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

Truth. Someone who’s really interested and dedicated will ask you about the match after you beat them. It’s not the other way around where you tell them you got raped because so and so. If I’m gonna teach someone they are gonna have to show me their interest otherwise I’m wasting my time.

Asura, you are not using the beasts right. It’s used either in pressure or in combos. In pressure you FRC the S/HS beast depending on your distance to dash back in and continue your mixup. In combos, the HS beast has a property that it lifts the opponent back up after you knock them down. So if you finish a small combo into knockdown, HS beast FRC into 6K->Badlands loops.

The HS beast is especially good for keeping up the pressure since it gives you +9 advantage.

And be careful in what block strings you use before the beasts because if they instant block they can easily jump or dash away from the beasts which leave you wide open without an frc.

Watch Shounen’s testament he abuses the spammability of the beasts very well. http://gamechariot.com/g3_070814_ex.html
The Testament vids at the very bottom.

I agree with this if your opponent was a complete stranger that you’re probably never going to see again. But I think that this approach is the wrong one if your opponent is one of your friends/gaming buddies.

I don’t know…The only reason I got into Guilty Gear was because my friend never took it easy on me…so I got tired of getting my ass pwned…unfortunately…he can still beat me but now I can beat him at least 1/4th of the time

Yup that’s what I meant lol. I always take the initiative to teach my gaming buddies. :tup:

But just think of how much better you’d be if he actually took a few minutes explaining stuff to you; isn’t that the whole point of having a training partner/buddy? So that you can work on weaknesses and strengths, share information so that both of your levels can grow quickly? Trial by fire works too, but I personally think a hands-on approach is the most effective teaching method

I can somewhat relate to what deadontime was feeling; I got into Guilty Gear little over a year ago and my friend was better than me at it (I rarely won) and he would never offer advice or suggestions to make my character better. I guess it just comes down to how your friend is; still to this day I play fighters against my friend and, if it’s a game he’s better than me in, he will never offer advice…I think he just hates losing and doesn’t want to take a chance on giving me advice to win (that’s my theory considering when I beat him in 3S and various SNK games, he stops playing and wants to go on to another game after so many loses).

watch more shonen

http://youtube.com/watch?v=AcoCQWsQL10 :arazz: 6k cancelling is beast.

cough

I really don’t know any 7-3 matches (I haven’t played the game too long to know) however I found an old ass table from Dustloop that probably has significant information on matchups

http://kayin.pyoko.org/GuiltyGear/actiers.html

Basically you just compare two numbers from the two characters you want to fight… Its even easier with the colors…

I think all of Slayer’s matchups except Testament, Potemkin, Eddie and ABA are give him the advantage by at least 6… (considering he can random poke -> air combo in an efficient rate)

A veteran can probably make it more clear…

EDIT: Blue = good matchup, Red = Bad Matchup, Gray = Even

They put Baiken right under Testy and Eddie?

Hm I have yet to see her win a match…maybe someone can link me to some?

*ObZ

Sharon (BA) vs Pondo (VE)

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  • Does an FRC air Shoryuken IAD… crazy stuff

vigor had videos of this baiken player named tepo… it was insane rushdown all day… never stopped for a second, and simply moved forward like they were nothing…baku’d and sealed a robo-ky player too…lol

Well, like I said, I haven’t played Guilty Gear since XX. So I know Bridget is a guy. I don’t know the story behind A.B.A. (or HOS for that matter).

Anyway, now that I’ve been trying more difficult combos with other people it does seem like Johnny’s hits don’t do that much damage. I mean… even his F+HS, Ensegnia doesn’t take off chunks like it used to.

Ugh. No F+K/grab/F+P -> coin -> air combo? Grrr… So now what? Just his basic double jump air rave ending with Ensegnia? That’s lame.

What do you guys do after Slayer’s FB hits? It’s hard to get a gauge on when the opponent lands after the 236D. Do you guys jump up and start an air combo? Or just stand still and start an air combo with and of his jump cancellable normals?

This has been THE INVINCIBLE SWORDSMAN saying:

Sorry for another noobish question but… what’s Sol’s Sidewinder loop? :confused:

Slayer:http://dustloop.com/forums/showthread.php?t=3121
Covers character specific combos. followups after BBU.
Matches( a little demonstration)
-Slayer vs Dizzy: http://youtube.com/watch?v=ltHperKU4A0
-Slayer vs Order-Sol: http://youtube.com/watch?v=F_LF2SOONZk
Combo vids:
-Sakura: http://youtube.com/watch?v=lCnnNv-SnWc
-Dead on Time: http://youtube.com/watch?v=pmF_J_XoBOQ
-Necro Fantasia: http://youtube.com/watch?v=6kMXImtBkYI

Sol’s sidewinder loop is when Sol lands a sidewinder in the midsection of his opponents body in the air he gets a “clean hit”. Pretty much both Sol and his opponent will freeze in the air when Sol gets a clean hit. The clean hit effect sends the opponent INTO the wall and wallbounces. When this happens Sol follows up with A)2HS,jc.S>Sidewinder or B)j.S>Sidewinder or C)2HS,jc.S,J.HS>sidewinder. This continues the “loop”. The average is three Sidewinder(clean hits before the opponent can tech). The most I’ve been able to get is 4-5 on Potemkin The only issue is the timing because of air hitboxes and weight classes.

