View Full Version : GGXX:Accent Core Thread! [AMERICAN PS2 RELEASE, GO GO GO!]
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koogy
09-15-2007, 11:55 AM
American PS2 release is out, so a new thread is here to save the day!
As a resource for all SRK people who are interested in learning Guilty Gear with the American release of Accent Core, here are links to the best threads on dustloop. As usual, PM me if you need help. I generally dislike open ended questions, but can help with more specific ones. It is also much easier to communicate with higher level players on specific strategies, and would appreciate all high-level gamers AIMing / PMing me.
First off, if you have never played Guilty Gear before, I HIGHLY recommend you read this thread. It will be your bible, to say the least. Everything will be machine code without it. [http://dustloop.com/forums/showthread.php?t=372
Now, if you've played any of the XX series, and just want a quick refresher to this new game, check this thread. Worth a read if you are new, also. [http://dustloop.com/forums/showthread.php?t=2246]
These are general resources that are very, very commonly visited among the community. I visit the Frame Data and Video Posting thread the most out of the entire forum.
- GG:AC Official Tier List Thread: [http://dustloop.com/forums/showthread.php?t=3217]
- Accent Core Character and System Frame Data [http://dustloop.com/forums/showthread.php?t=2572]
- GG:AC Video Posting Thread! [http://dustloop.com/forums/showthread.php?t=2281]
ABA:
Combo Thread - http://dustloop.com/forums/showthread.php?t=2964
AXL:
General Strats - http://dustloop.com/forums/showthread.php?t=2896,
Combos Thread - http://dustloop.com/forums/showthread.php?t=2894
Pressure Strings - http://dustloop.com/forums/showthread.php?t=2895
Match-ups - http://dustloop.com/forums/showthread.php?t=2898
BAIKEN:
Baiken 101 - http://dustloop.com/forums/showthread.php?t=3195
Strats - http://dustloop.com/forums/showthread.php?t=2294
Combos - http://dustloop.com/forums/showthread.php?t=2295
BRIDGET:
http://dustloop.com/forums/forumdisplay.php?f=12
CHIPP:
Post by Kasou with links - http://dustloop.com/forums/showpost....37&postcount=2
DIZZY:
Okizeme - http://dustloop.com/forums/showthread.php?t=2887
Videos - http://dustloop.com/forums/showthread.php?t=2737
Combos - http://dustloop.com/forums/showthread.php?t=3175
Match-ups - http://dustloop.com/forums/showthread.php?t=2774
EDDIE:
Index of Info - http://dustloop.com/forums/showthread.php?t=3334
FAUST:
Okizeme - http://dustloop.com/forums/showthread.php?t=3278
Combos - http://dustloop.com/forums/showthread.php?t=2891
Match-ups - http://dustloop.com/forums/showthread.php?t=2951
Videos - http://dustloop.com/forums/showthread.php?t=3313
I-NO:
READ THIS READ THIS READ THIS READ THIS READ THIS READ THIS READ THIS
http://dustloop.com/forums/showthread.php?t=1162
Combos - http://dustloop.com/forums/showthread.php?t=3360
JAM:
Match-up - http://dustloop.com/forums/showthread.php?t=3093
Basics - http://dustloop.com/forums/showthread.php?t=3095
KY:
Basics - http://dustloop.com/forums/showthread.php?t=772
Combos - http://dustloop.com/forums/showthread.php?t=3401
MAY:
anything by pulsr - http://dustloop.com/forums/forumdisplay.php?f=21
MILLIA:
Q&A - http://dustloop.com/forums/showthread.php?t=680
Combo - http://dustloop.com/forums/showthread.php?t=2888
ORDER-SOL:
Combos - http://dustloop.com/forums/showthread.php?t=2564
Match-ups - http://dustloop.com/forums/showthread.php?t=3003
POTEMKIN:
FDBable Attacks - http://dustloop.com/forums/showthread.php?t=1968
SLASH guide to Potemkin (still good!) - http://dustloop.com/forums/showthread.php?t=83
ROBO-KY:
Talky talky - http://dustloop.com/forums/showthread.php?t=2584
Basics - http://dustloop.com/forums/showthread.php?t=3130
Videos - http://dustloop.com/forums/showthread.php?t=3375
Match-ups - http://dustloop.com/forums/showthread.php?t=3415
SLAYER:
GODLIKE 101 THREAD A MUST READ WOULD BUY FROM AGAIN A++++++++ http://dustloop.com/forums/showthread.php?t=2792
Specific Combo Thread - http://dustloop.com/forums/showthread.php?t=3121
BROKEN STRATS THAT ARE TOO STRONG - http://dustloop.com/forums/showthread.php?t=3357
SOL:
... I will have someone work on this. The threads are huge and impossible read through.
TESTAMENT:
Basics - http://dustloop.com/forums/showthread.php?t=2950
Videos - http://dustloop.com/forums/showthread.php?t=2947
VENOM:
Basics - http://dustloop.com/forums/showthread.php?t=2975
ZAPPA:
Using The Timer To Choose Summons - http://dustloop.com/forums/showthread.php?t=3376
LINKS UPDATED AS I FIND BETTER ONES
-------------------------------------------------------------------------
GGXXAC - EASY STANDARD KINDA HARD HARD
-------------------------------------------------------------------------
BEGINNER - KY SOL ABA FAUST
EASY - ORDER-SOL BAIKEN AXL ANJI
STANDARD - POTEMKIN BRIDGET DIZZY VENOM
KINDA HARD - MAY MILLIA JAM TESTAMENT
HARD - ROBO KY JOHNNY CHIPP I-NO
VERY HARD - SLAYER EDDIE ZAPPA
- Note that in addition to the difficulty rankings in that table, each character is grouped into one of four character "types". These types are:
Standard: These are the Ryu/Ken types, well-rounded with no really great strengths or weaknesses. Overall the "easiest" to learn, in a sense.
Power: These are the heavy-hitters, the tradeoff being a lack of speed and not as varied in their options.
Speed: Fast characters with many options, but not as much damage dealing, plus they tend to be on the weaker side in terms of being able to take damage.
Tricky: Just what it sounds like, these are the characters who are unorthodox in design. They are hard to play but tend to be difficult to figure out how to fight.
Standard characters: Sol, Ky, Axl, Anji, Bridget
Power characters: May, Potemkin, Johnny, Slayer, Robo-Ky, A.B.A.
Speed characters: Millia, Chipp, Jam, Dizzy, Order-Sol
Tricky characters: Eddie, Faust, Baiken, Venom, Testament, I-no, Zappa-
Old thread stuff.
My terrible guide to "basic movement" - http://forums.shoryuken.com/showpost...postcount=2297
My terrible Testament guide. - http://forums.shoryuken.com/showpost...postcount=2320
More random Testament stuff. -
http://forums.shoryuken.com/showpost...postcount=2364
My terrible May guide. - http://forums.shoryuken.com/showpost...postcount=2348
My terrible ABA guide. -
http://forums.shoryuken.com/showpost...postcount=2374
My terrible Ky guide. -
http://forums.shoryuken.com/showpost...postcount=2397
My awesome Slayer guide. -
http://forums.shoryuken.com/showpost...postcount=2399
Dr. Stormlocke's awesome Robo-Ky Guide. -
http://forums.shoryuken.com/showpost...postcount=2414
My terrible Order-Sol guide. -
http://forums.shoryuken.com/showpost...postcount=2427
Mr. Mamations' Ky Guide. -
http://forums.shoryuken.com/showpost...postcount=2437
Mr. Mamation's Ky Guide part 2~~ -
http://forums.shoryuken.com/showpost...postcount=2617
Random cool properties. -
http://forums.shoryuken.com/showpost...postcount=2613
Arsenal
09-15-2007, 11:58 AM
Let's say I'm using Testament, and I've laid a tree, net, and high skull. Let's say my opponent trips one of my traps. Does the specific trap that my opponent sets off matter regarding what I can followup with to combo?
koogy
09-15-2007, 12:05 PM
Yes.
Depending on your range, you can learn to react and combo into 6K -> Badlands, to go for the badlands loop.
Mr. Mamation
09-15-2007, 12:10 PM
i got you covered on that oki explanation.
it will be in the "key" section
koogy
09-15-2007, 12:26 PM
Incredible Slayer Combo Video.
http://stage6.divx.com/user/tetsu_dbz/video/1633547/DEAD-ON-TIME
"DEAD ON TIME".
Arsenal
09-15-2007, 12:32 PM
koogy -
I took the liberty of copying and pasting your mind-boggling Testament general info under dustloop.com's Testament Q & A / Gameplan thread. I hope you don't mind (I cited you as original source), cuz I think it'll help newb Testament players to find Testament info in.... *gasp* Testament's thread at dustloop.com. CRAZY!
If you need me to take it down, I can do that; just thought others not registered to SRK might want to share in the Testament wealth over at dustloop.com
Ropponmatsu
09-15-2007, 12:50 PM
So is this supposed to replace the other massive AC thread?
koogy
09-15-2007, 12:51 PM
So is this supposed to replace the other massive AC thread?
Correct. The other thread was pretty terrible, IMO. This will help clean it up and be :lovin::lovin::lovin::lovin::lovin::lovin:
Arsenal
09-15-2007, 12:54 PM
So, I've been watching tons of match vids of Shounen.
W
T
F
Are you serious? This guy RAPES. Like, absolutely rapes people; no kiss, no hug, just pure rape. Wow. I'm impressed and more psyched to play Testament as ever (although I fully understand I'm many months away from even half his level).
There's something that he does, which I'm sure requires god-like execution/mindgames, in this video that I want to know how to do, as it looks like a SICK lockdown trap that leads into low/high mixups...
http://www.youtube.com/watch?v=QStLv-6IyFs&mode=related&search=
at 0:15. What the hell just happened?
Mr. Mamation
09-15-2007, 12:57 PM
if you mean all those 5P's then he was baiting the burst. Or at least trying to.
Demon Dash
09-15-2007, 01:02 PM
So what are the confirmed changes?
Shadowcuz
09-15-2007, 01:04 PM
http://www.youtube.com/watch?v=QStLv-6IyFs&mode=related&search=
at 0:15. What the hell just happened?
you mean 6P, 5S(c), 5S(f), 2D, badlands?
Arsenal
09-15-2007, 01:11 PM
Like, the setup, not the combo. Was that HS EXE Beast -> Zeinest? The HS EXE Beast hits/pushes the opponent from behind, then Zeinest hits/pushes the opponent from the front (also cutting off the opponent's avenue of jumping)? Then Testament just mixes up until he gets a combo starting hit?
koogy
09-15-2007, 01:11 PM
So, I've been watching tons of match vids of Shounen.
W
T
F
Are you serious? This guy RAPES. Like, absolutely rapes people; no kiss, no hug, just pure rape. Wow. I'm impressed and more psyched to play Testament as ever (although I fully understand I'm many months away from even half his level).
There's something that he does, which I'm sure requires god-like execution/mindgames, in this video that I want to know how to do, as it looks like a SICK lockdown trap that leads into low/high mixups...
http://www.youtube.com/watch?v=QStLv-6IyFs&mode=related&search=
at 0:15. What the hell just happened?
Shounen is god. This was the moment I figured that out, back when #R was in it's peak, and he made this video. http://www.youtube.com/watch?v=n86uAijyf4U
You may also remember him as a 3S Urien player. (He used Blue Urien) So, being a combo master is nothing new to him.
shounen vs. ka2 transcript:
(starting at 0:14)...
aerial badlands (combo end)... 1 character away blood web as jam gets up. Testament waits a split second, throws S EXE beast (the one that comes towards him) (FRC). Jam faultless defenses, pushing her quickly away from the blood web, only to be pushed back towards Testament just as quickly (she also FD'ed the EXE Beast) Testament performs his 50/50, because Jam is being pushed into him.
