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

So i thin im gonna main POT, but what should I do after FRC throw? Or should I use it? cause usually I do like 2s 623hs, is there anything else I can do. Plus is there ever a reason to use air-buster?>

I’ve tried both. Chip feels more like it to me. By “Ryu character,” I mean the character whose basic skill set will be most comfortable to players transitioning into GGXX for the first time from other franchises.

I think after Pot Buster FRC you can do 2S-2H -> 623H or 236236S on certain characters. To my knowledge air PB isn’t very useful.

EDIT: goodm0urning, are you black?

You might be onto something here…now that I think about it alot of the newbs that I know seem to like to play chipp

Chipp is like…Ibuki. All about speed and mixups.

*ObZ

Compared to me, Tiger Woods is Malcolm X.

In other words, no.

Ahaha. Just checking. It’s a long running gag in the community.

Haha. That’s a good one.

Too bad that’s a horrible analogy.

Even if we were keeping with the flawed shoto analogies (and Street Fighter comparisons), then I would say that Chipp is more like Akuma in that he’s very difficult to get off you and can teleport yet is balanced out by the fact that he takes damage like a complete bitch.

If you want Ryu, then want to use human Ky. He’s far more use friendly than Chipp, who isn’t difficult but takes the worst damage in the game.

(I also find it funny that you also gravitated towards two of the hardest characters to use in the game–Zappa and Eddie–when you first started.)

As for myself, considering I’ll be going to SF on the 6th, I’ll probably finally be getting around to SFSU, I really need to pick a “main character”. I would have stuck with Robo Ky, but I still can’t FRC worth a damn and I keep using 5HS out of habit when you pretty much need to FRC that to be “safe”.

Anyway, it’s between Faust (who can’t I air cancel with), Venom (whose loops are difficult and whose ball positions seem to have gotten four times more complex), Anji (haha), Zappa (I need to learn to FRC the ghosts…and use the freaking dog better than I do), and Axl (who I have little problems with, but I could definitely use better off).

I’m leaning towards Zappa out of those since he’s actually rather easy once you know what his summons do and they backfire on me less than Faust’s items do–fucking at least 33% chance of Faust’s items being neutral and then possibly even killing him (bombs seem unfortunately common)–even in light of auto-summoning, which has showed me that I should just try to block on wake up far more often that I already do.

Noice post and noice av :tup:

What about his command throw? How useful is it? Swiping a handful of meter is nice, but there’s gotta be some drawback to it.

What use is there for his j.qcf+D?

Is his BnB combo just a standard S, S, cS, HS?

Which is his better super? His qcf, qcf+S or the 423 HS? Or do you say “screw em” and go with the COUNTDOWN!!! (if you’re not in an especially tight spot)?

And other useful hits for Robo Ky, plz.

And yeah…Chipp sucked pretty badly for the last few games. Still the case?

Robot Ky’s command grab is pretty okay. Tension drain is nice, you don’t insta-kill them off it for grabbing them with guardbar anymore =[ It uses a block of tension to try it though, and for some reason it feels like it has not-so-great range for a command grab.

His force break can act like another jump/airdash or a fast-fall in mixups, which is the main thing I’ve seen it used for and the main reason I ever do it.

Don’t do H after 2S unless you intend to FRC into air combo, you lose a knockdown for only a bit of damage.
lvl3 uppercut into super is the one you’re most likely to land of the two attack supers. I personally like overclock (Dr. Stormlocke loves it more… D: ) but you don’t have to use it. shrug.

I wouldn’t start non-punishment combos with c.S (close slash) because it doesn’t have any mixup associated with it… and you can’t do 2S off of f.S anyhow, last I looked.

Chipp was pretty good in Slash and he’s still pretty good in AC.

Really?! I always felt that it had pretty good range for a command throw. I mean, it LOOKS like it should have no range since he doesn’t look like he’s getting much reach since he’s got his throwing hand across his body, unlike Sol, for example.

I’ve been trying to make Venom my main, and blazes, I don’t recommend it. It’s a huge amount of effort for what seems like not a huge amount of reward. Damage is pretty poor (I’m lucky to get 100 damage for 25% tension), and a lot of his moves are awkward: 6P and 6HS don’t hit opponents right next to you, his air normals are all over the place, you name it. The Arcadia mook says Venom is for those who like to show off their technique when they play, and I believe it, because it seems like you have to be 75% better than your opponent to win with him.

EDIT: With that said, there are payoffs. I don’t think any other character can control the entire screen for an extended period the way Venom can. Just understand that you’re not going to win for a while.

You’re playing him wrong ;(
He has a lot of tricky stuff, but he has some fairly basic stuff that works too. If you need to blow 25% tension to only do like 100 damage, you need to learn some real combos or learn how to do combos off things other than throw and 2K.

If you’ve got better ways to start them, let me know. Every time I go looking for something in the air the answer ends up being “no knockdown at the end of that combo,” which seems shaky, and on the ground, well, it seems like you need tension. Dustloop’s combos start with a throw for the most part. I’m eager to hear about something better, 'cause I’m not finding it.

meaty slidehead is so annoying to learn!

No it’s not. Chipp is almost the easiest character in the game for people who already have fighting game fundamentals. goodm0urning is dead on.

Ky is probably easier if only for his defense and easier combos/less setup oriented playstyle.

Other than throw, his combo starters are 6P > 6H, or P/6P > 5S launcher, which can be followed up on the ground or in the air.

I don’t know what you’re talking about only doing 100 damage. A simple 6P > 6H > 623+HS does 120+ for zero tension cost.

A beginner BnB is something like P/6P > 5S (2hits) > S > H > stinger or DHM and oki ball setup. You may have to take out the second S unless you’re in the corner.

Generally, stay on the ground. Venom’s air game isn’t that great, which is a pity because his 5S launcher is awesome. You can do some fancy stuff that’s easy to pull off, like launcher > jP > jH > FB MS > airdash > jP > jS > jH > jD, but the damage isn’t that high.

Venom isn’t that easy to learn though, you’re right. He’s a charge character, his loops are hard to do, and he can’t do massive damage without his loops. You have to master his ball setups to get good mixup.

Take my post with a grain of salt though, I’m a relative GGXX noob. I still can’t get doobie loops past 2 or 3 reps…:wasted:

*ObZ

If people are still stuck in the retarded mindset that it’s not worth going for something if you won’t get a knockdown with Venom… I don’t know what to say. Knockdowns are nice, but you gotta take your damage opportunities as they come.

If you have your opponent relatively high in the air, there’s pretty much no chance of a knockdown. So don’t worry about it, just do basic stuff into jD. Damage is damage, you land way before they do (gives you ball setup, or you can 6P them on their way down).

However you start a ground combo, you can end with H XX Dubious Curve for knockdown and more damage than sweep, plus it’s either a double/triple ball setup or all the time in the world to get a meaty ball setup.

Outside of doobie loops, your “big” damage is going to come off of setups (like the oldschool knockdown XX K ball, dash jK, late airdash or land and go low mixup) and situational stuff like anti-air 6P > 6H. If you can get them into some of Venom’s basic corner guardcrank setups, you can turn a simple mixup into like 200+ damage if they don’t FD it all.

You just have to accept that you’re going to do some low damage knockdowns (ie. anything off of 2K), but those low damage knockdowns give you a really nice setup into higher damage combos (some of which end in knockdown into even better setups)

I like picking Pot when I don’t fee like thinking.