GGST/Sol Badguy/Matchups

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Revision as of 23:42, 20 December 2022 by Moxian (talk | contribs) (Update styling - remove the boxes around individual sections; replace them with bigger heading. Automated chage.)
 Sol Badguy



Matchups

Table of Contents
GGST A.B.A Icon.png GGST Anji Icon.png GGST Asuka R Icon.png GGST Axl Icon.png
GGST Baiken Icon.png GGST Bedman Icon.png GGST Bridget Icon.png GGST Chipp Icon.png
GGST Elphelt Valentine Icon.png GGST Faust Icon.png GGST Giovanna Icon.png GGST Goldlewis Icon.png
GGST Happy Chaos Icon.png GGST I-No Icon.png GGST Jack-O Icon.png GGST Johnny Icon.png
GGST Ky Icon.png GGST Leo Icon.png GGST May Icon.png GGST Millia Icon.png
GGST Nagoriyuki Icon.png GGST Potemkin Icon.png GGST Ramlethal Icon.png GGST Sin Kiske Icon.png
GGST Sol Icon.png GGST Testament Icon.png GGST Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
  • The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
  • Please keep in mind that matchup charts are subjective and not all players may agree on them.

Anji Mito

 Anji MitoKachoufuugetsu Kai
Very Favorable

| summary =

  • One of the only characters Sol can zone out with 6S or f.S.
  • Sol's damage output is much larger than Anji's.
  • Most of Anji's pressure can be challenged by Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28.
  • Sol's fastest button 5K, can beat all FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] follow-ups except NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7.
  • IssokutobiGGST Anji Mito 236HK.pngGuardStartupRecovery22+6 after LandingAdvantage- into ground throw can be punished by Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage-.
  • Be careful of Anji's Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- as Sol can be easily caught in it. Punishable with ground throw or Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage-.

}}

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2
6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17
5KGGST Anji Mito 5K.pngGuardAllStartup8Recovery9Advantage-2
f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9
charged 236HGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6]

Anji's primary options: Backdash, 2K, f.S, Autoguard, FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6]

Even though it seems Sol's options at round start are much more powerful. The threat of Anji's autoguard extremely limits your openers due to if you hit autoguard it'll count as a whiff and you'll be left susceptible for a optimal punish by Anji. Anji's also has faster button options that hit on round start like 2K.

Notable Interactions


Dealing with the Spin


Anji's specials such as Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage- have an autoguard mechanic that makes moves whiff on contact. Moves like Sol's f.S can be optimally punished if it is caught in it so your best option on round start is to either to backdash or block as you can easily react to Suigetsu No Hakobi if it is thrown out and punish with Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage- or a timed S normal. If Anji advances with raw FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] or starting with 2K into Fuujin, Sol can deal with all future follow up options with 5K except NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 which is -7 on block allowing you take your turn.
A smart Anji will know this and most likely try to backdash to start his defensive gameplan. You can safely close the distance with Bandit RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7 if you react to this. Overall with this in mind, you should try to react to Anji's round start rather than start a offensive string.

Neutral


Anji tends to want to be more defensive until he can get in safely as he doesn't really have good pokes. Again, watch out for Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage-, getting caught overusing your f.S will be devastating if Anji punishes using it.
Don't underestimate 2S. It's one of your best pokes that can be used to close the gap.

Offense


Defense


Anji has some of the strongest okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. options in the game. Using ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 to give himself advantage to start his safest mix-ups. Although this sounds scary to deal with, most of the time there are tiny gaps that Sol can exploit that most other characters cannot. Your 3 frame 5K or your S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28 can beat those gaps like the follow-ups of FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] (except NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7), or before the second hit of ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6.



Axl Low

 Axl LowNight Raid Vortex and probably die. Designated zoner of the game....
Unfavorable

As Sol only really excels at the closest distance possible Axl can effectively keep him at a safe distance .

  • All of Axl's main buttons are significantly larger than Sol's.
  • Most of the time the pushback and recovery on those buttons can keep Sol at bay.
  • Sol's only real option of getting in is Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 but this is extremely unsafe on block (-17). You can Roman Cancel this to make it safe but it is difficult to get bar when Sol is constantly on defense.
  • Counterplay: Sol's buttons can directly counter some of Axl's buttons if timed correctly. Example, Sol's 6H beats Axl's 2H even at long distance.
  • When Sol does get in however, There is little Axl can do to recover.
  • 5K ain't gonna reach that guy :(

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6
5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3]
6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13
f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8
2HGGST Axl Low 2H.pngGuardLowStartup11Recovery26Advantage-18 [-8]
214SGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3
214HGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24
IADB j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage-

Notable Interactions


Neutral


Offense


Defense



Baiken

 BaikenBabe, you gotta stop the jump-ins. Instant overhead beats your kick btw
Balanced

Baiken is another character that tries to get as close as possible to you. She easily has some of the strongest Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. options in the entire game. Most of the time you are forced to guess one of many true options after a hard knockdown from Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 making her options up close much stronger than yours.

