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

wtf you sound like a bad informercial for anti-depressants

stay away

eddie part 2-

the basic rule when attacking with the shadow is this:
1.when you attack with eddie don’t release the buttons you press
2.when you wanna attack with the shadow release the button you need.
3.after shadow attacks let go of all the other buttons so you can go to step 1 again.

-p- the shadow’s “dragon punch”. has invinc frames from frame 1 till after it hits. use it mostly when you think they will try to kill shadow or even to make him go through projectiles…

-k- in scorpion’s words “GET OVER HERE!” it has a slow startup so make sure your not predictable with it. once you get them to block it the rampage begins cuz they get closer to you while in block stun. this attack is the key in eddie’s rushdown. used alot in combos too but more on that later.

-s- shadow’s fastest attack and just look at the hitbox of it! attacks forward and controls the air… use this to make them afraid to jump or to attack you so you can make them block a -k-

-h- the puddle. it drains all the shadow gauge, hits low and makes them stuck in the black thingy for a little combo. when you pressure them with shadow make them scared to move you throw them with 623s move the shadow where they fall and put the puddle so you can get a free combo after the throw, not to mention better oki.
also since it’s a low you knock the opponent on the ground with a sweep or whatever, put the puddle late enough so it won’t otg, and on wake up attack with a jumping attack, while the puddle activates the moment the opponent gets up so you get an unblockable puddle!

-d- overhead ball of puke. costs alot of the shadow gauge but it’s worth it cuz you’ll be doing mega damage unblockables with ex drills or 5k. also even tho if it costs alot of shadow guage when the guage is full, you can still use it when the shadow guage is almost empty as well…so you’ll get an “expensive” attack for alot cheaper.

basic combos mixups and pressure strings: (do them in training mode again and again till you get that muscle memory so you’ll do them with ease)

after drills if your close enough you can get a 5p into the air combo.
after 22d sometimes you can run up and catch them with a j.k into the rest of the air combo.

after the air combo in the corner you can sometimes jump again and hit them again with another air combo or just a j.d.

and one last note when i mention 6p in combos i mean only 1 hit not 2 unless i say it clearly.

2p or whatever into 2d (hit confirm) 236h [d] wait -d- wait 22d (time them both so they will both hit on wake up)

from that situation you can continue in several ways:

option 1

-k- 6p j.[k] [h] [d] s (press s and release it so the shadow will hit. you should practice doing the air combo like this j.[k] [h] [d] since you won’t waste shadow doing -h- or -d- when you combo…)
for some characters remove the 6p from the combo. you can do 1 rep of the shadow gallery loop before the combo for some more damage so it looks like this:
-k- 214[k] 41236s -k- 6p j.[k] [h] [d] s
but if the opponent is low enough to be hit with SG then i suggest using option 2 instead.

option 2

-k- 214[k] 41236s will give you a knockdown and you have the shadow out ready for a -d- so you can make another unblockable with either 5k or a drill. double 22d unblockables are so sweet ^^

also don’t forget since 2p is the fastest attack you can do it after jumpins: j.k V 2p 2d or j.s V 2p 2d or even iad j.s-h V 2p 2d

from -s- you won’t get much but from a counter hit run up and do 6[p]+[s] (p has button priority over s so you’ll get a 6p) -s- j.[s]-[h]-[d] -s-
so that’s
6[p]+[s] -s- j.[s]-[h]-[d] -s-

since i’m talking about counter hit -s- i should also mention of the combo i started practicing today- OGAWA’S COMBO OF DEATH:
after counter hit -s- catch the opponent as low as you can with 6p (like the previous combo do it as 6[p]+[s]). it can be either 1 or 2 hits but you need to give the shadow enough time to move forward enough and also keep the opponent as low as possible in the air.

6[p]+[s] (1 or 2 hits) -s- jc j.[s]-[h] -s- 41236s
time the hits to keep the opponent low in the air. if you did it right you will get a 1 hit shadow gallery which means knockdown. from there put puddle into unblockable and then spam 6p for a dizzy->ik GGPO

that’s it for now… not so basic but whatever…

I can’t really help it. Potemkin is that retarded. :shake:

Uh, no.

