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

yes i didn’t even begin to write the shadow stuff… controling both him and the shadow is what makes him one of the hardest characters to play in the game.
but…[media=youtube]2MFxCrE4C2I"[/media]

Uh. Koogy. You screwed up the “types” part and put the difficulties again.

Oh… I didn’t post the original, actually. Let me fix it… What part is wrong? ;_;

no he didn’t

read it like this: out of the 4 beginner chars, ky is the easiest and faust is the hardest

awsome thread guys, like that it eases you into the game instead of just numbers and combos.

I thought you were attempting to go by type at the top, but if tataki is right then nevermind.

That seems…really weird, but whatever. You’re probably right.

First I would like to say whomever though of using the Number system for anything Besides SC should root in hell and be forced to watch Telletubies for the rest of their life.

Second I completely suck at this game, I spent an hour and a half trying to beat Boss Ino with Ky.(it wasnt because of her balls attacks either, I can dodge those easily)

My knowledge is non existant, I dont know any dust loops or combos or anything pretty much.

This is like my 10th attempt to get into GG as well, I try every game released because I keep thinking I am missing something. But everytime I leave going its alright.

Ok, I enjoy playing as Johnny but does he have anything to get someone in the air besides 6P, 6K, and Throw. I mean it gets them in the air but its at an angle and a pain to follow up on especially when they can tech out of them.

If you tell me what you’d like to know, I can help you better. We have some Ky guides written in the las thread I could link you to, if you wanted…

Throw a coin on them, and hit them with high mist finer, or low mist finer. (236P / 236S) Also, you can hit them with j.D, or Ensegna RC.

you mean the japanese? they use it for EVERY fighting game…

koogy you forgot mid mist finer into corner joker frc :stuck_out_tongue:

Jam beginners guide Part 1!

Kuradoberi Jam!
Jam is your fast, evasive, but powerful Chinese gal. She may have short range, but once she’s in she’s pretty relentless; her rushdown keeps her in on the opponent really well, this is due to her having quite a few moves that leave her at advantage on block.

For such a nimble character, she is really damaging; and what makes things even better (or worse for the opponent) is that she has so many options that lead to ridiculous damage.

Due to her short range, most Jam players tend to spend quite alot of time in the air looking for openings; though some prefer to FD brake alot, or keep using her 236S~S at a safe distance. You have to keep faking out to create a gap in your opponents defense, because if they let up even the slightest bit, Jam can IAD (instant air dash) into them in no time!

Jam’s Normals!

5P- This move is pretty abusable. It’s extremely fast, and you’ll be surprised at what it can beat out. It also qualifies as a decent anti air. Throw this move out every now and then; but be careful not to spam it on crouching opponents as it whiffs, it could be used as a tick throw set-up though.

5K- An excellent low attack. Pretty fast, and can beat out quite a few attacks and is also +1 on block; so it’s on of those Jam moves that keep you in on your opponent. This move can be canceled into almost every normal, even 2K, an essential tool for Jams rushdown. It also makes for good oki, but we’ll get to that later.
**
c.S-** Awesome poke, as it beats out alot of attacks. It also qualifies as an anti-air, but be careful not to use it if your opponent isn’t in range otherwise you’ll get a f.S instead. If you know your opponent will AD then run in and interrupt with this poke. The con of this move is obviously it’s limited ranged.

f.S- Again, awesome poke. It can beat out quite alot and has some range too, so people tend to use this as their main poke and zoning tool. Probably the best part about this move is that you can follow up with a TK Ryujin for big damage and/or take you’re opponent straight to the corner.

5HS- Pretty damn awesome, but not spammable and quite risky if you just throw it out there. So only use this when you’re sure you will hit the opponent. Now, this move is awesome because not only does it suck your opponent in towards you (Jam won’t let her opponents escape!), but it can be canceled into 6HS and raise your opponents guard bar like mad! It has some upper body invincibility but that doesn’t mean you should use it as an anti-air; but due to this it can make some characters whiff their dead angles (and they lost 50% for nothing hurrah!:wgrin:). This move won’t suck your opponent in if the FD (faultless defense) however. Also, on hit this move will force your opponent into a crouching state.

5D- ALOT of people don’t see this coming! So it’s a pretty darn good Dust attack/overhead. It’s fast and tricky to see coming…use it.

6P- Pretty good move; viable anti-air; can cancel in and out of 2P, and out of 5P; has upper body invincibility; staggers on CH. All in all, a great move, but not spammable.

6K- This move doesn’t get used much but it’s decent. First hit forces the opponent into a standing position (useful if you want to do 2HS>Ryujin, as that will normally whiff on a crouching opponent). You can cancel it into 6HS. You can also cancel it in and out of 5HS into this move as well, but this is best done on a blocking opponent; though believe me, it has the potential to really confuse your blocking opponent and throw them off. It’s also (the second hit of 6K) a semi-viable anti-air; what I mean by that is that it CAN beat some aerial moves, but at the same time it is slow and unreliable.

