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

If you do a ground meaty normal, yes you will beat it. But good Potemkins will backdash into buster on wakeup if they see a free buster opportunity.

As for jump-ins, under normal situation if you do a jump-in and land to do a follow-up, and if blockstun hasn’t expired, then they are still in blockstun so technically he can’t even do a buster for you to beat it. But if they IB/SB your jump-in, depending on your jump-in, they may have enough time to pull off a buster as you land.

Having trouble with Brandon? :rofl:

what’s the timing on Zappa’s FRc with his ghost throws exactly? For the life of me i can’t get this down right. . .probably gonna need to get a stick. . .

in training mode, turn on input and it will flash for frc timing when you do a frcable move…very useful. learned it from the manual haha.

lol nah, more like all Potemkins. I can’t even beat the CPU. I play on maniac though, but it doesn’t make much of a difference for the other characters. They’re all easy then I lose to Potemkin repeatedly so I’m assuming it’s the character that gives me trouble, not players or the CPU itself. It’s like “yeah, I’m getting better and I can do combos now!” for the first 8 or so stages then I get to Pot and it feels like I haven’t learned a damned thing or improved at all. :bluu:

While useful, it’s misleading. The blue flash isn’t the FRC point itself. The blue flash indicates that you’re supposed to input the FRC BEFORE the flash. Like just before the flash.

And I hate Potemkin. Well, I guess that’s what I get for playing Sol and Order-Sol…

actually, the game just has to “recognize” the inputs when the command bar is flasing. there is actually good deal of leeway. in essence, the game will recognize a frc/rc even if you drum the buttons, as long as it recognizes the 3-button input within the correct window.

potemkin is not a bad match-up for sol or order-sol whatsoever. sol can’t be doing any worse than 4.5:5.5 and i’m pretty sure order-sol is 5:5 against him.

MATCHUP INSIGHT! I request. Versus Potemkin ofcourse.

For Sol vs Pot, you’re pretty much playing footsies at mid range. The only time you’re likely to safely get in is if Potemkin whiffs a move. At mid-long range, if you see Potemkin wind up to do Slide Head, use Riot Stomp. If you time it right you should hit him. There isn’t really much else to say without going into specifics. Both characters are pretty much playing a footsie game until someone gets in.

Spirit Juice:

What is an easy way to get the second hit off sidewinder? I can land the first one, but I can’t get the second one to be a Clean hit.

Ah, right. I forgot that SRK went down when I tried to post this three hours ago:

"Ugh. I should stop wasting my time messing around with Slayer around home. It’s so much more difficult to beat Potemkin than it should be.

Anyway, since we’re back on the matchup thing, there was a question that someone else asked that no one answered: There were said to be a few 7-3 matchups in the game, what are they?"

for I-no’s ground throw, do you have to 6FRC6 it to do the follow up combo? When you throw them the opposite direction, do you do both toward taps the way your character will be facing?

Getting a clean hit depends on how close you are to them and where Sidewinder hits them. Generally you want to be as close as possible and have SW hit around the middle to upper part of their hit box.

What combo are you trying to do?

What’s Millia’s launch after a throw? 2S > 2HS?

Is it worth following up the throw any more? Most of the time I see people tech out of it and then MI gets punished because she went for a launch. Is there a safe way to follow up the throw?

And is there any real use for her air->ground dive dash? Minor mixup/cross up tricks, but it seems pretty useless.

*ObZ

Her launch after throw can be done in three different ways. 6S > 2HS or it can be done with 5K > 5K. On some characters 5P > 5P works. The throw should always be followed up. If people are teching out of the throw then it’s because you’re following it up way too slow. You follow it up by dashing (obviously) and then using one of the options above as a launch depending on the character. The opponent should be on the ground at the end of the combo allowing for you to set up oki game, whether it be Secret Garden or Pretty Maze. A common way of ending her air combos is Silent Force (S) > 6HS > Roll > Pretty Maze. Her throw is pretty good…

Her turbo fall isn’t useless. Set a HS Tandem top and then you could tiger knee the turbo fall as a cross up. If the opponent blocks then you can go for 6k or 2D or tiger knee a bad moon. It’s also a pretty decent way to escape pressure sometimes.

Yup, 2k links into 2p, but you might have to get used to the timing first. Also it seems the 2p may whiff depending on the initial distance between you and your opponent when you first hit him with the 2k since the 2k pushes them back a bit.

Yes, and yes.

-9

Combo:

WT > j.s, SW and after that, the second hit seems impossible for me. Do you think I should relaunch after that using 2HS? Or just jump again and repeat j.s, SW?

Thanks

Regarding sidewinder loops: with each rep. the opponent can recover earlier, so after about the 2nd or 3rd sidewinder, what’s a reliable way to knockdown? It seems sometimes a ground bandit revolver with hit for the knockdown, but most times the opponent can recover in the air before it hits. Sidewinders into reliable knockdown just seems iffy and unreliable.

I FINALLY got GGXX: AC delivered to me! But I’ve got a big problem. I can’t get to dustloop or yourube.

AT ALL.

I haven’t played a GG game since the XX. (No Slash or the other one). Basically what I’m asking for is just combo thoughts for … well… pretty much everybody except May (don’t like her), Bridget (don’t like him), Faust (too weird to control), & Zappa (ditto).

My mains are Baiken, Johnny, Eddie, & Sol. I dabble with everybody else, but I’m really looking forward to tearing into HOS, Axl, A.B.A., and Testament.

Is it me or has Johnny’s combo timing changed slightly? It used to be easy to grab/6P/6K into his jumping K. Now it seems I’m doing it wrong or something because the S will come out and I KNOW I put the kick before it. Been trying to do combos after his Level 2 Mist Finer and it’s weird because instead of flying straight up, they get sent to the wall and ricochet back to you.

Baiken still seems buff. I can still do her usual combos but it seems that her 236,236S super doesn’t miss the 2nd hit anymore. So what’s the negations on her reversal supers now? It doesn’t say.

Been trying to do combos off of HOS’s level 3 moves. Namely the 236S and the 623HS moves. But the best I can get are dash, S, HS, jumping S, double jump, jumping K, S, 236K and even that is awkward.

Word on the street is Sol’s loops are different now. I used to be able to just jump and double time the attacks for his loops without ever having to superjump (because it was kinda hard for me on the control pad). What’s changed about it?

Where’s Eddie’s saw move? Is it gone?

This has been THE INVINCIBLE SWORDSMAN saying:

I know I know… these are pretty much noob questions, but after reading 30 or so pages in this thread I fall asleep. And like I said, I’m just a noob now.

I think the Saw move is gone. However, Eddie still br1ngs t3h r3pe with everything else he has.

Stupid Force Break drills…