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. Significantly slower than an uncharged 5D, making it easier to react to. For me it's one of the worst matchups. Nagoriyuki - 5.6. 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. An honorable mention goes to Sepulturabeing the multi-purpose tool that it is also lends its use as a poke to pressure jumpers and beat out anyone trying to low profile your other options. Sol's faster strike invincible reversal. Only occurs if the first hit successfully connected. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. Baiken. At long range, you can use Banjoneto to hit Chaos. Here's how you can play Anji Mito in Guilty Gear Strive. Goldlewis player: PROMOTE May and Millia! Refer to the. 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. 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. Bounces higher on Counter Hit, allowing the follow-up Night Raid Vortex to combo into c.S rather than 5K or 2K. Will lose to any attack before the super freeze but will not waste any Tension in doing so. Cannot be special canceled from any move. Combos into 6S on crouching opponents and links into c.S on Counter Hit. As said earlier, you don't really wanna RPS with Goldlewis. 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.. Best Match. 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. She's really annoying but you can pretty much do things as usual. Millia bottom 3. Please keep in mind the matchup chart is subjective and not all players may agree. The safest option is attempting to jump out, but it can be predicted and punished. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. 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. Outside of Bomber loops, youve also got a harder time making the most of his low health. Hes quick enough to punish you easily and quick enough to close the gap. When Axl has Tension to burn, attempting to jump in on 2H will likely result in the Axl using PRC to defend himself. 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. . You don't like characters with highly interactive pressure. Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. This move travels very far very quickly, ultimately giving it a niche as a full screen whiff punishing tool. You don't like having to work your way in against characters that outrange you. This is a definitive Matchup Chart for I-No in Guilty Gear Strive. 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. If you get knocked down and she sets up a Yo-Yo, you'll have to hold the mix. 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. Just try to turtle with FD and let him slowly back off via the block pushback. Anji does have a projectile in Shitsu, but sending it out in neutral can be nullified by Tatami Gaeshi before Anji can act again. 23. Vote for Leo's tiers . 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. This is also Sol's optimal corner combo ender after causing a Wall Stick thanks to its high damage, single hit nature. Ram feasts on Zato once she gets in but this also goes both ways. 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. Slower than 5P and 5K, but hits lower to the ground. 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. Any airborne action can evade Heavy Mob Cemetery if timed well, so its usefulness is low if the opponent isn't committed to an action or has 50% Tension to stop themselves. 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. Be ready to fuzzy a lot when she's on you. 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. Toggle menu. Combos into 5H as far as near max range or 2H at close range. I-No - 19. 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. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). 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. Combos into 6S against crouching opponents for both better damage and a knockdown. I have no plans to increase the sample size or make new ones for future patches. This can be performed either from a jump cancelable normal (an air hit 5K/c.S or a CH c.S) or an early combo Bandit Revolver canceled into either a forward dash Purple Roman Cancel into j.K or a downward dash Red Roman Cancel canceled directly into Volcanic Viper deep in the corner. Sol's strongest meterless ender for Wall Break. H KabariGuard:AllStartup:18Recovery:19Advantage:-3. Vote for tiers. If Sol needs to keep his opponent blocking after c.S, an immediate f.S will usually reach even against Instant Faultless Defense. We'll take our She def needs buffs now. Best Match. Links into c.S on Counter Hit for a decently powerful conversion. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. This can be caused by crouching, certain moves, and being short. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. 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. Overview | Frame data | Matchups | Strategy Return to Top. Best Video Games of All Time - Page 70 - Metacritic . It's not reliable to try going for these though. This is Sol's only projectile, giving it a niche in neutral, although its long start-up, short horizontal reach and advancing hurtbox makes it prone to be stuffed by pokes. Press J to jump to the feed. I literally can't even play the game against Chipp. Basic air jab that's fairly safe on whiff. Guilty Gear -Strive-. Blazing! Worst Match. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). 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. 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. 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. 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. Faust . 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. 14 comments. 03 Mar 2023 23:47:00 . Be sure to check the stickied FAQ before posting. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. Use it to steal momentum against poor okizeme and predictable pressure. Overall much harder than your usual Ram matchup, but not unwinnable by any means. 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). While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. 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. Hits twice. . 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:. Guilty Gear Xrd REV 2 Answer Axl Low Baiken Bedman Chipp Zanuff Dizzy Elphelt Valentine Faust I-No Jack-O' Jam Kuradoberi Johnny Kum Haehyun Ky Kiske Leo Whitefang May Millia Rage Potemkin Ramlethal Valentine Raven Sin Kiske Slayer Sol Badguy Venom Zato-1 Click [] for character's full frame . 12k matches is a lot, and 100 matches PER MU is not bad. Baiken gets extremely annoying when she gets in once due to how her pressure isn't reactable. 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. Axl. 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. The time before an attack is active including the first active frame. Sol rushes forward low to the ground and delivers an uppercut. Giovanna: Although she's a rushdown character, she feels less threatening than other rushdowns. He further explained that Ramlethal is a hard matchup . Sol matchup chart. 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.