  • Baiken's f.S is larger than Sol's f.S allowing her to control more space midscreen.
  • Some of Sol's strongest tools like 5K cannot be used against Baiken's gapless strings.
  • HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- is a powerful to counter Sol's pressure. You will often have to bait it to continue your turn.
  • Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) is a generally amazing option that every character needs to look out for.
  • Sol has a higher damage output, which can be even furthered with Baiken's tether.
  • Sol can easily punish options off of a blocked KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 with 5K or S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10
f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7
2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8
Walk Back 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13
Neutral Jump j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD)

Notable Interactions


Neutral


Offense


Defense



Bridget

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Bridget's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense



Chipp Zanuff

 Chipp ZanuffLike swatting a fly with a nuke...
Favorable

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuardAllStartup9Recovery25Advantage-16
f.SGGST Chipp Zanuff fS.pngGuardAllStartup9Recovery20Advantage-8
2SGGST Chipp Zanuff 2S.pngGuardAllStartup10Recovery17Advantage-7
2DGGST Chipp Zanuff 2D.pngGuardLowStartup10Recovery19Advantage-7
IAD j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD)

Notable Interactions


Neutral


Offense


Defense



Faust

Unfavorable

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3
6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21
5KGGST Faust 5K.pngGuardAllStartup7Recovery8Advantage-2
f.SGGST Faust fS.pngGuardAllStartup12Recovery20Advantage-8
2HGGST Faust 2H.pngGuardLowStartup14Recovery29Advantage-12
j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage-

Notable Interactions


Neutral


Offense


Defense



Giovanna

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9
66 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2
f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4
2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6
5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5

Notable Interactions


Neutral


Offense


Defense



Goldlewis Dickinson

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19
5KGGST Goldlewis Dickinson 5K.pngGuardLowStartup10Recovery12Advantage-7
f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5
j.DGGST Goldlewis Dickinson jD.pngGuardHighStartup14Recovery14Advantage+13 (IAD)

Notable Interactions


Neutral


Offense


Defense



Happy Chaos

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16
5KGGST Happy Chaos 5K.pngGuardAllStartup6Recovery12Advantage-3
2KGGST Happy Chaos 2K.pngGuardLowStartup7Recovery12Advantage-4
f.SGGST Happy Chaos fS.pngGuardAllStartup10Recovery21Advantage-14
2SGGST Happy Chaos 2S.pngGuardLowStartup11Recovery18Advantage-7
6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14
2DGGST Happy Chaos 2D.pngGuardLowStartup10Recovery19Advantage-8
236PGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage-

Notable Interactions


Neutral


Offense


Defense



I-No

Balanced

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuardAllStartup9Recovery18Advantage-9
f.SGGST I-No f.S.pngGuardAllStartup12Recovery18Advantage-13
2SGGST I-No 2S.pngGuardAllStartup10Recovery23Advantage-11
2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5
236SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7
66 j.SGGST I-No jS.pngGuardHighStartup8Recovery20Advantage- / j.HGGST I-No jH.pngGuardHighStartup12Recovery21Advantage-

Notable Interactions


Neutral


Offense


Defense



Jack-O'

Balanced

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12
f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9
5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6
2DGGST Jack-O 2D.pngGuardLowStartup10Recovery18Advantage-19

Notable Interactions


Neutral


Offense


Defense



Ky Kiske

Favorable

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuardAllStartup9Recovery17Advantage-8
f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5
2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8
2DGGST Ky Kiske 2D.pngGuardLowStartup10Recovery18Advantage-10
236KGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14]

Notable Interactions


Neutral


Offense


Defense



Leo Whitefang

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuardAllStartup10Recovery17Advantage-5
66 5KGGST Leo Whitefang 5K.pngGuardAllStartup9Recovery13Advantage-3
2KGGST Leo Whitefang 2K.pngGuardLowStartup7Recovery11Advantage-5
f.SGGST Leo Whitefang f.S.pngGuardAllStartup12Recovery21Advantage-13
2SGGST Leo Whitefang 2S.pngGuardLowStartup10Recovery13Advantage-2
2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense



May

 May
Balanced

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7
5KGGST May 5K.pngGuardAllStartup8Recovery11Advantage-5
2SGGST May 2S.pngGuardAllStartup10Recovery18Advantage-7
IADB j.HGGST May j.H.pngGuardHighStartup12Recovery15Advantage+9 (IAD)
DolphinGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3

Notable Interactions


Neutral


Offense


Defense



Millia Rage

Very Favorable

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8

Notable Interactions


Neutral


Offense


Defense



Nagoriyuki

Very Unfavorable

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuardAllStartup12Recovery15Advantage-6
5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2
2S
214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7

Notable Interactions


Neutral


Offense


Defense



Potemkin

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuardAllStartup8Recovery9Advantage-1
6PGGST Potemkin 6P.pngGuardAllStartup11Recovery25Advantage-15
f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8
2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8

