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

I know… but I’m still awhile from doing it, I’m still mastering the basic combos and combos for situations (mid-screen vs. corner throw / mid-screen vs. corner Dust / etc).

When I have all the basics in place, I’ll start working on his broken loop. Looks fun.

I cant FRC for shit. Sucks that I wanna play with A.B.A.

I have a question for all you GGXX gurus. If you go to http://gamechariot.com/06frame_main.html you’ll find a match vid of Dizzy vs Order Sol (you have to wander the site a bit to find the vids.)

The Dizzy player used her air throw as very effective anti air several times, but I can’t figure out how he was doing it. It was like an instant grab close to the ground when Sol jumped in (he kills Sol at the end of the first round like this.) At first I thought he was canceling his backdash into the throw but that doesn’t seem to work. Anyone have any idea?

Yo, the rule for air throwing is that if someones above you, you can throw them. I do it all the time. Watch some of kaqn’s matches. he does it too. the enemy is just above them that’s all.

What you have to keep in mind is that in GG throws are essentially instant (they occur on the frame the motion is activated). All you have to do is have a few frames of jump activation (or less if you 1 frame jump) and you can then throw your opponent. If you are very adapt at timing your air throws it is in fact a very effective anti-air, but don’t forget that most characters have better options in that territory.

well, we had a weekly in houston today, was fun. I only did one match with I-No tho (i had to pick faust to ocv a team since my teammates got Sol’d out.) So yeah, i lost the match (i was reall in a hurry to leave but a loss is a loss).

So, gonna shoot some more questions (quite fun to play, as said before). Is it safe to 6P after landing from a any kind of dash in (like after knockdown) I see that doing j.S gets you easily thrown if you try a 6p, but i guess after j.HS they are in enough guard stun to try?

or maybe im just doing it wrong, so some strings that are safe-ish to use (and some risky ones, that reap high rewards would be good to) would really help. Jump installing is no problem, im just having a bit of a hard time hitting the frc point on hcl.

sorry to keep bothering you AKA, but hey, gotta get the info from the best I-No in the U.S.

You mis-spelled Chaz.

Sweet:rofl:

EDIT- You still play Millia?

Thanks for the compliment.

After the opponent blocks a j.S or j.H, or any jumping move if you time it correctly, you’re up a lot of frames. If you’re getting thrown, it’s because the attack you’re using upon landing is being done too slowly, or you’re too close to them (and they IB’d), so it’s user-error, definately not the moves themselves. Plus, after a j.H, you’re usually outside of throw range in the first place.

In any case, leaning how to airdash after a JI’d HCL FRC is tantamount to her pressure game. It’s not just a cheap parlor trick that’ll catch people ducking (and it will), but it makes people respect your other options on block so that you can get away with them in the first place.

Let’s start a basic flowchart:

Hoverdash j.H/j.S into:

A: Last second j.D (overhead, gets lots of damage off of this, hit-confirmable into combo), or:

B: Land, 2K->2S or 2S->2H xx HCL FRC aridash
C: Land, 2K->6P xx S Stroke
D: Land, close S (JI) into either TK S/K Dive, or 2S->2H HCL FRC airdash combo
E: Any of the above into P note FRC, hoverdash forward and tap backwards+j.H, then re-hoverdash and go through these options again.

After any move that leaves you with frame advantage up close to someone (namely H Stroke or S Stroke (+/-0) or 2H (+6), doing 6P into S Stroke is an excellent way to frame-trap, burst bait, score a CH, and reset pressure all at once. If someone is used to not attacking here, you can start doing H stroke’s startup FRC into a 50/50 hoverdash mixup that will almost always hit.

I-no’s j.K is 4 frames, and because of that, you can use it as an instant-jump option into falling j.S->j.H to keep someone pinned and hit-confirm a combo at the same time. If you want to build guard guage mid screen and have no meter, sometimes your only safe option is to do a string ending in 5H, then IAD into j.K->j.S->j.K/j.H, land, then finish for a combo or re-set by doing another hoverdash.

I-no doesn’t really have any guaranteed “safe” strings that allow you to pressure indefinately. It’s more about knowing which option is right for the situation and mixing up your approaches as safely as possible. If you want to ask more specific questions, send me a PM, because explaining the character philosophy and winning with her requires it’s own thread to explain matchup experience and feeling out your opponent.

immense thanks, this is a good step in the right direction.

expect an IM after i get some sleep.

Yeah, I still play Millia even though I’ve been messing around with other characters since Evo in order to have an idea on how they work so I can come up with counter-measures against them if I ever face them with Millia…

Edit: On a side note, doing Slayer’s 60%+ damage combos make me feel dirty…

don’t want to know how you’d feel doing his 80-100% combos…

No, not always. That’s character dependent.

You’ll get the hang of it very soon. And before you know it you’ll be doing frc’s of characters you don’t even use.

yea. once you get the physical timing down, most frc’s are cakes.

the ones i still have trouble doing (out of all characters i either play or practice) are millia’s s tandem top frc and pocho’s potemkin buster frc.

not all frc’s are practical anyway. some are rarely used… like dizzy’s 6h frc (since dizzy seldom uses 6h anyway).

So… is it true that 2D -> Badlands puts opponent in better position for the rape than 5HS -> Badlands? I posted a bit back, and was answered, but just wanted some more confirmation.

I usually do this:

6P/2K -> 5S -> 5S(f) -> 2D -> Badlands
but find it easier to do this
6P/2K -> 5S -> 5S(f) -> 5HS -> Badlands

Millia’s s tamdem top frc is useless out side of a combo/blockstring and hard as hell when not comboed into. Her h tandem top frc got changed to a little later in the move. You wont be using h tandem frc much anyway thanks to fb disc.

that’s the only thing people use it for, and it’s EXTREMELY USEFUL. the frame advantage created off 2d > s tandem top frc is ridiculously huge. it pretty much allows millia to continue pressure in a near-frame-trap-state.

i don’t know the exact number of frames millia gains off of it, but considering that her 2d is already only -3 on block without canceling (which is really sick for a 2d), the advantage must be huge.

it’s definitely something you want to get on tap with her.

Had it down for a while, but then I started playing SNK stuff and now I suck at Millia. I need to get back into gear (no pun intended) for these little tournaments coming up. You know of any good gaurd meter building strings? I currently rely on 6p, close s, 6p ( both hits), 6h. I mix up between what hits once or twice sometimes and also theow in a 2d now and then.

i don’t play millia competitively so i don’t know her well enough to give specific examples for that. i think millia just naturally builds guard bar in the process of doing mix-ups from her oki, though. i’d imagine any okizeme starting with fb tandem top can build shit ton of tension.

also… i might be wrong about 2d frames on block. it might be -6 or -9 instead. can’t remember. but those would still be amazing for 2d.

I could look up the frame data on da loop if I remember to later. Thanks a lot though. Who plays Dizzy in this piece? I fail at playing her then in close quarters. Protips?