GGXX Analysis Match Analysis thread

You’re right, Johnny’s 6p doesn’t stuff all of I-no’s game, but because of the preposterous size of the Upper-body invincibility on his move, he shuts down much of her air game. Furthermore, I just realized that he can 6p his way through any fireballs she puts higher than his feet, which means you’re gonna have to luck out to get that free rushdown.

So yeah, Johnny’s 6p breaks down most of the I-no setups/mixups that I know of, and it’s not hard to guess when doing that is a good idea. Then again, this may just be the Johnny I play against. FatBear’s hella good at using the right moves at the right times, AND comboing off of them for crapton’s of damage. So I personally get really scared of Johnny’s 6p and Sol’s 5k. They just make that spot right in front of and above their heads, that spoth which I-no loves to be in so much, completely inacessable to me.

I still need to know, though, how Slayer beats Sol, because I just can’t seem to do it.

Yes, Johnnys 6P is good. He can 6P the note if it is higher than his knees, but everyone can do this. Fact is, commiting to using 6P as any character is risky during I-no’s mixup/rushdown because its just that, a mixup. During a rushdown, if johnny 6P’s during the gap, that could mean a CH 2H, 2K, 2S, slide, or CH 6P from I-no, all of which are pretty much safe options for I-no and let her continue a rush on block and combo/reset on hit. If johnny tries to 6P your dash out of an imperfect note setup, you can FD/j.H cancel the dash to bait 6P and punish. All of these options are safe. Johnny’s 6P is really good but requires anticipation. Same with Sol’s 5K. If you get predictable though, its game over for I-no. Johnny has lots of good stuff against I-no but no more than she has over him.

Obviously I need to play more, I’m kinda out of touch with some of these things. In any case, Any advice for Slayer in a Slayer Vs. Sol matchup? I can’t seem to take advantage of this one.

*Don’t blindly dandy-step, you can be punished with FRC gunflame, and the counterhit will leave you open for a dust loop setup…

*If Sol doesn’t FRC his gunflame and you’re in close range, IAD dust and the counterhit will allow for Slayer’s air combo…

  • Be able to BDC airthrow Bandit Revolver and Bandit Bringer on reaction…it doesn’t take that long to apply in a real match, and it’s a safe way to punish those moves…

  • Invincibite helps a lot here…if Sol’s rushing at you upon your wakeup, you’ll know what to do.

  • Try to bait the DP…when Sol gets knocked down, play with your s.k or s.h range in a way that leaves you safe…I don’t think you can BDC airthrow the uppercut in a real match though, the most I’ve done is ending up having to block way up in the air.

Anyone should feel free to add tips for Slayer vs Sol, I’ve just started playing this game a few months ago and this is just stuff I’ve gathered from fighting real Sol players.

Hope this helps. :slight_smile:

I’d like to know what people think of this matchup too. And could someone do Axl vs. I-no too?

Axl Vs. Ino

Did you want how to beat Ino with Axl? or the other way around? I’ll give Ino’s stuff against Axl, as best I know it, but I don’t play Axl. Ever. I hate that cheap bastard so much…

Anyway. The thing with Ino is many of her tools work well against everyone. fullscreen 236P is a good, safe option, as is tapping dash to sort of “hop” across the screen if your fireballs arent doing it for you. You can keep underneath Axl’s 5p and over his 5(or is it 2)H fairly well. they’re hard to react to for beginners, but not getting hit helps a lot. Also, if they aren’t too DP happy, try the 214’s in the air, they have pretty high priority, so you can hit him out of a lot of his normals. If they are DP happy, do an airdash, then just super as you’re falling, this will surprise a lot of people, and if they catch on quickly, then you’re free to go air to ground against then as long as you’ve got meter.

if he tries anything fancy, use your 632146K, if you can tiger knee it you should be able to hit him out of his obnoxious crossup move, but I haven’t played lately, so my memory’s a little fuzzy. If anyone wants to test this for me, that’d be great.

Is it just me, or does it seem that Zappa is almost completly freakin immune to Fausts zoning techniques? That lil’ mutha’ just zips right under most of my good attacks, subjecting me to just using 2p (damage scaling and limited combo ability), 5HS (kinda slow) and 2S (limited range)…everything else is risky to use because he mostly just runs or ducks right under and ohh, don’t let him get a summin, Zappa has like three or more semi ifinites or good pressure strings with each summin… My Johnny also has a problem against Zappa cause of this same reason. I don’t know how the hell Zappa became bottom tier! HHHEEELLLPPPP!!! please

just dont let zappa start dashing. he only gets super low when he is dashing. with johnny abuse HS MC 6HS

i dont play faust but… you could try doing 5hs 2p 5hs over and over till he gets annoyed ;p

Dealing with Zappa

I don’t actually play Faust or Axl, but in playing against Zappa and watching other people shut him down, there are a couple of key points to your gameplan that push Zappa down the teirs pretty fast.

That being said, the first point, Ironically, is to remember that Zappa is still pretty damn good. He can do all sorts of crazy shit if you aren’t careful, and if Rao shows up (the giant blue ghost of doom) you’re in for some serious trouble. His ghosts give him a very wide range of options that make him dangerous, but keep in mind that it IS his ghosts that make him scary.

