GGST/Sol Badguy/Matchups

From Dustloop Wiki

Matchups

Table of Contents
GGST Anji Icon.png GGST Axl Icon.png GGST Baiken Icon.png GGST Bridget Icon.png GGST Chipp 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 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
  • Keep on Rockin' 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 at least 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 MitoDon't let him breathe and you'll be fine. Only fear: Kachoufuugetsu KaiGGST Anji Mito 632146S.pngGuard:
Startup:
Recovery:
Total 40
Advantage:
Very Favorable
  • 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.pngGuard:
    All
    Startup:
    9
    Recovery:
    18+10 after landing
    Advantage:
    -28
    .
  • Sol's fastest button 5K, can beat all FuujinGGST Anji Mito 236H.pngGuard:
    All
    Startup:
    16 [32]
    Recovery:
    21
    Advantage:
    -8 [-6]
    follow-ups except NagihaGGST Anji Mito 236HS.pngGuard:
    Low
    Startup:
    15 (28 with early cancel)
    Recovery:
    20
    Advantage:
    -7
    .
  • IssokutobiGGST Anji Mito 236HK.pngGuard:
    Startup:
    Recovery:
    22+6 after landing
    Advantage:
    into ground throw can be punished by Wild ThrowGGST Sol Badguy 623K 2.pngGuard:
    Ground Throw: 120
    Startup:
    6
    Recovery:
    41
    Advantage:
    .
  • Be careful of Anji's Suigetsu No HakobiGGST Anji Mito 236K 1.pngGuard:
    Startup:
    Recovery:
    Total 34~50
    Advantage:
    as Sol can be easily caught in it. Punishable with ground throw or Wild ThrowGGST Sol Badguy 623K 2.pngGuard:
    Ground Throw: 120
    Startup:
    6
    Recovery:
    41
    Advantage:
    .

Overview | Frame Data | Matchups | Counterstrategy Return to Top

Round Start


Common Round Start Interaction Table
Anji's Button Loses To Beats Trades Whiffs
2PGGST Anji Mito 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
6PGGST Anji Mito 6P.pngGuard:
All
Startup:
10
Recovery:
25
Advantage:
-17
5KGGST Anji Mito 5K.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-2
f.SGGST Anji Mito fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-9
charged 236HGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]

Anji's primary options: Backdash, 2K, f.S, Autoguard, FuujinGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-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.pngGuard:
Startup:
Recovery:
Total 34~50
Advantage:
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.pngGuard:
Ground Throw: 120
Startup:
6
Recovery:
41
Advantage:
or a timed S normal. If Anji advances with raw FuujinGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]
or starting with 2K into Fuujin, Sol can deal with all future follow up options with 5K except NagihaGGST Anji Mito 236HS.pngGuard:
Low
Startup:
15 (28 with early cancel)
Recovery:
20
Advantage:
-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.pngGuard:
All
Startup:
12
Recovery:
9+6 after landing
Advantage:
-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.pngGuard:
Startup:
Recovery:
Total 34~50
Advantage:
, 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 okizemeFrom 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.pngGuard:
All
Startup:
29
Recovery:
Total 52
Advantage:
-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.pngGuard:
All
Startup:
9
Recovery:
18+10 after landing
Advantage:
-28
can beat those gaps like the follow-ups of FuujinGGST Anji Mito 236H.pngGuard:
All
Startup:
16 [32]
Recovery:
21
Advantage:
-8 [-6]
(except NagihaGGST Anji Mito 236HS.pngGuard:
Low
Startup:
15 (28 with early cancel)
Recovery:
20
Advantage:
-7
), or before the second hit of ShitsuGGST Anji Mito 236P.pngGuard:
All
Startup:
29
Recovery:
Total 52
Advantage:
-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.pngGuard:
    All
    Startup:
    15~31 [32]
    Recovery:
    32 [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 Return to Top


Round Start


Common Round Start Interaction Table
Axl's Button Loses To Beats Trades Whiffs
2PGGST Axl Low 2P.pngGuard:
Low
Startup:
10
Recovery:
21
Advantage:
-13
5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
22
Advantage:
-13
f.SGGST Axl Low f.S.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-8
2HGGST Axl Low 2H.pngGuard:
Low
Startup:
11
Recovery:
26
Advantage:
-18
214SGGST Axl Low 214S.pngGuard:
All
Startup:
24
Recovery:
21
Advantage:
+3
214HGGST Axl Low 214H.pngGuard:
All
Startup:
14
Recovery:
29
Advantage:
-24
IADB j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:

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 OkizemeFrom 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.pngGuard:
All
Startup:
15
Recovery:
5
Advantage:
-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:
    -
    Startup:
    1
    Recovery:
    32
    Advantage:
    -
    is a powerful to counter Sol's pressure. You will often have to bait it to continue your turn.
  • Tiger KneeAn 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.pngGuard:
    High
    Startup:
    9
    Recovery:
    Landing+7
    Advantage:
    -14 (TK)
    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.pngGuard:
    All
    Startup:
    18
    Recovery:
    19
    Advantage:
    -3
    with 5K or S Volcanic ViperGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    9
    Recovery:
    18+10 after landing
    Advantage:
    -28
    .

