Combos into 6S on crouching opponents and links into c.S on Counter Hit. Did you mean? Can be varied in usage. 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. It's good to go for something low committal like 6P when you're decently close to her since it has quick recovery and can counterhit Baiken's f.S. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. Clean Hit deals enhanced damage and puts the opponent into a tumble state on hit. This nets Baiken the screen space she wants while leaving Axl in an unfavorable situation. 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. Use this to break the wall if Fafnir won't combo in time and the opponent is at ground level. Primary Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. If the first hit connects at close proximity, the second hit will Clean Hit, dealing even more damage and making it highly potent at overpowering Guts to end rounds. 12k matches is a lot, and 100 matches PER MU is not bad. The proportion of damage dealt on normal block. He's too fast, period. The number of frames for which a move has hitboxes. Shorter active window compared to the ground version. Strategy. Homing Jump combos greatly increase Tension Balance. 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. I spent one month straight learning I-No. Someone you don't want to run into. You should only ever really use air dash in the MU on reaction when you see a whiff. 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. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. High reward on air hit or Counter Hit, leading into Gun Flame (or Gun Flame (Feint) on Counter Hit) followed by Night Raid Vortex for good damage and corner carry. Faust - 5.4. Being a former Leo player confirms my own beliefs about him. Outside of Bomber loops, youve also got a harder time making the most of his low health. Dashing forward in small increments to force Anji into Hiiragi or 5P Abare range is also recomended. . Please take my money Tattie!!!!! On air hit, it floats the opponent for a reliable juggle. This move and the 236K it canceled from are considered one multi-hit attack. 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. Worst Match. 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. That whole Ram thing is a fluke. this move builds when normal or instant blocked. However, as it hits the floor and is lower commitment, it still has its place as a poke when compared to 2S, allowing Sol to check low-profile attacks with less risk of whiff punishment. Vote for May's tiers . 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. Testie has a deceptively good j.H jump in that Ram needs to keep an eye out for. This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. 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. To challenge these normals, Ky pretty much has to commit to. Ky Kiske is the go-to "shoto" character alongside Sol. 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. Once you're close enough to the corner for j.D to wall bounce, Sol can usually air dash cancel into another one. Will lose to any attack before the super freeze but will not waste any Tension in doing so. Chipp. Ramlethal's Guilty Gear Strive tier match ups. It's obviously subject to change, but right now, what are the matchups that you most struggled with. 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). 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. Sol Badguy - 4.8. 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. Press J to jump to the feed. Just be mindful that Chipp has. Extremely powerful combo tool in the corner thanks to its high damage, good scaling, and wall bounce. 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. Ram has access to a few safe jumps making her Mortobato super easier to bait. Be careful when throwing out this move in neutral, as its range is quite poor. Most things Leo does round start loses to Ram's. Patient play is key, as Anji has the ability to turn any action around on Baiken if he detects sloppy play. 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. A vital tool in Sol's anti-air toolkit that has greater startup than 5K but is more effective against deeper jump-ins due to its upper body invincibility. Combining both dash momentum and kara cancels allows Sol to slide a huge distance forward but remain safe as the flame pillar travels with him. 24. Agree or Disagree, but these are my thoughts rig. 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. With his own parry and Autoguard properties on his specials, Anji presents a unique threat to Baiken's normal gameplan, Overview | Frame data | Matchups | Strategy Return to Top, Frame Data Counterstrategy Reverse Matchup Videos. 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. 5th overall. Day diff. It's best to avoid using moves like, Defending as Ram is pretty much as pain as if you were anyone else. It's also a bit more complex than Guilty Gear Strive. 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. The proportion of damage dealt when hitting Off The Ground (OTG). 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. ), but it's probably time to finally make an exception here. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. Battle Version 2.04Rankings shown are current rankings as at the time of video upload.#ggst #strive #guiltygear #g. May has very strong tools against Axl like after his 2H or 214H are blocked he is minus so she can go for dolphin to punish or close the distance easily. Upward swipe that hits overhead pretty quickly. For example, although May has the highest average win chance, she isn't number one in this chart. Knocks opponent away on hit, Counter Hit gives a hard knockdown. With ferocious pressure, strong defense, versatile special moves and explosive power, this badass bounty hunter is armed with everything an offensively oriented player could ask for. 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). Yeah this is 100% accurate. 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. At long range, you can use Banjoneto to hit Chaos. The hard knockdown can grant good okizeme. Aerial approaches are risky, as Axl's normals have even more dominance against aerial opponents. Bounces higher on Counter Hit, allowing the follow-up Night Raid Vortex to combo into c.S rather than 5K or 2K. Also links into 2K against crouching opponents, even at max range. Sol steps forward and swings his sword. Worst Match. "Guilty Gear -Strive-" es la ltima entrada de la aclamada franquicia de juegos de lucha de Guilty Gear. 