GGXX Analysis Match Analysis thread

Can I get:

Bridget’s bad matchups?
Testament’s bad matchups?

A little post why wouldn’t be so bad either. I just want a good idea.

Can I get:

Bridget’s bad matchups?
Testament’s bad matchups?

A little post why wouldn’t be so bad either. I just want a good idea.

may is short and has great priority over Briget, but she sucks.

Ah poor testament has a million bad match ups. But not so much here in the US.

Testament loses a million of his matches because there are a handful of tricks that beat him. He not only gets rushed down, but he can’t really stop it from happening.

As I mentioned earlier, in the US it becomes different. He obtains a good chance. Not everyone knows about the tricks much less have the experience against him. The people I play frequently have started blocking his 6P, the fifteen frame overhead if some of you don’t know. His runaway starts to diminish as the players start to disarm my webs and continue thier pressure games.

Some of the harder matches I have fought were against slayer, who back dashes away from everything, and then uses his invincibility to blow through any and every poke I have. Granted, slayer can do the same thing against any opponent, but against Testament it seems fairly futile due to his lack of options. One of his greatest far range pokes is standing slash, and you get killed for doing it.

Sol is really really really hard to beat. His ability to dp through everything I have is annoying. So have to play as careful as possible to not get hit by one dp, once I get hit by that one dp, I get rushed freely. He can dp me chaining into couching HS, he can dp air dust, he can dp barney pressure, he can dp me before I can 6P, and just random dp, so you turtle and thusly get command grabbed. Sol with his ability to RUN tover my trees is stupid. His ability to instant block barney and dp me is stupid. His ability do riot stomp and get punished by nothing but a poorly done jump back dust is stupid. My only option is turtle, VERY CAREFULLY, until the other player dp’s or get hit by a tree or web. FUCKING HARD to win.

A fight that I hate, and I am prolly wrong about it, considering it is a 6/4 match for testament in Japan, is against Anji. I can’t jump back dust. It gets beat. CLEANLY, by standing punch. And jump back dust is my best friend, but it betrays the shit out of me in this fight. So I have to have to stay on the ground. Which means Anji gets free reign in the air. All I have is air throw. Which doesn’t cut it against anji’s air slash. FUCKING DUMB. I personally lose this fight. On top of all that, I can’t backdash properly when I play in tournament play. I just mess up constantly, so I lose this fight. And Kenji is godly.

A couple of things that people will dispute me over is his other matches.

Beating the girl characters, sans dizzy, seems to be in his favor due to sweep into grave digger. They don’t have a good answer against this. If they get hit, they either get looped or just knocked down and get blatantly forced to wake up against his pressure. Granted, once a player can block this, Testament will start to lose. But I only have to hit to once or twice after this to have won the match. In Japan, you won’t get a chance against millia. May will most likely just lose, and Ino will be too busy mixing you up to get swept.

He seems to do very well against potemkin who doesn’t really have a safe way to attack him. Potemkin can’t get in. On top of that, I get semi safe rush due to barney. In Japan, you will get potemkin bustered, don’t ask me how. But it will happen.

Against faust, my crouching hs beats his standing slash. If you are quick enough you can instant airdash dust against his items and get a free counter hit air dust. Which gets gravedigger loop and such. Faust doesn’t have many a option when it comes to testament pressure, so he is forced to block and deal with it. Making it all the better in your favor. In Japan, you prolly won’t land a hit, much less find a way in against thier faust.

Eddie is another character that I like playing with testament. Once you land the knockdown, you get the rush. YAAY. But, sadly enough, getting the knockdown against a japanese player is IMPOSSIBLE. Cause they can block everything and keep you perfectly out of range. Plus, once testament gets hit, GGPO.

Jonny seems to be a rather hard fight for testament. He just doesn’t have any safe pokes. And 6p beat a testament that is in the air. Coin disarm webs really well. For me this seems to be a hard fight.

Also, Axl is gonna give you hard time. He can disarm webs and keep you on the other side of the screen without trying. Axl’s pokes win this match for free.

This are simply from my experiences. I am fully aware of them being wrong due to the fact that not everything was abused, such as backdashing, utterlly safe play, and both players using thier character to thier fullest potential.

Bridget will win against potemkin.
Bridget will lose to millia.

Bridget really only has two really bad matchups: Millia and Ky.

