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

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.

[LIST=1]
[]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.
[/LIST]

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:

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!

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)?

Oh, and Koogy: You keep forgetting Anji when you link character threads and forums.

:annoy:

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.

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? ;-;?)

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.

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. [media=youtube]xHLiWCrfriE[/media]
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? :smiley:

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.

As for Testament’s anti-air, use 6K to stuff IAD, 6P mostly works well when the opponent is directly above you.

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.

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)

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.

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.

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:

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

Holy shit that worked real well, thanks homie. I’d rep if I could.

Will do! :wgrin:

It should work if you do it right after the stomp hits

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?

S’why I’m here. >;3

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.

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-