GGXX Analysis Match Analysis thread

Run counter gets owned by any low attack or throwing. If you try to just run counter through Sol’s stuff, he can just chain to sweep and own you for free. You should know those weaknesses.

BTW, don’t call me son. You aren’t grown enough to call me son, boyo.

It’s funny how SvC got it’s own section, while GGXX is still in “Other games”, and GGXX is played more and has been out longer and SvC sucks (from what I hear).

The major thing is that gamecombos.com has a giant GGXX section, while SvC doesn’t have a website like that, so the guys here gave it a section.

Can someone tell me if Chipp has any combos that combo into his instant kill? If so…what are they…

YOU CANNOT COMBO INTO AN INSTANT KILL

i think i hurt my capslock on that one

Sol vs:
SL 4 MI 4 FA 5 ED 5 SO - AX 5 VE 5 IN 4 JO 4 BR 5 DI 6 CH 6 BA 6 PO 6 KY 7 JA 6 TE 6 MA 6 AN 7 ZA 7

Enjoy!

^^
It’s the Matrix!

I, also, would second the fact that Sol owns Baiken. Not for free, though.

I know this may be a bit off topic, but does anyone know of any decent GGXX media sites?

vK

^ You took my name! but anyway im a new GGXX player and was wondering how you do Sols famous Dust Loop I keep hearing about everywhere?

With Ky, I know M. Rage can be a problem due to her speed. However random mashing c. P or c. D can be good avoid her cross ups with that fucking roll of hers.

Setting up really deep air dusts and then jump canceling is a pretty safe combination considering her insane air and ground game.

air canceling (not too high) his HCF+ HS is something to keep in mind in this game.


With Ky against Johnny, if you can’t find a hole to punish in the first few seconds then hold back, otherwise you’ll eat some serious damage in 2 seconds. It’s okay to block his pokes and even that annoying coin of his. Just let him run out of the coins if he is desperate. Or slide under the coin if you can execute at the proper time or do Vapor Thrust with S when he dashes in after the coin. Remember to manipulate the invinsibility frames of his back dash to avoid that FRC- towards+kick–Grab trick of Johnnys and then punish him hard with a long gatling combo:

-> Punch, HS, -> kick, s. kick, slash, HS, Stun Dipper (FRC it if it hits too soon, though unlikely)

My main problem VS-wise is against crazy Zappa players because I’m obviously not familar with his capabilities.

The Key to Beating Zappa is:

  1. Expect the Un-expected: Zappa’s summons are basically random. No commands tell him exactly which spirit he summons. But depending on which one comes out, you’ll need to handle the situation differently. Ghosts are pretty simple to handle most of the time, it’s just that when he throws one at you, you need to block. Otherwise, It’ll do nasty things, like throw banana’s, rocks, or drop vases. The sword is a bit of a different story. They tend to be where Zappa sees most of his damage, but the good part about it (bad for him though.) is that if you block or he misses, he has a high lag time on most of his sword moves. Lastly, the dog thing is also quite easily dealt with. When it’s looking like a chihuahua, it is invunerable, but when it’s big and all, it can attack for moderate damage, and basically complements Zappa’s (short) combo’s. I also mention in advance that hitting Zappa instantly kills his summon. I further mention that his only summonless tension attack also removes his current summon.

  2. DO NOT LET HIM SUMMON RAUL: Remember those other summons that you could dispel by hitting him? No more. This is the baddest dude Zappa has. It takes 8 of those little orbs floating around zappa to make him call this, but once he’s out, take care. He does massive damage, his tension hits everywhere (painfully too) and he’s got insane priority. At this point, either knock him away or block.

Hope that helps.

