GGXX Analysis Match Analysis thread

he asked a vauge question about not using meter and he got an answer what are u confused about?:bluu:

The question wasnt vauge it was general and straight forward. Most likely because he is new to the game. So saying “mist cancel”, with no explanation nor general relevance to what he was aiming to have explained was pointless unless you intentionally wanted to confuse him and everyone else. No hostility here, but seriously-- …Sigh…

Right you are, but there are a hell lot more options punishing e.g. Sols Super if you use JD. Take Dizzy for example.

After blocking 1. Hit, there is nothing she can do. BUT, if she JDs the 2. Hit, she could do Icespike which wouldn’t connect if there wasn’t frameadvantage thru JD.

Or take Testament. Same situation, Testaments normally do the counter move between thw 1. & 2. Hit. But if you use JD, you can do Gravedigger and some more followup which would normally not hit in time.

chun_li1

this is true. i wonder if there is any instance where a jd would be not in your best intrest like if u get push too far are into say a bear behind u or .hmm i dunno i was thinking about that when \me and one of my friends were discussing how j wong teched a grab and thus with the bounce animation of the tech pushed himself into agies. i wonder if such things could occur on a push without a fd on…just a thought.
prowess: he asked if there was a way, mistcancel is that exactly. theres nothing else really so thats the best answer imo.

if potemkin does his aiegis reflecter special and you jump in on it w/JD or push block he has time to do heat knuckle,but if you just block it your safe.

I’ve been gettin’ my ass beat by players who aren’t as good as I am! Before you ask how that’s even possible, I’ll tell you. Busted stick. No specials.

Basic situation…

Ky v Venom.

We’re about even, then when my life gets low, he cornertraps, and kills me with the super that does all the block damage. Any suggestions? Besides ‘suck less’ I mean.

what do you guys think about millia vs eddie?

just looking for thoughts, ideas, advantages one has over the other, moves that beat out moves, answers to lockdowns…whatever you guys can think of.

Well…I might as well try…

Millia’s quick movement speed is a pretty good advantage, and the double air dash sounds like something fun to play with. Of course, gettin’ in close may be as much of a disadvantange, since Eddie can hit hard at any distance.

But you should probably wait until someone who knows what he’s talking about posts…

Eddie can hit real hard and can lay those unblockable pressure strings that can easily lead to full life on milla,Eddies in air attack are really high priority causing her to get stuffed alot wich is the biggest problem since your gonna be in the air most of the time with milla.Eddies has some of the best anti airs to that can stop alot of her dash ins.Once you land a knockdown with millia though you basically have free pressure and mixup with the ring,the match still favors eddie though i mean with her long ass combos one eddie burst and your prolly gonna eat mixup damage,wich to her is like 50% health

I assume your trying figure out how Ky can avoid Venom’s “Sphere of chesse” (as I like to call it) after being knocked down.

Well there are a few fundamental options:

  1. Burst
  2. Do that Counter that requires 1 half of your tension gauge

Weird Possibilities:
If Venom is dashing in to do a mindgame with lows and overheads, you might be able to grab him if he is close enough whether it’s during wake up or even if you are blocking the super.

I’m not sure if Ky’s Vapor Thurst has enough invincibility or if his Ride The Lightning Overdrive has wicked properties or not but It’s something to try out.

Could you scrub it a little harder there bro?

Millia is one of the few characters that has a way of jumping in on Eddie. Her jump backwards airdash forward throw pin airdash again gets her in close. Leading to multiple mind games. SAY WHAT? Tigerknee jumping moon move thingy, attack low, throw that shit, or do one of her billion other mind games. Any one of these will set you up for knockdown into disc game. Which is all you need to get millia started. Or course, this being theory fighter, we have to take into account of the other player simply jumping away when you airdash in. And we all know that air to air, Millia jump kick with beat damn near anything. So you want eddie to be in the air. And if he isn’t in the air, he is on the ground blocking.

