. However, Testament can get positive bonus easier in theory due to high conversion ability due to stain state and, Testament has two strong ways to stop Ram from jumping out of the corner with. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs. The Clean Hit deals absolutely massive damage, so it should be used to end combos whenever possible. As for pressure, Ky's DP (Vapor Thrust), though it exists, is not amazing, and not particularly difficult for Ram to deal with, and Ky's pressure is not too scary, especially if Ram has meter. You out neutral him but he heavily out damages you. Potempkin is somewhat similar to May, bodying lower tiers but losing to all the top tiers, thus being so low. 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. In the case of 2H, this is faster than letting the move recover by itself. This is the top 1000 but multiplied out by popularity. Key tool in frame traps, leading to some of Sol's highest damage. 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. Roman Canceling this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. No Axl allowed everyone hates that mofo. Giovanna is the game's easiest rushdown character to use, even for Guilty Gear . . Press J to jump to the feed. 26. Follow-up knocks the opponent away on hit. So happy to see that program finally get some use, I've been waiting years hoping to see it applied to more games. 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. I think most interestingly is Leo. 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. Be careful when throwing out this move in neutral, as its range is quite poor. May plays neutral thanks to her amazing buttons that let her bully a lot of character, but Ram simply has better buttons for that. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. The proportion of damage dealt when hitting Off The Ground (OTG). No reliable utility as an anti-air due to its incredibly slow start-up. While the round start can feel Baiken favored, you can bait out her Far Slash and play around her 2H. 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. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. The advancing plus on block mid. Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit). Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. Despite the animation, j.H does not actually pull Sol's hurtbox upwards, and the hitbox does not reach below the bottom of his regular jumping hurtbox, making it a worse jump-in than j.S in terms of speed and reach. Cannot be special canceled from any move. You should be gaining ground when you block it, not getting pushed back. Be ready to jump! ShitsuGuard:AllStartup:29Recovery:Total 52Advantage:-6 on a Hard Knockdown has amazing utility for Anji as it avoids risking a Meaty attack getting parried while enforcing a Strike-Throw scenario or a High-Low with Fuujin. Since there will be certain types of people choosing to play May vs Axl or Anji vs I-No and btw certain character scarcity also plays a role, atleast for me personally wether i want to play a certain match up at a point in time, we will have certain people dodging certain matchups or favoring others etcetc. https://www.dustloop.com/wiki/index.php?title=GGST/Baiken/Matchups&oldid=372064. Clean Hit deals enhanced damage and puts the opponent into a tumble state on hit. Matchup guides, advice, and analysis for Zato-1 in GGST. Hits overhead, but is very reactable. Either way, the opponent will be pushed away. The time before an attack is active including the first active frame. Nagoriyuki - 5.6. Guilty Gear Xrd REV 2 is a fast-paced, anime-style fighting game that has captured the hearts of many gamers around the world. I love him so much. 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. Important tool for landing Clean Hit Volcanic Viper in the corner. It is the only other counter in the game that acts similarly to Baiken's own HiiragiGuard:Startup:1Recovery:32Advantage:, which allows Anji to counter SafejumpA very well-timed jump attack on a character who is rising from a knockdown. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Hard knockdown on ground hit or Counter Hit. This page was last edited on 28 January 2023, at 04:05. 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. Offense. Sol Badguy vs. May - 18. The hard knockdown leads into strong okizeme, including OTG c.S into pressure in the corner, though it can be sacrificed in exchange for even more damage with an OTG 6H (useful for closing out rounds). 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. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. 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. 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. You can cancel into this after causing Wall Stick with a normal to build a little bit of Tension and still Wall Break with your attack of choice, as it recovers fast enough that Fafnir can still end the combo. His immense damage output massively rewards hard reads. At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush. A strong okizeme tool thanks to its high advantage on block and useful for resetting offense against a defending opponent reluctant to challenge. Damage changes with each set of 8 active frames. 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 Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. sweep that can slip under many attacks. Hes quick enough to punish you easily and quick enough to close the gap. 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. Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. 