GGXX:Accent Core Thread! [AMERICAN PS2 RELEASE, GO GO GO!]

It can work but it’s hella risky. If you read their mind or something, early 6H can stuff airdashes for about as much risk (more lag on whiff, but IIRC it’s not like CH punishable for as long and you can cancel into slide/fireball/bloodpack/whatever on block) and a pretty hefty payoff if you guessed right (damage + stun, space, potential transformation point as well)

If you play’d me you wouldn’t be condesending so it doesnt bug me, I’ve been playing and competing forever so my knowledge is more an “american chart” view not some “theoretical” view. Axel I feel gets more love chart wise because not enough people play him, I’m not saying he doesnt have the answers, just he has to play harder and smarter to win(whitch isn’t taken into consideratrion)

Axl vs. ABA according to Japan is slightly in Axl’s favor, one of the few matches that are. It can be tough to get in on Axl, his 46S on its own knocks down, his unblockable can be a pain if you can’t react to it, and if you get countered, you -will- get knocked down. Of course, if you do get inside… etc.

ABA’s f.S and 2S creams Dizzy’s anything, but that basically goes for the entire cast of the game, so it’s nothing new.

You’re better off with a 6P vs her airdashes, you’ll catch it at the right angle, though against her j.HS you have to anticipate it early. I forget if Normal 2HS is viable as well against Dizzy’s air game, but in general it’s also a good option.

The fight is basically struggle to get into Moroha mode, reach a neutral state of play where Dizzy doesn’t have you pinned down with projectiles, and then either AA her for combox, punish a projectile summon (which you can pull off due to ABA’s super fast dash) or dance around fishing for f.S 5HS or 2D. You watch out for ice spikes and needles. If Dizzy gets a KD, you get to enjoy your stay. If she blockstrings into a fish summon, rekka -> FRC -> combo. Once you get her blocking, crank that guard gauge and 100% her. If you land an unblock, dust, f.S, j.S/HS or 5HS, it honestly can be game over, even from 100%.

I have no idea what you mean by dumb, but Axl has TONS of options to keep Baiken out and to deal with guard cancels. This matchup is infuriating for Baiken most of the time because she just gets outpoked anywhere except for right next to Axl, where she can’t get to if Axl zones decently at all. Once Baiken gets in, she doesn’t have many options that allow her to pressure and bait counters and Axl’s SRK, so she has to guess. If she guesses right, she will probably win. She shouldn’t even get to that point if the Axl is careful enough though.

My Jam is getting better! Woo!

Now, a more specific question: what is the best way to get in on an opponent that can severely outrange you? For example, my friend has an excellent Ky (he’s been playing him since XX, while I just started playing GG at all…), and usually I was eating an electric sword before I was able to get in on him. Most of the crap I did to get in was 236S, and then either mix up the turn around puff ball or P (used it rather like rolls in CvS2), and throw (damn, she has a great throw). I can’t seem to outpoke him since his swords have far more range than most anything Jam has:sad: AFAIK, Jam is supposed to have the advantage in this match up, but I just don’t see it (besides the damage she inflicts over him). Also, there is a huge skill level difference, but I’m not letting that stop me yet…

Also, what can she do agasint Dizzy? Seems like 3/4 of the match, I am dodging fish, icebergs, electric spears, etc… since when did fighting games turn into shooters? :lol: Anywho, the dizzy player I good at keeping me out with all the crap sent my way, and I am either stuck blocking or dodging while moving forward, lettling him set me up for something or other…

Thanks

Try to stay away from the gimmicks and just go for a regular, straight up puff ball. It’ll get you in, AND it will give you minor frame advantage. From there, you can far 5s pretty safely into Instant Air Dash mixup, or possibly another puffball, or 6H(great frame trap with HUUUGE range).
TigerKnee Flame Kick(2369K) is faster than the standard ground kick, and it’ll definitely eat his pokes a lot more easily. You can always parry fireballs and pokes if you expect them and do a puffball or flame kick combo to punish. Definitely give the Jam section of dustloop.com a look, too.
Until then, learn what you can from this vid:
[media=youtube]vk2sYRS6D4k[/media]

Thanks for the help guys. Moroha 236S I didn’t use that much against dizzy but now that I use it I’ve seen the joy in it.

Has anyone here wrote an ABA guide? I read the one on dustloop, but I dunno. I’d like to get the information presented in a different way.

Moroha wrote one, which you probably read on DL. After him, you’re running out of experienced ABA players.

Or maybe you were already running out of experienced ABA players from the start :V

Ask me here or PM me if you’ve got any questions.

Looking forward to seeing everyone here at NEC. :slight_smile:

Axl’s air throw is really glitchy, I can’t recreate what happens but it inturrupts a move or action then throws them into a really wierd animation…IDK just thought I’d post it

That’s a really old glitch… there are lots of weird airthrow glitches, though a lot of them have been fixed. Hilarious stuff like airthrow-with-momentum stuff, combo’d airthrows that were all the rage in combo vids for a while, etc, some characters having weird crap happen if you airthrew your opponent in certain positions (Axl low altitude airthrow, for instance).
I miss the momentum glitch, flying off the top of the screen was the best.

IIRC they never got around to fixing the really low airthrow glitch with Axl.

How come Testy sometimes stays on the ground for a second before doing a homing jump after a dust. For example, if I hit someone with a dust and try to follow up with a j.s, he’ll do a grounded s first, and then proceed into a homing jump.:confused:

Maybe you’re just hitting slash too soon for his jump?

-9

HS > IAD j.S j.HS 41236S -land- > j.S j.HS j.D 41236S -land- > Keystab > OTG Keystab

Can this be done while they are in the corner? Also what’s the timing on the jump after the wings? I cant get the jump after it for the life of me.

Alright I gave into it, I brought this game for the Wii. :slight_smile:

I could only get tat to work in the corner:annoy:

what I found is after the 2HS(im sure thats what you meant) you wait a long time, then do super fast IAD into S HS.

I wish someone made a quick vid showing her char specific versions od double keystabs off the loop, cause the opponenet seems to high most of the time for me to do(lots of the cast)

You probably meant 2HS instead of HS as your combo starter, and yes, it can be done in the corner, though I don’t believe it works on all characters. However, the jump between the first 41236S (Orbs) and -land- j.S I’m pretty sure MUST be a dash jump, a regular forward jump isn’t good enough. Also, the timing is real tight for a dj.S dj.HS etc.

After a 2HS in the corner, I usually do IAD jS, jHS, Orbs, land, followed by:

  1. 2S, Keygrab, OTG Keygrab. Tensionless, guaranteed on the bulk of the cast, simple to do.
  2. Dash in, 5S, 2S, sj and combo.
  3. FRC the orbs, land, dash jump j.S, j.HS, j.D, Orbs, land, Keygrab, OTG Keygrab. It’s the combo you posted, but made easier with the FRC.

If I’m not in the corner, I’ll IAD jS, jHS, Orbs, FRC, land, dash P, 5S, 2S, sj Combo.

Regular forward jump works on some characters.

After 2HS Orb Loop? I know it does after FRC Rekka 6HS/5HS launcher. I’ll have to try that out.

oooo…did i miss axl discussion?? i can give input vs pot, ky, jam, baiken, sol and faust if anybody wants it…