guilty gear strive sol matchups
If it hits the opponent raw, it can lead into a very high damaging Homing Jump combo. Can be used when fighting extremely distant and defensive opponents to build Tension, though the amount built is too small to mean much unless it's spammed multiple times. Lastly, his 6P is a fast and reliable tool for anti-airing and counter poking. 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. As a rule of thumb, it's more reliable to dash cancel the move when anti-airing with it, as additional landing recovery from air blocking will give Sol follow-up pressure while still allowing for a combo should it actually hit. You're gonna be guessing a lot since as Nago makes you block a normal, he can always just special cancel and decide to either be safe or plus. Learn all about Sol from Guilty Gear -Strive-; Their stories, goals, utility, and star players right here on DashFight! This is a very small sample size, so should be taken with a big spoon of salt. How much R.I.S.C. His pokes are good on block but have enough recovery that one whiff is usually enough to close the gap. Sol matchup chart. Sol Badguy is the protagonist of the Guilty Gear series and Ky Kiske's rival. Her speed and range just make it very difficult for Faust to ever get the space he wants to set up for items. 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. Sol is definitely the best, but not by a huge margin and definitely not for the reasons most people state. 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. Character Win rate Total usage; 25 %: 16: . Potemkin - 5.8. Walk back Far Slash and jumping away can work well. Either way, the opponent will be pushed away. 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. Sol releases a pillar of flame that slowly crawls along the ground. He also gets high damage off of a successful counterpoke in neutral, so manage the risk of poking appropriately to minimize the risk of a counterattack. Only use this if strike invincibility is desperately needed while in mid-air. Weird that I'd have them exactly reversed. This is Sol's only fully invincible reversal, but the first hit has poor range and the entire attack is unsafe on block or whiff. Apart from this, Ram plays a slightly better neutral than Leo and doesn't have to struggle much against him. For Example: 2369 for a j.236 input. Due to 2K's low knockback and 2D's range, this will connect at all but maximum range. 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. Indicates an entity that exists seperately from the character was spawned. Bounces higher on Counter Hit, allowing the follow-up Night Raid Vortex to combo into c.S rather than 5K or 2K. 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). Extremely powerful combo tool in the corner thanks to its high damage, good scaling, and wall bounce. Alternatively, you can cancel into 6S for a frame trap, although 6S will lose to 3 frame attacks and trade with 4 frame attacks. While Ram has pressure that cranks your risc with forced chip damage, Gold also has this. 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. Guilty Gear Xrd Tier List [October] 2022 ; S Tier. At longer ranges, he can close the gap and initiate pressure with Fafnir, a forward-lunging Guard Crush. Edit:I forgot to mention. Don't know if I just sucked at the game, but playing as Zato vs Axl was a fucking nightmare. Wanna see me combo into 5K on Counter Hit? For example, conditioning the opponent to jump, attack, or backdash upon seeing certain attacks opens up opportunities to punish these responses. Sol lunges forward half-screen with a flaming straight punch. Can gatling from 5K, 2K, or c.S for a mix-up. When he whiffs something like, Business as usual, watch out for Nago doing. 8.5K 30.5K 2.7K . 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. Slower than 5P and 5K, but hits lower to the ground. One of Sol's best pokes, most effective when paired with 6S and 6H due to its speed and safety. Agree or Disagree, but these are my thoughts rig. High damage off almost every hit, as well as an endorphin rush with Clean Hit Volcanic Viper. Guilty Gear Strive is the latest entry into a more than two-decade old franchise, . His fast normals and DP can give Ram some trouble even when she does get him to block, and Chipp himself can have some really scary mixups in the right situations. Be wary of using H Kabari in neutral too frugally as Anji can abuse the Autoguard to bypass the move and start his offense. 