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. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. Potemkin - 5.8. This is actually not true. 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. If you don't punish it however, she's +2 which means she can keep running her pressure. On Counter Hit, it can link into either itself, c.S, or Night Raid Vortex. 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 just a small project I took on out of interest. Combos into 5H as far as near max range or 2H at close range. Remind them that blocking isn't everything. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). Did you mean? Baiken presents threatening abilities to counteract her own playstyle. Please take my money Tattie!!!!! Avoid using moves like f.S and 2H to attempt to escape or counter this type of offense. Ramlethal is a top character in Justin Wong's Guilty Gear Strive tier list. 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. She is dressed in business casual attire, a loosely worn white shirt with bright green pulled . This is a very small sample size, so should be taken with a big spoon of salt. Causes floating crumple on ground hit, delaying a follow-up will force stand. Sol does a crouching kick, which is his fastest low. 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. The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. I don't understand what makes that matchup positive for Anji. search. Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. 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). You should only ever really use air dash in the MU on reaction when you see a whiff. The two I found were Chipp against Pot and Pot against Doctor Who. Try to use it as a round ender or to punish an opponent's throw or Throw Clash attempt. This page was last edited on 28 January 2023, at 06:50. https://www.dustloop.com/wiki/index.php?title=GGST/Ramlethal_Valentine/Matchups&oldid=372096. Only use this if strike invincibility is desperately needed while in mid-air. As said earlier, you don't really wanna RPS with Goldlewis. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. Yeah this is 100% accurate. Anyways, its really cool and interesting data, and I hope to see more analyses like this in the future! 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. Dragon Ball FighterZ Brawlhalla Guilty Gear -Strive-Soulcalibur VI Skullgirls 2nd Encore Killer Instinct Multiversus The King of Fighters . She does have, Ram on offense is usually business as usual. Universal Sweep. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. How much R.I.S.C. Ending a combo with it allows for a safe jump setup (backward jump j.P into air dash j.H). Thus, it is a very committal attack that should only be used in situations where you know it will hit. Launches opponent on hit if combo'd into. Low hitting disjoint used to help control neutral. Someone you don't want to run into. He further explained that Ramlethal is a hard matchup . It's also good to note that Baiken players are extremely abnormal humans and will find zero issue with using gun super as a full screen whiff punish in a last hit scenario. Just try to turtle with FD and let him slowly back off via the block pushback. This is a very small sample size, so should be taken with a big spoon of salt. 8th overall. Situational whiff punish at best, funny "why not" move at worst. Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner. Baiken. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. Can be done out of a dash to let Sol slide closer to the opponent as the projectile moves forward, making it easier for him to utilize the plus frames of a late hit Gun Flame. Our Guilty Gear Strive leaderboards are designed to give players an overview of what a duel feels like in GGST and give you a good idea of what players are using to win battles in the current version of the game. Pay attention to the opponent's meter to determine when to be wary of YouzansenGuard:HighStartup:9Recovery:Landing+7Advantage:-14 (TK) in her mixup. I "modernized" the Blinkitys version to be more accessible. On air hit, it can combo into specials that lead into additional follow-ups (such as the first hit of Bandit Revolver or even Gun Flame in the corner) or it can combo into Bandit Bringer for a hard knockdown if it hits high enough. Upward swipe that hits overhead pretty quickly. Can throw the opponent either forward or backwards. For Example: 2369 for a j.236 input. He is playing guilty gear and the other characters are playing strive. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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. Best Video Games of All Time - Page 70 - Metacritic . Mirror Match Midrange R.P.S and Basic Mirror Match Counterplay. A very well-timed jump attack on a character who is rising from a knockdown. Sol has tricky special moves which help him get in, and a suite of normals which . Sol assumes the same stance he uses for Gun Flame, but doesn't fire a projectile. Thanks to its lack of proration, it is easily Sol's strongest starter. Learn all about Sol from Guilty Gear -Strive-; Their stories, goals, utility, and star players right here on DashFight! A projectile which usually travels slowly across the screen in a horizontal path above the ground. Includes first active frame. this move removes on hit. This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. 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. 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. 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. Sol also boasts a set of versatile defensive moves that complement universal defensive mechanics. 