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. by 25% before applying R.I.S.C. The Increased pushback in -STRIVE-(characters being pushed apart sooner after a combo or blocking hits, thus returning the gameplay back to neutral state more often) and wallbreak mechanic are seen by part of the fanbase as dulling the okizeme-centric gameplay Gulity Gear is famous for. 28. First hit launches the opponent, second hit knocks them away, hard knockdown upon landing. 23. Vote for tiers. 8th overall. Data in [] represents values when fully charged. Loss, similar to regular strikes. For Example: 2369 for a j.236 input. Roman Cancels can be used to combo after it connects for even more damage. This opening is designed such that the attacker can easily counter the defender's attack with his own. Sol also boasts a set of versatile defensive moves that complement universal defensive mechanics. 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. Can also be kara canceled into from 6S to move Sol forward before launching the projectile. 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. 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. 8.5K 30.5K 2.7K . 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. In the case of 2H, this is faster than letting the move recover by itself. However, thanks to its slow start-up and lack of combo utility, this Overdrive is rarely used at all. 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. 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. May's Guilty Gear Strive tier match ups. Links into 5K on hit, still combos if the first hit whiffs. 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. This page was last edited on 27 February 2023, at 20:20. Maybe it's cause of May's fast jump arc? 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. Mine's Chipp, high level Chipp players are a menace and they always troll me feelsbadman Privileged 3 frame normal that does it all. 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. 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. I don't understand what makes that matchup positive for Anji. . Only occurs if the first hit successfully connected. Compared to 6P, its hurtbox is a bit taller, but a raw 2D is safer if there's a chance of it being blocked. It is also planned for release on Xbox One and Xbox Series X/S on March 7, 2023. https://github.com/PapstJL4U/fgMetagame. Sol lunges forward half-screen with a flaming straight punch. Roman Cancels allow this attack to continue into further pressure or convert into a combo without charging it. Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. (Ares granting Kratos the power to slaughter the opposing army, Asuka giving Sol the Flame of Corruption to resurrect Sol) but would seek revenge after gaining consciousness . 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. Be wary of using H Kabari in neutral too frugally as Anji can abuse the Autoguard to bypass the move and start his offense. Axl. The meaning of the symbols of / and /bet seen in a dream. Has the longest horizontal range amongst all his normals, very fast start-up, and high damage but also has poor vertical range, long recovery on whiff, is very unsafe on block, and cannot be special canceled. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. Due to Zato's unconventional aerial movement, you'll need to do 6P on reaction rather than expectation. Opponent cannot use Blue Psyche Burst on hit or the resulting knockdown. During a Homing Jump, canceling any normal into the same normal during hitstop will activate a Finish Blow. Floating crumple on ground hit: Total 33F (airborne 1~19F, standing 20~33F, can block 28~33F). 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. Ram can always use her Mortobato super between rekka ( 214P) 1 st, 2 nd and 3 rd hits. 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. What are the worst matchups in Strive at the moment? Potempkin is somewhat similar to May, bodying lower tiers but losing to all the top tiers, thus being so low. He also really doesn't do enough damage to punish ram when he does actually win neutral. 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". Standard Ramlethal offense works fine here. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. Axl will likely attempt to reset to neutral over extending pressure sequences. They are still quite awful on whiff however, and proper baiting of moves like Nago's, Keep an eye on his blood! However will usually just get him damage and, Faust offense isn't super scary from fullscreen unless he has a bajillion items and you keep allowing him to throw them. With its stylish visuals, unique characters, and complex mechanics, Guilty Gear Xrd REV 2 is a game that rewards dedication and skill. Has much better range than the animation implies, enough to hit from round start. 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. Goldlewis player: PROMOTE May and Millia! This can be caused by crouching, certain moves, and being short. Thus, it is a very committal attack that should only be used in situations where you know it will hit. You don't like having to work your way in against characters that outrange you. Millia bottom 3. Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. For Example: 2369 for a j.236 input. Situational whiff punish at best, funny "why not" move at worst. Don't take this seriously. At max range, Pot can play at the mid range effectively due to his big buttons like f.S and 5H. 21 sec 18-May-2022 When not spending Tension for a follow-up combo, it's often a better idea to do a normal ground throw for slightly less damage to keep the corner and get a better knockdown. The high damage and wall bounce property mean massive damage when used as a combo part in the corner. If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix. Best Match. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. More than other characters at least. Universal Upper Body Invincible Anti-AirA grounded attack that hits the opponent out of the air. Sol's main combo ender mid-screen when Volcanic Viper won't Clean Hit. As said earlier, you don't really wanna RPS with Goldlewis. Indicates an entity that exists seperately from the character was spawned. Offense. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. Sol has some of the strongest defensive tools in the game. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. 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. Popularity. His immense damage output massively rewards hard reads. 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. The attack launches higher and deals more damage at full charge, launching even higher on Counter Hit. Please keep in mind the matchup chart is subjective and not all players may agree. 