One thing to bring up, is that the arcade version has lag when you put a bunch of stuff on the screen at once.
EDIT: I forgot to mention in my little Testament guide... If you are too far away to actually throw a bloodweb over them on wake-up, you CAN do S EXE Beast FRC, and it has a similar effect. It forces them to block while you run up and perform your mix-up. So, that part of the video just shows Testament doing BOTH of his okizeme options at once.
Did that help you at all, Arsenal?
Can anyone explain how to do a Lightning Sphere and then a Charged Drive after a Charged Stun Edge. Every time I attempt to do it nothing happens and just the CSE comes out.
Chupacabra
09-15-2007, 01:13 PM
i read the first link (FAQ thingie). is this game arcade perfect?
Arsenal
09-15-2007, 01:15 PM
koogy -
yes, that helps. that setup is sick looking, and apparently, effective. also, as better info/threads pop up on dustloop, you should constantly update your first post; confirmed changes from JP to US PS2 versions, gameplay basics, etc...
Mr. Mamation
09-15-2007, 01:19 PM
Can anyone explain how to do a Lightning Sphere and then a Charged Drive after a Charged Stun Edge. Every time I attempt to do it nothing happens and just the CSE comes out.
after it comes out wait a second and then 46H :P
Sytha
09-15-2007, 01:20 PM
Can anyone explain how to do a Lightning Sphere and then a Charged Drive after a Charged Stun Edge. Every time I attempt to do it nothing happens and just the CSE comes out.
You have to Input 214D (qcb+D) during the Start up of Charge Stun Edge. It's after 9th Frame if that helps. It's like Frame 9 to 15 or something like that.
Then during the Recovery of Lightning Sphere 46D will give you Charge Drive.
The Damned
09-15-2007, 01:26 PM
StuartHayden has apparently been seduced by "Testes"--worst nickname ever--and woof has yet to post, I have two Bridget questions, unfortunately one of which is rather generic, one Dizzy question, and one unfortunately even more generic question.
I know that you said not to pay attention to so-called "tiers" in this game koogy, and does indeed seem more feasible than pretty any other game. Therfefore, I have to ask why Bridget seems to be universally considered so low. He's only constantly above Johnny in terms of feasibility, supposedly, with a list of several reasons supposed--one of which greatly confused me and is thus my second question. This isn't to say that I'm not overall generally confused, since I split my time between Bridget and, sigh, Testament yesterday when I was playing and Bridget's set-ups seem better than ever (though I didn't play Slash so they might not be so new). Anyway, what I'm getting at is this: Can someone sum up for me Bridget's cons? It seems likely that it's going to revolve around a character with low-defense doing relatively low damage in turn for mobility and pressure that ultimately doesn't seem to compensate. Basically, it seems Bridget "fails" for being a reverse Potemkin (who apparently gets Badlands looped just as badly as Potemkin by Testament). Is this close to being correct?
What is the deal with Starship? Is it still useful? Still a useful tigerknee like when I last played in #R (and couldn't do it)? I ask because it was listed in both the pros and cons of that reason list in contradictory statements of it being useful "uppercut" and not being a useful "uppercut", respectively, simultaneously. So, yeah. What is up with Starship?
This is more of an opinion question than my other one I guess. However, I finally tried playing around with Dizzy yesterday and since I'm a generally projectile whore, I, surprise surprise, quite like her abilities. However, I have to ask, especially since I see Dizzy with full meter in quite often in videos due to her generally being played very defensively: Is there a reason why Gamma Ray isn't used, like, at all? I've got the motion down now and I know it chips like hell and it seems like you can throw out intelligently for the Dizzy's that sit back most of the time, where Forcebreak Homing Bubbles won't help much. So why is Gamma Ray ignored, at least when it comes to chipping people to death at the end of a match?
I have horrible problems for getting people off me. I know that Instant Block is supposed to help, but even when IB successfullly, I don't know what to do. The Order Sol guy I played about three weeks ago at SFSU used to IB my jump-ins and then combo me off a jab. That doesn't really work for any of my characters (or at least the characters I using that point). Therefore, I want to know, even though I may not stick with them, what the general anti-airs are for the above three people, preferably ones that work at close range and aren't just for people still stuck at dashing in at you (like with Bridget's 6S). I can understand if this question is too generic.
P.S. I still hate Eddie and Potemkin, especially now that they're both towards the top. (Although Eddie has never been very low, has he/it?). :annoy:
koogy
09-15-2007, 01:27 PM
If you guys help me find good links, I'll update my first post. x_x; I'm now going to attempt to customize my foobar2000 all sexy like. >;o Keep posting, I keep answering!
DropGate
09-15-2007, 01:33 PM
edit: nvm this ^^;
edit2: you should check out badguy/MDK's youtube (filmzee00). He's got a lot of great vids along with a nice compilation of cmv's.
edit3: How in the world do you do Ky's lightning strike (the lighting bolt from the sky)?
The Damned
09-15-2007, 01:42 PM
Oh, and Koogy: You keep forgetting Anji when you link character threads and forums.
:annoy:
koogy
09-15-2007, 01:58 PM
I know that you said not to pay attention to so-called "tiers" in this game koogy, and does indeed seem more feasible than pretty any other game. Therfefore, I have to ask why Bridget seems to be universally considered so low. He's only constantly above Johnny in terms of feasibility, supposedly, with a list of several reasons supposed--one of which greatly confused me and is thus my second question. This isn't to say that I'm not overall generally confused, since I split my time between Bridget and, sigh, Testament yesterday when I was playing and Bridget's set-ups seem better than ever (though I didn't play Slash so they might not be so new). Anyway, what I'm getting at is this: Can someone sum up for me Bridget's cons? It seems likely that it's going to revolve around a character with low-defense doing relatively low damage in turn for mobility and pressure that ultimately doesn't seem to compensate. Basically, it seems Bridget "fails" for being a reverse Potemkin (who apparently gets Badlands looped just as badly as Potemkin by Testament). Is this close to being correct?
Honestly, I will have to ask 722 / AKA to explain this better. Let me copy/paste some stuff for you.
- FROM JAIS on DUSTLOOP, from OFFICIAL TIER THREAD.
[BRIDGET] [jais]
* Had a shoryu
* Defense is real bad.
* Being a "girl" means she's floaty and eats bigger damaging combo's
* Toning the invincibility way down on Starship.
* 6K, 2P, 6P, j.P, 2K, All scale damage
* Extremely weak set-up-less combo damage.
* No HS pressure builds guard bar.
* Moderate risk for minimal reward (damage).
* Doesn't have a Potempkin Buster <- Running joke from thread.
* Doesn't have a spammable air normal that gives her a free way to get in (Johnny j.HS, Baiken j.HS, etc.)
* limited backdash invincibility
* Worst stunner in teh gamez
Those are the disadvantages listed for him, which I completely agree.
What is the deal with Starship? Is it still useful? Still a useful tigerknee like when I last played in #R (and couldn't do it)? I ask because it was listed in both the pros and cons of that reason list in contradictory statements of it being useful "uppercut" and not being a useful "uppercut", respectively, simultaneously. So, yeah. What is up with Starship?
It lost invincibility, and has bad recovery. But it is still useful in the sense that it HAS invincibility. It just isn't as good. (722? Clarify? ;-;?)
This is more of an opinion question than my other one I guess. However, I finally tried playing around with Dizzy yesterday and since I'm a generally projectile whore, I, surprise surprise, quite like her abilities. However, I have to ask, especially since I see Dizzy with full meter in quite often in videos due to her generally being played very defensively: Is there a reason why Gamma Ray isn't used, like, at all? I've got the motion down now and I know it chips like hell and it seems like you can throw out intelligently for the Dizzy's that sit back most of the time, where Forcebreak Homing Bubbles won't help much. So why is Gamma Ray ignored, at least when it comes to chipping people to death at the end of a match?
You can do infinitely more damage for infinitely less tension with Dizzy. Gamma Ray has like .... one use. If you are in training mode and they have a full guard meter, I think it does 420 damage. The start-up on the attack is absolutely terrible. I believe you can actually block the first two slow hits, then do a faultless defense jump (it makes your jump activate in 1 frame, instead of the usual delay that each character has.) and avoid it completely / jump and kill Dizzy.
Not to mention, you could just faultless defense the blast and you'd be fine. The only chip-you-to-death Super that is incredibly useful is Venom's "Dark Angel". That super is incredible at destroying your tension gauge / life bar.
4. I have horrible problems for getting people off me. I know that Instant Block is supposed to help, but even when IB successfullly, I don't know what to do. The Order Sol guy I played about three weeks ago at SFSU used to IB my jump-ins and then combo me off a jab. That doesn't really work for any of my characters (or at least the characters I using that point). Therefore, I want to know, even though I may not stick with them, what the general anti-airs are for the above three people, preferably ones that work at close range and aren't just for people still stuck at dashing in at you (like with Bridget's 6S). I can understand if this question is too generic.
THIS IS ONE OF THE BEST QUESTIONS EVER.
The easiest answer to this is to block. I know this seems completely ridiculous in a game with so many options, but the absolute safest way to avoid damage, and to reset the momentum is to carefully wait for a hole to open up. If you use your faultless defense at the right moments, you throw off their rhythm. Imagine playing against a Johnny who throws out a generic string like K -> S -> Far Slash. You have to block all of them... but imagine that the far slash whiffed because you pushed him away too far. He has TONS of recovery. You could punish that! This is one of the more difficult things to learn in the game, because lots of people just want to go rushrushrushrushrush. It's a very delicate balance you have to carefully pick your openings.
Allow me to showcase a video. http://www.youtube.com/watch?v=xHLiWCrfriE
Start the video at around 1:07. Now, Sol has the momentum. Ky MUST be defensive for this next barrage of attacks. There are no safe openings. Sol gives him a glimmer of hope when he does 2P -> 2K, and stops attacking. But it is a set-up. He wants Ky to flinch, because he has a super-high priority attack at the perfect range waiting for him; s.HS. Ky keeps blocking (the best option!) and Sol throws the HS anyway, cancelling into Bandit Bringer. Now, Ky would PROBABLY have countered right here... but it was a smart idea just to block. Sol is pushed away, and he throws a gunflame. Now, this is Sol's mistake, and this is the point I'm trying to drive across.
When someone is on offense, they will EVENTUALLY MAKE A MISTAKE. Sol's mistake? He didn't have enough tension to FRC his fireball. Now Ky can simply jump over it, and the momentum has completely shifted!
And that is only about 10 seconds of GG on a very, very typical match. The same can be said about almost every match-up in the game.
ANTI-AIRS for you:
Bridget: 6P, Starship. Also, j.P / j.K would work if you react quickly enough to the jump.
Dizzy: 2S is her main anti-air. 6P is also used, but not as much. 2S is very very good.
Testament: Doesn't have any real anti-airs, to be honest. 6P can be used now, but it won't win very often.
Did that help you at all? :D
edit: nvm this ^^;
edit2: you should check out badguy/MDK's youtube (filmzee00). He's got a lot of great vids along with a nice compilation of cmv's.
edit3: How in the world do you do Ky's lightning strike (the lighting bolt from the sky)?
222HS when the opponent is on the ground.
And yes, the Anji forum needs a basic thread that can explain things clearly before I will link to them. SlyMoogieface should be doing that.
