guilty gear strive sol matchups

Key tool in frame traps, leading to some of Sol's highest damage. Popularity. Character Strategy pages generally have at least some basic counter-strategy. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. 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). This is especially true for multi-hit projectiles, as they keep Sol pushed away for longer. Its Guard Crush effect also leads to true 50/50 mixups when combined with Blue Roman Cancel, forcing the opponent to guess between either 2K (which will lead to a full combo due to the slowdown) or Wild Throw, as Guard Crush lacks the extra frames of throw protection that regular blockstun has. He also really doesn't do enough damage to punish ram when he does actually win neutral. 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 . ), but it's probably time to finally make an exception here. Sol stabs downward with his sword. Ending a combo with it allows for a safe jump setup (backward jump j.P into air dash j.H). On Counter Hit, confirming to Bandit Revolver will allow Sol to link to 5K for a follow-up combo. Toggle menu. Now, I am not much of a programmer, I am just starting and not that confident in my abilities. What does the symbols of / and /bet symbolize in a dream? Knocks opponent away on hit, Counter Hit gives a hard knockdown. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. Due to it being a projectile, you can't do anything about it. A window in which to cancel a move. This is for Floors 10 and Celestial.I wanted to focus on Celestial, but there were not enough players to measure certain match-ups fairly, so I had to expand it to include Floor 10. Good for frame traps as most light normals can cancel into it and immediate cancels leave a very small gap in blockstun. Hes quick enough to punish you easily and quick enough to close the gap. Sol does an uppercut with his sword's hilt. Night Raid Vortex can be annoying for Ram to deal with, because of its low profile qualities. While its range is shorter than f.S, it functions as a good counter poke at the same speed, as it does not move Sol's hurtbox very far forward while sporting a significantly disjointed hitbox. As said earlier, you don't really wanna RPS with Goldlewis. Roman Cancels can be used to combo after it connects for even more damage. I dont think I've ever seen an Axl vs May fight but it being +4 in May's favor seems bananas to me. At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5H. Despite what the animation implies, it can hit certain crouching opponents. They have some good and bad matchups, but can be very effective in the right hands. If he values his life at least. 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. There are a ton of interesting results that can be seen from this. Either way, the opponent will be pushed away. The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Vote for May's tiers . A lunging gut punch. Useful in air combos for comboing into j.H or directly into j.D when both hits of j.H won't connect in the corner, delaying as necessary to adjust Sol's height relative to the opponent. This opening is designed such that the attacker can easily counter the defender's attack with his own. It is integral to watch for Chaos' bullet amount and concentration, as they are extremely important to his gameplan. 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. Competent neutral and approach tools that get even stronger with meter. He's also armed with powerful mid-ranged tools such as 6S, a sizeable poke, and Gun Flame, a mid-ranged projectile that is plus on block if it hits meaty or at max range. 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. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). This gave me random matches over a longer time period and with far more players than scrolling one by one.I recorded a 1 for a Win, and a 0 for a Loss. Browse our network 9 . H KabariGuard:AllStartup:18Recovery:19Advantage:-3. Has the shortest total duration of any of Sol's grounded normals and also hits crouching opponents, making it useful for stuffing slower pokes when approaching at closer ranges. Hits twice. Giovanna vs Happy Chaos Matchup Knowledge. A vital part of Sol's mix-up game as the fear of being hit by this move will incentivize the opponent to either jump or mash out of pressure, allowing Sol to fish for Counter Hits and anti-airs. 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. 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. This makes him extremely dangerous in scramble situations, allowing him to escape through small gaps in pressure (such as the 4 frame gap in Ky's 5KGuard:LowStartup:7Recovery:6Advantage:-2 > 6HGuard:AllStartup:15Recovery:20Advantage:-7), and punish conventionally safe moves. Sol lunges forward half-screen with a flaming straight punch. 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. Thanks to its lack of proration, it is easily Sol's strongest starter. Volcanic Viper, the latter of which leads to Sol's most damaging combos in the corner. You should be gaining ground when you block it, not getting pushed back. Ram gets to play neutral as usual due to Faust not having a strong answer to, This all being said, Faust gets a bit more quirky once he has meter. 13th overall. Did you mean? 23. When a character's hurtbox is entirely beneath an opponent's attack. 