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. Sol Badguy - 4.8. Note that only the first hit is invincible and there is a gap between the two punches, allowing opponents to reversal through the second. this move removes on hit. The amount of Tension gained when the move is input. Upward swipe that hits overhead pretty quickly. Usually improves frame data against blocked moves or gives more meter than a normal block or both.ing these moves are a risky strategy but negates the pushback of these moves and allows Baiken to continue to claim screen space. Just based on my own experience, Id expect Chipp and Ram to be much worse matchups than May here. On a ground hit, it combos directly into 2D for a hard knockdown or a follow-up combo. In exchange, the reward for doing so is greatly diminished, as the only follow-ups mid-screen are Volcanic Viper or Bandit Revolver. This can be caused by crouching, certain moves, and being short. It loses to throws, so try to only use it if the opponent isn't at point blank range. This can be combined with dash momentum to cover large distances extremely quickly. If Baiken does somehow get in, she can win in a small amount of interactions which she can loop with mix. When you manage to catch her, it's likely that she will attempt to jump out of your pressure, as Millia's jump is fast and high, so plan your pressure accordingly. You don't like playing rude or bullying people with mids. As both hits are overheads, during air dash setups it is possible to cancel the move into j.D to land early and 2K instead, which makes for a mix-up that is fairly hard to see. You don't like characters with highly interactive pressure. Also keep in mind that Baiken can also use Hiiragi right after H Kabari to punish a mash. Pot's worst matchups are almost certainly Zato-1 and Axl. His Slash normals become much better when he's at high blood to compensate for the fact he can't utilize specials as freely when he's at high blood. I have no plans to increase the sample size or make new ones for future patches. Nago starts to out range even your normals once he starts getting into higher blood levels. If they attempt to take their turn back with 2K, this can leave them open to Hiiragi for large damage and continued pressure. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. In the corner, look out for his tick throws when he utilizes, There is something unique Faust can do on defense, to deal with Ram pressure, he can crawl under. Therefore, be wary of resetting pressure after H Kabari as he could steal his turn back easily. 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. He has access to j.HGuard:HighStartup:12Recovery:25Advantage:, a fast overhead that combos into j.DGuard:HighStartup:10Recovery:22Advantage: for large damage against the wall, but this normal can be parried, even at the maximum height of the move. Above her head floats a cracked yellow halo. If she comes in with a deep j.S jump in, she can decide to Yosanzen to hit you with another overhead or she can simply not do it and go for a low via 2K. This can be caused by crouching, certain moves, and being short. They have some good and bad matchups, but can be very effective in the right hands. The M&M&C will kick out Axls and Goldlewis can have a better route to top. Kratos vs Sol Badguy (God of War vs Guilty Gear), connections in the comments . Almost always abbreviated to TK. Gatling Options: 6P, f.S, 2S, 6S, 5H, 2H, 6H, 5D, 2D. Be ready to fuzzy a lot when she's on you. Zato-1 - 4.7. Create an account to follow your favorite communities and start taking part in conversations. I don't understand what makes that matchup positive for Anji. He is described as a noble vampire samurai who wields a bloodsucking blade. In the corner or on Counter Hit against an airborne opponent, following up 6P with the first hit of Bandit Revolver can link into 5K for a full combo. Playing Anji Mito oftens requires high-risk, daring decision making to make his kit work against his foes. 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). 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. 26. I want to pre-face this by saying that tier-lists don't matter. This is interesting but definitely but for some chars like Axl are a gigantic knowledge test as opposed to a horrendous MU. These include Volcanic Viper, a fast DPDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. In general, use low-commit moves like your K and P buttons. The active frames of an attack refers to the amount of time an attack can hit the opponent. 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. If confirmed correctly, however, jump canceling the move will yield more damage, especially on Counter Hit. Strategy. This is for Floors 10 and Celestial.I wanted to focus on Celestial, but there were not enough players to measure certain match-ups fairly, so I had to expand it to include Floor 10. Sol's strongest meterless ender for Wall Break. Properties change if Roman Canceled before all damage is dealt: Reduces positive R.I.S.C. Use it to steal momentum against poor okizeme and predictable pressure. Shorter active window compared to the ground version. On Counter Hit, the ensuing ground bounce allows Sol to link into Night Raid Vortex at close range for a follow-up combo or 6S at any range, although 6S's combo options are limited mid-screen without Tension. 23. Ky Kiske is the go-to "shoto" character alongside Sol. His immense damage output massively rewards hard reads. Chipp's speed allows him to maneuver around Ram's big scary moves in neutral, keeping her "honest" to a certain extent. And Axl is the only one I have a decent chance of beating if I bump into a level 600 one. There are a ton of interesting results that can be seen from this. When Axl has Tension to burn, attempting to jump in on 2H will likely result in the Axl using PRC to defend himself. It's risky but can work. It can clip him which puts him into a stagger state, allowing Ram to get in. Hes quick enough to punish you easily and quick enough to close the gap. Hits twice. Score - Sum of match-up values for this character. Vote for Leo's tiers . Baiken's small stature and large buttons work well to corner Axl. Trying doing a grounded approach via dash blocking to get in because he has very solid reward off of his anti airs. After spending a considerable time with Testament, I'm finally ready to share with you my matchup chart for them in Guilty Gear Strive! Level which makes it useful to use after a 2D knockdown. Thus, if a Roman Cancel is available to make it safe, avoid only using it after the second hit. Please take my money Tattie!!!!! A percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Here's how to play Goldlewis Dickinson well in Guilty Gear Strive. Dustloop focuses on the competitive elements of these games, and provides instructional content aimed at helping players improve. 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. Here's how you can play Anji Mito in Guilty Gear Strive. She wears black shoes with red soles, black gloves, a black mask with glowing green eyes and mouth, an ankh necklace, and a ball and chain attached to her leg. Can be Purple Roman Canceled for tricky mix-ups, such as using Wild Throw before the attack is blocked or jumping over the opponent right before it hits for a cross-up. Usually something like to a. Did you mean? Popularity. At close range, 5K is an extremely fast knee with 3 frames of startup, making it Sol's fastest button and tied for the fastest normal in the game alongside Chipp's 5PGuard:AllStartup:3Recovery:10Advantage:-2. I am not going to be able to explain it nearly as well as he does, so if you are interested in what I have done, please watch his talk. Test 6P is juiced so if Ram gets 6P happy just slap them. This is actually not true. If you wanna get out of this situation, it's best to look for Baiken going for a cheeky grab or to FD to push her out of your space. Has significantly faster recovery than the real version, making it useful for resetting pressure or baiting jump-ins from an opponent who was expecting Gun Flame. Due to the meter changes, he can get positive bonus and force you to take unavoidable chip damage if you don't use FD. Guilty Gear -Strive-Anji. This move and the 236K it canceled from are considered one multi-hit attack. On Counter Hit, the ground bounce can link into a dashing 5K for a combo. Sol's command throw. Zato players like to sneak in his command throw but learn to recognize the situations they do it and be ready to beat him up for 90%. Playing neutral vs Nago will include a lot of dash blocking because dude loves to just swing that sword. Matchups. This page was last edited on 27 February 2023, at 20:20. Sol does an uppercut with his sword's hilt. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. Please keep in mind that while c.S is +3 on block, it is functionally +2 (5 frame gap) if staggering into itself due to gatling limitations, as Sol needs to have recovered for at least one frame before he can use c.S again, or you will cancel c.S's recovery into f.S. H KabariGuard:AllStartup:18Recovery:19Advantage:-3. Its pulled from a small pool of data, while its cute to look at this match up chart shouldnt be taken very seriously. I literally can't even play the game against Chipp. Jack-O is a woman with green eyes and red hair. For example, if Sol has 15% popularity the top 150 players are counted. 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. 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. 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. It doesn't matter if she bodies all the lower tiers if she loses to the top tiers. Its +3 frame advantage, wealth of frame trap cancel options, low pushback and especially its significant R.I.S.C. The opponent can also opt to use Faultless Defense to push themselves further away on block, making it harder for Sol to continue pressure safely. 