GGXX air combos and launching

Pot’s supers are good.:frowning:

but his tension is better spent on RCs

Pote RC combos OMG STOP BEASTIN POT~!!!

On the ps2 you can assign extra fonctions to L1 and L2
I put p k s on r2, so its like a rc button

sigh… this place is almost as bad as gamefaqs when it comes to ggxx :bluu:

with baiken against midweight, midscreen, 50% tension…

combo to a 2d…
then:
236k> FRC> jd> FRC> AIRDASH> 236k> LAND> HIGHJUMP> js> jd xx AIRDASH> js> jd> LAND> 2d/s(f)> (H)JC> js> jd> (optional FRC> AIRDASH> js> jd)

that’s the normal midscreen setup.
now, off of a successful 6239s> RC at mid screen against midweight for 75% tension…

6239s> RC> js> jd> frc> AIRDASH> 236k> LAND> HIGHJUMP> js> jd xx AIRDASH> js> jd> LAND> 2d/s(f)> (H)JC> js> jd> (optionalFRC> AIRDASH> js> jd)

corner okiseme against midweight for 75% tension:
6239s> RC> js> jd> FRC> AIRDASH> jd> LAND> 2d/s(f)> HJC> js> jd xx AIRDASH> js> jd> LAND> 2d/s(f)> HJC> js> jd> (optionalFRC> AIRDASH> js> jd)

regular no-tension corner combo against midweight:
combo to 2d, then 236k xx HIGHJUMP> js> jd xx AIRDASH> js> jd> LAND> 2d/s(f)> (H)JC> js> jd> (optionalFRC> AIRDASH> js> jd)

on light characters, 75% tension corner dust loop:

2d> 236k> FRC> jd> FRC> AIRDASH> jd> LAND> jd> FRC> AIRDASH> jd> LAND> (optional jd> FRC> AIRDASH> jd> LAND>) js> jp> jk> JC> js> jd

landmarks…

-js is your friend
-dash ins end with a jk, so you can aircombo after landing
-tatami is your lover, know her inside out… IAD back tatami, tatami> FRC> IAD for pressure, etc…
-don’t get predictable with counters
-RC sakura counter in the corner for dust loop or other combo followups
-be patient, baiken is defensive.
-follow up 41236h with s©> 2d into air combo

and so on…

No love for P?

P covers good range, and is great for ending a dust loop string in the corner (j.P-K-623S). You can tack it almost anywhere as an ender, and it’s always good.

Doing j.S-D won’t work on all characters on thh way up, unless you had speed when doing it. Example, it doesn’t effectivly work against Johnny and Potemkin. You’d have to do S, 2D, 236K and not anything else as you will be too far away to land a j.S all the time. I suppose that’s where the Tatami FRC comes in, but if you aren’t in the corner, you don’t really need to Tatami FRC.

Here’s another combo:

S, 2D, 236K FRC > j.D FRC > IAD 236K > j.P-S-D FRC > IAD j.D (land) > j.P-P-K jc. P-K_S-623S

IAD Tatami should only really be used in the situations where it guarantees you a lockdown, otherwise you can get punished for it…hell, afaik; Potemkin can Heat Knuckle you as you are coming in for an IAD Tatami, as well as HPB, if he does it at the right time.

Facing Baiken, she can do Youzansen or Suzuran to counter it. Slayer can do his AA super. Eddie can hide and grab (if he’s close enough). etc…things can happen. :slight_smile:

to follow in the air after moves like Baiken’s carpet or Sol’s C.HS, all you have to do is jump man! not really that hard! Also make sure you use an attack that hits the enemy at the proper height or you’ll miss.