Baiken is really good but that’s an outdated tierlist. I’m pretty sure the new top four according to the Japanese is something like Eddie, Testament, Slayer, Potemkin. I don’t know if there’s a consensus over there though.

IMO E/T/S/P is a no-brainer top four, but like who knows if I know what I’m talking about.

Well I would say ED, TE and SL are top three, no contention. Next would be maybe Jam or OS. Pot is good, but not any better than Millia.

This is just what I think :wgrin:.

*ObZ

Sorry. But I can’t get into any of those. I’m Qatar and the military has my internet connections on lock. No dustloop. No Youtube. No Myspace. No fantasy football. There’s a lot of stuff I can’t get onto. :sad:

AAHHHHHH! So that’s what it is. I remember seeing a bit of it a while ago, but I thought it was just his air Dust. O.k. Now I’ve got something new to practice.

This has been THE INVINCIBLE SWORDSMAN saying:

So… sorry to be a pain again, but… After Slayer’s 236D, what do you guys do?

The Slayer section of dustloop is one of the few with good information, can you get to that? The best resource is Kugler’s AC 101 thread (you can just scroll down to “25% tension” if you want to skip to it, BBU is shorthand for 236D):

http://www.dustloop.com/forums/showthread.php?t=2792

There are a lot of options so it’s better to read what the Slayer players have to say on this one and figure out what you’re going to go for, I think.

I personally always go for 5H, IAD j.D->j.2K, j.K, land, relaunch midscreen and 5H, superjump cancel, j.H, j.D->j.2K, j.K, land, relaunch in the corner, but I only play Slayer on the side and there’s probably all kind of situational quirkiness to the combos that I don’t know about and chalk up to muscle spasms/slips in my own execution. So definitely take it from people who specialize in the character on this one.

I find it really odd that you can access SRK since we’re such a bastion of goodness and pro-government support.

Anyway, I’ll just copy and past from the first link:

Yeah thats a Basic follow-up from the BBU… You can also do BBU (236D) -> 2D -> etc…-> air combo

I am not much a Slayer player but one combo that I find hilarious is BBU -> BBU

From koogy @ dustloop:

Basic air combo theory
After a high hitstun launch (H floorbounce), the general format is…
opponent is high up - j.2K
opponent is mid-ish height - j.K(easy) or j.2K (more damage?)
opponent is mid/low-ish height - j.H
[After low hitstun launches, generally you have to use j.K or j.P… j.2K SOMETIMES combos off things like 5K but don’t count on it.]

After your initial attack, you want to flip (j.2K) into the rest of the combo…
j.2K ? j.K…
opponent above or about level with you after JC - [JC] dj.K-2K ? dj.D ? dj.2K ? dj.D
opponent below you after JC - [JC] dj.S(1/2 hits)-2K ? dj.D ? dj.2K ? dj.D
j.K-2K… [same flowchart from here]
j.H…
link j.K-2K…
j.2K…
In the corner, however, you want to aim for:
j.2K ? LATE j.K ? land ? relaunch/big ender.
Big enders include H xx Pilebanger.

Crosswise Heel followups work more or less the same as they always have, ie. you start with j.K into The Rest or 2S into The Rest as always.
The Rest = basic flip combo! j.K-2K ? j.K [JC] dj.K/S(1-2)-2K ? dj.D (? dj.2K ? dj.D)
On Johnny, do Crosswise, 2S [JC] j.P-K-2K ? j.K [JC] dj.S(1-2)-2K ? dj.D, etc.
Air combos
j.K-2K ? j.K ? land ? 2S [JC] j.K-2K ? j.K [JC] dj.S (1)-2K ? dj.D-2K ? dj.D
<j.K-2K ? j.K ? land ? P [JC]> x3 ? j.K-2K ? j.D

Thanks fellas, you guys f’n rule. :rock:

Hah. Well, I can go to the forums. But not the videos and the main page. I’m not complaining though. I’ll take what I can get right now.

This has been THE INVINCIBLE SWORDSMAN saying:

That’s a lot of shit. I kinda figured you could relaunch with him though. I’d be toying around with juggles after his 2HS and I do P [JC] -> j.k -> j2k -> j.k -> 214,214S, 236D and I wanted to come up with something cool to hit after the FB.