I assume you are talking about reload eddie here to, so we don’t have to worry about you getting peaced out by the unblockable. If the other player calls out little eddie, you can always do her moon rider dash on the ground move. Be careful because of the drills though. If the players throws out the buzzsaw and does short drill, you should do this. If he throws out anything but the long upward arm move, you can simply airdash in and throw pin. Make sure you have pin though. You should be saving it for a good moment, such as dirty eddie pressure.

Also, if eddie throws out ducking slash and you are a bit out of range, you can sweep him. After sweep, do the big ball in the air move that you can program. I am sure you can figure out which way you would like for it to go. Considering you are playing against a certain eddie player, I bet you konw how he thinks. So you can play along with you own mind games here too.

And don’t forget about roll into throw. As scrubby as it may sound, this tactic works beautifully against those who either don’t see it coming, or don’t know they can throw your roll. TOO POWERFUL.

And, I heard a rumor that your execution is garbage. So after you land throw, don’t go for crouching punch two standing punches into air combo. Take the knockdown and then go with the pressure game.

Also, if you got the touch, when you land an air combo, say a standard one like crouching slash crouching h. slash, you can do superjump slash punch slash late hs land standing slash ducking hard slash sj punch punch hs. All without pin! Isn’t that the coolest.

Good luck.

damn ToiYet…that is a fucking BOMB ASS avatar. where did you get it?

anyway…thnx for being the only one who posted something useful.

too good strats…although you coulda just tapped me on the shoulder and told me…at least this way some millia/eddie players will know whats up.

is team serious comming to ts4?

no…unfortunatley no one from team serious will be able to make TS4. sucks too…cause we really wanna go (curious to see what texas has been up to in this game…esp fubarduck and aznhitler) but money is an issue… and we are all going to march madness and the break and north california reigonals…so ts4 was just too far and at the wrong time for us to make it. hopefully next year.

Depending on range Ky can stun dipper under venoms super. Vapor thrust does not have enough invincibility on wake up to be effective unless the ball is actually behind venom. Then it is possible to vapor thrust, but you will still eat the super on the way down. But in this case, if venom is in front of the ball, you should throw him anyway. The obvious other option as said before it to burst.

A note, when you are blocking venoms ball, or tests net, or anyone else with similar set ups. Dont look at your character, look at thiers. That way you arent distracted by the bright red ball or the nets (which practically cover your character to make blocking difficult). And block low on wake up- always with the joystick in the down/back position. Eye thier character, and as soon as you see the animation for the over head shift to the back position. Simple enough right? As easy as that sounds its the #1 reason why Testements are even remotely effective. The same holds true to Millia and a few others. She is a great deal faster- but by meticulesly studying characters overhead animation it can be done. This remedied well over half my defensive problems.

I know this info may be useless, and it no where near new to me, but just like when I went to detroit last week and saw people playing this- I just KNOW there is some one being raped by a test or millia overhead that they just dont know how to block. Stop looking at your character! Look at thiers. Overheads are slooooooow. Trust me on this one.

Ummm… later.

peace,
one.

Baiken vs. Chip (Baiken wins for free?)

A chip with good mix up will be all over baiken, i dont think its for free at all. Of course if she catches chip he is toast, and she also has the option of waiting out a mistake. But a therough chip wont mess up and they definately will have a ball with you trying to chase them … with baiken.

I dont play chip in tournys but I have played him casually against some good baikens. Its not as one sided as you think, its just hard for people to see chip as being a problem because all logic tells them “this bitch only has a little bit of life” or “he hits like a little girl”. The truth of the matter is, if chip doesnt mess up Baikens got nothing. She doesnt have anything to keep him out. And only has counters to get him off her. Moreover, because of chips evasive nature and better over all speed than her, she is not likely to catch him quickly and even less likely to keep him pinned. Not only that, but chip is like mind game city. If you play a waiting game with him you will loose. Perhaps with some one else like Sol or even Pot (hella unlikely to catch him though) or Jonny who both do damage in the same median as Baiken but have more tools to keep him in one place you could say this- just catch them and its for free. But you have to work a little harder with Baiken. IMHO at least. Alot of people would really have some serious problem match ups with chip if he just had a smidgen more health and damage potential. But because he doesn’t he gets overlooked and disregarded alot.

waits for Zakuta to break it down

I agree with Prowess. For once. :wink:

Some tips on this matchup I’ve found:

  • Don’t air mat. Just… don’t. It’s useless, ineffective and uneffectoid. Chipp can see it coming a mile away, eat some SASHIMI, teleport and then eat you for breakfast. And all those 10% combos add up when you can’t hit him at all.