Millia: she has answers to all of Bridgets pokes. roll goes thru all forms of slash, and then you get thrown/comboed/knocked down. as does Spanish Inquisition (214p), and then you get knocked down/comboed (if you are in the corner)/set up for it to happen all over again. millias 6p beats ass and bridgets 6p. not to mention any of those yukinose style yoyo roll-airdash chains. if you managed to set 6 (a challenge cause millia is fast enuf to dash in and s,hs,sweep as the yoyo goes out) she can run under the retraction, she can 6p punch roger, she can EASILY avoid buzzsaw (roll thru or jump around) and dash away from hug. starship can be blocked and swept. air starship can be low jabbed and then comboed. dont worry about sweep, casue not only does millias 6k go over it, millia doesnt care about it too much cause shes prolly in the air cause she gets free jumpins. she can jump in for free cause hairpin takes care of 6p and gives her enuf time to see if you starship. 6s is easy to get around, gets beat by hairpin and has way too much lag to ever be safe in this fight. forget about it unless you land a combo somehow. so your ground game is DONE. over. so you take to the sky. and you get airthrown. a LOT. she is WAY more mobile in the air cause she has the double dash and is hella faster. her jump dust beats all your air moves, if it hits on counter she gets wall bounce and combo. millia’s jump punch beats everything as well, and then she gets j.px3, hs. throwing yoyo STOPS your movement…so does calling buzzsaw, the only yoyo command available in the air b/s retract. (retract stops you too) that means millia has time to A: get you before yoyo becomes a threat. or B: position herself where she can hit you or throw you or C: run far away from your sorry little yoyo and wait for you to do something dumb. millia’s back dash is mad good gets her out of Me And My Killing Machine (unless its RIGHT ON HER when she wakes up) and then she can run. bridget is NOT catching millia when shes running.

basically, everything bridget does, not just the things that a good bridget should do mind you, but EVERYTHING BRIDGET DOES gets her knocked down. knockdown gets you mixed up, mixed up gets you comboed, combo gets you knocked down. repeat as nessecary.

oh yeah…you cant really starship to get out of disc mixup…cause millia doesnt really need it. if you starship millia can wait and you will eat disc and get comboed/knocked down. or if you dont starship and block disc (but millia thought you were gonna starship and waited) you have to block the disc which gives millia enuf time to start a nasty pressure string. delayed get up is no better, because even tho you get up after disc is gone, you still have to block pressure strings. also, the millias i am playing now will knock down, dash and 2k for the OTG then dash again and disc so i cant delay get-up anyway. teching the OTG only puts you back into more pressure…which, i remind you, is on the ground and you dont have a lot of tools to fight back with.


lets talk about how you win this matchup…wait…you dont…so lets talk about how to land some damage in this matchup cause you need tricks to do it.
watch for roll! every time she rolls you get free throw (sweep if its too far away…but id stick to throw unless you have half tension AND you can land the sweep close)
bait that roll. if the player knows you, throw out a sweep or a ksmh-brake where you would normally 5s/25

run away and sweep a LOT. i know i said its worthless, and i stand by it, but its a safe poke (millias 2k goes over bridgets sweep, but then you can frc and 6s for ch and knockdown) thats gonna make her jump at you (ESP if you have yoyo just sittin out there) when she does, you have options. if she has hairpin, you can 1: jump at her, block pin, get airthrow. 2. starship thru pin, FRC, 6p, air combo. 3: block pin and j.s (most likely attack) alpha counter j.s. best option? 1. doesnt take tension, not a trick, so you can keep doing it once theyve caught on to the other two, pretty safe, relives pressure. if you miss airthrow, you usually get a yoyo set, or block the j.s. if its mad deep, you get throw when you land, if not, you are at advantage and can get 5k out into knockdown combo. now, if she doesnt have hairpin you can 1: whiff another sweep for the fake and then frc it and 6p. or 2: same with starship and then FRC again for air combo. or 3: try your luck with standard antiair stuff. btw…its mad hard to airthrow millia when shes coming down with j.s. hitbox is too big. plus, then she starts baiting you by coming in, then backdashing at the last second and hitting dust. so if your whiffed throw results in a yoyo, you get tagged by counterhit jump dust, wall bounce, combo. sucks.

while millia is dashing around, you can KSMH a lot and brake it quickly (this is a really good poke in a lotta matches btw) when she dashes low (usually for the 2nd time in a jump) you can do the kick extension instead of brake for a suprise hit. if youve jump installed this (in this case you have to do it when you land) you can get a combo, or you can just RC, j.2s, starship. if you dont have tension, be mad careful how deep you land the klick extension. recovery off that is somewhere near 30 frames…which is a whole lotta time for a millia player. if they bounce anywhere near you, you are done. (NOTE: this trick will only ever work ONE TIME.)

when you score a knockdown, your best bet is immediate set 6, punch roger frc, dash in (watch for the roll) millia has no wakeup (cept the super, which is too damn risky and wastes tension she needs for disc frcs) so as long as you are on her, you are pretty much ok. go for that punch roger mixup. if she rolls on wake up and you didnt see it coming, your pressure opp. is over, jump and dash around to avoid roger as long as you can so he shields you. even if millia gets on you, as long as you block well, roger will come save you. if you see the roll coming, throw, millia will bounce into roger and then get hurt. you can then get an airthrow as she techs away from roger. do it all again. like i said, you can super on knock down as long as you know she will wake up into it.

