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

all you needed to circulate is Existence, Kagematsuri, the original, keep the flag flying, and some Construction (night), and the game would be set.

This Korean soundtrack is crazy!:tup: Milla and Dizzy’s themes are so dope.

bleh. i am not a fan of robo-ky’s “theme.” whenever i use him i usually go with Holy Orders (normal Ky version) or Fatal Duel

i kinda wish they had the original GGX synth version of Holy Orders for Robo-Ky

hehe, the only reason id pick robo-ky’s theme is to destroy my opponents from the inside. Heck, i know a guy who banned the song from being played in his house.

Vortex Infinitum (his korean theme) is really good. but none of that in the game now huh? aw well.

i cant stand Potemkin’s theme…its so…lame…big slow and boring…Just Like Him!

what is ohk?

Overhead Kiss. It’s May’s command throw, hcb+K.

Are techable combos/mixups worth learning? I’m leaning towards “NO”, but I don’t know for sure.

You shouldn’t be doing a combo in which your opponent can tech out of… unless you have some great plan afterwards like a airthrow relaunch into another combo like Johnny and I-no.

Anyway another HOS combo vid. Shows some very interesting things from 2H non CH. Check it out…

http://youtube.com/watch?v=RzTFD985dB8
because this combo vid doesn’t make ANY SENSE! How is HOS connecting a 5K after 2HS WITHOUT RC?

Techable combos certainly are not, but learning some basic tech traps is never a bad idea, especially considering how many players will not fautless defense in the air after they tech. Something as simple as landing and spamming a good anti-air normal will catch more people than you might think.

It really depends on the character you’re playing and the combo/setup in question. Some characters have really sick tech traps, but for some it’s not really worth it if you can get a guaranteed knockdown every time without sacrificing a large chunk of damage.

In general, guaranteed knockdown and pressure >>>>> going for resets. But depending on who you play, you may not have a choice in the matter.

There is a difference. You shouldn’t learn techable combos. However, learning tech-baits is a very important skill to learn. Using your OTG hits, you can give them a 50/50. If they don’t tech, it can change their get-up time slightly, or push them into the corner. If they DO tech, they can be air thrown, or forced to block a ground based normal / special with faultless defense. Some examples.

Millia does her basic air combo into knockdown near the corner, then runs up and does OTG 2K -> K -> 236D, and performs her mix-up. The OTG hits have now pushed the opponent into the corner. They didn’t want to risk getting air thrown / more damage to them, so they have decided to simply take the mix-up from okizeme. This is the absolute most common method of dealing with this kind of pestering attacks; you will hardly ever see Japanese match videos showcasing someone teching from an OTG hit, because it is a risk.

Slayer does basic knockdown combo near the corner, and does OTG 2K. He waits until he can see what the opponent does. They tech, he performs 236D (a risk for him!), and they do not faultless defense. Slayer now has won the round, because Slayer only needs 2 combos or maybe 3 random hits to win a round. And your opponent is crying and putting another 50c into the machine.

  • the hits that do not pick the opponent off the ground, and allow them to tech from ground state

If they are crouching on wakeup, you can do a meaty 2HS and it will be possible to connect a 5K after.

How do I do the impossible dust setups? I either get a super double-jump, an airdash, or a vertical jump that I can’t follow-up from.

Is the input I need 98 or 89 or 88 or what?

This is how I do it, correct if wrong.

I hit the dust button and then hold 9.

The dust hits, and my character flies upward.

I immediately hit 9 again, and then an attack button. Alternatively, I can FD, and then attack.

My character goes back downward, their character keeps going upward. The dust background goes away.

Certain characters have certain set ups as well. Who are you using?

So if I FD after the inital jump, I fall back to the ground as if I had done a quick double-jump? I think 99 is the input that gives me a late IAD after the dust attack, so should I try doing it more slowly?

I’m using Slayer, but I really have the same problem with everyone. I’m not even going for the three hit ( hold 8 D, D, 8/9 D), but I get the airdash or vertical jump more often than I get the forward that I need.

After you connect with a Dust and jump, you go into a homing jump. double jumping or FDing will cancel this homing jump effect. Canceling your homing jump isn’t what creates the impossible dust (it’s, usually, what lets you follow it up). It’s connecting an attack on the 29th frame, following a dust, that creates the impossible dust.

read this:
http://www.dustloop.com/forums/showthread.php?t=372
search the page for “Q) What is Impossible Dust?”

I play Sol and Sol has a very similar ID. This worked back when I played Slayer in #R, and it should still work now. After D, hold 8. When you’re about to reach the right height hit 8 once and then 9 to jump forward, then hit H. If you do it right, Slayer should double jump forward and hit them with a j.H and it should set them up for a combo when you land.

4r5,

I know what they are, and I know how to time it. My problem is getting back down to the ground in time to follow up from the launcher. I was doing airdashes, and double-jumps that continued the momentum of the dust jump.

So I need to hit jump three times? Once after the intial dust to get the jump(holding 8), then two more times (the 8 and 9 ) to get the double jump?

oh, I just dust em, then tap 9 to get the homing jump, then tap 9 again to double jump, and cancel the homing jump. Or I tep 9 to homing jump, then quickly tap out a FD.