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. A projectile which usually travels slowly across the screen in a horizontal path above the ground. Someone you don't want to run into. 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. The two pro players agreed on having Sol Badguy as the best S-tier character, but Justin went on a tangent by saying that Ramlethal was next in line on his Guilty Gear Strive tier list. Popularity. Thanks to its lack of proration, it is easily Sol's strongest starter. Can be kara canceled into any special move to increase its range. Bridget vs Sol Badguy Matchup Knowledge. Knocks opponent away and causes slight ground bounce on air hit. I haven't been running from fights and usually opt to fight characters I know I'm terrible against with Zato (see: Axl, Chipp, Sol, etc. 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 . Delaying and slightly changing your buttons and timing can throw off the other ram and can lead to whiff punishes. Make sure you keep Zato at bay with your strong pokes and go for the throat after you take out Edwin. Instant BlockA special type of blocking done by inputting a block immediately before blocking an attack. The high knockback of the follow-up provides strong corner carry and leads into meaty f.S anywhere, though it gives much poorer okizeme mid-screen. Ram can easily punish her 214K with 5P, 6P, 5K ,and airthrow. 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. Matchup guides, advice, and analysis for Zato-1 in GGST. Homing Jump combos greatly increase Tension Balance. No Axl allowed everyone hates that mofo. Thus, it can be used both as a launcher and a grounded combo part depending on input timing. "Guilty Gear -Strive-" es la ltima entrada de la aclamada franquicia de juegos de lucha de Guilty Gear. Sol Badguy vs. May - 18. 6S can be kara canceled into any special move. The proportion of damage dealt on normal block. Keep in mind that while this Overdrive cannot be blocked, it also cannot be canceled into or used during a combo. The ground version can potentially be plus on block if properly spaced or if it hits meaty, but the aerial version is always minus on block, if not completely punishable due to its greater landing recovery. Armed with heavy weapons and a coffin containing a paranormal being, Goldlewis Dickinson brings in a crushing offence as a character. 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. Sol Badguy's Guilty Gear Strive tier match ups. Has no recovery after the active frames end, allowing Sol to link into follow-up attacks, which is vital for some of his advanced combos. 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. 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. Avoid using the follow-up if the initial attack Wall Sticks so that the wall can be broken by a stronger ender like 5H, 6H, Fafnir, or Tyrant Rave. Frames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Guilty Gear Strive originally released in June 2021 . Data in [] represents values on Clean Hit (All versions). This technique is colloquially referred to as "Run Flame." Launches opponent on hit, hard knockdown upon landing. Its fast speed and quick recovery make it a strong poke at mid range, though to be used with caution as it can easily be low profiled by some preemptive options, such as most 2K normals. Sol Badguy vs. Ramlethal - 18. They have a ton of po. Leo's Guilty Gear Strive tier match ups. 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. You don't really wanna go for a f.S or 5H super often from a mid range since Baiken can run up and punish with her own f.S which is decently disjointed. Giovanna has red hair and a tanned skin complexion. 13th overall. An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F). The safest option is attempting to jump out, but it can be predicted and punished. Can be Roman Canceled on hit for decent damage and better okizeme. She is dressed in business casual attire, a loosely worn white shirt with bright green pulled . Millia's mobility lets her keep Ramlethal honest in neutral. Baiken gets extremely annoying when she gets in once due to how her pressure isn't reactable. Otherwise, Baiken has the advantage with fast buttons like f.s and 5K for close range poking, along with the larger pokes like 2S, 2H, and H Kabari to check approaches. On Counter Hit, confirming to Bandit Revolver will allow Sol to link to 5K for a follow-up combo. Situational whiff punish at best, funny "why not" move at worst. What are the worst matchups in Strive at the moment? Combos into 6S against crouching opponents for both better damage and a knockdown. Recovery frames which happen under abnormal conditions, such as after landing. Use it over Wild Throw if follow-up pressure is a higher priority over raw damage. Only 100 matches per match-up. Do one of 3 things on reaction during a forward empty hop: FD if there's a Rensen below you so that Up-Rensen isn't plus after it pulls you to Axl, Air dash or land and dash if you jumped over a winter mantis/2H, Block a 6K/2S/5P, get pushed back a bit, and reset. Overview. 