Shadowcuz
09-15-2007, 02:19 PM
As for Testament's anti-air, use 6K to stuff IAD, 6P mostly works well when the opponent is directly above you.
Calcal
09-15-2007, 02:25 PM
http://www.dustloop.com/forums/showthread.php?t=2788&page=9
Is this worth putting in the first post? Tiering characters due to type and difficulty to play. If your new to GG you might want to use someone easier but then again you should play who you think is fun to use as well.
tataki
09-15-2007, 02:28 PM
ok eddie basic guide- (feel free to add and fix as you see fit)
game plan- pressure with shadow, break opponent's defence and do massive damage. stall time till you can summon shadow again rinse repeat and win.
eddie's double jump is fly mode which lets you fly like an eagle over mountains and forrests and seas. and to go anywhere that you please...
to defend while in fly mode use flaultless defence (it will also end fly mode)
you control the shadow by releasing the pkshd buttons (called negative edge).
[p]= press and hold the punch button.
-p-= leave the pressed punch button.
when you summon the shadow a little shadow health bar will pop up and it drains as time passes and when you use shadow attacks.
if you unsummon the shadow yourself or block a hit the shadow will disappear and the shadow guage will raise pretty fast.
but if the gauge empties or the shadow gets hit the shadow will disappear as well but the guage will fill up much slower and you can't summon again until it's full.
normals-
p- can be comboed to 2d and can be jump canceled. fast recovery on whiff means that you use this if you wanna start attacking them on wakeup w/o risking getting hit by a reversal super. think of it like a safe jump only on the ground. also used to float into an air combo after a drill hits.
k- THE low in mixups and unblockables. also can be JCed.
close s- can be canceled into lots of normals and to a jump. a key attack in your pressure and combos.
far s- has good range and LOTS of active time that helps it beat stuff like testaments 2h. other than that don't use it.
h- when canceled into a special it gives you lots of hit/block stun so you use it to combo into a drill (or s super lol) or to summon w/o letting them a big frame hole to escape or attack back.
d- an overhead... nice to throw once in a while. will avoid slidehead earthquakes lol
2p- can't be jump canceled like p but it's faster (fastest attack eddie has) and has more range. use it alot! you will either tick throw with it or mostly cancel it into 2k, 2s or 2d.
2k- +3 on block. NICE poke and combos to a close drill on CH
2s- beats alot of stuff, depending on the range you hit with it use either close drill or far drill. it will combo to either on CH
2h- anti air. on counter try to cancel to a h summon, move forward and can them airborne with -k- and start RAPE. be warned 2h loses to alot of jumpins so don't use it vs every character.
2d- the mighty sweep. can be JCed. knockdown for eddie is good cuz of UNBLOCKABLES. 2p 2d (hit confirm) xx 236h into madness is a key combo.
be careful as 2p won't combo to 2d at its max range but that's why i meantioned you can cancel it into other stuff as well.
j.p- used when you wanna keep them blocking in the air, like rapid fire jabs. with eddie you do this j.k-p-k-p-k-p...
j.k- best jumping move. fastest move and the best on whiff. also has awesome priority and can be JC into flying. when you jump forward whiff a j.k on the rise to stop ALOT of stuff thrown at you.
after than you can continue your jump and do whatever you wanted.
if oyu see you hit with that just continue his one and only air combo k-h-d
j.s- the hitbox makes this an awesome jump-in (and fly-in) move. allows you to cross up or fake it as well. on hit it should combo into 2p or p.
also your attack when you IAD to them is j.s-j.h
j.h- only in combos and if jump-in j.s hits them too high.
j.d- HEE-HEE! slow but will beat anything when they are above you. so after a combo if they tech really high super jump and poke them with this.
6p- slow anti air but great when you know an air dash is coming. nail them and JC for the air combo. used in combos and shadow pressure strings as it raises guard guage nicely...
also this is the move to hit alot with if you wanna score a dizzy! (no not have sex with the character... arg you know what i mean...)
(as you can see eddie is really lacking in the anti-air department. the best anti air he has is -s- when the shadow is out already)
6k- overhead. use it in shadow mixups and cancel it into 214s
6h-w/o shadow this move kinda sucks. sometimes catches people who try to jump or after tech but don't use it outside of those seldom times. but with the shadow out to cover ur laggy ass this move is pretty good as it zones like hell and you can combo into -s- it hits...
on counter you get a nice bounce so try to catch them falling with 6p and air combo or if you won't reach them you can always super them if it will give you the win. (same for 2h on CH and i mean the 632146h super)
specials-
22s and 22h- the sacred drills! (s close h far) +2 on block and they stay on the screen alot of time. used for zoning and pressure and AWESOME wakeup if you do them meaty. 22h has an frc which can be used for unblockables with iad j.s
22d (force break)- the s and h drills are the bitches of this pimp drill.
used mostly as the low in the safe and uber strong unblockable.
if you are quick you can run and combo after it (p jc j.k-h-d).
also the combo of 22d 22d 22d 22d is lulz. just remember you can combo it into itself for extra damage.
214s- good recovery so cancel 6k into it. backfires some projectiles (it even backfires testa's s exe beast if you don't wanna block it). on counter it wall bounces so oyu can go for a combo...
use it alot vs ky and venom.
623s- the command throw. has a nice range. great to use while shadow is out cuz you can make them fall into the shadow -h-
214k- eddie hides in the ground till you leave the button. the longer you stay the worse the recovery is. but at least you can 41236s from the ground for a surprise attack! (which is shitty on itself but used alot in combos)
use 214k to hide yourself while you advance with the shadow (cuz you don't want to be blocking hits as it will make the shadow disappear).
in the air 41236s- if you can combo into this in a way it only hits in the 1st hit and the 2nd will miss (due to pushback) it's awesome cuz it's a knockdown and they can't tech.
236p/k/s/h- shadow summon/unsummon.
236p will make the shadow attack with -p- when he gets summoned etc etc. 236h is to summon him w/o doing an attack. only unsummon when you are far enough and will be safe. better to let the shadow guage run out than to unsummon in the opponent's face.
236d (force break)- refills shadow gauge as long as you hold down the button. kinda sucks but it has such good recovery that it's used as a surprise tick throw tool. like run up k-s-236d run up and throw for the win.
632146h- the super. pretty slow but it's the only move that gives you invinc frames so it's a nice tool to have. just make sure they are not too close to you or you will miss and get fucked.
the other super- i don't even know what's the command for it. that should tell you how useful it is.
to be continued (i'm tired of writing :P)
Hatred Edge
09-15-2007, 03:10 PM
I can't believe this. This video isn't on dustloop!
Sol combo video:http://stage6.divx.com/user/tarutarurdm/video/1322504/GGXX-AC(PS2)-Sol-Combo-+-LAST-BOSS-BATTLE
Covers:
-Sidewinder from gunflame(no FRC). Time:0:00:1(at beginning)
-sidewinder from wild throw. Time:0:00:30
-side from (corner)j.S>j.D. Time 0:01:0 (1 min)
-Sidewinder from GF FRC Bandit bringer. Time 0:01:18
-Sidewinder from CH Riot Stomp. During Boss HOS fight. Time:
-Sidewinder from j.S>(land)2HS into grandviper. Time:0:00:16
-Sidewinder from 2K>2D>bandit revolver Roman Cancel. Time 0:00:44
Sidewinder on I-no and shows how to beat Boss I-no Overdrive(Sol only)
This should help a little with Sol's info. God the sidewinder thread on DL is a mess.
KrsJin
09-15-2007, 03:21 PM
When I do Anji's P stomp in the corner, I think do standing kick, standing slash > Fan grabby move. Sometimes it connects, many times it isn't. Any particular tips to nail this combo? I've tried going super early and super late, and don't notice what I do different when it works lol.
koogy
09-15-2007, 03:27 PM
Try running into the opponent after hitting them with the stomp. Then doing a running K -> close S -> 623HS when you can.
I'm thinking of doing a Jam beginners guide, but, anyone here use Jam? :wonder:
Arsenal
09-15-2007, 03:29 PM
Try running into the opponent after hitting them with the stomp. Then doing a running K -> close S -> 623HS when you can.
When you do a running K, not just for Anji, does the game recognize that as 66K or 66 -> 5K?
koogy
09-15-2007, 03:32 PM
When you do a running K, not just for Anji, does the game recognize that as 66K or 66 -> 5K?
If you hold the direction, it counts as a directional. If you run in and go neutral K, that counts as a neutral.
And yes, you should totally write a Jam guide, Aion. :3
KrsJin
09-15-2007, 03:33 PM
Try running into the opponent after hitting them with the stomp. Then doing a running K -> close S -> 623HS when you can.
Holy shit that worked real well, thanks homie. I'd rep if I could.
And yes, you should totally write a Jam guide, Aion. :3
Will do! :wgrin:
Shadowcuz
09-15-2007, 03:41 PM
When I do Anji's P stomp in the corner, I think do standing kick, standing slash > Fan grabby move. Sometimes it connects, many times it isn't. Any particular tips to nail this combo? I've tried going super early and super late, and don't notice what I do different when it works lol.
It should work if you do it right after the stomp hits
Arsenal
09-15-2007, 03:45 PM
...Eddie stuff...
Eddie's character design has always intrigued me... but even after reading your guide, he stills seem complex and intimidating. It's like sometimes controlling two characters at once, no?
koogy
09-15-2007, 03:55 PM
Holy shit that worked real well, thanks homie. I'd rep if I could.
S'why I'm here. >;3
Eddie's character design has always intrigued me... but even after reading your guide, he stills seem complex and intimidating. It's like sometimes controlling two characters at once, no?
Yeah. That is exactly what it is like. It's incredibly difficult to control him well, without giving away what you are holding for, or accidentally releasing a button and messing up your combo.
koogy
09-15-2007, 03:59 PM
Incase nobody saw the first post that I updated...
-------------------------------------------------------------------------
GGXXAC - EASY STANDARD KINDA HARD HARD
-------------------------------------------------------------------------
BEGINNER - KY SOL ABA FAUST
EASY - ORDER-SOL BAIKEN AXL ANJI
STANDARD - POTEMKIN BRIDGET DIZZY VENOM
KINDA HARD - MAY MILLIA JAM TESTAMENT
HARD - ROBO KY JOHNNY CHIPP I-NO
VERY HARD - SLAYER EDDIE ZAPPA
- Note that in addition to the difficulty rankings in that table, each character is grouped into one of four character "types". These types are:
Standard: These are the Ryu/Ken types, well-rounded with no really great strengths or weaknesses. Overall the "easiest" to learn, in a sense.
Power: These are the heavy-hitters, the tradeoff being a lack of speed and not as varied in their options.
Speed: Fast characters with many options, but not as much damage dealing, plus they tend to be on the weaker side in terms of being able to take damage.
Tricky: Just what it sounds like, these are the characters who are unorthodox in design. They are hard to play but tend to be difficult to figure out how to fight.
Standard characters: Sol, Ky, Axl, Anji, Bridget
Power characters: May, Potemkin, Johnny, Slayer, Robo-Ky, A.B.A.
Speed characters: Millia, Chipp, Jam, Dizzy, Order-Sol
Tricky characters: Eddie, Faust, Baiken, Venom, Testament, I-no, Zappa-
tataki
09-15-2007, 04:02 PM
Eddie's character design has always intrigued me... but even after reading your guide, he stills seem complex and intimidating. It's like sometimes controlling two characters at once, no?
yes i didn't even begin to write the shadow stuff... controling both him and the shadow is what makes him one of the hardest characters to play in the game.
but...watching ogawa gives me inspiration to play eddie no matter what! (http://www.youtube.com/watch?v=2MFxCrE4C2I)
The Damned
09-15-2007, 04:09 PM
Incase nobody saw the first post that I updated...