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 . Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. The amount of Tension gained when the move is input. 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. Millia bottom 3. He wears a white coat with purple lining decorated with silver studs and . The proportion of damage dealt on normal block. Agree or Disagree, but these are my thoughts rig. 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. Here is a cleaned-up version of the chart:https://i.imgur.com/6qcPiSL.png, Bonus "Tier List": https://i.imgur.com/dza20Ag.png. If the first hit of a combo, applies an additional +20. Search Results - Showing 0 - 34 Of 129. The aerial version can be delayed to halt Sol's momentum in the air, useful for baiting out an opponent's anti-air attempts, although it will lose to attacks with high vertical reach like Potemkin's Heat KnuckleGuard:Air Guard CrushStartup:12Recovery:18Advantage:+10~+3, Faust's 6PGuard:AllStartup:9Recovery:32Advantage:-21 or most rising DPs. Essentially, by running the matchup data through the code that he wrote, you can get a projection of how much each character should be expected to be played in that game's meta. Slow but high reward anti-air that mainly sees use as combo filler. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush. This nets Baiken the screen space she wants while leaving Axl in an unfavorable situation. Properties for opponent on block follow Level 4 rules. As Ram, avoid using f.S and 5H, because Millia can easily stay outside their range and just get in when they whiff. Overview | Frame data | Matchups | Strategy Return to Top. Second hit can Clean Hit at close range. Also Snail is -24 on block. 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. If you let Baiken grab you, she can start to run pressure like. Sol Badguy is the protagonist of the Guilty Gear series and Ky Kiske's rival. 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. He is an aloof and brash bounty hunter of immense skill on a quest to find and eliminate all Gears and their creator, That Man.For a short time, Sol was also a member of the Sacred Order of Holy Knights during the Crusades, known as "Order-Sol".. Sol has an Awakened form, who is an unlockable boss character in Guilty . Launches opponent on hit, hard knockdown upon landing. This Overdrive is primarily meant to be a high damage combo ender, especially in the corner where Sol receives increased damage, strong okizeme, and regenerating Tension after the forced Wall Break. Air dashing in neutral vs. Axl is dumb and risky but I see people do it all the time for some awful reason. Avoid using moves like f.S and 2H to attempt to escape or counter this type of offense. The Clean Hit deals absolutely massive damage, so it should be used to end combos whenever possible. 6S can be kara canceled into any special move. It also combos into 6S on crouching opponents, but note that the second hit will whiff against crouching opponents if Sol isn't close enough, so don't use it as a poke from far away. 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. "Guilty Gear -Strive-" es la ltima entrada de la aclamada franquicia de juegos de lucha de Guilty Gear. Thanks to her high movement speed and large buttons, Ram is generally difficult to zone. 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. 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. 28. For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. 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. Telegraphing orange glow appears Frame 4, and reaches full brightness on Frame 5. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. Launches opponent on hit if combo'd into. Frames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Hits twice. Outside of Bomber loops, youve also got a harder time making the most of his low health. 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. 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. Resources. Ram gets strong punishes on both block and startup due to its generally risky nature, being -17 on block. Corner combo staple, and Sol's only disjointed air button. The difference between the attacker's recovery and the period that the opponent is in blockstun. Strategy. 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. 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. In the corner, look out for his tick throws when he utilizes, There is something unique Faust can do on defense, to deal with Ram pressure, he can crawl under. . Has no additional combo delay on initial hit, unlike other overheads (usually adding +5 on initial hit). (2018 and Ragnarok switching Gameplay Style compared to OG GOW and Strive changing and . This is a very small sample size, so should be taken with a big spoon of salt. He's too fast, period. What i mean to say is, i think this chart is interesting, but it's not absolutely objectively indicating character strength. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. Sol steps forward and swings his sword. A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. 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. 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". 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. