Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. 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. Furthermore, 6P special cancels on block which will let you start running your pressure. I am not going to be able to explain it nearly as well as he does, so if you are interested in what I have done, please watch his talk. The move is also key to Sol's pressure, and it can be said that Sol's goal on offense is to get the opponent to block c.S. 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. Here's how you can play Anji Mito in Guilty Gear Strive. Launches opponent on hit, hard knockdown upon landing. It's way too much work for one person. He also really doesn't do enough damage to punish ram when he does actually win neutral. The hurtbox goes lower than 2D and does so faster, so properly timing this move can beat just about any poke whose hitbox doesn't reach the ground. Guilty Gear Strive Crossword Quiz - By matthewafilippel A Dragon Install-powered flying grab that makes Sol lunge fullscreen. Has significantly faster recovery than the real version, making it useful for resetting pressure or baiting jump-ins from an opponent who was expecting Gun Flame. Guilty Gear Strive arrives on Game Pass next week Usually improves frame data against blocked moves or gives more meter than a normal block or both.ing these moves are a risky strategy but negates the pushback of these moves and allows Baiken to continue to claim screen space. Can be varied in usage. Baiken is a safe jump monster, after a lot of her most basic strings, she can do IAD Tatami to cover any wake up options you might have. 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. 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. Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. Vote for tiers. Avoid using moves like f.S and 2H to attempt to escape or counter this type of offense. The meaning of the symbols of / and /bet seen in a dream. GUILTY GEAR STRIVE v1.05 MULTi9-ElAmigos [FileCrypt] Be sure to check the stickied FAQ before posting. Loss, similar to regular strikes. Once Baiken has successfully closed the gap, Axl is prey to her devastating Strike-throw and high-low mixups. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. Faust - 5.4. I love him so much. The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. 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. Sol Badguy's Guilty Gear Strive tier match ups. Nago starts to out range even your normals once he starts getting into higher blood levels. Try to use it as a round ender or to punish an opponent's throw or Throw Clash attempt. Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. If she doesn't do it from point blank range, your 5P will also miss so she can whiff punish appropriately. Hits slightly behind Sol, allowing it to be used for cross-ups. The hard knockdown can grant good okizeme. Can be used when fighting extremely distant and defensive opponents to build Tension, though the amount built is too small to mean much unless it's spammed multiple times. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. 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. Going to ignore the Chipp matchup for the time being, apologies in Tier lists in fighting games are fickle, a single balance change can make you throw the whole thing out the window and you also have to take into account player skill, as more often than not . She does have, Ram on offense is usually business as usual. Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. 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. His pressure can be challenged easier but it can end up being much more rewarding for Gold if he gets a counter hit. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. That being said, f.S's pushback means that there are ranges where 5H will whiff. 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. Launches opponent and switches sides on hit, hard knockdown upon landing. Sol releases a pillar of flame that slowly crawls along the ground. Despite what the animation implies, it can hit certain crouching opponents. Knocks opponent away and causes slight ground bounce on air hit. Closer to the corner, it's possible to simply link one wall bounce into another if the opponent is positioned correctly. The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit. Damage changes with each set of 8 active frames. Don't take this seriously. 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. What are the worst matchups in Strive at the moment? Concerns: 12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. I spent one month straight learning I-No. Follow-up knocks the opponent away on hit. It's not reliable to try going for these though. 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.. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. After the super freeze, Sol has constant full guardpoint for as long as the move remains active, and if an opponent hits Sol during this time, Sol will experience pushback, but then continue to move and remain active during hitstop. Frames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. GGST - Ramlethal Valentine Matchups - Dustloop Wiki May plays neutral thanks to her amazing buttons that let her bully a lot of character, but Ram simply has better buttons for that. While Gold 6P is wack, if he hits it and cancels it into a Behemoth Typhoon, the Ram is really gonna feel that pain. You can pretty much do what you usually do on offense, except you'll need to watch out for his crawl shenanigans. Armed with heavy weapons and a coffin containing a paranormal being, Goldlewis Dickinson brings in a crushing offence as a character. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. GGST Dostrow (Bridget) vs Umisho (Sol Badguy). Guilty Gear Strive Top On hit, you can Red Roman Cancel to perform a follow-up combo, and not shifting the Roman Cancel or shifting it upward will allow you to dash underneath the opponent and switch sides again. An input method to perform a special move in the air as fast as possible after you leave the ground. I-No - 19. Overview. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. 12k matches is a lot, and 100 matches PER MU is not bad. 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. Only occurs if the first hit successfully connected. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. 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). It always felt like he had the tools for every match up except nago. I literally can't even play the game against Chipp. Shorter active window compared to the ground version. 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 you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix. How much Wall Damage is applied when the move connects on hit. 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. H KabariGuard:AllStartup:18Recovery:19Advantage:-3. Kratos vs Sol Badguy (God of War vs Guilty Gear), connections in the Sol Badguy; Giovanna; . Ram has access to a few safe jumps making her Mortobato super easier to bait. 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. Sol leans forward and slams his sword into the ground. 236S has a use in this matchup. Anji has a strong footsies game with his large normals and the Autoguard property on his specials. Use it after an empty jump to catch opponents expecting an overhead or in c.S or f.S pressure to represent the threat of a low that is difficult to challenge while you're at frame advantage. Don't know if I just sucked at the game, but playing as Zato vs Axl was a fucking nightmare. Please take my money Tattie!!!!! Only 100 matches per match-up. 6P the dolphin so you can use rekkas to get your hard knockdown. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow. 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%. He is playing guilty gear and the other characters are playing strive. Best Match. She's better at getting in and pinning down an opponent rather than mixing them up, which I'm more comfortable with. Remind them that blocking isn't everything. 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. https://www.dustloop.com/wiki/index.php?title=GGST/Baiken/Matchups&oldid=372064. 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. May's tier match-ups in Guilty Gear Strive - EventHubs Search. 6S can be kara canceled into any special move. Vote for tiers. Discord: https://discord.gg/NaPZT2qNeTTwitch (if preferred): https://www.twitch.tv/nuggyjone. Upward swipe that hits overhead pretty quickly. Potempkin is somewhat similar to May, bodying lower tiers but losing to all the top tiers, thus being so low. . Standard strike throw stuff needs to be thought of here. Zato-1 - 4.7. The last letters of a Peanut Butter and Jelly sandwich (and what some people hope to recieve from #11 Down. Both hits are air jump and air dash cancelable. This allows him to build meter and Risc to eventually cash out with RinNo results or 5D. The big move to look out for is 2HGuard:LowStartup:11Recovery:26Advantage:-18, as it has the longest recovery and opens himself up for a jump in with Baiken's j.SGuard:HighStartup:8Recovery:19Advantage:. However, in situations in the corner, Anji has normals like f.s and 2S to pressure Baiken while avoiding the risk of taking damage from Hiiragi and staying in range to continue using Fuujin and its followups. GGST - Giovanna Strategy - Dustloop Wiki Edit:I forgot to mention. Resources. 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. You can actually beat Leo's guard point stance with a grab or low (the low will cause a counterhit). Slower than 5P and 5K, but hits lower to the ground. Ky Kiske is the go-to "shoto" character alongside Sol. Goldlewis j.D is busted dawg that shit is actually so cracked lmao, Gold corner pressure that arguably rivals Rams. I have no plans to increase the sample size or make new ones for future patches. Just try to turtle with FD and let him slowly back off via the block pushback. Most miserable matchups in Strive? : r/Guiltygear - reddit Leads into absurd damage with Roman Cancel by shifting either a whiffed or a canceled Red Roman Cancel downward, giving Sol time to run underneath the opponent and fully charge 5[D] even after switching sides. Data in [] represents values on Clean Hit (All versions). A lunging gut punch. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. Nagoriyuki is a playable character in the Guilty Gear series who makes his first appearance on Guilty Gear -Strive-.
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