-------------------------------------------------------------------------
GGXXAC - EASY STANDARD KINDA HARD HARD
-------------------------------------------------------------------------
- Note that in addition to the difficulty rankings in that table, each character is grouped into one of four character "types". These types are:
Uh. Koogy. You screwed up the "types" part and put the difficulties again.
koogy
09-15-2007, 04:27 PM
Uh. Koogy. You screwed up the "types" part and put the difficulties again.
Oh... I didn't post the original, actually. Let me fix it... What part is wrong? ;_;
tataki
09-15-2007, 04:27 PM
Uh. Koogy. You screwed up the "types" part and put the difficulties again.
no he didn't
read it like this: out of the 4 beginner chars, ky is the easiest and faust is the hardest
awsome thread guys, like that it eases you into the game instead of just numbers and combos.
The Damned
09-15-2007, 05:07 PM
Oh... I didn't post the original, actually. Let me fix it... What part is wrong? ;_;
I thought you were attempting to go by type at the top, but if tataki is right then nevermind.
no he didn't
read it like this: out of the 4 beginner chars, ky is the easiest and faust is the hardest
That seems...really weird, but whatever. You're probably right.
jae hoon
09-15-2007, 05:18 PM
First I would like to say whomever though of using the Number system for anything Besides SC should root in hell and be forced to watch Telletubies for the rest of their life.
Second I completely suck at this game, I spent an hour and a half trying to beat Boss Ino with Ky.(it wasnt because of her balls attacks either, I can dodge those easily)
My knowledge is non existant, I dont know any dust loops or combos or anything pretty much.
This is like my 10th attempt to get into GG as well, I try every game released because I keep thinking I am missing something. But everytime I leave going its alright.
Ropponmatsu
09-15-2007, 05:18 PM
Ok, I enjoy playing as Johnny but does he have anything to get someone in the air besides 6P, 6K, and Throw. I mean it gets them in the air but its at an angle and a pain to follow up on especially when they can tech out of them.
koogy
09-15-2007, 05:25 PM
First I would like to say whomever though of using the Number system for anything Besides SC should root in hell and be forced to watch Telletubies for the rest of their life.
Second I completely suck at this game, I spent an hour and a half trying to beat Boss Ino with Ky.(it wasnt because of her balls attacks either, I can dodge those easily)
My knowledge is non existant, I dont know any dust loops or combos or anything pretty much.
This is like my 10th attempt to get into GG as well, I try every game released because I keep thinking I am missing something. But everytime I leave going its alright.
If you tell me what you'd like to know, I can help you better. We have some Ky guides written in the las thread I could link you to, if you wanted...
Ok, I enjoy playing as Johnny but does he have
anything to get someone in the air besides 6P, 6K, and Throw. I mean it gets them in the air but its at an angle and a pain to follow up on especially when they can tech out of them.
Throw a coin on them, and hit them with high mist finer, or low mist finer. (236P / 236S) Also, you can hit them with j.D, or Ensegna RC.
tataki
09-15-2007, 05:25 PM
First I would like to say whomever though of using the Number system for anything Besides SC should root in hell and be forced to watch Telletubies for the rest of their life.
you mean the japanese? they use it for EVERY fighting game...
koogy you forgot mid mist finer into corner joker frc :P
Kuradoberi Jam!
Jam is your fast, evasive, but powerful Chinese gal. She may have short range, but once she's in she's pretty relentless; her rushdown keeps her in on the opponent really well, this is due to her having quite a few moves that leave her at advantage on block.
For such a nimble character, she is really damaging; and what makes things even better (or worse for the opponent) is that she has so many options that lead to ridiculous damage.
Due to her short range, most Jam players tend to spend quite alot of time in the air looking for openings; though some prefer to FD brake alot, or keep using her 236S~S at a safe distance. You have to keep faking out to create a gap in your opponents defense, because if they let up even the slightest bit, Jam can IAD (instant air dash) into them in no time!
Jam's Normals!
5P- This move is pretty abusable. It's extremely fast, and you'll be surprised at what it can beat out. It also qualifies as a decent anti air. Throw this move out every now and then; but be careful not to spam it on crouching opponents as it whiffs, it could be used as a tick throw set-up though.
5K- An excellent low attack. Pretty fast, and can beat out quite a few attacks and is also +1 on block; so it's on of those Jam moves that keep you in on your opponent. This move can be canceled into almost every normal, even 2K, an essential tool for Jams rushdown. It also makes for good oki, but we'll get to that later.
c.S- Awesome poke, as it beats out alot of attacks. It also qualifies as an anti-air, but be careful not to use it if your opponent isn't in range otherwise you'll get a f.S instead. If you know your opponent will AD then run in and interrupt with this poke. The con of this move is obviously it's limited ranged.
f.S- Again, awesome poke. It can beat out quite alot and has some range too, so people tend to use this as their main poke and zoning tool. Probably the best part about this move is that you can follow up with a TK Ryujin for big damage and/or take you're opponent straight to the corner.
5HS- Pretty damn awesome, but not spammable and quite risky if you just throw it out there. So only use this when you're sure you will hit the opponent. Now, this move is awesome because not only does it suck your opponent in towards you (Jam won't let her opponents escape!), but it can be canceled into 6HS and raise your opponents guard bar like mad! It has some upper body invincibility but that doesn't mean you should use it as an anti-air; but due to this it can make some characters whiff their dead angles (and they lost 50% for nothing hurrah!:wgrin:). This move won't suck your opponent in if the FD (faultless defense) however. Also, on hit this move will force your opponent into a crouching state.
5D- ALOT of people don't see this coming! So it's a pretty darn good Dust attack/overhead. It's fast and tricky to see coming...use it.
6P- Pretty good move; viable anti-air; can cancel in and out of 2P, and out of 5P; has upper body invincibility; staggers on CH. All in all, a great move, but not spammable.
6K- This move doesn't get used much but it's decent. First hit forces the opponent into a standing position (useful if you want to do 2HS>Ryujin, as that will normally whiff on a crouching opponent). You can cancel it into 6HS. You can also cancel it in and out of 5HS into this move as well, but this is best done on a blocking opponent; though believe me, it has the potential to really confuse your blocking opponent and throw them off. It's also (the second hit of 6K) a semi-viable anti-air; what I mean by that is that it CAN beat some aerial moves, but at the same time it is slow and unreliable.
6HS- Great move, but not too spammable due to being slow. It is throw invincible (that means Potemkin busta' won't hit ya'!), so it's good to use this for oki; it has lower body invincibility , and that's pretty damn useful, and you'll come to see this; it has a surprising amount of invisible range, more so than one would think; raises guard bar quite alot; can be canceled into a nice (or should I say 'useful') variety of moves, e.g 2P; and it's also +5 on block, awesome.
6HS Follow Up- Not as much range as 6HS; leaves you at disadvantage on block but pushes the opponent far enough so that they can't punish you (heh); has some invincibility too, but upper body only. Wall stick on hit and/or send your opponent flying into the corner. Also, from my own experience, I've seen this move go through a blue burst AND even hit the opponent out of it 0_0
2P- Probably her best tick-throw set-up; advantage on block; can be canceled into a vast array of moves; incredibly fast; can beat out quite alot of moves; can beat out Chipp's sweep at max range :3
2K- Not too useful, but not useless either; it's fast and kinda spammable; can be canceled into 5K; it has more range than 2P so you may find yourself in an instance where you'd rather use this move instead.
2S- This is an awesome move. Great ground poke that beats out alot of stuff and causes stagger on CH; it's spammable (always a good thing right? =]); keeps your opponent honest, so don't be afraid to dash cancel into it a few times and keep them blocking; neutral on block.
2HS- Can be used as an anti air, and the good thing about this move as an anti-air is that (almost everytime) it will either beat out the aerial move, or just trade hits. It also sucks aerial opponents in, but this move is mainly just used for combos.
2D- Excellent poke! Awesome range; beats out quite alot of moves; extremely fast; it can be canceled out of alot of moves, so basically you can combo almost everything into her sweep, even 2P (awesome!); has an FRC point, so you can continue the onslaught, and it can also work as a tick throw set-up; something you might wanna know about the 2D frc is that you can frc it so that it either misses the opponent (so it's canceled before its active frames) or hit the opponent...nothing too handy as this isn't exactly a reliable thing to use in combos, but just thought you should know.
JP- Due to the angle of this attack it's best used off in combos and AD's (as oki for example); not much more to say other than it's pretty fast.
JK- Used in specific combos mainly; it has quite abit of range; stays active for quite a while; can be canceled into JD. Overall it's an 'meh' type move...it can beat out some attacks at max range but that's about it.
JS- Jam hits directly above her. This move is very useful for jump up under an aerial character and attacking with, because it will most like beat out almost anything if you're directly under; this move floats on hit; quite alot of priority; downfall is the strictly vertical hitbox.
JHS- Excellent move. Alot of priority; crosses up as she hits from both sides; on block it can be canceled into (aerial) 2k & 214K; also a nice aerial interception attack.
JD- Quite unsafe on block, you can get thrown afterwards; second hit floats on hit, and wall bounces on CH; it can beat out some attacks so don't be afraid to use it every now and then, just try not to IAD into it too high on a blocking opponent otherwise they'll throw you.
That's it for now, I'll obviously do more later and keep updating. :looney: However if you wanna get yourself started on her basic combos and set-ups please read this: http://forums.shoryuken.com/showpost.php?p=4283782&postcount=2238
Oh yeah, and if there are any problems (i.e make it easier to read or something) with this then please tell me.
Ropponmatsu
09-15-2007, 05:30 PM
Did they change a lot of Johnny's throw combo's in AC because his:
Throw>j.K>j.S>j.K>j.S>j.D>Ensenga doesn't work anymore.
The most I can get out of it is:
Throw>j.K>j.S>j.D>Ensenga
This appears to be with most of his throw combo's or do I just have shitty timing.
tataki
09-15-2007, 05:31 PM
aion you didn't write that 6h makes jam immune to throws, including the potemkin busta!
koogy
09-15-2007, 05:32 PM
you mean the japanese? they use it for EVERY fighting game...
koogy you forgot mid mist finer into corner joker frc :P
x_x Sorry. I am not 100% perfect when it comes to remembering everything, unfortunately... :sweat::sweat::sweat:
aion you didn't write that 6h makes jam immune to throws, including the potemkin busta!
Aha but I did! :wgrin: I said it was throw invincible, you may have missed it :angel: But I should add the Potemkin buster part, make people more appreciative lol.
jae hoon
09-15-2007, 05:37 PM
If you tell me what you'd like to know, I can help you better. We have some Ky guides written in the las thread I could link you to, if you wanted...
Throw a coin on them, and hit them with high mist finer, or low mist finer. (236P / 236S) Also, you can hit them with j.D, or Ensegna RC.
BTW I dont want anyone to say just go to dustloop, I post on srk and that is why there are threads here.(I dont post on alot of internet forums thats why, like 3 usually)
Pretty much starting the game(again) I figured Ky, and Sol would be the easiest to learn to at least getting ahold of the gameplay mechanics. Although I want to try Holy Order Sol to. Any help would be much appreciated though.
And yes I hate the keypad notation and refuse to use it(which confused the fuck out of people on SC.com)
Imperious
09-15-2007, 05:38 PM
koogy: You should repost (or link in the OP) the beginner's guides from the old thread. Those were just what new players are looking for--they shouldn't get lost.
