GGXX Analysis Match Analysis thread

Actually, yeah I’d like to know who venom’s bad matchups are too. I’m curious as to whether Chipp is or not, because it seems that chipp could get around venom’s space control pretty easily. On the other hand, I’m not sure what Chipp can do once Venom knocks him down or gets him blocking…

Also, I’m gonna need a lot of help beating Sol in the near future. Can anybody give me the details of any of these four matchups against him?
Slayer Vs. Sol
I-no Vs. Sol
Testament Vs. Sol
Venom Vs. Sol

Please keep in mind that I can’t BDC with slayer very well at all.

hehheeh…im sorta a newbie to all of this…but…who knows if im right…anybody can contradict me if they want…its a learning experience for me too…

i say slayer vs sol…
hmmmm…

try not to dash to much in my opinion…since the dash DOES have invincibility…and you wake up with no gaurd…you might find yourself walking straight into a gun flame…then your just dust loop material…

thats my two cents…dont really know what to do myself but that would be one thing id do if i ever played a sol

oh yeah…what the hell is bdc?..i dont use slayer but have seen him in action…heh :party:

BDC = Back dash cancel. It is similar to Roll Canceling, where you cancel his backdash (19 frames inv.) with a jump which is then canceled into a special move prejump (simialr to how Zangief can cancel prejump into an SPD to prevent him from jumping) This lets you add invincibility to any special moves, including the Bite.

To do mappa punch, try 4412369+P or K You should phase out then do the move and you’ll be invulnerable during the beginning!

You an also do this to do easy invincible airthrows, try it against a wakeup Valcanic Viper, you’ll throw hime right out of it. 449+HS

While we’re on the subject. Why do the Johnny players do a faultless defense, ground forward dash, then faultless defense (just as the dash ends)?

Does it effect the dash speed/range or something?

Johnny has a neat wavedash technique done by holding two buttons, then pressing back and forward repeatedly. What you’re seeing is the dash’s last few frames getting cancelled by the FD, and Johnny dashes forward.

If you decide to try this out, I’d recommend a stick, because on pad it’s pretty hard.

oh reallly?
wow gotta try that too… i use pad for now…
fuckin x arcade sucks arse…
:karate:

Is there a way to emulate that game ? If yes where do I download it.

You don’t “need” to emulate it. There is a PC version of #R.

ohh, thanks

I’m a Faust user here (albeit not a very good one). My biggest problem is that I tend to get cornered… is there a good way for faust to get out of it? I often used metagiri, but sometimes the opponent is not close enough… Is there any combos out there for faust, for he seems to be quite a hardhitting character for all his weirdness… Lastly, how can you compensate for his horrible airdash, it seems to take forever for me to get anywhere, and canceling it into 2.k is quite risky at times as it leaves you quite open when blocked…

Thanks in advance for anyone willing to help me :pleased:

just started playing this game as substitute to MvC2
…any advice on Chp??

dont use 2p EVER…horrible move and recovery…hmmm faust…i use him or try to anyways…

throw alot of items…thats a start…
ill post more later :tup:

I would recommend to not air dash with Faust… Run along the ground, Super jump, or double jump, andything… but don’t air dash

Yep…PC #R is the best arcade-to-pc conversion i’ve ever seen

Can someone give me the breakdown on these two slayer matchups?

Slayer VS. Dizzy
Slayer VS. Potemkin

Now, I KNOW that Potemkin gives slayer a crapton of probems (236p/k aren’t safe, the assdrop clashes with the AA super every time) but I need to know which tools slayer can use to turn this match around, and what moves Potemkin has besides the PotBuster to really dominate the match.
The dizzy matchup is a little more confusing though. I know I should have a decent time against her, because slayer should beat her senseless once he gets close. BUT! I’m having a lot of trouble getting in on her, she seems to have counters to many of my approaches, and the D-step gets RAPED by her 5S. Which of Dizzy’s moves are giving my slayer so many problems, and how do I get around them, because she also slashes me out of my dash a lot.

Slayer vs. Potemkin:

Slayer turtles, Potemkin rushes down. You have to literally sit back and BDC mappa every limb he throws out perfectly, BDC bite him if he gets too close, c.S his jumping attacks (j.D = clash, so combo into super), and generally keep 6HS range away from him. Quick way of stopping hammerfall = s.K -> bite.

Slayer vs. Dizzy:

Counterhit pilebunker into air combo that stupid bitch if she does anything. Precede with B&B combo ending in pilebunker for 100%! Beat her IADing shit with 6P, her jump-ins with c.S. Try to avoid her bubble bullshit aswell, since you really can’t stop it other then a quick mappa or 632146S super when she flinches. Lots of wake-up 50/50 games when she has no meter, as she has no way out of pressure minus that grab super shit reversal impossible to do thing.

Agreed, those will work on a dizzy that doesn’t know what they’re doing.

DANDY STEP: Your chances of ever hitting a random pilebunker into air combo baffles me though. Pile bunker and K dandys at random are stupid (if you have an application that works kugler good for you). You can try a HS and doing both hit but it’s up to you. Dizzy will tend to FD to push slayer away during pressure to give her some breathing room to jump away and set up summons. if you do the HS dandy a 2.k can interrupt the 2 hits which result in a knockdown and a set up…

6p: 6p is also silly since a fish or something else will likely be out to protect dizzy and also double airdashes and bubbles will make 6p risky. I don’t know why you wouldn’t bdc into air throw though, aka, just BDC air throw air jump ins if possible is my advice.

For keeping pressure on it’s up to you, you’ll have to vary it and I recommend going to slayer forums for that. For getting in on her it depends on your style of play. If you can BDC, you’ll need to use it to get out of fish pressure in the open and look for openings. Other than that her mobility is much higher and trying to keep up is pretty damn disadvantageous for slayer IMHO. Try using 6HS if you think she’ll IAD and you’re in range to clip her with it … BDC on wake up is risky since she has many opportunities to cross up or not (forfeiting your BDC opportunity and letting you get hit for free which is risky because it results in big damage combo and another set up…). If there is no cross up opp, be careful regardless. Always BDC jumping will get you air thrown and mappa and bite can be punished as well, mix it up or just block.

But as kugler said, a well timed 6HS or anything leading into a combo while you have 50% tension can lead to an instant victory due to her rediculous ability to get dizzy fast. My only advice is if I’m playing a slayer that can’t BDC I have no fear while if they can BDC I have to play a little less agressive.

Damn nigga, didn’t you go to EVO!?!?!

:tdown: Incorrect. I’d like to play you some real matches, minus the theory fighter.

You don’t have to vary how you do your offense? My mistake! I didn’t go into depth on how to use slayer since I don’t use him, hence I stuck with dizzy.

I’ll be at MWC, you comin?