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Baiken's Button Loses To Beats Trades Whiffs
6PGGST Baiken 6P.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-10
f.SGGST Baiken fS.pngGuard:
All
Startup:
9
Recovery:
15
Advantage:
-7
2SGGST Baiken 2S.pngGuard:
All
Startup:
11
Recovery:
19
Advantage:
-8
Walk Back 2HGGST Baiken 2H.pngGuard:
Low
Startup:
17
Recovery:
26
Advantage:
-13
Neutral Jump j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:

Notable Interactions


Neutral


Offense


Defense



Bridget

BridgetWanna lose to a British zoner? Wanna see me do it again?
Slightly unfavorable
  • Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


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

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Chipp's Button Loses To Beats Trades Whiffs
6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
2SGGST Chipp Zanuff 2S.pngGuard:
All
Startup:
10
Recovery:
17
Advantage:
-7
2DGGST Chipp Zanuff 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-7
IAD j.HGGST Chipp Zanuff j.H.pngGuard:
High
Startup:
8
Recovery:
17
Advantage:

Notable Interactions


Neutral


Offense


Defense



Faust

Unfavorable

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Faust's Button Loses To Beats Trades Whiffs
2PGGST Faust 2P.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-3
6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
5KGGST Faust 5K.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-2
f.SGGST Faust fS.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-8
2HGGST Faust 2H.pngGuard:
Low
Startup:
14
Recovery:
29
Advantage:
-12
j.2KGGST Faust j.2K.pngGuard:
All
Startup:
10
Recovery:
Advantage:

Notable Interactions


Neutral


Offense


Defense



Giovanna

Balanced

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Giovanna's Button Loses To Beats Trades Whiffs
6PGGST Giovanna 6P.pngGuard:
All
Startup:
12
Recovery:
15
Advantage:
-9
66 5KGGST Giovanna 5K.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-2
f.SGGST Giovanna fS1.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-4
2SGGST Giovanna 2S1.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-6
5HGGST Giovanna 5H.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-5

Notable Interactions


Neutral


Offense


Defense



Goldlewis Dickinson

Unfavorable

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Goldlewis's Button Loses To Beats Trades Whiffs
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
5KGGST Goldlewis Dickinson 5K.pngGuard:
Low
Startup:
10
Recovery:
12
Advantage:
-7
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
684HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
All* (Guard Crush)
Startup:
12
Recovery:
21
Advantage:
-5
j.DGGST Goldlewis Dickinson jD.pngGuard:
High
Startup:
14
Recovery:
14
Advantage:

Notable Interactions


Neutral


Offense


Defense



Happy Chaos

Balanced

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Happy Chaos's Button Loses To Beats Trades Whiffs
6PGGST Happy Chaos 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
5KGGST Happy Chaos 5K.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-3
2KGGST Happy Chaos 2K.pngGuard:
Low
Startup:
7
Recovery:
12
Advantage:
-4
f.SGGST Happy Chaos fS.pngGuard:
All
Startup:
10
Recovery:
21
Advantage:
-14
2SGGST Happy Chaos 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
6SGGST Happy Chaos 6S.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
2DGGST Happy Chaos 2D.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-8
236PGGST Happy Chaos 236P.pngGuard:
-
Startup:
-
Recovery:
29 total
Advantage:
-

Notable Interactions


Neutral


Offense


Defense



I-No

I-NoCan turn scrambly very quickly.
Balanced

I-No can dominate the neutral game with her projectiles and superior air mobility, and a single hit can spiral out of control, but Sol is good at checking her movement and she hates being pressured just as much as you do.