Haha. If you think that’s bad, you should check out what you can do with his 5p in 80% Heat Mode: [media=youtube]Jd-2jDhupMM[/media]

And that’s just the basic loop.

dude that shits so funny i remember first time i saw it i was like ‘this games awesome’

You’re probably referring to when you saw Doom pull that shit off on me. It was pretty lame.

I finally learned some new things with Dizzy and stopped playing so aggressive and IADing so much. Zoning is also a must when playing. Her Okizeme in this game is pretty much the best so I’ve been using like 809483098 different variants to keep my opponent guessing. I also started practicing with Millia so hopefully something comes together. It still sucks to play so hard just to win a game.

Actually it’s pretty huge in GGXX where -1 can be pretty decent.

Also Dizzy oki can be pretty sick but she doesn’t make you pay for eating it. Slayer oki is way scarier =[

anything over plus 2 is a lot

dizzy being a oki champ was way back in #r… when she had the best oki in the game alongside eddie and millia.

eddie rapes in ac, and millia’s oki is still pretty sick, but dizzy’s oki is pretty average in this game. she can get really tricky, but not nearly as dangerous compared to a lot of other characters, like crimson disaster said.

dizzy’s ac oki are more so of mind game shenanigans. she has a lot of patterns, but they’re also a lot easier for the opponent to block compared to her tight frame set ups in the past.

besides, it’s a lot harder for dizzy to set up oki in this game in general. she pretty much has to do it off a throw with no follow-up almost every time (or off ice spike frc in some cases). in slash she was able to get solid stuff off 2h as well as non-frc’d ice spike (as well as after throw > combo > non-frc’d ice spike). in #r, dizzy was bullshit because she had 2d cancel also.

She can still do oki setup after combos ending in non-frc ice spikes or throw combos ending in ice spikes. There is still plenty of time. Sometimes it depends on how far the character is away from her on the ground, but it never really matters after you’ve thrown them.

A lot of them can be FD jumped out of.

cuz jo jumps so high/gets up fast. Also cancel wakeup recovery into FDjump

if you want a tight and effective oki in ac, you pretty much need to do it off a throw or a ice spike frc. summoning a h fish in this game off non frc’d ice spike or 2h will not work because it just activates a lot slower. attempting to set it up after non-frc’d ice spike or 2h would give plenty of time for the opponent to either just jump (they don’t even need to fd jump in most cases) out of it or kill the fish before it shoots the laser.

this is pretty much why you need to disregard combo after ground throw and go directly into oki set-up more often with accent core dizzy.

anyhow, here’s a modified makoto-style corner lockdown for dizzy. it’s not as tight and and don’t build as much tension compared to the old makoto-style lockdown people used up to slash, but still pretty good:

throw in corner > 214h, p > dash > 2k > 5s > 2h > 421s > tk k bubble > air dash > j.p > j.p > j.2s (bubble pop) > [ land > 421s > 5s > 214p, k > 2p > 5k > 421s > tk k bubble > air dash > j.p > j.p > j.2s (bubble pop) ]*

*note: part in [ ] can be repeated as long as you want to

it’s a near-perfect frame trap, and once you get the opponent locked down… you can start going for mix-ups like land > 421s > throw or land > 421s > 2k

for people not familiar with the old makoto-style, soukenbi-style, and kazuki-style set ups… what is important is that you buffer 421s input before dizzy lands after popping a bubble, so that the spear will be summoned while the opponent is still in block stun (and hit the opponent when it go upwards).

the set up is also a perfect example of how dizzy takes advantage of gg’s reduced corner push-back glitch when projectile is on screen.

the main differences between this and the old makoto-set up is that:

  1. 214p, k emulates the old p fish. there is a slight gap between the second p bite and the k bite, but it’s still good while used in this context.