Which leads me to my second point. Without his ghosts, Zappas options are incredibly limited. Without them, his gameplan will revolve around collecting souls, and summoning ghosts, which is a very narrow plan, which is easily dealt with if you stay smart.
Without the ghosts, Zappa’s scariest move is hitting you with the summon ghost move, RCing it, and doing it again. (My roommate does this to me once in a while, and when I got careless, he got Rao out on me 3 times in one match. How I survived that, I’ll never know) The easiest setup for this that I can think of is to dash under everything and throw it out there. The easiest way to beat it, is to block.

On to point three, which is startlingly similar to point one. Just because he’s low-teir, doesn’t mean he can’t hurt you. In CvS2 get my ass handed to me by Kyosuke more than I do by Ken. I KNOW that Ken can mess me up, and so I play a smart game. Kyosuke, on the other hand, is a character with little to no redeeming value and so, like an idiot, I do stupid stuff and get owned for it. The point is, Zappa’s easily shut down, simple things like blocking and throwing fireballs ruin his game. The trick is to actually block and throw fireballs instead of getting cocky and letting him beat the crap out of you.

Four. His ghosts are what make him good. I said it once, and I’ll say it many times over. They give him one of the widest ranges of options in the game, overall. The problem is, he can only use one of them at a time, so when he gets a ghost, his gameplan will change accordingly. Sword-Zappa generally plays a pretty good rushdown backed up by a nigh-unstoppable anti-air. Dog-Zappa plays runaway (I think) with some very strange (and unexpected) pokes. Multi-ghost-Zappa plays one of the weirdest games ever, involving bananas, golf balls, and flower pots. This is the hardest zappa to get through for me, because it has good anti-air, good fireballs, good priority normals (I use the word loosely) and if you get hit once, you’re gonna be dodging weird junk for a while. Multi-ghost-Zappa threatens by far the largest area of the screen and is very hard to deal with, except for one thing. To use the multi-ghosts properly, you’ve gotta throw one of them and hit with it. once they’ve been thrown, they need to be retrieved, so each time Zappa throws a ghost, he is reducing the number of threats he has. Keep him throwing them at you, then thow fireballs or block them to keep them from doing anything. once this is done, Zappa’s all out of options till he gets them back. Now you go hit zappa. With the dog, you can block it, or hit it with something when it tries to hit you, or just get the heck out of its way, chase Zappa down, and hit him. For the sword, you really are best off blocking it until you get the opening, or throwing a fireball at him, I mean, what’s he gonna do, Stab it?
The problem with using the ghosts is that while they widen his options greatly, they are not as complete, strategy-wise, as say, sol’s rushdown, Bridget’s runaway/poking, or Faust’s ability to cover the screen with damaging stuff. and that’s the trick. learn the weaknesses of each ghost and exploit them.

Oh, except for Rao. Rao-Zappa’s gameplan is to rip you a new one, and it works. Well. there is very little you can do against a capable Rao user. The best way to beat Rao-Zappa, is to not let him hit you with his 236p because then he won’t get Rao, and all you need to do for that, is block.

PS. hitting Zappa should be pretty easy to do with Axl. just use 2h when he dashes in, or the ranged unblockable, when he jumps, DP his ass. As far as faust goes, try getting some distance between the two of you, and throwing some crap of your own out there. if you get anything besides candy or a hammer, you’ve got some serious options open to you. Oh, and if ANYONE mentions me getting sacked by Kyosuke, I’m deleting it and denying that I ever said anything about it.

Testament vs faust please. That match is so fucking hard for me. I’m the one that plays with Testament of course.

Wow, that is a hard one… I cant think of much that testament has that faust doesn’t blow through in one way or another… I honestly can’t say whether you’re better off trying to keep him in the air or on the ground, because he out-ranges you either way. try to limit his options as much as possible. It’s gonna be hard for you to take the offensive here, so make him come to you on your terms. don’t let him set up his good combos and traps. try to keep as much stuff on the screen as possilbe. The bright side is that a lot of fausts approaches telegraph themselves quite a bit, so you can probably land your poison counter, RC it, and get a pretty hefty combo, but you’re probably gonna have to let poison do quite a bit of work for you.

Just pick Anji all and win

As an added note, if Faust throws his scalpel enema super at you randomly, you can jump over him, activate sudden death, dash, and hit him out of recovery if he doesn’t FRC it. Not that it’s gonna happen, but what the hell, right?

it really does come down to how faust is beating you up. you could just do testaments counter on his pokes. even if faust throws out an item the recovery is still there and you get the knock down, sexy

The trick, really, would be about control. Both Faust and testament have a lot they can do to screw eachother over, but faust outranges you in general, so you’re gonna have to get in on him quick. The real trick to either one of you winning this match would be to maintain mobility as much as possible while shutting down your opponents options as rapidly as you are capable of. Neither Faust nor Testament can win by holding down a place on the screen, they have to move a lot to win.

Thanks a lot for the advice.

Anyone know any good Testament strats, or where to get them? We kinda lackin inthe CO scene

any Venom Bad match-ups?

In the a-cho match videos, there are many times when Gief players OTG using SPD…How do u actually do this?

oops… wrong post…