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

so I’m praciticing this…and it’s so confusing. I don’t even know where to begin. and those combos are confusing @.@

Thanks to all who answered my last question.

Are there any general rules when it comes to air combos, like 3S’s 6 point maximum (which can be exceeded under certain conditions) or A3’s wall limit? When I’m doing relaunch stuff with Slayer, is it always the same number of relaunches, or do I have to change what I do depending on some factors I don’t know about? In certain combo videos I see the player do several relaunches (let’s say 3), and still end with 5H x pilebunker; is that because he used a different starter, or did it midscreen? Thanks.

I would post this at DL but… I dunno.

you can’t charge partition in gg

when you see people do stuff like 6h > hammerfall with potemkin, the player is just executing within very tight frames

you cant charge partition in this game

when charging with Venom start charging at the start of your combo

the longer a combo is, the less hitstun they’re in as time progresses, in the air anyway. i think weight changes too (heavier and heavier)

thats really about it :confused: thats why certain aerial loops weren’t infinites.

the reason you end with (something like) pilebunker is it knocks down, you can just use aerial D since you’re probably not going to be doing 3 relaunches in a combo. its much more important to get a knockdown instead of damage unless it will kill them or the damage is that much greater.

Every hit you do to an opponent in an air juggle, you slowly start getting affected by gravity until they can’t be lifted up by hits anymore.

edit: Beat me to it. :frowning:

Do you need leet stick skills to plua tis game

Okay, so instead of a solid rule it’s more like a slope effect? If I do 2K, 2H, BBU as a starter, the opponent will initially be more difficult to juggle than if I had hit with an air-to-air CH j.P or something, forcing me to end the former combo earlier (eg. fewer relaunches, etc.)?

Work on English first, then ask the undecipherable AC questions. :tup:

it’s the total number of hit that counts, regardless if you start the combo on the ground or in the air. so if combo A has 5 hits on the ground and 7 hits in the air, and combo B has 3 hits on the ground and 9 hits in the air, they should both have same tech frame and gravity modifications on the last hit.

there actually might be more elements to it, but i’m not sure…

hit stun on the ground, however, remains the same throughout (which is why there were several ground based infinites in gg in the past).

Chipp:wasted:

wait, what do you mean chipp D: ?

does he have some kind of exception to the gravity or the hit stun rule?

nah i was referring to the infinite :stuck_out_tongue:

back in GGX D:

o lol, do you mean the fd cancel bullshit? i think the stupid of all infinites in gg was slayer’s bites in ggxx.

strangely enough, though… there were still several infinites in slash. even dizzy had one (but hers was really hard to replicate).

doesnt zappa still ahve a dog infinite in ac

bite loop wasnt an infinite it lasted for 14 hits i believe but it was generally a 100% because you could dizzy them with the tension gain on the 13th hit or so.

hey, zappa’s was pretty tough too.

zappa’s old infinite basically went (you had the dog summoned), (S©, jump, j.P, 5D, j.HS)xn

edit - guess he still has it in AC according to Henaki.

Acctauly certain moves have tech buffers that let you tech earlier. Also you get heavier before you get faster teching ability. As a matter of fact if you stop certain combos right at the point before they start teching faster they wont tech at all in a sence and you can get some random knock down combos.

Also ky has infinite vs zappa, faust, anji, johnny I think it was in AC up to level 3 stagger but no higher? I forget been awhile. So its deffintly a gotta mash fast to stagger out of. But once you get to 20 or so hits its pretty hard to time shruuuuuug…

sneaks off again

Just got this game after a long period of not playing any GG. I was just wondering if there’s a way to see if an oppenent can tech out of a combo while practicing it in training mode. I thought I had some cool ass Millia combos until I tried them in a real match and people just teched out of them almost immediately.

in t-mode press start then r1
then turn the recovery on (this is good for learning tech traps too!)

edit: but if you played other gg,s you should know its always been like that

i saw it in a combo video!

oh and something totally related to zappa: freezeframe the game the absolute frame his forcebreak ki thing materializes, a secret appears!

oh and the ky “infinite” is hilarious, if it’s anything like what i discovered. you just have to mash REALLY hard to get out of it.

edit: http://youtube.com/watch?v=MBF01NU7Ic0 about 30 seconds in for zappa inf