Is it just me, or did they take Slayer--who was already really good--and make him completely rediculous? Was he this good in Slash?
tataki
09-15-2007, 05:38 PM
Aha but I did! :wgrin: I said it was throw invincible, you may have missed it :angel: But I should add the Potemkin buster part, make people more appreciative lol.
i'm confused :confused: since when does lower body invincibility=throw invincibility?
Ropponmatsu
09-15-2007, 05:41 PM
Anyone found Slash Back's remotely useful yet? I have yet to see anyone use them. I'm still a little lost as to how they work. I've tried using it when blocking, the moment their attack strikes I activate it but I don't see any reduction in recovery. It seems fairly useless if it's timing is that insane.
i'm confused :confused: since when does lower body invincibility=throw invincibility?
Dude...
6HS- Great move, but not too spammable due to being slow. It is throw invincible (that means Potemkin busta' won't hit ya'!), so it's good to use this for oki; it has lower body invincibility , and that's pretty damn useful, and you'll come to see this; it has a surprising amount of invisible range, more so than one would think; raises guard bar quite alot; can be canceled into a nice (or should I say 'useful') variety of moves, e.g 2P; and it's also +5 on block, awesome.
one quick question guys. when using frcs or rcs does the game put you back in to neutral state standing up no matter if you FRCed from a crouching move. Example with baiken: if I RCed a 2D will the computer automatically make her stand after the cancel or will she still be standing?
bizarro
09-15-2007, 05:46 PM
Slash backs are useful because they give you a much much shorter recovery time, so you can throw one in during mid pressure to throw them out of their gattling, or from an air attack, etc.
Anyway, just wanted to say that I'm in the process of writing up an AC Dizzy strategy guide, gonna be beginner friendly, so just a heads up.
http://dustloop.com/forums/showthread.php?t=3447
tataki
09-15-2007, 05:47 PM
Dude...
X_X
oops 4 am sorry
one quick question guys. when using frcs or rcs does the game put you back in to neutral state standing up no matter if you FRCed from a crouching move. Example with baiken: if I RCed a 2D will the computer automatically make her stand after the cancel or will she still be standing?
yeah unless you still hold the 2
bizarro
09-15-2007, 05:49 PM
one quick question guys. when using frcs or rcs does the game put you back in to neutral state standing up no matter if you FRCed from a crouching move. Example with baiken: if I RCed a 2D will the computer automatically make her stand after the cancel or will she still be standing?
I believe after you RC a move you will be in whatever state you want to be in, so if you're holding down you'll be in crouching state, etc.
Rob2_0
09-15-2007, 05:50 PM
Anyone found Slash Back's remotely useful yet? I have yet to see anyone use them. I'm still a little lost as to how they work. I've tried using it when blocking, the moment their attack strikes I activate it but I don't see any reduction in recovery. It seems fairly useless if it's timing is that insane.
well i still cant get used to it
but i assume its used against heavy preassuring
next time when you are getting constantly bombarded w/ attacks try to land a
slash back and as soon as you see the yellow "boom"
do an instant air dash (9 to 6 very fast)
cause what slash back does is lower the block stun so you can react faster
but they also give you a little tension when you succesfulle slash back
but who is ur "main"
i think some chars have specials that can be used well right after SB ( kys 236 k or o sols ginblaze maybe?) edit : or try some moves with good invincibility?
or try some long range pokes right after Sb to go into a combo
Anyone found Slash Back's remotely useful yet? I have yet to see anyone use them. I'm still a little lost as to how they work. I've tried using it when blocking, the moment their attack strikes I activate it but I don't see any reduction in recovery. It seems fairly useless if it's timing is that insane.
They are useful against slow moves that you normally can't do much about. People have started using it alot more in vids now, but they only use it against the obvious moves; so yeah it's useful.
koogy
09-15-2007, 05:59 PM
Old thread stuff.
My terrible guide to "basic movement" - http://forums.shoryuken.com/showpost.php?p=4284868&postcount=2297
My terrible Testament guide. - http://forums.shoryuken.com/showpost.php?p=4285466&postcount=2320
More random Testament stuff. -
http://forums.shoryuken.com/showpost.php?p=4287462&postcount=2364
My terrible May guide. - http://forums.shoryuken.com/showpost.php?p=4287301&postcount=2348
My terrible ABA guide. -
http://forums.shoryuken.com/showpost.php?p=4287752&postcount=2374
My terrible Ky guide. -
http://forums.shoryuken.com/showpost.php?p=4288343&postcount=2397
My awesome Slayer guide. -
http://forums.shoryuken.com/showpost.php?p=4288433&postcount=2399
Dr. Stormlocke's awesome Robo-Ky Guide. -
http://forums.shoryuken.com/showpost.php?p=4288921&postcount=2414
My terrible Order-Sol guide. -
http://forums.shoryuken.com/showpost.php?p=4289248&postcount=2427
Mr. Mamations' Ky Guide. -
http://forums.shoryuken.com/showpost.php?p=4289351&postcount=2437
Mr. Mamation's Ky Guide part 2~~ -
http://forums.shoryuken.com/showpost.php?p=4294413&postcount=2617
Random cool properties. -
http://forums.shoryuken.com/showpost.php?p=4294351&postcount=2613
Ropponmatsu
09-15-2007, 06:04 PM
Maybe I'm just using it wrong, I'll try and use it in the middle of a pressure combo and get a strike in but the recovery time is just the same and I get nailed and lockeddown. Yes I'm seeing the yellow "boom". One thing I see is the AI spamming it on something like Ky's 236S or something for whatever reason I have no idea. Anyone got a specific vid I can reference on when to use the Slash Back.
jae hoon
09-15-2007, 06:05 PM
I do have to laugh at the my terrible in front of everything, it is kinda funny.
koogy
09-15-2007, 06:06 PM
I do have to laugh at the my terrible in front of everything, it is kinda funny.
I try. :3
Thanks for the thread guys, registered over @ Dustloop yesterday but most the place is geared toward experienced/advanced players as said before. Still trying to decide between Axl, Millia, or I-no. Even experimented w/ Jam and Robo-Ky a bit.
Ropponmatsu
09-15-2007, 06:16 PM
There aren't enough Millia players, new or advanced. I'd like to see some more Milla's.
jae hoon
09-15-2007, 06:19 PM
There aren't enough Millia players, new or advanced. I'd like to see some more Milla's.
That is because her hair scares people, anyone who has a permanent stock in Aquanet should be feared.
Rob2_0
09-15-2007, 06:23 PM
i think im gonna make bridget my second char
the red and black costume is too kewl
can anyone tell me about the teddy bear force break
does it follow the opponent or do you control it
and what good frcs does he have.
and that teddy bear on the bycicle OD he does
how can i make good use of that?
MaybeMemories
09-15-2007, 06:33 PM
roman cancels and FRC's :( so much to MASTER, how will i ever ? this came really frustrates me, the system is intense !
Hatred Edge
09-15-2007, 06:38 PM
Did they change a lot of Johnny's throw combo's in AC because his:
Throw>j.K>j.S>j.K>j.S>j.D>Ensenga doesn't work anymore.
The most I can get out of it is:
Throw>j.K>j.S>j.D>Ensenga
This appears to be with most of his throw combo's or do I just have shitty timing.
Check this out:http://dustloop.com/forums/showthread.php?t=3029
This has ALL the throw combos for Johnny and who to use it on and the pros and cons. The answer should be there.
i think im gonna make bridget my second char
the red and black costume is too kewl
can anyone tell me about the teddy bear force break
does it follow the opponent or do you control itBoth of them move away from Bridget. FB Jagged Roger is way faster than FB Roger Rush, so you can accidentally stick it to the floor or make it fly behind you if you move immediately after you do it. and what good frcs does he have.The FRC on his sweep allows you to do an air combo, like so:
5K->2D, FRC, 5K->6S, jc, j.S->j.2S, djc, j.S->j.2S
Or if you're not too good with GG moonspeak yet:
s.K->c.D, FRC, s.K->forward S, jump cancel, jumping S->jumping down+S, double jump cancel, jumping S->jumping down+S
The FRC on Starship (dragon punch+P) allows you to do a similar air combo -- do forward S immediately after the FRC (which is immediately as the third hit connects) and do the same double jump air combo as a follow-up. and that teddy bear on the bycicle OD he does
how can i make good use of that?It's got invincibility, which is nice, but the best thing is to get a knockdown, throw the yo-yo over the opponent and then do the super. Run at them, and as they're blocking either do forward kick, which is an overhead, or low kick/low dust. If you use low kick as your low, you'll do less damage because it scales how much damage followup combos do. But it's got much less recovery time than low dust, so you have more opportunity for mixups afterwards if they block it.
ViciousSLASH
09-15-2007, 06:50 PM
I can't believe this. This video isn't on dustloop!
Sol combo video:http://stage6.divx.com/user/tarutarurdm/video/1322504/GGXX-AC(PS2)-Sol-Combo-+-LAST-BOSS-BATTLE
Covers:
-Sidewinder from gunflame(no FRC). Time:0:00:1(at beginning)
-sidewinder from wild throw. Time:0:00:30
-side from (corner)j.S>j.D. Time 0:01:0 (1 min)
-Sidewinder from GF FRC Bandit bringer. Time 0:01:18
-Sidewinder from CH Riot Stomp. During Boss HOS fight. Time:
-Sidewinder from j.S>(land)2HS into grandviper. Time:0:00:16
-Sidewinder from 2K>2D>bandit revolver Roman Cancel. Time 0:00:44
Sidewinder on I-no and shows how to beat Boss I-no Overdrive(Sol only)
This should help a little with Sol's info. God the sidewinder thread on DL is a mess.
This is fantastic.
I've played GG before ( #reload, Axl ) but I wasn't very good at all. ( I am a super scrub ) I just got AC and am going to try to learn some new people. Mainly Sol, ABA, and maybe Potemkin.
White and Red candy cane sol ftw.
footmeetsskull
09-15-2007, 06:52 PM
i see in options it says ss pad where can i find this sega saturn pad for the ps2? they mention it in the manual as well
^^ your AV still scares me.
anyone know how to unlock the GGmode characters or do i have to just play thru survival?
Rob2_0
09-15-2007, 06:54 PM
^^ your AV still scares me.
anyone know how to unlock the GGmode characters or do i have to just play thru survival?
theres supposedto to be a time release (48 hours i think)
Rush, so you can accidentally stick it to the floor
i did that all day today i was wondering how it was done...
thanks for that for all that info you dont mind if i put it in my i pod for when i train?
The Damned
09-15-2007, 06:55 PM
There aren't enough Millia players, new or advanced. I'd like to see some more Milla's.
I'd try her since I played around with her and Bridget and Testament in #R, but she still takes damage like a bitch (which balances out), yet can't fight at a distance like Dizzy can.
I don't trust myself to not fuck up at close range and eat a corner combo of literal death.
Sorry. :/
That said, I finally decided to give Anji a try and damn did his movelist become way more confusing. What the hell are with all of his command moves? They're absolutely not like GGX, which I suppose is quite a good thing, though I do have the habit of abusing the ridiculous autoguard he had on his (very) old 6HS.
Sigh.
Anyway, speaking of autoguard, which of his moves still retain them? It would be nice to know, even if though his guard point moves don't seem very feasible--I react to slowly, which why I can't play Baiken.
roman cancels and FRC's :( so much to MASTER, how will i ever ? this came really frustrates me, the system is intense !