Question…

I got bored with Sol a while ago and I dropped Johnny because of the major rapage they did to him in reload. I may decide to pick him up again later, but here is the issue. I started using Slayer, and all seems to be going well but I have serious issues with certain characters. Like…

Bridget- I am not sure if he has any reliable invencible wake ups but it is extreamly hard to get in on him. My invencible dash cancle into jump gets baited and I eat nasty damage. Then once I am grounded I have to get up and deal with another endless pressure string. If i happen to find a hole i have to get to him in time before he back dashes away and pokes me into a roll cancel and starts over again. Its seriously difficult for me to deal with even when I know whats coming. I can only try to be as surgical as possible with invencible moch punch but even that is risky. Perhaps I am just playing too one dimentional, but I am having problems. Anyone have some insight.

also…

Test/Millia/Eddie- I put these all in the same catagory because I basically have the same problem with them. If i fall once, I am dead. There is no safe way to stand up once I have been grounded against these characters because he has no invencible wake up. And standing up and blocking actually put characters like Test/Eddie and especially Millia at an advantage because then they can start thier mind games again. The other side of this problem is the corner. Once I am in it I get eaten alive. While dashing to the other side of some one while they are rushing you down seems good in theory its not realistic. If i moch punch I get punished. There is no need for them to fear dandy step at that range because they can beat everything I have with a well placed sweep to say the least. Standing into bite throw is great, but only when they are dumb enough to be the close to you. In a word, it sucks.

To put this simply, if you can break down how to deal with being cornered then screw everything else. Just answer that. And no obvious comments like ‘you shouldnt be getting cornered with slayer anyways’ because i know this. But its more than a notion against Millia or Eddie.

What is the safest way to maintain offense when you dont have level? Its not safe to jump, and Millia’s low dust and 236+s beats dandy steps. At best I can hope for a trade which is good for me because I do more damage but this only applies if i am given enough breathing room to do it in the first place. Otherwise she just IAD and throw that bloody pin at me and forces me to block.

As for eddie, is it possible to dash jump cancle out of his unblockables or am i just timing it wrong? Does Slayer even have any pokes fast enough to stop his rush besides low kick? Doesnt seem like I have a lot to work with at all…

And as for Test, I dont know if he is a scrub killer or what, but maybe I am just a scrub, but I cant deal with the traps. I can usually trash Test’s with Sol but Slayer has no such thing as gun flame or VV and I just get grounded and here come the nets. Then I have to deal with that crap and if I guess wrong I eat a nice grave digger loop. I hate traps they are soooo :lame: Like i said, there are other people with good options to deal with this but Slayer is limited, or isnt he?

Gimmie some insight on this.

Also…

Beast Of Fire, I dont quite remember what the debate was about all those pages ago but after extensive time play Ky and I have to say you were correct. Ky’s effectiveness comes from his ability to start poke strings and while he has some abusable guessing games he can play with the corner, and minimal one mid screen they are all dependant on the opponent either blocking or not having anything with enough priority to stop it. Sol’s normals might not outrange Ky’s which was my misjudgement before, but they damn sure out prioritize them. And VV and GV both pretty much f-ck Ky in the azz. Plus ky cant maintain a consistant pressure game against Sol for various reasons. Which takes away Ky’s main strength; the high low mind game. He has to make you or train you to block in order to do damage even comparable to Sol’s and even then its still a guessing game that is beatable. Its a very unbalanced match up in Sol’s favor. I just wasnt expirienced enough with Ky to know anybetter. Once I had played him for an extensive amount of time and learned how he needed to be played in order to be effective it become very obvious to me that Sol had every tool to disect a Ky offence with minimal effort… minimal.

my worse match up is…

johnny vs faust

faust totally owns johnny :frowning: faust falls down all weird he out ranges johnny curse the standing slash :frowning: CURSE IT TO HELL. i hate it how hard i have to work my ass off to even dent faust… oh well once my johnny gets that coin out its all hell for any character :slight_smile:

WOW many things to say here

NeoKojiro

Dude you have no idea what your talking about Zappas summons can be the most dangerous things in the game if you use it right and trust me I know becuase I use them right

ViolentKen

The best place for GGXX media is Mirc

Violent Ken

The dust loop is basically jumping dust but its alot harder than that you need to set it up you should also download Mirc and get videos from there

Both kens

Download Mirc and connect to server irc.blessed.net then go to channel #gamecombos and read the faq to learn how to navigate through there

If anyone wants help with GGXX im willing to talk to you on aim or Mirc which ever is fine my talk to me on FlashMetroid

I don’t think Sol owns Baiken. I don’t think Baiken owns Sol either, it’s a somewhat even matchup IMO with the advantage generally going to Sol.