6HS- Great move, but not too spammable due to being slow. It is throw invincible (that means Potemkin busta’ won’t hit ya’!), so it’s good to use this for oki; it has lower body invincibility , and that’s pretty damn useful, and you’ll come to see this; it has a surprising amount of invisible range, more so than one would think; raises guard bar quite alot; can be canceled into a nice (or should I say ‘useful’) variety of moves, e.g 2P; and it’s also +5 on block, awesome.

6HS Follow Up- Not as much range as 6HS; leaves you at disadvantage on block but pushes the opponent far enough so that they can’t punish you (heh); has some invincibility too, but upper body only. Wall stick on hit and/or send your opponent flying into the corner. Also, from my own experience, I’ve seen this move go through a blue burst AND even hit the opponent out of it 0_0

2P- Probably her best tick-throw set-up; advantage on block; can be canceled into a vast array of moves; incredibly fast; can beat out quite alot of moves; can beat out Chipp’s sweep at max range :3

2K- Not too useful, but not useless either; it’s fast and kinda spammable; can be canceled into 5K; it has more range than 2P so you may find yourself in an instance where you’d rather use this move instead.

2S- This is an awesome move. Great ground poke that beats out alot of stuff and causes stagger on CH; it’s spammable (always a good thing right? =]); keeps your opponent honest, so don’t be afraid to dash cancel into it a few times and keep them blocking; neutral on block.

2HS- Can be used as an anti air, and the good thing about this move as an anti-air is that (almost everytime) it will either beat out the aerial move, or just trade hits. It also sucks aerial opponents in, but this move is mainly just used for combos.

2D- Excellent poke! Awesome range; beats out quite alot of moves; extremely fast; it can be canceled out of alot of moves, so basically you can combo almost everything into her sweep, even 2P (awesome!); has an FRC point, so you can continue the onslaught, and it can also work as a tick throw set-up; something you might wanna know about the 2D frc is that you can frc it so that it either misses the opponent (so it’s canceled before its active frames) or hit the opponent…nothing too handy as this isn’t exactly a reliable thing to use in combos, but just thought you should know.

JP- Due to the angle of this attack it’s best used off in combos and AD’s (as oki for example); not much more to say other than it’s pretty fast.

JK- Used in specific combos mainly; it has quite abit of range; stays active for quite a while; can be canceled into JD. Overall it’s an ‘meh’ type move…it can beat out some attacks at max range but that’s about it.

JS- Jam hits directly above her. This move is very useful for jump up under an aerial character and attacking with, because it will most like beat out almost anything if you’re directly under; this move floats on hit; quite alot of priority; downfall is the strictly vertical hitbox.

JHS- Excellent move. Alot of priority; crosses up as she hits from both sides; on block it can be canceled into (aerial) 2k & 214K; also a nice aerial interception attack.

JD- Quite unsafe on block, you can get thrown afterwards; second hit floats on hit, and wall bounces on CH; it can beat out some attacks so don’t be afraid to use it every now and then, just try not to IAD into it too high on a blocking opponent otherwise they’ll throw you.

That’s it for now, I’ll obviously do more later and keep updating. :looney: However if you wanna get yourself started on her basic combos and set-ups please read this: http://forums.shoryuken.com/showpost.php?p=4283782&postcount=2238

Oh yeah, and if there are any problems (i.e make it easier to read or something) with this then please tell me.

Did they change a lot of Johnny’s throw combo’s in AC because his:

Throw>j.K>j.S>j.K>j.S>j.D>Ensenga doesn’t work anymore.

The most I can get out of it is:

Throw>j.K>j.S>j.D>Ensenga

This appears to be with most of his throw combo’s or do I just have shitty timing.

aion you didn’t write that 6h makes jam immune to throws, including the potemkin busta!

x_x Sorry. I am not 100% perfect when it comes to remembering everything, unfortunately… :sweat::sweat::sweat:

Aha but I did! :wgrin: I said it was throw invincible, you may have missed it :angel: But I should add the Potemkin buster part, make people more appreciative lol.

BTW I dont want anyone to say just go to dustloop, I post on srk and that is why there are threads here.(I dont post on alot of internet forums thats why, like 3 usually)

Pretty much starting the game(again) I figured Ky, and Sol would be the easiest to learn to at least getting ahold of the gameplay mechanics. Although I want to try Holy Order Sol to. Any help would be much appreciated though.

And yes I hate the keypad notation and refuse to use it(which confused the fuck out of people on SC.com)

koogy: You should repost (or link in the OP) the beginner’s guides from the old thread. Those were just what new players are looking for–they shouldn’t get lost.

Is it just me, or did they take Slayer–who was already really good–and make him completely rediculous? Was he this good in Slash?

i’m confused :confused: since when does lower body invincibility=throw invincibility?

Anyone found Slash Back’s remotely useful yet? I have yet to see anyone use them. I’m still a little lost as to how they work. I’ve tried using it when blocking, the moment their attack strikes I activate it but I don’t see any reduction in recovery. It seems fairly useless if it’s timing is that insane.

Dude…