Nothing hard about this tbh. All it is, is canceling the recovery of a move...
thanks for that for all that info you dont mind if i put it in my i pod for when i train?Be my guest. I'm actually in the process of rewriting the Bridget basics guide that got linked to (or reposted?) in the other thread, so there'll be a lot more info some time in the next month or so.
Atomic #
09-15-2007, 07:35 PM
Quick Question: Has the I-no glitches have been fixed in the U.S. version...?
I was messing around in Training mode, did some combos and right after she landed... for some reason I-no did not respond to my button presses.... I pressed the attack buttons and the movement buttons and got nothing...It was not until I paused and exit did I have control over her again.... Has anyone experienced this problem too?
It only happened once, so hopefully it was my PS2 trying to shake the cobwebs out of its CD tray...
Plus... Is it a lost cause to play I-no on a pad? Her Chemical Love airdash technique seems very difficult to be able to execute in battle.... would it be better to Negative Edge it or just say screw it and buy a stick?
koogy
09-15-2007, 07:43 PM
Quick Question: Has the I-no glitches have been fixed in the U.S. version...?
I was messing around in Training mode, did some combos and right after she landed... for some reason I-no did not respond to my button presses.... I pressed the attack buttons and the movement buttons and got nothing...It was not until I paused and exit did I have control over her again.... Has anyone experienced this problem too?
It only happened once, so hopefully it was my PS2 trying to shake the cobwebs out of its CD tray...
Plus... Is it a lost cause to play I-no on a pad? Her Chemical Love airdash technique seems very difficult to be able to execute in battle.... would it be better to Negative Edge it or just say screw it and buy a stick?
I imagine I-No being possible on pad. It may be more difficult than a stick, but it is certainly possible. I-No has a natural difficulty; you won't be able to switch to stick and instantly get the best results either.
So, stick with what works for you. Just realize that she is naturally a more difficult character due to her execution. And once you jump over the hurdle of the Chemical Love FRC IAD thing, she becomes much much easier to perform combos with.
Harem
09-15-2007, 07:59 PM
I'd try her since I played around with her and Bridget and Testament in #R, but she still takes damage like a bitch (which balances out), yet can't fight at a distance like Dizzy can.
I don't trust myself to not fuck up at close range and eat a corner combo of literal death.
Sorry. :/
That said, I finally decided to give Anji a try and damn did his movelist become way more confusing. What the hell are with all of his command moves? They're absolutely not like GGX, which I suppose is quite a good thing, though I do have the habit of abusing the ridiculous autoguard he had on his (very) old 6HS.
Sigh.
Anyway, speaking of autoguard, which of his moves still retain them? It would be nice to know, even if though his guard point moves don't seem very feasible--I react to slowly, which why I can't play Baiken.
6K- Autoguard high (Frames 1-7)
2H- Autoguards low only (Frames 10-19)
3K- Autoguards low (Frames 1-5)
6S- Autoguards high (Frames 7-12)
6H- Autoguards high (Frames 12-19)
5D- Autoguards high (Frames 4-12)
Normal Rin- Autoguards high (Frames 8-26)
FB Rin- Autoguards high (Frames 2-10)
Just know that abusing autoguard will not get you very far. ^^;
StuartHayden
09-15-2007, 08:58 PM
I vote this the sexiest thread ever.
-SH
MrWizard
09-15-2007, 09:19 PM
Someone pm me if this works properly on ps3. I dont own a ps2 anymore =(
dialupsucky
09-15-2007, 09:48 PM
6K- Autoguard high (Frames 1-7)
2H- Autoguards low only (Frames 10-19)
3K- Autoguards low (Frames 1-5)
6S- Autoguards high (Frames 7-12)
6H- Autoguards high (Frames 12-19)
5D- Autoguards high (Frames 4-12)
Normal Rin- Autoguards high (Frames 8-26)
FB Rin- Autoguards high (Frames 2-10)
Just know that abusing autoguard will not get you very far. ^^;
Hrmm are those correct? If they are "correct" I belive the source may be mistaken.
*sneaks out*
koogy
09-15-2007, 10:16 PM
uh oh clayton is here.
enlighten us clayton.
ViciousSLASH
09-15-2007, 10:21 PM
Well I just learned how to FRC Gunflame, sorta, I can do it like 65 percent of the time now.
I just need to know some basic stuff to start out with. Some little rinky dink combos I can learn to build a foundation of Sol Skills.
The Sol Section at Dustloop is a complete mess. :(
Any help would be appreciated!
Mr. Mamation
09-15-2007, 10:52 PM
Someone pm me if this works properly on ps3. I dont own a ps2 anymore =(
I was playing it on my friends ps3 so it works.
StuartHayden
09-15-2007, 11:11 PM
So..should we ignore the other GGXX:AC thread?
Or keep posting on both?
Cause this is like a thread paradox and shit.
-SH
need some advice on the foundation for robo ky.
Ive been practicing his 5hs frc, horsie to 5hs frc, the distance on his robo dash, the distance for a bazooka on wake up ( to close and it misses but to far and I only get 2 hits at max), 2hs frc timing and his bazooka on wake up into iad S.
what am i missing? I dont need to know combos at the moment cause the way I see it, when i get comfortable with his basic game then I could start throwing intermediate combos into the mix.
Harem
09-15-2007, 11:29 PM
So..should we ignore the other GGXX:AC thread?
Or keep posting on both?
Cause this is like a thread paradox and shit.
-SH
Use this thread.
StuartHayden
09-15-2007, 11:32 PM
'kay
-SH
Darkshine
09-15-2007, 11:34 PM
Well I just learned how to FRC Gunflame, sorta, I can do it like 65 percent of the time now.
I just need to know some basic stuff to start out with. Some little rinky dink combos I can learn to build a foundation of Sol Skills.
The Sol Section at Dustloop is a complete mess. :(
Any help would be appreciated!
Yeah, Dust Loop is pretty good at being a complete mess. It would be better if it were more active, methinks.
StuartHayden
09-15-2007, 11:39 PM
They should delete everything and repost the best stuff while breaking down every character.
Like list/names of moves.
Basic match up strategies
Beginner to Advanced Combos.
Ect..
And not have it a big cluster fuck.
Cause I'll try to read strats and they'll list special moves...but I don't know any of the names. -_-;
-SH
Raph_Stryker
09-15-2007, 11:48 PM
need some advice on the foundation for robo ky.
Ive been practicing his 5hs frc, horsie to 5hs frc, the distance on his robo dash, the distance for a bazooka on wake up ( to close and it misses but to far and I only get 2 hits at max), 2hs frc timing and his bazooka on wake up into iad S.
what am i missing? I dont need to know combos at the moment cause the way I see it, when i get comfortable with his basic game then I could start throwing intermediate combos into the mix.
learn the spacing on his jabs, them being his best pokes, they really are important for his ground game.
Practice 2S > 5HS, it really helps to get this down and reinforce it, because a lot of his big damage combos start from linking into his 5HS, with your opponent falling, this is the best test so you can learn to hit them right before they land to pop them up.
also, learn how much heat you gain from doing 6P (which you can do three times in a row). Its a good tool for getting your opponent away from you(blowback), and has upper body invincibility. It really heats you up a lot, so if you want to go into Heat mode, this is your tool.
other foundation stuff, well..so youll know, be careful putting a mat down against: chipp, a.b.a, faust, axl, eddie and potemkin..also slayer.
Chipp's 2D can easily knock you down, and set up his okizemi, it gives a.b.a room to start coming at you which is NEVER good, faust and axl can easily start pressuring you since they can easily attack from affar, eddie might try to drill you, Pot can slidehead (which ends up making the mat useless since you can never actually stand on it.)
and Slayer WILL DoT you. (his long range, fast as heck, start up almost instant super)
so, there you have some hopefully good core stuff
Harem
09-15-2007, 11:59 PM
They should delete everything and repost the best stuff while breaking down every character.
Like list/names of moves.
Basic match up strategies
Beginner to Advanced Combos.
Ect..
And not have it a big cluster fuck.
Cause I'll try to read strats and they'll list special moves...but I don't know any of the names. -_-;
-SH
What names?
this thread is pretty rad/detailed
[bridgets dp sucks lol]
Zazzarius
09-16-2007, 12:09 AM
i was wondering if anyone had a color chart for AC
with all the ex, slash & reload colors its hard to keep track of them all
Shadowcuz
09-16-2007, 12:13 AM
i was wondering if anyone had a color chart for AC
with all the ex, slash & reload colors its hard to keep track of them all
the site is in japanese though, character list is on the left
http://wiki.livedoor.jp/ggxx_matome/d/FrontPage
koogy
09-16-2007, 12:17 AM
need some advice on the foundation for robo ky.
Ive been practicing his 5hs frc, horsie to 5hs frc, the distance on his robo dash, the distance for a bazooka on wake up ( to close and it misses but to far and I only get 2 hits at max), 2hs frc timing and his bazooka on wake up into iad S.
what am i missing? I dont need to know combos at the moment cause the way I see it, when i get comfortable with his basic game then I could start throwing intermediate combos into the mix.
*drunk*
You need to learn your basic mix-up. Get comfortable learning 2K -> 2S, then running jump at them so that you are at thigh height as they get off of the ground. Then choose between instant airdash j.S j.HS -> combo, or 2K-> 2S -> combo. Or command grab.
Dr. Stormlocke would help you much better than I can regarding Robo-Ky. ^^
Zazzarius
09-16-2007, 12:27 AM
the site is in japanese though, character list is on the left
http://wiki.livedoor.jp/ggxx_matome/d/FrontPage
yeah i have no idea where i'm going in there :confused:
Shadowcuz
09-16-2007, 12:30 AM
^lol use babelfish and translate the site, then you're good to go
http://world.altavista.com/
when did they add in the skeletons on testaments blood web?
StuartHayden
09-16-2007, 12:51 AM
Mann....I'm really starting to like testament.
I might make him my main.
Work on him A LOT
And then move onto a secondary character.
-SH
The Damned
09-16-2007, 01:05 AM
yeah i have no idea where i'm going in there :confused:
Since, for some reason, I still remember how to read katakana and hiragana, it was sort of easy for me to navigate.
Thus, I will tell you that all you need to do with is the second AC heading where it has the sublist of names and then click on the name you want. After doing that, when it gives you the list of new links, pick the very top link and at the bottom of the next page should be the normal colors and the ex colors. It doesn't seem to have Reload Colors, but that's probably because they are console only. (At least, I'm pretty sure they are console only....)
Anyway, the list of names is as follows:
Sol
Ky
May
Eddie
Millia
Axl
Potemkin
Testament
Baiken
Jam
Anji
Faust
Johnny
Venom
Chipp
Dizzy
Slayer
I-no
Zappa
Bridget
Robo-Ky
Holy Order Sol
I'm not trying to show off, especially since I had to click on quite a few to confirm since I'm so rusty even though that site loads somewhat slowly for me. I'm offering an alternate to babelfish since I know how random and horrible it can be.
After working with a few character I'm going to stick with Millia. Any thing I should start working on?
Henaki
09-16-2007, 01:35 AM
potemkins:
standing p: generic frame advantage punch, use to tick into pot buster
stanking k: staple combo attack, hits low, has pretty piss range, but has a variety of uses in combos
standing s (c): kinda fast, not that great
standing s (f): slowwwwwwwwwwwsville, but has the highest vertical range for his longer pokes, good for just covering an assload of space in front of you, good in combox
standing h: HOLY SHIT this is a great move, fast, basically completely safe on block if you cancel into hammerfall break, does a fuckload of damage, and reaches like half the screen and more. good juggle/string usage as well.
dust: it is a dust. it hits high. you do damage. boom.