  • Her main goal is to start her suffocating pressure game through pokes into Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuard:
    Low
    Startup:
    16
    Recovery:
    15
    Advantage:
    -7
    . Conversely, she will be trying to take initiative in neutral most of the time, so it's ideal to focus on halting her approach using moves like 2S or 5P.
  • When I-No uses Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 51
    Advantage:
    -16
    in neutral, dash jump into it. This is safer than simply blocking it on the ground, as you will retain your air options once you can act; you can use this to safely retreat and make it harder for her to catch you.
  • Sol's 5K hitting at an anti-air angle on frame 4 makes it a powerful option for interrupting I-No's hoverdash, forcing her to go for safer mixups that are easier to react to. Similarly, with Roman Cancel available, S Volcanic ViperGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    9
    Recovery:
    18+10 after landing
    Advantage:
    -28
    is great at stealing a turn on block, and converts to a combo on hit; however, be wary of I-No using throws in her mix-ups to discourage it.
  • Her reversal super Ultimate FortissimoGGST I-No Ultimate Fortissimo-2.pngGuard:
    All (Guard Crush)
    Startup:
    7+2
    Recovery:
    13
    Advantage:
    +26
    has a large gap between hits which leaves I-No airborne, granting a c.S punish that leads into Sol's highest damage combos close to the corner.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
I-No's Button Loses To Beats Trades Whiffs
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
f.SGGST I-No f.S.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-13
2SGGST I-No 2S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-11
2HGGST I-No 2H.pngGuard:
All
Startup:
11
Recovery:
14
Advantage:
-5
236SGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
16
Recovery:
15
Advantage:
-7
66 j.SGGST I-No jS.pngGuard:
High
Startup:
8
Recovery:
20
Advantage:
/ j.HGGST I-No jH.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:

Notable Interactions


Neutral


Offense


Defense



Jack-O'

Balanced

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Jack-O's Button Loses To Beats Trades Whiffs
6PGGST Jack-O 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19

Notable Interactions


Neutral


Offense


Defense



Ky Kiske

Favorable

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Ky's Button Loses To Beats Trades Whiffs
6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
f.SGGST Ky Kiske fS.pngGuard:
All
Startup:
12
Recovery:
13
Advantage:
-5
2SGGST Ky Kiske 2S.pngGuard:
Low
Startup:
10
Recovery:
20
Advantage:
-8
2DGGST Ky Kiske 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-10
236KGGST Ky Kiske 236K 1.pngGuard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]

Notable Interactions


Neutral


Offense


Defense



Leo Whitefang

Balanced

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Leo's Button Loses To Beats Trades Whiffs
6PGGST Leo Whitefang 6P.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-5
66 5KGGST Leo Whitefang 5K.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
-3
2KGGST Leo Whitefang 2K.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-5
f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
2SGGST Leo Whitefang 2S.pngGuard:
Low
Startup:
10
Recovery:
13
Advantage:
-2
2DGGST Leo Whitefang 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8

Notable Interactions


Neutral


Offense


Defense



May

Balanced

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
May's Button Loses To Beats Trades Whiffs
6PGGST May 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
5KGGST May 5K.pngGuard:
All
Startup:
8
Recovery:
11
Advantage:
-5
2SGGST May 2S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
IADB j.HGGST May j.H.pngGuard:
High
Startup:
12
Recovery:
15
Advantage:
DolphinGGST May Mr. Dolphin Horizontal.pngGuard:
All
Startup:
7
Recovery:
11 (24 OH)
Advantage:
-3

6P trades with 2S and puts May in a hard knockdown.

Notable Interactions


Neutral


Offense


Defense



Millia Rage

Very Favorable

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Millia's Button Loses To Beats Trades Whiffs
6PGGST Millia Rage 6P.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-11
5KGGST Millia Rage 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
f.SGGST Millia Rage f.S.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-7
2SGGST Millia Rage 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-6
2DGGST Millia Rage 2D.pngGuard:
Low
Startup:
12
Recovery:
19
Advantage:
-8

Notable Interactions


Neutral


Offense


Defense



Nagoriyuki

Very Unfavorable

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Nagoriyuki's Button Loses To Beats Trades Whiffs
6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
5KGGST Nagoriyuki 5K.pngGuard:
Mid
Startup:
7
Recovery:
12
Advantage:
0
2SNo results
214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
214KGGST Nagoriyuki Fukyo.pngGuard:
N/A
Startup:
-
Recovery:
Total 16
Advantage:
N/A
~6 214HGGST Nagoriyuki Kamuriyuki1.pngGuard:
Mid
Startup:
14
Recovery:
17
Advantage:
-3
623HGGST Nagoriyuki Shizuriyuki1.pngGuard:
Mid
Startup:
11
Recovery:
21
Advantage:
-7

Notable Interactions


Neutral


Offense


Defense



Potemkin

Balanced

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Pot's Button Loses To Beats Trades Whiffs
2PGGST Potemkin 2P.pngGuard:
All
Startup:
8
Recovery:
9
Advantage:
-1
6PGGST Potemkin 6P.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-15
f.SGGST Potemkin f.S.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-8
2DGGST Potemkin 2D.pngGuard:
Low
Startup:
13
Recovery:
18
Advantage:
-8

Notable Interactions


Neutral


Offense


Defense and Punishes


Mega Fist


  • 2K punishes Mega Fist (Forward)GGST Potemkin Mega Fist.pngGuard:
    High
    Startup:
    25
    Recovery:
    16
    Advantage:
    -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.pngGuard:
    High
    Startup:
    25
    Recovery:
    6
    Advantage:
    +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.pngGuard:
    All
    Startup:
    13
    Recovery:
    19+10 after landing
    Advantage:
    -26
    because your other main options to do on reaction, 6P, air throw and S Volcanic ViperGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    9
    Recovery:
    18+10 after landing
    Advantage:
    -28
    , are very inconsistent.