  • Don’t get caught up in a sweep fight, because you’ll lose. Instead, if you see him choosing the direct approach, try a dashback and S.S to get some distance and a better attacking position.

  • You’re better in close range than he is, but don’t let that lull you into a false sense of security. He can still beta blade, and a c.K with 50% tension is good for a large chunk of life, even with scaling (or prorating, if you want to call it that). Stick to Baiken’s punches. This is something I need to learn to do.

  • If Chipp jumps in, Baiken’s universal anti-air is F+P on anyone. As I’ve said before, it’s two hits so it beats anything without having to worry about clash.

Yeah, I can second that. Air matts are useless, you are practically moving i slow motion to chip as soon as you leave the ground. Not only that, but he can tripple jump… etc etc.

Co-sign.

But be very careful, direct or not, I personally dont play chip on auto pilot. I see back dash animation and I dash cancle into f+hs/2d/etc and rape you for twitching. I bate back dashes regularly, because of chips foot speed people feel compelled to backpedal. You cant block when you are back dashing.

Co-sign. Just dont get baited into a poking contest… ever. You will win if you can manage to trade, but that wont happen alot.

her f+p is “eh” in this case because he can stay airborn for a while without fear of punishment from Baiken. She has to be able to react fast enough and thats not likely. Also, trying f+p will get you in trouble when you are being crossed up, or faked out. Cause you commit to it and then you are out there forever. I also dont think it beats his j.hs. But if it does do block impact he can just double jump and away he goes…

Chip is very good but not practical for obvious reasons. I do well with him but get beaten alot because of my impatience. But if chip doesnt mess up, baiken has a serious problem. Not only can he rush you down/run circles around you, but in the same token he is ganna probably piss you off and force irregular mistakes.

Baiken vs. Chip (Baiken wins for free?)

lol

Air Tatami…Well, against Chipp - it has no uses - besides KND after a throw, when you would IAD Tatami. Other than that, the only kind of air Tatami you should be using is an airdash-back Tatami. Even that has no real uses…lol

6P…I use this move regularly as it has some cool uses - and usually RC it somtimes for some other applications (because if you know Baiken, you know what you can and can’t do with 6P). Seen as you can cancel the first hit too with a special (but not jump cancel), you can play around with it a bit…

It’s always good as an anti-air - leading to the infamous P-S-D combo. But seen a Chipp has the triple-jump, you won’t be using it much. He’ll be out of AAing range in no tme. If anything, Youzansen works a bit better as an anti-air as it actually has reach and distance into the air.

I was gonna pick up Chipp for a while - see what he has to offer, as i’ve seen some good Chipps in action and he can be quite an annoyance with his speed and generally unique gameplay. Chipp’s designed not to make mistakes and to run riot on his opponents - just that I think people just get put off by the fact that he doesn’t do damage consistantly and he has a small life bar.

The problem I have mainly against Chipp with Baiken really is just his speed and his higher success rate of getting away. It’s hard to keep him down to do something and he will force some errors that he will quickly take advantage of. Thoughtless counters and Tatamis will get punished without hesitation.

Once I nab him in the corner though he’s pretty much toast…! x_x

Jon’ vs. Anji (#Reloaded version)

Jon’ vs. Anji (#Reloaded version)

While I love controversy as much as the next man I have no clue on this one. My friend actually commented on this jokingly to me but after I thought about it I think it may be worth discussing. I dont play alot of good Anjis down here, they tend to be pretty basic and uninspiring, but I have heard of Anji countering Jonny.

So, what do you think. Questions, comments?