2p: this move sucks massive butt cocks
2k: pretty far reaching low, goes into his bread and butter chain combo, good for frame traps with sweep as well
2s: UNF UNF UNF this is sex the move okay. PULLS IN, has FRAME ADVANTAGE OR SOMETHING , HAS BETTER COMBOS THAN THE SNACK SECTION OF YOUR SUPERMARKET (ESPECIALLY THE PIZZA KIND). fuck this move is good ok. really far, really fast poke as well i guess. oh and it staggers on ch so its a free fucking combo if you get a good frame trap off~
2h: goooood combo move, sucks on block, always cancel this sucker into something, even if its backward megafist
2d: it is a sweep. hey i just realized that a CROUCHING DUST is a SWEEP; get it. DUST? SWEEP? AHAHAHAHA FUCKING HILARIOUS okay, also your best bet of finishing off a slide head if you cant juggle them properly in time.
j.P: best combo: jump, PPPPPPPPPPPPPPPP jc PPPPPPPPPPPPP thread over
j.K: sort of ok
j.S: probably pots best jumping normal, when timed right after a super jump after a knock down, this is unpunishable, goes into a combo if you dont block after it or something. on CH it BOUNCES holy=shit bunnies.
j.H: sort of a comboier move. yes i made up a new word, deal with it FACE.
j.D butt bomber, this makes jumping safe on most opponents unless they are far away horizontally.
6p: i pray to god every day to hope i get a combo off. cancels into heat and giganter. thus making it pretty triplesweet.
6K: overhead, special cancelable (generally useless unless you've got ogawas hands) chains into 2hs so you can do this, 2hs, megafist/hammerfall/heat
6H; this makes unblockables possible.. owns the fuck out of bitches.
SPECIALMOVES
qcfP: megafist forward, thsi move sucks pretty much unless you cant reach a slide headed guy
qcbP: megafist back makes unsafe, but cancelale moves safer
hcbS: fdb flicks projectiles, the reflected thingy doesnt hit very low so people can slide under it and shit.
hcb, fP: potemkin buster, command grab starts up in 4 (!) frames. invulerable on like the 3rd or something. fucking fast. frc this bitch too for easy damage.
dp H: heat, anti air unblockable thing. gains a metric fuckass of tension, leaves them sitting there in front of you for a free mixup
hcb H during heat's first 3 hits: heat extend, does a metric assfuck of damage, in exchange for not leaving them close and some tension or something
charge back, fH: hammerfall, one hit of complete autoguard. decent move for owning sluts who are predictable with pokes. learn the frc on this for combos
p during hammerfall: break: a ghetto dash. it has a bit of recovery (more than most dashes) but makes up for it by having autoguard during the hammerfall part, being cancelable off any special cancelable move (so if you do H, you can cancel it into you're "dash")
qcfS: slide head, and unblockable move if the enemy is on the ground and far away, has some upper body invulnerability or something, if it hits them, they are in a "sliding" state (even though they are stationary), which means you can do an otg combo.
FORCE BREAKS
hcb, D: judge gauntlet, has lots of autoguard, kinda useful vs really canned pressure strings you cant escape
hcb, fD in air: aerial potemkin buster, its pot buster in the air, except instead of being good, its comboable
SUPERS/OVERDRIVINGTHELIMIT
hcb, fHS: giganter, a shieldy thing (its a 1 hit aegis reflector SHUT THE FUCK UP), does assbutts of stun. useful in unblockables, potemkins only good reversal attack
hcf, hcfP during giganter; giganter bullet, its a combo followup thing, does lots of damage, you hitconfirm it woah nelly
qcf qcf S: HEAVENLY..... POTEMKIN...... BUSTER anti air grab, good in combos too, has a good amount of invulnerability and combined with j.D its pretty safe for escaping corners n stuff
ok thats basically all his moves
combos/blockstrings you need to know:
qcfS, hammerfall break, k, 2S< heat (extend optional depending on situation)
your basic "4 hit combo" this thing makes potemkin a scary ass motherfucker because being on the ground is a 1/4th of your life threat if you whiff a move.
P K S 2S 2D - bread and butter combo, stop at the P and do a slightly delayed pot buster for a mixup
6k, 2h, heat - overhead combo
6k, 2h, hammerfall, frc, whatever: basic blockstring if the 6k dont hit. useful for like, not dying and building guard meter
6HS, slide head: basic slidehead setup, they have to instant block the 6hs then reversal the fuck out of there, otherwise free damage.
6HS -> heat: useful for sluts who think they can jump or do a specific aerial reversal that sucks massive dongs out of the unblockable, seldomly useful
HS, hammerfall frc, HS, heat extend: ownage combo
dust, HS HS air pot buster: jc the last hs or whatever, basic air pot buster combo
pot buster, frc, 2s heat
jS, ch, H or 2h, heat/heavenly - damaging combo if they get hit by a CH jS
theres probably a few things im missing but thats barebones shit
notably, make your opponent afraid of PB and slidehead, once they are you can basically run amok and slut them up with anti airs and ib pot busters and stuff. potemkins a scary ass motherfucker and mistakes HURT against him. hes got a great mixup game (highs, lows, strikes, throws and unblockables)
if you ahve specific questions i guess ill answer them im not amazing though
oh and this list assumes you like, are in training mode and can hit buttons, its terrible without that. but should give you a good understanding of what pro potemkins do all day (SUCK DICKS HURRR)
*enters thread shyly*
so i just got this game
i like jam and sol
*leaves thread*
Moroha
09-16-2007, 01:53 AM
A.B.A 101.
http://dustloop.com/forums/showthread.php?t=3405
If you guys have any ABA questions, I'll be more than happy to answer them.
After working with a few character I'm going to stick with Millia. Any thing I should start working on?
Combos off 2HS, ground stringing into your 2D->Roll->HS Disc, and TK Bad Moon I guess. Work with your HS disc and lethargic FB Disc. Oh, and practice using your pin if you can. Good luck with all your character specific air combos. ;)
The Damned
09-16-2007, 02:10 AM
A.B.A 101.
http://dustloop.com/forums/showthread.php?t=3405
If you guys have any ABA questions, I'll be more than happy to answer them.
Although I gave her try and she wasn't didn't seem to my kind of character from the get-go, i.e. "high-risk, high-reward" as you put it, I have to ask something that I've been wondering:
How many people can Instant Kill her when she is forced to change back from Moroha mode into Normal Mode?
I know that Ky can, and I saw then saw Eddie try to in a video only to fail--:rofl:--and that made me start wondering.
what should i start learning with jam?
:wonder:
The Damned
09-16-2007, 02:22 AM
what should i start learning with jam?
:wonder:
Earlier in the thread, Aion started the basics for that whor..er that woman. (http://forums.shoryuken.com/showpost.php?p=4295292&postcount=51)
Yeah, that woman.
Dr. Stormlocke
09-16-2007, 02:27 AM
need some advice on the foundation for robo ky.
Ive been practicing his 5hs frc, horsie to 5hs frc, the distance on his robo dash, the distance for a bazooka on wake up ( to close and it misses but to far and I only get 2 hits at max), 2hs frc timing and his bazooka on wake up into iad S.
what am i missing? I dont need to know combos at the moment cause the way I see it, when i get comfortable with his basic game then I could start throwing intermediate combos into the mix.
Koogy and Raph already touched on what else can help, but I'll list some other stuff.
First off, I don't know how you are physically doing 5hs FRC, but this is how I would suggest doing it if you're playing stick. Use your ring finger to hit Hard Slash, and then immediately hit Kick, Slash, and Hard Slash again with your pointer finger, middle finger and ring finger respectively.
If you don't want to move onto aircombos yet, you can still capitalize on his 5hs without too much effort, off of things such as:
5hs counterhit stagger, FRC, run up Command Grab/Dust/Combo.
5hs, FRC, 6p, *p, *p. (If you want to knock them down, just fire once.)
5hs, FRC, 2k, 2s.
5hs, FRC, Dash, 5hs, FRC, Dash and repeat until you are out of tension then knock down with 2s.
Start throwing in 5hs FRC in your pressure strings to maintain momentum, increase guard gauge, and intimidate your opponent.
In regard to firing Ground Bazooka on their wakeup, here's a simple bit of advice: After you knockdown, and 2d, immediately whiff a 5p, and then throw out a Bazooka shot. Based on the distance you knocked them down at you might have to dash a little first. If you are really far sometimes you don't even need to do this. You basically use it as a timing device to ensure that all the hits of your bazooka will be blocked. It takes a little bit to get used to, but you'll be glad you did.
Best of Luck.
Moroha
09-16-2007, 02:36 AM
How many people can Instant Kill her when she is forced to change back from Moroha mode into Normal Mode?
Good question. Though a Ska transform followed up with 'combo x' is often times a game over anyway since you've been knocked down three times already, so your lifebar is far from 100%, you're probably eating the best combo the other guy has right now, and for all you know it ends in a knockdown and oki, so good luck getting the momentum back / into Moroha.
I'm pretty sure every character can given 50% tension and a correct hit, correct me if I'm wrong. One of my favorites was off an I-No FRC'd throw, she can then activate, dash in and IK ABA. When I have time, I'll try to figure out who can with no tension.
The Damned
09-16-2007, 02:42 AM
I'm pretty sure every character can given 50% tension and a correct hit, correct me if I'm wrong.
Everyone except Dizzy for sure since her "Instant Kill" just plains sucks and has some really obscure motion IIRC.
I also wouldn't be much surprised if Anji couldn't or if Faust just went straight over her head.
(Paracelsus doesn't count as part of her hitbox, does he?)
Stabby
09-16-2007, 02:50 AM
So, is Slayer good because of his retarded abare?
I mean, CH 2H, whats up with that?
Pretty much. Just don't drop the combo.
9TNine
09-16-2007, 04:53 AM
when did they add in the skeletons on testaments blood web?
Back in XX/, Testament gained the ability to use the Skeleton blood nets after hitting someone with Master of Puppets (Key super that also powers up trees). They're basically nets that hold the opponent longer, but use up one of the VooDoo Dolls Testament gets from the super.
Back in Slash they used to hold for a really long time, but the opponent could mash to shorten it. In AC they've shortened the time some, but the opponent can't mash out anymore.
i was wondering if anyone had a color chart for AC
with all the ex, slash & reload colors its hard to keep track of them all
Something to keep in mind is that the Slash and Reload colors are the SP Colors that the character had in that game. There's a bit of a catch though. The Dust button will be an AC Color until you unlock the Shadow and Gold characters, in which case Dust on Slash Colors is Gold, and Dust on Reload Colors is Shadow.