jump a lot on the other side of the screen. millia can beat everything you can do if she knows it might be coming, so you have to get a little random. i like to wait till she backdashes, set yoyo anywhere, dash around, maybe roll toward it. the idea is to land counter hit retract. this = either knockdown (good) or if you land first (you prolly will) you get 6s, aircombo.

when you get knocked down, if its midscreen SUPERjump up back and perfect block. best option. dont starship. millia has no need to pressure you while you are midscreen, she can just dash around for another 5 seconds, get more tension, and look for an opening. problem with jumping is, it saves you from getting comboed, but it may get you airthrown. which sets millia up again (and puts you closer to the corner…bad place) however, thats only 50some points of damage and a knockdown vs 150-300some points of damage and a knockdown. in the corner, starship is a little more valuable. you can starship on wakeup and FRC and still block in time if they wait. so it becomes a good idea to starship if you have 1/4 tension. so, if you do, they will wait.and you can use that to get out of the corner. if not, ireccommend jump up block so you dont have to deal with high/low games. eventually, you will will either be able to jump out (when this happens, set 9/7 and roll to it so you dont get thrown and can get WAY out of the corner), you can dash out, or you can KSMH out.

i dont have much else…if anyone has questions they can ask em. ill do my best. this match isnt HOPELESS…but i do think this is the worst matchup in the game right now…definitly bridgets worst.

oh yeah…this is just based off of my experiences (and a lotta japanese vids) i realize that many of the millias you play/play against dont play like this, and if you have your own answers and examples then please, lemme know about em…cause i hate this fight. theres also a chunk of theory going on in this post…so it doesnt have to be the most literal thing ever. but i will say that i play both these characters VERY actively, and i have logged many, many hours playing this matchup (2 hours just this morning) so id like to think i know a little about this fight.

ill be back to tell you some more about the wonders of ky vs bridget…as well as some other trouble-y matches she has. (chipp, faust, testament, baiken) as well as some easier-to-free matches (sol, slayer, potemkin, jam, ino) in the meantime, if anyone wants to hear more about bridget/testament vs. whomever…i guess you can ask toiyet and i.

hey, zelda…Testy’s 6k beat’s sol’s VV for free…wake-up especially…

I agree with you on testament’s bad match ups except Anji, mainly cuz I haven’t played that many anji’s…he just can’t handle pressure whatsoever…his blood counter is shit cuz it can be blocked by quick recovery moves…even if you get if off, you still need %50 tenion to combo off it unless you’re in the corner after counter…

another reson why Johnny has advantage over Testament is he can combo the shit outta him…2d, 236h, c.s, 236k(lvl 2) combos on Testy…plus, it’s real easy to 1-hit ensignia his ass…so more in favor with johnny…

To the bad matchups for Testament, since I play him almost exclusively, I would have to say Ky does really, really well too. His Stun Edge goes through all webs/nets which shuts down most of Testy’s mind games. Another thing is that Testy cant really counter the stun edge because I think Ky recovers in time to block the blood counter. I could be wrong about this though, I dont have that much player to player knowledge.

And to Toi: I agree that testament does a lot better in the US but think of it this way, the Testament players in Japan, Yukinose and someone else cant remember, play those matchups all the time so they have found counters for the things that beat them. Specifically the Axl matchup, IF testament gets a knockdown he wins but doing that requires lots of practice :slight_smile:

yea many people dont realize how good testemant can be. he can own if used properly.

You can replace Testament with any other character in the game and that statement holds true. Testament is dominating until you learn how his game works, then the Testament play has to try alot harder because of how linear the play style is.

Well, I’ll say something about testament’s matches.
The people who give you the most problems will be the chars who can rush well.
Sol tops the list because of his dp. One nice thing that may help is instead of immediately going for a mixup when he gets up, do meaty far s into frc barney to stay safe and eliminate the dp threat.
Eddie and Millia are not in your favor but hardly the match that sol is. Generally, whoever gets the first knock down has a very big advantage in these two matches.
A good Axl can prolly keep you out for most of the match, however, warrant is really nice in this case if you can guess when a poke is coming.
Faust generally becomes a poke war with Test having a slightly upper hand. If you ever fake him into doing wake up poke-joo super, IK him as seen in Power’s combo vid. =)
I’ve always thought Anji was a good match. (This doesn’t stop me from getting beat by Ben though. lol) He generally gets to own the air, but if he comes at you in the air, you can meet him there with j.p,j.k,or j.d. The main thing in this match is that you get a pretty much stress free poking game. He autoguard you cause you’re way to far away, so his best options are IAD or hs fuujin. If you mix in some 6h to discourage iads, you can keep him locked pretty nice.
For anyone who doesn’t use it, never forget c.s when you want them to block low. It looks uncanily like his sweep and most will simply low-block on reaction. Hello dust. =)

Can someone help me out with the Baiken vs Dizzy matchup?