F.D.B.


  • Night Raid VortexGGST Sol Badguy 214S 1.pngGuard:
    All
    Startup:
    15~31 [32]
    Recovery:
    32 [26]
    Advantage:
    -17
    goes under F.D.B.GGST Potemkin FDB.pngGuard:
    All
    Startup:
    20~37
    Recovery:
    20
    Advantage:
    -6
    , 5H/6S > Gun Flame (Feint)GGST Sol Badguy 214P.pngGuard:
    Startup:
    Recovery:
    Total 25
    Advantage:
    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.pngGuard:
    Ground Throw
    Startup:
    5
    Recovery:
    37
    Advantage:
    on block).

Hammer Fall


  • You can 6P or Night Raid Vortex under Hammer FallGGST Potemkin Hammer Fall.pngGuard:
    All
    Startup:
    18~62
    Recovery:
    26
    Advantage:
    -9
    , though the latter might be difficult on reaction.
  • After a normal hit 6P, a late cancel into Bandit BringerGGST Sol Badguy 214K.pngGuard:
    High
    Startup:
    30
    Recovery:
    12 after landing
    Advantage:
    -2
    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.pngGuard:
    Ground Throw: 120
    Startup:
    6
    Recovery:
    41
    Advantage:
    them.

Garuda Impact


  • On wake-up midscreen, you can backdash Garuda ImpactGGST Potemkin Garuda Impact.pngGuard:
    All (Guard Crush)
    Startup:
    28
    Recovery:
    24
    Advantage:
    +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.pngGuard:
    All
    Startup:
    12
    Recovery:
    9+6 after landing
    Advantage:
    -7
    can be used on reaction midscreen to break Slide HeadGGST Potemkin Slide Head.pngGuard:
    Low (Guard Crush)
    Startup:
    29
    Recovery:
    28
    Advantage:
    0
    '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]]Guard:
    N/A
    Startup:
    Recovery:
    27
    Advantage:
    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

Unfavorable

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Ramlethal's Button Loses To Beats Trades Whiffs
6PGGST Ramlethal Valentine 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
5KGGST Ramlethal Valentine 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
2KGGST Ramlethal Valentine 2K.pngGuard:
Low
Startup:
6
Recovery:
9
Advantage:
-2
f.SGGST Ramlethal Valentine fS.pngGuard:
All
Startup:
11
Recovery:
21
Advantage:
-10 [-13]
2SGGST Ramlethal Valentine 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-5 [-8]
IADB j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:

Notable Interactions


Neutral


Offense


Defense



Sol Badguy

Sol BadguyDaisuke's Vision
Balanced

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Sol's Button Loses To Beats Trades Whiffs
6PGGST Sol Badguy 6P.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-11
f.SGGST Sol Badguy fS.pngGuard:
All
Startup:
10
Recovery:
13
Advantage:
+2
2SGGST Sol Badguy 2S.pngGuard:
All
Startup:
10
Recovery:
15
Advantage:
-7
6HGGST Sol Badguy 6H.pngGuard:
All
Startup:
9
Recovery:
43
Advantage:
-27
2DGGST Sol Badguy 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-4
Dash 623HGGST Sol Badguy 623X.pngGuard:
All
Startup:
13
Recovery:
19+10 after landing
Advantage:
-26

Notable Interactions


Neutral


Offense


Defense




Sin Kiske

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

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


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

Notable Interactions


Neutral


Offense


Defense



Testament

Very Unfavorable

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Testament's Button Loses To Beats Trades Whiffs
6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
2SGGST Testament 2S.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-7
236SGGST Testament j236S.pngGuard:
All
Startup:
16~22
Recovery:
27
Advantage:
-4
j.236HGGST Testament j236S.pngGuard:
All
Startup:
13~19
Recovery:
21
Advantage:
+2
Walk Back

Notable Interactions


Neutral


Offense


Defense



Zato-1

Favorable

Short Summary Goes Here.

Overview | Frame Data | Matchups | Counterstrategy Return to Top


Round Start


Common Round Start Interaction Table
Zato's Button Loses To Beats Trades Whiffs
2PGGST Zato-1 2P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-3
6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
f.SGGST Zato-1 f.S.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-12
2SGGST Zato-1 2S.pngGuard:
All
Startup:
11
Recovery:
20
Advantage:
-10
2DGGST Zato-1 2D.pngGuard:
Low
Startup:
10
Recovery:
17
Advantage:
-9
Walk Back 5HGGST Zato-1 5H.pngGuard:
All
Startup:
13
Recovery:
19
Advantage:
-9

Notable Interactions


Neutral


Offense


Defense




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