  2. j.2s is used to pop bubble instead of j.h, since j.h is slower and j.p > j.h no longer put the opponent in a block tight stun.

eddie part 3

after opponent blocks a -k- run and and mixup between
[k] close[s]-k- or
6[k]214[s]-k-

if you hit confirmed the 6k it means you hit him crouching so repeat this combo:
6[p] close [s] -k- until the shadow guage gets low, and then instead of -k- end with a 2[d] into -h- unblockable.

if you hit him with the low it means you hit him standing so do the same thing above but with a slight variation:
2p 2nd hit of -k- hits now 6[p] close[s] -k-

if this combo is too hard for you you can do something a little easier when you go for the low option:
[k] close[s] (hit confirm) 2[d] -k- SG loop into -d- unblockable

if the opponent starts blocking your 6k on reaction you should start using the better but harder mixup:
[k][s] (block confirm lol) jc (with 8 not 9) -k- now as you land from the jump you get a 3 way mixup of

  1. land 5[k]
  2. j.k land 5[k]
  3. j.k jc j.[k] -k-

the 3rd one needs good timing so you will fly low enough to hit via fuzzy guard after the 1st j.k is blocked.

you can also mix throws in your pressure like this:
5[k] wait 623[s]
or
5[k] wait 214[s] (for counter throw baiting)

after -h- you can do some combos into knockdown:

6p-s-6p-s-6p-s-h-22s
214s 214s 214s 6p-s-h-22s
6p 6p 6p-s-h-22s (do it if you think you are close to inflicting a dizzy)

if they block all your mixups and the shadow is about to end at least try to get an unblockable via whatever string into -d- and a drill.
how do you press d w/o changing the string you wanted to do? try to make an impossible gattling. if h can’t be canceled into a dust press d after h. if 6p can be canceled to a dust but not to a sweep just do 6[p] 2d and you will have your shadow overhead ready to use while you continue your string.
so you can do something like 6[p] 2[d] close [s] -d- 22d

after h into 22s vs characters with slow wakeups you can do 44 22h FRC iad s-h land 5p for an unblockable with the drill into air combo.

hmm what else? a nice tactic is to summon from far away like this:
236h [p]+[k]+[s] and move the shadow forward. if you think the opoonent will try to jump above it use -s-
if the shadow gets close enough do -p- 22h -k-
if he blocked you can start rushing since they had to block a -k-
if he tried to attack the shadow and got himself counter hit the whole thing will combo and the -k- will send him in the air to you for an air combo.

another thing you can do when the shadow is in -k- range is to put far drill between the shadow and the opponent and then use -k-

in the corner -s- replaces -k- in pressure strings and some combos.
for ex after 2h CH mid screen summon and go for a -k- into SG loop.
but in the corner instead of -k- use -s-

if there are any questions or if i didn’t explain something well enough just ask.:china:

im tryin to learn lingo like all this lil macros you all use for moves and commands but i dont know what the hell you all are talking about half the time…like 6hs or when i see like something like 812834634 or something similiar…is there any body that can tell me what all this macros are or a link to show me? thanks for helping me get on my grind in GG

http://www.dustloop.com/forums/showthread.php?t=372

It’s just a numerical notation. Look at the keypad on your keyboard and it will make sense. 5 = neutral, 2 = down, 6 = forward, etc…

So a quarter circle forward motion in SF would look like 236.

-9

@Orka

In most of the matches I’ve seen online, none of the Dizzy players have trouble setting up Oki after comboing off of a throw. I’ve also noticed that if you immediately go for Oki after doing that, the timing is ALWAYS perfect unless you play against a Robo-Ky. Some of what you say is true, but I suck at FRCing that spike, it’s like the hardest in the game. For my midscreen oki I always use H,H fish, and for corner I use H,P fish. That’s why I usually have no trouble with my oki. I guess it depends on what you’re using.

I’ve also never seen that corner oki that you just posted, I guess I’ll start using that. Thanks.