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. Guilty Gear Strive is the latest entry into a more than two-decade old franchise, . 14 comments. Universal Upper Body Invincible Anti-AirA grounded attack that hits the opponent out of the air. Potempkin is somewhat similar to May, bodying lower tiers but losing to all the top tiers, thus being so low. 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. She's plus for days, but you can find an opening if you're patient. 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. His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. For Example: 2369 for a j.236 input. As Ram, you might have to rely on faster normals to avoid his spin, but. Chipp. Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. Wall damage in ( ) refers to if opponent is touching the wall. Universal Sweep. I love him so much. This is a primary way to escape Baiken's H Kabari RPS situation due to its range and speed, but will lose to the followup. I "modernized" the Blinkitys version to be more accessible. On top of that, Ram has a much easier time dealing with dolphin RPS, meaning May has to work harder to actually get her hits. So happy to see that program finally get some use, I've been waiting years hoping to see it applied to more games. Combos into Aerial Volcanic Viper or Aerial Bandit Revolver for more damage and a swift knockdown. Has high damage and incredible disjointed range, albeit with somewhat slow start-up. Instead, it should be used to control the air, as it easily allows Sol to continue pressure if the opponent air blocks it, and may score stray hits due to its long active frames. Combos into 6S against crouching opponents for both better damage and a knockdown. 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. 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. Be wary of using H Kabari in neutral too frugally as Anji can abuse the Autoguard to bypass the move and start his offense. He is described as a noble vampire samurai who wields a bloodsucking blade. No reliable utility as an anti-air due to its incredibly slow start-up. 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. 236S has a use in this matchup. This can be caused by crouching, certain moves, and being short. Try to keep Axl locked down as tight as possible as any escape will lead to more RPS in neutral which can end badly for Baiken. With its stylish visuals, unique characters, and complex mechanics, Guilty Gear Xrd REV 2 is a game that rewards dedication and skill. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. Wanna see me combo into 5K on Counter Hit? Also links into 2K against crouching opponents, even at max range. 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. Ideal combo ender and potential extender. 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. It's way too much work for one person. It always felt like he had the tools for every match up except nago. Millia's mobility lets her keep Ramlethal honest in neutral. 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. The meaning of the symbols of / and /bet seen in a dream. In the corner, you can also link into dash 5K for big meterless damage. Please take my money Tattie!!!!! This site is not endorsed by or affiliated with Arc System Works or any other developers whose games are featured on this site. Corner pressure is especially effective because of his poor mobility and lack of forward/air dashes to get out of sword pressure. Concerns: 12,000 matches is a fuck-tonne and took way too long, but it's actually a super tiny number. Match-up is in Nago's favor. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). 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. How much Wall Damage is applied when the move connects on hit. His f.S is a fast, plus on block poke that lies at the heart of his pressure game. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. Maybe it's cause of May's fast jump arc? Guilty Gear Xrd REV 2 is a fast-paced, anime-style fighting game that has captured the hearts of many gamers around the world. Sol assumes the same stance he uses for Gun Flame, but doesn't fire a projectile. Above her head floats a cracked yellow halo. His Slash normals become much better when he's at high blood to compensate for the fact he can't utilize specials as freely when he's at high blood. 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. Bridget. Random Notes:Leo players have the all-round best usernames.Faust players have the most toxic usernames.Every Sol player is "__ __guy".Most characters have a bunch of "__ onlyfans" players, except Millia.Millia players had the most normal usernames.There were also heaps of racist and misogynistic usersnames basically across the board, but a bit more than average among Anji players. 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 game was released for PlayStation 4, PlayStation 5 and Windows in June 2021, and for Japanese arcades in July 2021. Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. Sol matchup chart. Player Match] Failed to match with opponent *Fix* :: GUILTY GEAR. Character Strategy pages generally have at least some basic counter-strategy. This can be exploited by air-dashing and immediately cancelling into Faultless Defense, to trick the Axl into spending his meter while keeping Baiken safe. Slight ground bounce on hit, hard knockdown upon landing. Worst Match. Published on 3 Mar 2023. Creado por Daisuke Ishiwatari y desarrollado por Arc System . Her normals might look like they aren't very contestable but you can very much run up and premptively 6P them to stop her. GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. Only 100 matches per match-up. They are still quite awful on whiff however, and proper baiting of moves like Nago's, Keep an eye on his blood! Purple Roman Canceling the throw on whiff allows Sol to punish jumps or backdashes. The number of frames between inputting an attack and when the attack becomes active. Baiken has powerful defensive abilities, mostly attributed to Hiiragi and her 5P. Privileged 3 frame normal that does it all. Only use this if strike invincibility is desperately needed while in mid-air. Combos into 2D for a hard knockdown. 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. Ramlethal does have really high reward off successful hits, more so than Millia, though she will struggle to get those hits more than any other matchup, except possibly Chipp. Slower than 5P and 5K, but hits lower to the ground. [[GGST/ May|Overview]] | [[GGST/ May/Frame_Data|Frame data]] | [[GGST/ May/Matchups|Matchups]] | [[GGST/ May/Strategy#|Strategy]] Return to Top, Frame Data Counterstrategy Reverse Matchup [1]. Just based on my own experience, Id expect Chipp and Ram to be much worse matchups than May here. When he whiffs something like, Business as usual, watch out for Nago doing. Clean Hit deals enhanced damage and puts the opponent into a tumble state on hit. 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/. Combining both together allows Fafnir to travel nearly fullscreen, which helps alleviate Sol's problem of lacking fullscreen options. A special type of blocking done by inputting a block immediately before blocking an attack. From my experience, the Faust v Faust matchup is easily -2 in Faust's favor. Sol launches significantly higher than Volcanic Viper, making him very punishable on whiff or ground block. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. Can be kara canceled into any special move to increase its range. Used to call out opponents who make predictable jump-ins or keep chicken blocking. Accompanied by a wolf spirit called Rei, Giovanna is an officer in the special operations unit that protects the President of the United States. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo. The M&M&C will kick out Axls and Goldlewis can have a better route to top. It loses to throws, so try to only use it if the opponent isn't at point blank range. Vote for tiers. Sol Badguy - 4.9. High-level replays may also be found in-game (Main Menu > Collection > Replay > Search). Sol's slower but more powerful strike invincible reversal. The advancing plus on block mid. The number of frames for which a move has hitboxes. Legend. Occurs after Startup. Blazing! This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. Somewhat slow start-up for an anti-air but has high vertical range (quite a bit higher than 5K). It is also planned for release on Xbox One and Xbox Series X/S on March 7, 2023. A very well-timed jump attack on a character who is rising from a knockdown. Will lose to any attack before the super freeze but will not waste any Tension in doing so. 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. Moves forward about one character length at no charge to fullscreen at max charge. Edit:I forgot to mention. 5K > 6S also functions as a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. Sol floats through the air before doing a diving punch. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. 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. 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. If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix. It's obviously subject to change, but right now, what are the matchups that you most struggled with. Both hits are jump and dash cancelable. High pushback on block can make this move safe if properly spaced. Giovanna has red hair and a tanned skin complexion. 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. Basic air jab that's fairly safe on whiff. Matchups. 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. 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. Thanks Daisuke. 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. Upward swipe that hits overhead pretty quickly. A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. . Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Press J to jump to the feed. Ram has to respect Gold a lot because with just one HKD she's in danger of losing the entire round. Please keep in mind the matchup chart is subjective and not all players may agree. 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 Badguy's Guilty Gear Strive tier match ups. Use it to steal momentum against poor okizeme and predictable pressure. 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. May's Guilty Gear Strive tier match ups. Nagoriyuki - 5.6. Anyways, its really cool and interesting data, and I hope to see more analyses like this in the future! I mean there's that but he also has some pretty polarising matchups too? Create an account to follow your favorite communities and start taking part in conversations.

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guilty gear strive sol matchups