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. Sol rushes forward low to the ground and delivers an uppercut. Refer to the. 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. He's too fast, period. Corner combo staple, and Sol's only disjointed air button. Best Video Games of All Time - Page 70 - Metacritic . ), but it's probably time to finally make an exception here. 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. Luckily for you, Ram has an annoying combo and great ways to get in. This opening is designed such that the attacker can easily counter the defender's attack with his own.s, and Kabari at longer ranges. Faust - 5.4. 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. Blazing! Published on 3 Mar 2023. Yo, I did the same: https://www.reddit.com/r/Guiltygear/comments/pa1iri/strive_matchup_chart_and_tier_list_based_on_data/ha31opf/, I have slightly different data, but this could be tipping errors. Player Match] Failed to match with opponent *Fix* :: GUILTY GEAR. Baiken is very nimble and annoying to deal with in the neutral. 5th overall. Guard crushes on block, leaving Sol at a significant frame advantage and greatly increasing the opponent's R.I.S.C. That being said, f.S's pushback means that there are ranges where 5H will whiff. Combos into 5H as far as near max range or 2H at close range. 8th overall. Goldlewis player: PROMOTE May and Millia! A very well-timed jump attack on a character who is rising from a knockdown. 6H is very helpful in particular match-ups where Sol can punish moves which are normally safe due to pushback, such as Ky's uncanceled 2DGuard:LowStartup:10Recovery:18Advantage:-10 and even Stun EdgeGuard:AllStartup:13Recovery:Total 46Advantage:-15 at some spacings. Sol's primary pressure tool, and flexible combo starter. I love him so much. Vote for tiers. When a character's hurtbox is entirely beneath an opponent's attack. Your neutral is better than his but like other MUs, it's a tough ride when he finally gets in with backturn. [[GGST/ May|Overview]] | [[GGST/ May/Frame_Data|Frame data]] | [[GGST/ May/Matchups|Matchups]] | [[GGST/ May/Strategy#|Strategy]] Return to Top, Frame Data Counterstrategy Reverse Matchup [1]. This move can go under most projectiles and pokes, allowing Sol to bully his way through neutral, especially if Purple Roman Cancels are available. 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. The number of frames for which a move has hitboxes. Vote for tiers. Builds 1000 Tension once all damage is dealt. This lets Baiken approach more easily than a lot of the cast, and forces Axl to commit to pokes that have longer recovery. The last letters of a Peanut Butter and Jelly sandwich (and what some people hope to recieve from #11 Down. 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. Baiken. Furthermore, 6P special cancels on block which will let you start running your pressure. 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. - Difference between the tier scores from today and . 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. Browse our network 9 . Doing this can allow Sol to potentially take his turn, forcing the opponent to bait it by giving up space instead of blocking. Its vertical range and fast recovery makes it a low risk anti-air, and in some cases is more useful than 5K, being easier to utilise on Counter Hit for short burst damage conversions into Clean Hit Volcanic Viper. Dustloop Wiki is an unofficial wiki dedicated to games developed by Arc System Works. 21 sec 18-May-2022 Resources. You should be gaining ground when you block it, not getting pushed back. Can be varied in usage. 236S has a use in this matchup. Axl. (2018 and Ragnarok switching Gameplay Style compared to OG GOW and Strive changing and . GUILTY GEAR CHARACTER who has good neutral in more than just Guilty Gear. 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. As said earlier, you don't really wanna RPS with Goldlewis. Links into 5K on normal hit, while on Counter Hit it links into itself, Night Raid Vortex or a Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Anyways, its really cool and interesting data, and I hope to see more analyses like this in the future!
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