The problem people have with this fight is they focus on countering too much, when Baiken has some dope normals. s.S -> c.S is a good move that occupies a nice amount of space and keeps Sol from his ideal range, forcing him to switch to his own s.S to play a game of scrape.

Another good normal that no one uses is her j.HS, which beats The Kick ™ pretty clean and can usually link into a sweep.

The biggest problems in this match is when you’re forced to block Gunflame, and when Sol infiltrates your throw range. In both those cases, you want to get the hell out of dodge. Kick counter works decently enough in the former; in the latter, backdash can be used in case of emergency.

Don’t go for lightsaber overhead on wakeup, unless you can do it ninja style (ie. not too obvious on the stick).

Does Sol have a way to setup Dust Loop from a sweep?

Dasrik: I agree with you about Baiken vs Sol. With Baiken, I use early normal jumping HS xx air tatami a lot to stuff his s.Kick.

Sol can set up the Dust Loop from a sweep two ways that I know of:

c.Dust xx 236+K (1 hit) RC xx j.Dust (which should keep them recovering while you position yourself on the ground), c.HS SJC xx Dust Loop

or, if you get a counterhit c.Dust, cancel it into 236+P FRC, c.HS SJC xx Dust Loop

i easily prefer raul then the ghosts. the ghosts are so much faster then raul he also now has a projectile also, but when raul is out i have no problem rushing his ass down he no longer has an invincible wakeup, so i just RTSD

Sol can dust loop anywhere on the screen off all his normals counter hit or otherwise if he has level. The most a baiken can hope for is a predictable Sol. Otherwise she is easily beaten. Yes, easily.

Sol has better walking and dashing speed. He doesnt have to play range games with her because he can abuse his low dust which baiken has no answer for. If he gains level you are just ganna be forced to block a RC gun flame into a command throw. If you are realistically thinking of countering a gun flame then you are setting yourself up to be baited. Sol out prioritizes and outranges, is faster and dishes more damage than baiken in every aspect. She doesnt beat his ground game and rarely can contest his jumping hs or dust. How is this anywhere near even? A very skilled Baiken verses a noob sol, could possibly play a long drawn out cat and mouse game with him. But if he knows how to dust loop she will still catch hell because he will always build level faster, and once Sol has level if you are anywhere near the corner = death. Again, I have to ask you, is this a bias stand point you have on this, or do you seriously believe this match up is anywhere near fair? There is no way man…

Prowess: You have a lot of good points there, and Sol definitely has an edge over Baiken. Dasrik could probably argue for Baiken better than I can, but I’ll try. At the right distance, Baiken’s standing HS beats Sol’s c.Dust fairly cleanly, but it might leave you too far to cancel into tatami (FRC) air combo…if you get a counterhit, you can cancel the HS into 41236HS which should combo. But you’re right, Sol’s sweep is hella hard to beat with her.

Sol’s j.HS and j.Dust are also tough, but if Baiken is midscreen, she can IAD backwards with an air tatami, which should pop Sol into the air on a counterhit, leaving him open for an air combo.

When Sol has Baiken in the corner though, he can bait her guard cancels with his c.Dust and FRC Gunflame, and punish with pretty much anything.

From just looking at the matchup, I would have to agree that it does seem very bad for her. But I’ve played this matchup a lot (as Baiken), and it’s not that bad from my experience. In casual at Evo, I won a round against two superb Sol players (ID and Miu) with Baiken, which probably doesn’t mean shit. :lol: But there you have it…

Hopefully Dasrik can expand on this more than I can.