Ive been trying to rely less on the counters and more on poking but if I get knocked down and the items come out, I’m not too sure what I should be doing…Any pointers?

Wow thanks for all the Bridget & Testament bad matchups.

How about our new guy Robo Ky? Is there anyone in particular that gives him a hard time?

If you’re talking about the videos that I’ve seen… Yukinose is the Bridget player who’s raping Negi’s (Neji?) Testament…

For Baiken vs Dizzy…
Rush her down? From what little I’ve seen of the matchup, neither of them really has enough of a defense to keep the other out… Baiken has guard cancels, which helps her a bit, plus auto-guard run is okay for getting in.

But really, what does Dizzy have once Baiken starts to RTSD? Maybe random super or DAA, that’s about it.

Baiken v. Dizzy is a pretty hard game for Baiken - it’s all about working yor way around the items.

Parry run is good for getting in, but ususally when the item w/ the mouth comes out you’d eliminate it - you don’t want to run through, and either eat a throw or a low. And Dizzy can get good damage of a simple low, so it’s not something you should do all the time.

Baiken’s best form of attack is indeed rushdown against Dizzy. Keep her from getting any sort of range advantage. Baiken has a pretty neat rushdown game anyway, so it shouldn’t really be a big problem after a while.

If you’re gonna counter, plan them right as Dizzy won’t really be within range to get hit by them. When she comes in to attack when she lets the items fly you can use the items to your advantage, if you are l33t enough. :slight_smile:

Huh? Test 6K beating Sol’s wakeup VV?

Maaaaaaaaaaaaaaaaaaaybe…a longshot maybe…

If it was a perfectly timed reversal VV, there’s no way 6K is going to beat that…

what can beat a perfect VV on wakeup??? not a lot…

I dont see anything beating it. I would imagine it anything with enough invencibility would either cause block impact or both would wiff due to involnerability.

Or, c.hsXXspike

Or, c.dXXfish

Or, jumpcancle anythingXXtk.buble

etc etc etc…

This list goes on and actually gets pretty complicated. Baikens rush down isnt actually much of a choice in this case. Its more of an altimatum(sp?), she either gets in and STAYS in, or she gets raped. While rushing her down is the only answer for this, she will spend the majority of the round trying to fight her way in. In which case Dizzy can still c.d you and put you right back where you started.

Zakuta is pretty acurate about the running auto gaurd. If you are close enough for her to reach you, dont do it. The cercumstances needed for it to not be extreamly punishable leave the move itself pretty useless in this match. If you are too far away to hit her, why not just hit the fish instead of run through it? Its pretty useless considering doing it anywhere in the area that it would be usefull will just get you c.k’ed into all sorts of ugly things.

And Dizzy’s lack or presence of defense is decieving. She zones you to hell and back. And no amount of tatami will save you from that evil ass needle. Its pretty much a given that she is ganna shut down most of your air game outside of IADs. Baiken has to play over aggresive to even edge it out. Its a very winnable match but not an easy one. Just deserves more study then some people are giving it credit for, i think. I dont play Baiken as a main, but just fooling around casually with this match I can easily see how it can quickly become a pain in the ass.

that’s what i thought too when i readed that.

the vv is THE move that outprioritize everything in this game. That’s one of the things that make sol soooooo easy to play…and so shitty to beat cause it kills all the attack strats.

Being a pretty much exclusive testament player myself i have some things id like to note here myself. Just to get them out for discussion.

Sol and Ky both have advantage in a corner game, wake up upercuts just kill the 50 50 game. (which i prefer not to use in the first place)

I Play a TON of Anji. And it isnt that bad… Perfect unblockable setups can be delt with temp. by IAD’in out. But Once Anji gets smart he will special grap when you dash out. That and Anji’s Weight for some reason annoys me. And with Tests throw priority any corner pressure Anji tries to hand out is easily delt with.

The only characters I have consistent trouble with are Ky, Bridget and Chipp. (cant put pressure on him)

Also if anyone has problems with his overhead (6P) Try the Ground Dust, Act like your going in for a low ground combo (say crouching kick) and stop a few inches away knock em up with the Dust and double jump cancel it, dash in and air throw. The knockup should take em far enough across the screen that once they are thrown down you can S, HS, Gravedigger in the corner, into an air combo. Just a little trick example.

Problems with potemkin include Potemkin Buster, which happens all the time in Greenville with our players. Have to play a Defensive Testament against him. But He can be delt with by 6k
into a web something like that.