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. Slow start-up makes it difficult to use in scaled combos, particularly mid-screen. A very well-timed jump attack on a character who is rising from a knockdown. Anji has a strong footsies game with his large normals and the Autoguard property on his specials. Every other poke is 40+. Unsafe on block or whiff while being barely plus on air block, so consider using less committal anti-airs like 5P or 5K instead in most situations. Used to contest an opponent's air approach or to open up opponents with a fast overhead after doing a delayed air dash. Keep in mind that while this Overdrive cannot be blocked, it also cannot be canceled into or used during a combo. 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. 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. The difference between the attacker's recovery and the period that the opponent is in blockstun. Both hits are air jump and air dash cancelable. Hits slightly behind Sol, allowing it to be used for cross-ups. Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. She goes up and down real quick so if you're a reactionary Axl you might have a hard time. This section has strict standards that must be followed. A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Hits twice. I think most interestingly is Leo. The lower the tier, the weaker the character. The real issue is the whiff recovery he has on s.dp and f.s, and the ability to convert off a huge variety of situations. Streaming Sunday 12:30 AM ET - Join to fight me!This is a tier list video based on Jack-O's matchups in Guilty Gear Strive If you enjoyed this video please m. https://www.dustloop.com/wiki/index.php?title=GGST/Baiken/Matchups&oldid=372064. There are a ton of interesting results that can be seen from this. Bridget. Pressure has been significantly buffed which gives Testament a much more threatening corner presence that's almost comparable to Ram. Sol rushes forward low to the ground and delivers an uppercut. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. Nagoriyuki is the opposite of this. A Dragon Install-powered flying grab that makes Sol lunge fullscreen. Best Match. On Counter Hit, it can link into either itself, c.S, or Night Raid Vortex. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. How much R.I.S.C. Sol leans forward and slams his sword into the ground. Vote for Leo's tiers . 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. Here's how you can play Anji Mito in Guilty Gear Strive. This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. Playing as Axl, May can be rough sometimes, but Chipp is absolutely painful. Vote for Ramlethal's tiers . You should be gaining ground when you block it, not getting pushed back. As Ram, avoid using f.S and 5H, because Millia can easily stay outside their range and just get in when they whiff. Recovery frames which happen under abnormal conditions, such as after landing. Guilty Gear Strive (in my opinion regrettably) let's you choose to fight against a player/character or not. 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 . Sol does a crouching kick, which is his fastest low. 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. When Axl has Tension to burn, attempting to jump in on 2H will likely result in the Axl using PRC to defend himself. Thanks Daisuke. Sol Nascente also serves as a risky poke thats usefulness is often matchup-dependent, but in the right scenarios is able to beat out many high/air options with its frame 1 low profile and large vertical . A decent option on defense, it can force the enemy to get closer, which opens them up to 2P and 2K. Sol has tricky special moves which help him get in, and a suite of normals which . Overall much harder than your usual Ram matchup, but not unwinnable by any means. His best poke is 5P/2P at 31/34 frames. Games 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. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. Nago starts to out range even your normals once he starts getting into higher blood levels. After a Wall Stick, 5H is commonly used to Wall Break if the timing or position of the opponent prevents you from using Fafnir. 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. Laskeese 2 yr. ago. 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. 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 Published on 3 Mar 2023. Sol's primary pressure tool, and flexible combo starter. While the round start can feel Baiken favored, you can bait out her Far Slash and play around her 2H. If you don't punish it however, she's +2 which means she can keep running her pressure. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Gun Flame is plus on block if it hits meaty or at a range, making it a strong pressure and okizeme tool. . Best Match. Much like with Gun Flame, Fafnir can carry dash momentum to increase its range. This is a very momentum based matchup, first to break the wall usually wins. Baiken's amazing normals control space very well, so moves like f.s and 2S end up being primary pokes in neutral as there isn't much she can do to contest them herself. Baiken's small stature and large buttons work well to corner Axl. 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. As this is Sol's fastest grounded overhead, 5D is needed to threaten the opponent with high/low mix-ups. 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. Baiken is very nimble and annoying to deal with in the neutral. Kratos vs Sol Badguy (God of War vs Guilty Gear), connections in the comments . Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking. 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. sweep that can slip under many attacks. 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. This can be caused by crouching, certain moves, and being short. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). Pay attention to this and be less committal with moves at higher Risc values. Anyways, its really cool and interesting data, and I hope to see more analyses like this in the future! He doodled me and a friend as if we were Sol and Ky from Guilty Gear Strive. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. Business as usual but just make sure you stay aware of Testament being able to use. It loses to throws, so try to only use it if the opponent isn't at point blank range. Her outfit is a white bodysuit with flared, slit pants and a deep decollete. What does the symbols of / and /bet symbolize in a dream? Useful for stagger pressure and for mashing out of large gaps in the opponent's pressure. In general, use low-commit moves like your K and P buttons. 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/. Often safer than 6S as a gatling, requires a slightly longer delay to frame trap with. A flying knee which can be followed-up with a spin kick.