-9
i was wondering if anyone had a color chart for AC
with all the ex, slash & reload colors its hard to keep track of them all
Sol:
http://image01.wiki.livedoor.jp/g/e/ggxx_matome/3e083d6088bdc782.jpg
Ky:
http://image02.wiki.livedoor.jp/g/e/ggxx_matome/8051b9deee623664.jpg
May:
http://image01.wiki.livedoor.jp/g/e/ggxx_matome/3fb5f908c169223c.jpg
Eddie:
http://image02.wiki.livedoor.jp/g/e/ggxx_matome/390f459b7d108210.jpg
Millia:
http://image02.wiki.livedoor.jp/g/e/ggxx_matome/c4541624df8c6770.jpg
Axl:
http://image01.wiki.livedoor.jp/g/e/ggxx_matome/d4ddc7da34165514.jpg
Potemkin:
http://image01.wiki.livedoor.jp/g/e/ggxx_matome/8000585058ba7745.jpg
Testament:
http://image02.wiki.livedoor.jp/g/e/ggxx_matome/087cb9d232b272b7.jpg
Baiken:
http://image02.wiki.livedoor.jp/g/e/ggxx_matome/31c0f187176eaa60.jpg
Jam:
http://image02.wiki.livedoor.jp/g/e/ggxx_matome/6aa2be66026f3aac.jpg
Anji:
http://image01.wiki.livedoor.jp/g/e/ggxx_matome/b32b3bcbb6048e94.jpg
Faust:
http://image01.wiki.livedoor.jp/g/e/ggxx_matome/429d783c40f222c2.jpg
Johnny:
http://image01.wiki.livedoor.jp/g/e/ggxx_matome/ece58c150cf14fc7.jpg
Venom:
http://image02.wiki.livedoor.jp/g/e/ggxx_matome/a6173ac04bd0a5d0.jpg
Chipp:
http://image01.wiki.livedoor.jp/g/e/ggxx_matome/acd2a58a7ee035de.jpg
Dizzy:
http://image01.wiki.livedoor.jp/g/e/ggxx_matome/614a5e730a6e2a98.jpg
Slayer:
http://image02.wiki.livedoor.jp/g/e/ggxx_matome/05d946db967d7025.jpg
I-No:
http://image02.wiki.livedoor.jp/g/e/ggxx_matome/40dcb98358d5d6f5.jpg
Zappa:
http://image01.wiki.livedoor.jp/g/e/ggxx_matome/71340e32280c6c41.jpg
Bridget:
http://image01.wiki.livedoor.jp/g/e/ggxx_matome/ab5154ec23af86d8.jpg
Robo-Ky:
http://image01.wiki.livedoor.jp/g/e/ggxx_matome/c377e7edb8ef36dd.jpg
A.B.A:
http://image02.wiki.livedoor.jp/g/e/ggxx_matome/eb98ece575538385.jpg
Order-Sol:
http://image02.wiki.livedoor.jp/g/e/ggxx_matome/8be91f5c23d70199.jpg
Ropponmatsu
09-16-2007, 07:38 AM
I read somewhere that you can switch between AC and EX supers in the middle of a match. I forgot where and how so someone please elaborate. Also, does anyone still play Dizzy religiously, back in #R there were a ton but I have yet to meet someone who players her in AC.
Zazzarius
09-16-2007, 08:11 AM
Everyone except Dizzy for sure since her "Instant Kill" just plains sucks and has some really obscure motion IIRC.
as far as i heard even Dizzy can pull it off but the timing is TIGHT (at least that's what some combo vid showed me) :rolleyes:
Mr. Mamation
09-16-2007, 08:24 AM
Good question. Though a Ska transform followed up with 'combo x' is often times a game over anyway since you've been knocked down three times already, so your lifebar is far from 100%, you're probably eating the best combo the other guy has right now, and for all you know it ends in a knockdown and oki, so good luck getting the momentum back / into Moroha.
I'm pretty sure every character can given 50% tension and a correct hit, correct me if I'm wrong. One of my favorites was off an I-No FRC'd throw, she can then activate, dash in and IK ABA. When I have time, I'll try to figure out who can with no tension.
speaking from experience >:3
if i played sol i would do his super dragon install
I read somewhere that you can switch between AC and EX supers in the middle of a match. I forgot where and how so someone please elaborate. Also, does anyone still play Dizzy religiously, back in #R there were a ton but I have yet to meet someone who players her in AC.
i play dizzy (but i'm not very good). in general, number of dizzy players went down significantly between #r and slash... and most of them seem to be spread throughout the country.
best in the u.s. is alex g without doubt. people used to say destin was the best, but i heard he doesn't play anymore.
as for dizzy's ik, it's not worth doing it because:
1) it's too slow.
2) dizzy has zero invulnerability throughout the move, which means she can be hit or thrown anytime. one video shows dizzy activate the move in front of ky, and he goes into instant kill mode (he has the quickest ik mode activation in the game) then proceeds to kill her before the hitbox for dizzy's ik comes out.
there's actually a way to tk buffer it from 2d but it's really hard. like... gatling > [2]s > [2]d > [2]84692p+h.
in other words, "not worth it".
Bob Poundmax
09-16-2007, 09:38 AM
i play dizzy (but i'm not very good). in general, number of dizzy players went down significantly between #r and slash... and most of them seem to be spread throughout the country.
best in the u.s. is alex g without doubt. people used to say destin was the best, but i heard he doesn't play anymore.
as for dizzy's ik, it's not worth doing it because:
1) it's too slow.
2) dizzy has zero invulnerability throughout the move, which means she can be hit or thrown anytime. one video shows dizzy activate the move in front of ky, and he goes into instant kill mode (he has the quickest ik mode activation in the game) then proceeds to kill her before the hitbox for dizzy's ik comes out.
there's actually a way to tk buffer it from 2d but it's really hard. like... gatling > [2]s > [2]d > [2]84692p+h.
in other words, "not worth it".
Wait, people actually use instant kills? Interesting......
KayinNasaki
09-16-2007, 10:09 AM
Heh, not really, but there are some that are more useful then others. For example you can IK Chipp if he randomly throws down his attack rush super and you block. You can FD back, IK mode, kill. In Slash, Ky used to be able to punish a blocked Grand Viper with an IK.. And then Theres IKing dizzy opponents (This was fairly common with Jam and Slayer in #R but rarely happens now).
ABA gets IKed relatively often often going out of Moroha Mode, which are about the only practical IK situations you'll see these days. The rest are pretty circumstantial and generally not safe. But Dizzy's IK can't really ever be used for anything. D:
Moroha
09-16-2007, 10:17 AM
Ky dusts and ROMAN CANCELS into IK MODE -> Opponent burst -> INUEQRNUAEIUNRGUN
Pretty practical amirite
http://www.youtube.com/watch?v=boJZmJfozc4
I read somewhere that you can switch between AC and EX supers in the middle of a match. I forgot where and how so someone please elaborate. Also, does anyone still play Dizzy religiously, back in #R there were a ton but I have yet to meet someone who players her in AC.
Never heard/seen that before.
I have a friend who hasn't given up Dizzy.
PersonaDark
09-16-2007, 10:41 AM
We got our copies on release day, and we're all loving the hell out of this game and it's inprovements to everyone. A.B.A.'s a blast to play and has been worth the wait. (All we had was X2 and Reload for the longest time)
One question I didn't see answered in the links: The hidden overdrives I've heard about like Jam's 100 hitter and the Faust one with a Bomb plunger I've seen in one vid. Are these EX only or do they exist in the normal versions?
Titan44
09-16-2007, 10:47 AM
Regular Jam can do her hidden super. Dunno about Faust.
Bob Poundmax
09-16-2007, 11:04 AM
Well whats the command then?
Well whats the command then?
64641236P+K I think. Don't have the game on me so I can't check, but I'm pretty sure that's the command.
Raph_Stryker
09-16-2007, 11:28 AM
i think its my turn to ask a question.
the one term that i still am not 100 percent sure about is "option select".
and, that about sums it up.
You are correct.
Faust's bomb plunger thing is just his ForceBreak
Option select - joystick and button input that simultaneously functions as multiple possible actions, automatically choosing the best possible counter to several of the opponent's options
easy examples from other games. 3s, Down+LP+LK, you'll to parry a low or break a throw. Tekken, d/f to parry a low or duck a high.
koogy
09-16-2007, 11:31 AM
i think its my turn to ask a question.
the one term that i still am not 100 percent sure about is "option select".
and, that about sums it up.
Option Select? It was from XX / #R era. It allowed you to cancel a throw attempt into FD. So... it would look like this.
Option Select - You jump, I jump. I attempt an air throw. It doesn't work! My FD comes out instead, and I am totally safe.
Slash / Accent Core - You jump, I jump. I attempt an air throw. It doesn't work! My HS comes out instead, and I am fucked. ;-;
It worked on both ground and air throw versions.
shadowcharlie
09-16-2007, 11:34 AM
Incredible Slayer Combo Video.
http://stage6.divx.com/user/tetsu_dbz/video/1633547/DEAD-ON-TIME
"DEAD ON TIME".nice to see c.punch into bbu
i think my cell phone is tapped koogz =(
Raph_Stryker
09-16-2007, 11:44 AM
ah, ok. Glad i asked instead of ending up using it in the wrong context. Thanks!
random side note: it was cool running into random people at PZ yesterday who picked up accent core on tuesday. It seems to do pretty well, i recall going back to gamestop friday, and they had gotten two more copies of it.
People had stopped playing me tho..i tried encouraging them to play me more, but they didnt. Aw well, hopefully people should get the idea in their head that they wont get better if they dont play people who are pretty good at the game.
koogy
09-16-2007, 11:44 AM
nice to see c.punch into bbu
i think my cell phone is tapped koogz =(
2P -> BBU = champion combo.
:((( UNTAP THAT SHIT.
Spirit Juice
09-16-2007, 11:56 AM
Never listen to Koogy. He is teh noobz. I'll own him in a Frostie match any day of the week. >:D
Ropponmatsu
09-16-2007, 12:08 PM
Ok this is driving me nuts. Johnny has dropped all the way to the bottom tier. Why? I'll tell you why, because everyone and their mom can tech out of his Throws and 6P. It's ridiculous! I can't even start a combo, by the time I'm in the air they've already recovered and Johnny can't RC out of his throw as far as I know. The only other attack is 6K which randomly throws them across the screen and if it doesn't it's just as hard to follow up.
It doesn't help that he has almost no invincible start-up frames which makes just about everyone of his attacks easy to counter or even reverse.
Henaki
09-16-2007, 12:21 PM
being bottom tier means your worst matchup is like 3.5 - 6.5, just work a little harder.
then again i play potemkin i dont know the definition of work and hard in this game!
kenmastersX
09-16-2007, 12:26 PM
Ok this is driving me nuts. Johnny has dropped all the way to the bottom tier. Why? I'll tell you why, because everyone and their mom can tech out of his Throws and 6P. It's ridiculous! I can't even start a combo, by the time I'm in the air they've already recovered and Johnny can't RC out of his throw as far as I know. The only other attack is 6K which randomly throws them across the screen and if it doesn't it's just as hard to follow up.
The 6k is special move cancellable, so that should help partially.
As for your problems with throw/6p, I really don't understand why you're missing the timing for those, they haven't changed at all since XX as far as comboability afterwards. Just work on the timing.
Ropponmatsu
09-16-2007, 12:40 PM
6P is easier to follow up because you can almost instantly jump into it so it's not as much of a problem except for the fact that it's easy to counter.
His throw though is a pain because his recovery from the throw is long. After initiating the throw I'm holding up to automatically jump into it, is there anyway to launch into the air sooner?
Henaki
09-16-2007, 12:42 PM
no you hit the button sooner duh
ah crap, browser crashed, lost my post.
j.P is easiest to link off a throw, or 6P. Try that till you get use to the timing. Then you can move on to j.K and j.S.
6K wallsticks on counterhit. That's why they are flying accross the screen. Depending on where you are, you can 421S or MistCancel then instant airdash, to pursue them.
Do you know how to Mist Cancel?
Spirit Juice
09-16-2007, 01:59 PM
I remember seeing Bleed do a lot of throw, coin, lvl 2 high MF tech baits as well. May want to try that. :o
epsilon_
09-16-2007, 02:26 PM
the links on the first post don't work, they have ellipses in them lol.
yea, some ik are more useful than others. especially ky's, since he is able to charge so fast.