When he whiffs something like, Business as usual, watch out for Nago doing. She's plus for days, but you can find an opening if you're patient. We'll take our She def needs buffs now. 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). Guilty Gear Strive Anji Mito Guide: Beginners Tips, Move List & Best Combo High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Avoid using the follow-up if the initial attack Wall Sticks so that the wall can be broken by a stronger ender like 5H, 6H, Fafnir, or Tyrant Rave. Sol does an uppercut followed by a fiery straight punch. Its start-up and travel distance increases the longer S is held. 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. 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. Guilty Gear -Strive-Anji. 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. An easier MU for Ram due to the fact that her normals control a large chunk of space. It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. 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. 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. Use it to steal momentum against poor okizeme and predictable pressure. 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. Sol Badguy | Guilty Gear Wiki | Fandom Usually something like to a. Axl will likely attempt to reset to neutral over extending pressure sequences. One of Sol's best pokes, most effective when paired with 6S and 6H due to its speed and safety. Data in [] represents values on Clean Hit. Published on 3 Mar 2023. Hits twice. If you don't punish it however, she's +2 which means she can keep running her pressure. 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. A particularly strong setup is OTG c.S > f.S followed by quickly tapping back into another c.S, which will put Sol out of throw range and catch the opponent using fuzzy timings for their defensive options. The Gear Hunters Saga), ambientada en Washington, y que presenta su confrontacin final con That Man, Asuka R. Kreutz. Just be mindful that Chipp has. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Roman Canceling this move retains Sol's upward momentum unless the Roman Cancel is shifted in any direction. WanderingWlf on Twitter: ".@tattieuwu is too awesome. He doodled me and 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. The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit. The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action. Axl just doesn't get as much leeway in neutral because the range she can start threatening him is much larger than most other characters. 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. All it takes is one bad neutral exchange and that can decide the entire match. Anji has a strong footsies game with his large normals and the Autoguard property on his specials. The safest option is attempting to jump out, but it can be predicted and punished. 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. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. 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. If Chaos uses Concentration or Reload, you can attack with 623P, 214P, or j.214S at short to mid range. A lunging gut punch. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. 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. Be wary of using H Kabari in neutral too frugally as Anji can abuse the Autoguard to bypass the move and start his offense. Best Match. This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Day diff. Guilty Gear Xrd REV 2 is a fast-paced, anime-style fighting game that has captured the hearts of many gamers around the world. 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. Crow beats Sword Toss but this is more of a general inconvenience than a game changer. Sol floats through the air before doing a diving punch. 28. Nagoriyuki is a tall, heavily built, dark-skinned man with blue eyes and thick, shoulder-length Dread-locks tied into a ponytail. She does have, Ram on offense is usually business as usual. Corner combo staple, and Sol's only disjointed air button. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. Slow but high reward anti-air that mainly sees use as combo filler. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. While the round start can feel Baiken favored, you can bait out her Far Slash and play around her 2H. Sol Badguy vs. May - 18. Hits overhead, but is very reactable. A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Axl has lackluster pressure scenarios, but they are very well at avoiding Hiiragi, as they will be spaced too far out to recieve the damage. This opening is designed such that the attacker can easily counter the defender's attack with his own., and wall bounce combo tool. Empty hopping is safe and good for baiting out whiffs. 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. Baiken. Sol's command throw. It's 31 frames meaning it's very much reactable. Guilty Gear Xrd Tier List [October] 2022 ; S Tier. 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. 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. Potemkin is arguably the game's best grappler archetype; he hits really hard but is obviously slow against the majority of the cast, thus needs to rely on footsies, defense, and patience to succeed. 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. Chipp has very fast round start options via, Chipp has a very easy time evading a lot of Ram's stuff and he tends to be a whiff punish demon. 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. "Guilty Gear -Strive-" is the latest entry in the critically acclaimed Guilty Gear fighting game franchise. Data in [] represents values on Clean Hit (All versions). If he values his life at least. 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. 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. Just try to turtle with FD and let him slowly back off via the block pushback. 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. Delay its follow-ups to create oppressive frame traps and mix in dash pressure and throws for a deadly strike/throw mix-up. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. 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 Popularity. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. I don't understand what makes that matchup positive for Anji. Pay close attention to how much Axl is committing to that button and counterattack. If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. Sol has some of the strongest defensive tools in the game. . Very close to being an even matchup but it's spoiled by Ram simply being more consistent and having an easier time getting her win condition. 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. 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:. Sol grips the opponent with his fist, detonating it with flames. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. Please keep in mind the matchup chart is subjective and not all players may agree. 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. A very well-timed jump attack on a character who is rising from a knockdown. Anji has an array of frametraps and mixups to open up Baiken on defense, but is weak to HiiragiGuard:Startup:1Recovery:32Advantage:. 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. It's even possible to perform a safe jump after hitting Bandit Bringer on an airborne opponent by doing a forward jump IAD into delay j.S. His damage is good but not great. This is a very small sample size, so should be taken with a big spoon of salt. 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. https://github.com/PapstJL4U/fgMetagame. Sol's strongest meterless ender for Wall Break. Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. Vote for Sol Badguy's tiers . When Axl has Tension to burn, attempting to jump in on 2H will likely result in the Axl using PRC to defend himself. The high knockback of the follow-up provides strong corner carry and leads into meaty f.S anywhere, though it gives much poorer okizeme mid-screen. Used to contest an opponent's air approach or to open up opponents with a fast overhead after doing a delayed air dash. 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. This forces you to either find your opponents habits or keep your pressure very tight, leaving little gaps. Both characters struggle to stop the other when they get going. A special type of blocking done by inputting a block immediately before blocking an attack. Vote for tiers. Matchup guides, advice, and analysis for Zato-1 in GGST. Laskeese 2 yr. ago. 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. Player Match] Failed to match with opponent *Fix* :: GUILTY GEAR. Sol Badguy; Giovanna; . Situational whiff punish at best, funny "why not" move at worst. I literally can't even play the game against Chipp. 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. Vote for Ramlethal's tiers . Nagoriyuki is the opposite of this. Toggle search. Best Match. Wall Damage when hit raw is increased to 700 (900). If Sol needs to keep his opponent blocking after c.S, an immediate f.S will usually reach even against Instant Faultless Defense. Dream Interpretation / And /bet Please take my money Tattie!!!!! 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. 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. Don't know if I just sucked at the game, but playing as Zato vs Axl was a fucking nightmare. Furthermore, 6P special cancels on block which will let you start running your pressure. At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5H. 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. The two I found were Chipp against Pot and Pot against Doctor Who. You out neutral him but he heavily out damages you. 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. this move builds when normal or instant blocked. 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. 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. Ky Kiske is the go-to "shoto" character alongside Sol. 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. 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. Second hit can Clean Hit at close range. Overall much harder than your usual Ram matchup, but not unwinnable by any means. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. Combos into 2D for a hard knockdown. 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. I spent one month straight learning I-No. Also Snail is -24 on block. Be careful when throwing out this move in neutral, as its range is quite poor. 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. Guilty Gear -Strive-Guilty Gear Xrd REV 2; Guilty Gear XX Accent Core +R; Guilty Gear: The Missing Link; . Sol Badguy's tier match-ups in Guilty Gear Strive - EventHubs