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 The difference between the attacker's recovery and the period that the opponent is in hitstun. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.s (including Tatami GaeshiGuard:AllStartup:15Recovery:5Advantage:-3), Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. Es la conclusin de la historia de Sol Badguy (A.K.A. This is Sol's highest damage OTG, though doing so will sacrifice okizeme and leave Sol vulnerable, especially in the corner, so only do it if it will close out a round. 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). Be sure to check the stickied FAQ before posting. Guilty Gear Strive is a fighting video game developed and published by Arc System Works.It is the seventh mainline installment of the Guilty Gear series, and the 25th overall. Best Match. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. 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. Has four active windows, but only hits once. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. You don't like characters with highly interactive pressure. Overview | Frame data | Matchups | Strategy Return to Top. Blazing! Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. Clean Hit deals greatly enhanced damage, increases launch distance, and grants hard knockdown. The lower the tier, the weaker the character. 6P the dolphin so you can use rekkas to get your hard knockdown. It's way too much work for one person. Popularity. 2S is also still useful. It doesn't matter if she bodies all the lower tiers if she loses to the top tiers. 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. 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. While Gold can start enforcing chip pressure off a HKD, he's not going to be able to push you to the corner as easily as Ram can meaning that his midscreen reward is slightly less favorable than Ram's. 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. Bridget. Her outfit is a white bodysuit with flared, slit pants and a deep decollete. Can be varied in usage. Popularity. Above her head floats a cracked yellow halo. Both hits are air jump and air dash cancelable. Character Win rate Total usage; 25 %: 16: . Sol Badguy - 4.9. Goldlewis j.D is busted dawg that shit is actually so cracked lmao, Gold corner pressure that arguably rivals Rams. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. It is also planned for release on Xbox One and Xbox Series X/S on March 7, 2023. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. The number of frames for which a move has hitboxes. Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. The opposite of hoping your main will be buffed, ________ thinking. Despite what the animation implies, it can hit certain crouching opponents. Grapplers vs normal people. This nets Baiken the screen space she wants while leaving Axl in an unfavorable situation. 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. Sometimes you can CH the delay as she's right in front of you or you may both may trade. Data in [] represents values on Clean Hit. Don't know if I just sucked at the game, but playing as Zato vs Axl was a fucking nightmare. If you let Baiken grab you, she can start to run pressure like. Right away, Baiken has a very large strength in her small size, allowing her to dodge Axl's fastest poking tool, 5P. You can pretty much do what you usually do on offense, except you'll need to watch out for his crawl shenanigans. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. Search. Gatling Options: 6P, f.S, 2S, 6S, 5H, 2H, 6H, 5D, 2D. The proportion of damage dealt on normal block. Please keep in mind the matchup chart is subjective and not all players may agree. 12k matches is a lot, and 100 matches PER MU is not bad. 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/. Vote for tiers. Luckily for you, Ram has an annoying combo and great ways to get in. Vote for Ramlethal's tiers . Has high damage and incredible disjointed range, albeit with somewhat slow start-up. Data in [] represents values when fully charged. Do try to be careful when going for the second or third hit of, Since Testament has low damage relative to Ram, this makes winning neutral more often pretty vital which can be difficult because it's Ramlethal. Sol matchup chart. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . Thus, it can be used both as a launcher and a grounded combo part depending on input timing. 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.. Sol does an uppercut with his sword's hilt. Hits twice. Overview. 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 flying knee which can be followed-up with a spin kick. A lunging gut punch. Can be kara canceled into any special move to increase its range. Almost always abbreviated to TK. Slow but high reward anti-air that mainly sees use as combo filler. 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. Sol launches significantly higher than Volcanic Viper, making him very punishable on whiff or ground block. The Gear Hunters Saga), ambientada en Washington, y que presenta su confrontacin final con That Man, Asuka R. Kreutz. 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". 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. Zato players like to sneak in his command throw but learn to recognize the situations they do it and be ready to beat him up for 90%. Use this to break the wall if Fafnir won't combo in time and the opponent is at ground level. Ky Kiske is the go-to "shoto" character alongside Sol.