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

Sol is all about intimidation. He doesn’t need an overhead, man. “low/throw” is oversimplyfing his game. You’re probably not setting up Wild Throw like you should be, because unless they hit you out of it with something or jump, they will be thrown and you get to do a lot of damage.

With a character whose pressure/mixup is centered around a grab, it’s less low/throw and more hit/throw. You’ve made the point already that Sol’s overheads are weak, so why -wouldn’t- they be blocking low? It’s like fighting any other character, actually. Block low, block overheads on reaction. What they’re afraid of, or rather, what they SHOULD be afraid of, is you getting a high damage clean hit loop off of wild throw. Forget whatever “low” game you think you have. If they think you’re going to try to throw, you can instead do 5K, your fast two-hit normal into good damage. Or do a blocked 2P to reset the situation/set up throw again. They know it’s coming, but when? If you expect/see something reckless, you have a good uppercut.

There’s no gap in Sol’s game here. And Gunflame FRC lets you get to all of this for free.

Ditto on everything Crimson Disaster and Purifywierdsoul mentioned. Just because a character’s focus is close-range does not mean they need a strong overhead. A lot of players have a hard time understanding how to hit a defending player without one. Iori and Vice are both incredibly strong close-range characters in CvS2, yet neither have good overheads. Attacking at close distances isn’t about randomly picking 1 of 4 good options. Knowing your opponent and countering their actions is always a reliable way to hit someone. You don’t need an overhead to do this.

As mentioned, Sol deals absolutely massive damage off of a Counter Hit. His two must damaging means of scoring big damage off of a CH are probably his Roman Canceled Volcanic Viper and Towards + Punch near a corner. With a command throw that leads to so much damage, it isn’t terribly difficult to bait your enemy into attacking at close quarters. In combination with FRC Gun Flames to move back into close-range after a failed attack, Sol doesn’t need a good overhead to stage an offense.

i need the 20 to even get there

mostly because im blowing all my money on booze this weekend

i do hear its expensive up there
oh wellz

you could also play eddy

actually 16 is for the trip into the city haha, i spend like 4 to eat and then whatever i have left on tokens/my weekend

What is a good dust combo for Jam? All I kinda do is repeated S… On that subject, what is a good air combo for her as well? I tend to just do p-k-s-hs-qcb+K…

Is there any story mode for this game? Not that it is really important, but I kinda want to know why they are killing each other…

ID, flame kick, fwd+hs/puffball loop is what i usually see

Umm… there’s impossible dust to 6H/puffball loop, but the easy mode is-
[8]Hx2-3, jS > P > S > P > S JC djH XX 236K

Alternately you could maybe end with djD XX 214K into a setup I guess.

Anyone got any Millia dust combos on the very rare chance I get one? I’m never ready for a dust combo seeing as how when I do get them, they’re by accident (pressing d too early in 236+d). I usually manage to pull a j.h into fb disc outta my ass and aircombo as they fall down, but that’s it.

5D > FD > J.P., J.H > Land and I go from there.

Now that I know that I will never be able to use it since her dust is God awful.

What about something for Johnny? I can count on one hand the number of times I’ve landed a dust with him, but it’d be nice to know. Would an impossible dust combo be the best?

Is Johnny even fast enough to do an Impossible Dust???

ImpDust I do with Johnny.
D, HS-D, K-S>j.K-S-D>Ensenga(1st-hit only) land, Mist
Somewhat strict timing on the initial HS-D. How much of a pause you leave between the HS-D and K-S is character specific.

As for landing the dust. Johnny’s dust has a surprising amount of range, and long active frames. When spaced a good ways away, chaining a dust off a 5HS, or 2HS, or replacing a MC with a Dust is a pretty good setup. You’ll tend to counterhit with the dust. Johnny’s Dust gives plus frames on block, zero frames at worst, it’s ok if they block it. Whiffing the Dust is ok too, it recovers as fast as your 5P. You can also meaty a dust on someone’s wakeup.

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doctor stormlocke posted this vid on dustloop and i thought i would share. This video has been one heck of an eye opener for me, and hopefully this inspires more wanna be Robos to step up ^^

Great info there. Thanks, I definitely appreciate it. :tup:

Mega Man 2 Wily Stage 1&2!

-9

Can anyone, anyone share some info on I-no’s basics and specials? Like which ones are useful and how they should/shouldn’t be used? Also, if it’s not too much trouble some combos without FRCs just to get the feel of her.

It’s so sad how hard it is to find “basic” info for characters in this game(especially when a web site is supposed to be dedicated to it). I never had this type of problem with streetfighter. It’s the reason why I’m staying away from bridget.

There is a I-no combo sticky on dustloop.

What’s the most common staple after Slayer lands his FB?
I’ve been doing j.2K loops, but I’ve seen different players use different follow-ups.

Also, I’ve found a near 45% combo with Chipp that contains one RC, is it worth it?

EDIT: Last ?, is it me, or is Baiken heavily reliant on tension?