Notable Interactions


Neutral


Offense


Defense and Punishes


Mega Fist


  • 2K punishes Mega Fist (Forward)GGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6 from further than 5K (it is also safer on whiff if you still whiff it due to the spacing).
  • You can dash block against Mega Fist (Forward) on reaction to get a better spacing for your punish, though it is quite hard.
  • Mega Fist (Backward)GGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 avoids and punishes any 6S frame trap from 2P / 5P / 2K, don't autopilot those strings too much.
  • If you’re looking for a Mega Fist, the best way to stop it on reaction without giving them a chance to Red Roman Cancel is either j.D or H Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26 because your other main options to do on reaction, 6P, air throw and S Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28, are very inconsistent.

F.D.B.


  • Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 goes under F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6, 5H/6S > Gun Flame (Feint)GGST Sol Badguy 214P.pngGuardStartupRecoveryTotal 25Advantage- into Vortex will punish a flick attempt on your Gun Flame (Feint).
  • 5H/6S > Gun Flame (Feint), 6H will trade with F.D.B., without Gun Flame (Feint) it'll beat it clean (this is safer than Night Raid Vortex since it can't be punished with Potemkin BusterGGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage- on block).

Hammer Fall


  • You can 6P or Night Raid Vortex under Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9, though the latter might be difficult on reaction.
  • After a normal hit 6P, a late cancel into Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup30Recovery13Advantage-3 will be meaty and a bit plus.
  • An early cancel into Bandit Bringer will whiff and be minus but in range to Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage- them.

Garuda Impact


  • On wake-up midscreen, you can backdash Garuda ImpactGGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 on reaction; you might get hit but you'll be taking some damage in exchange for getting out of his very powerful offense. Don’t do this in the corner or if the damage would kill you, of course.
  • Garuda Impact is 0 to slightly minus when air blocked. If he does it outside of your wake-up, upback when you see it (if you upback early enough you'll just get out, if you air block it you’re at advantage).
  • If you DP on wake-up and they Garuda Impact, you might get a clash. Because of this, you should OS something behind your DP on wake-up (or if you react to Garuda Impact while you do the DP motion), like Faultless Defense or a fast move (f.S, 6H...).
  • Using Faultless Defense against Garuda Impact might be a good idea since its chip damage is no joke.

Slide Head


  • Bandit RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7 can be used on reaction midscreen to break Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0's armor and give you a punish. 6S > Bandit Revolver (1) will give you a grounded 5K / c.S combo (including kara H Volcanic Viper) and Bandit Revolver (1) > Bandit Revolver (2) will give you a medium Counter Hit punish.

Surviving on wake-up


  • Delay backdash should beat his layer 1 mix-up (meaty or command throw) when he doesn’t have enough time to do Garuda Impact.
  • Potemkin Buster midscreen into Hammer Fall Break[[File:|130x200px]]GuardN/AStartupRecovery27Advantage- into "meaty" is real okizeme only if the Hammer Fall Break is timed perfectly, otherwise you should only be at a low frame disadvantage if he comes point blank, so you may try to challenge with 5K or jump back.


Ramlethal Valentine

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9
5KGGST Ramlethal Valentine 5K.pngGuardAllStartup7Recovery11Advantage-2
2KGGST Ramlethal Valentine 2K.pngGuardLowStartup6Recovery9Advantage-2
f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuardLowStartup10Recovery18Advantage-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuardHighStartup12Recovery24Advantage+5 (IAD)

Notable Interactions


Neutral


Offense


Defense



Sol Badguy

 Sol BadguyDaisuke's Vision
Balanced

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuardAllStartup9Recovery20Advantage-11
f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2
2SGGST Sol Badguy 2S.pngGuardAllStartup10Recovery15Advantage-7
6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27
2DGGST Sol Badguy 2D.pngGuardLowStartup10Recovery18Advantage-4
Dash 623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26

Notable Interactions


Neutral


Offense


Defense




Sin Kiske

Pending
  • Recently released character. Little information can be provided.

Overview | Frame Data | Matchups | Counterstrategy | Reverse Matchup Return to Top

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Sin's Button Loses To Beats Trades Whiffs

Notable Interactions


Neutral


Offense


Defense



Testament

Very Unfavorable

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7
f.SGGST Testament fS.pngGuardAllStartup12Recovery18Advantage-7
2SGGST Testament 2S.pngGuardLowStartup10Recovery18Advantage-7
236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4
j.236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2
Walk Back

Notable Interactions


Neutral


Offense


Defense



Zato-1

Favorable

Frame DataCounterstrategyReverse MatchupVideos

Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6
f.SGGST Zato-1 f.S.pngGuardAllStartup10Recovery23Advantage-12
2SGGST Zato-1 2S.pngGuardAllStartup11Recovery20Advantage-10
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9
Walk Back 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9

Notable Interactions


Neutral


Offense


Defense




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