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

Arsenal: in a way, throws in gg is way more powerful than it is in 3s since they all have 0 frame start ups, and people will often use them as punisher half the time without much doubt… since half the characters have really good okizeme set-ups and effective combos off them. some characters build good deal of their game plan around throws, like dizzy and ky. gg doesn’t have a flexibility of parrying like 3s, but if you take into consideration just throw itself, i’d have to say the overall effect throws have in this game is much greater. then again, i consider myself to be intermediate at gg and pretty bad at 3s so somebody else might have a better insight to this.

UltraDavid: i’d say it depends which character you play and which character you play against… play styles for some of them literally takes a 180 in some match ups. but considering that you play potemkin, i think you can see his game involves a lot of footsie and space control… as well as rush down (which sounds weird to describe a “grappler”) when the situation is in his favor to do so.

it’s 100% character dependent, some characters need to outzone others, while they can safely run in and fight in their face vs others. slayer is almost never a character that zones (he’s got mid-range zoning which leads to damage which is about it), while characters like potemkin fight a hybrid zoning/pressure game, and other characters like dizzy need to stay the fuck away from everything unless they get a clean opening to do a pressure string.

and throws in gg are nowhere near as important as they are in 3s. 3s has very few frame traps, and primarily focuses on high/low and strike/throw with some crossups here and there. gg has double jump mixups, tech mixups, frame traps, burst mixups, and even rc mixups. the important thing to remember is that in 3s, the mixups are very limited in a sense, so winning without throws is a lot harder since instead of having say, 20 different options to make an opponetn take damage, you have around 5, even if the 20 are more situaitonal. in 3s, if you dont throw its so easy to not take damage at all if you can block high on reaction. it is in fact possible, with block and throw tech, to take nothing but chip damage in 3s unless you are going against a command throw character or denjin.

Every character has three different voice sets that are picked at random.

You can check this yourself if you go into the sound menu and check them out yourself. :o

http://dustloop.com/ggac.index.html

This should help with people wondering about certain things.

Not finished atm though.

someone pointed me to this thread, i’d like address some things…

let me preface that i’m not a gg player at all, just a 3s player. With that said, I’ve seen combos off normal throws that take quite a chunk of energy. How is it NOWHERE as important as they are in 3s?

As for the mixups argument, I didn’t see the word PARRY anywhere. Parries gives a whole different dimension to mixups. You don’t even have to block those things if you’re good enough. The first hit of the string would be the easiest, but subsequent hits maybe parryable depending on window. It’s easy to not take damage at all? Uh what about playing against a urien sa3 or yun sa3? I’m not sure what is being argued here, more mixup means more interesting game? If there is consensus that almost all the characters tend to play the same way, then who cares about the 20 different types of mixups you can potentially do?

Who said there was? This is serious #R-era “people who don’t play GG try to criticize it” nonsense.

just to clarify, there are no footsies in this game, nor are throws powerful.

:confused:
WHAT?
POTEMKIN BUST-TAH
(air)POTEMKIN BUST-TAH
HEAVENLY POTEMKIN BUST-TAH

What GG are you playing?

Really now?

reading comprehension for the fucking win here folks

just because SOME throws do more damage, does not make them more important. a lot of gg characters have good throws that they use quite often (jam, ky, potemkin, sol), while others almost never end up using them at all. in 3s, every character generally needs to use throw because of the much more limited mixup options. that’s all im saying. in 3s, everyone has throw and strike, and for some characters this can often be their only true mixup, in gg, this is not the case.

although my block/throw tech comment was kind of stupid… you can do that in most games with a throw tech lol

oh and i play 3s and gg…

For Slayer, is 5P good as an anti-air, then jump into air combo? Or is 5P anti-air -> air combo only viable when 5P is counter hit?

2S is better. Fast, upper body invincbility and beats Sol’s 5K.

You know what that means? Sol’s 5K is tied with Jam’s 5P AS THE FASTEST NORMAL IN THE GAME. Slayer’s 2S beats that and has upper body invincibility.

you can use BBU too!

of course it will probably fail but hey!

but yeah 5P is good if they’re really close to you and you can just spam it all year, 2s is better if they’re more on top of you, otherwise just d step, backdash or dash under.

P is better in some situations. All of Slayer’s anti-airs are fairly situational, though 2S works a lot of the time.
And you can P JC jK like all the time.

About spacing/footsies/etc. in GG, it’s actually really important regardless of your character, but the main difference between GG and 3S in that regard is that GG has airdashes and a much larger playing area. So a lot of GG footsies is limiting your opponent’s movement through pokes and such (cf. Johnny doing “random” upwards Mist Finers) or just reestablishing ranges constantly, moreso than pacing back and forth punish whiff jump over fireball kind of footsies… but that happens, just differently (ie. dash-brake to bait out certain moves, double jumping to bait 6Ps, IAD over bad fireball pressure, etc.).
That said, you also have to keep in mind that there are lots of knockdown options in GG, and the rewards for a successful mixup are enormous (damage in AC is just plain higher than damage in 3S). So the spacing part may only take up a small portion of a round then you see like mixup combo mixup combo dead in the space of 20 seconds.

So yeah. It’s there. People don’t move around all crazy-like for no reason.

he can use 2p as anti-air sometimes too. omg slayer has 4 normals as valid anti-air. such shenanigans.

also, i think it’s full of shit how midscreen 6p can lead to a 1/2 life loop.

thas a cmd throw.

frc man frc

Its funny… make some sort of comparison to a Street Fighter game and people start bringing the wooden crosses and gasoline…

Before you make comparisons on a game… here’s a tip: Try playing the game first, and then dissect the crap out of it…

Back to the thread…

What are some of the tricks you use for your character?

For my scrubtacticular Johnny, after a down dust -> coin, then start Mist cancelling pressure… while they are on the block…I like Mist teleporting back and forth (qcf + button hold, tap back or foward within strike range), and when they flinchground move, do a Jackhound, Mist Finer lv 2 into a lazy ass air juggle + ensenga…

It probably would not work on high level play, but so hilarious how many times people get hit with it…

Aside from that, any knockdown I do near the corner, I do mist cloud, then immediately do an Mist Finer upper because some people have the decency to instant super jump out of the corner after being tagged.

Like I said, scrub tactics…are there better ways to try and bait people into getting hit with JackHound… especially since the “tension-less” glitch is not in the game anymore (is it? or am I doing it incorrectly?)

pote’s throw frc > 2s > heat knuckle is too good.

EDIT:

Atomic # - the jackhound glitch was jp console version only.

also, you really shouldn’t bait people to get hit by it. jackhound is more of a punisher move if anything (i.e. run through dizzy’s scythe if she uses it to cap a blockstring).

johnny gets boned up the ass if the opponent blocks it… unless he rc’s but that would cost 3/4 tension. :confused: