GGXX Analysis Match Analysis thread

If you can Iad out of it then its not perfect. Remember it is only after an On that it could be.

well maybe my wake up timing isn’t perfect but the dp of ky is far behind the one of sol.there are a lot of move that kill my wake up vapor thrust when i try it…

and one funny thing that happend me this week:the f+hs of sol beated my vapor thrust hs (wich can pass through the super of johnny for quote…) hmmmmaaaa sol, you are soooooo marvelous… i love you

Wow, I just noticed this thread existed. I’ll give a few bits of info on Millia vs. Eddie. As it was said earlier, her hairpin does warrant her free jump-ins, but don’t get antsy with that. Depending on where you are in mid-airdash, Eddie can do 2H to you and score a CH before the hairpin even comes out. Plus, if you lose your pin and he starts to turtle around it, you might as well start turtling back because there’s no way in hell you’re even getting near him. If for some crazy reason you want to jump in at him without your pin, and you FD 2H in mid-jump, you’ll be in sucha huge amount of blockstun that you’ll still be incapable of moving immediatey when you hit the ground. Yeah, it has that much guardstun. Of course it’s exagerrated because you used FD, but that’s besides the point. Eddie gets to start pressure at that point because once you’re on the ground that far in front of him, unable to jump immediately, it gives him time to force you to guess what he’s going to do with the eddie.

If Eddie makes his sidekick do Eddie Uppercut, that keeps you out of the air pretty much right in front of you and almost in your grill. If you IAD backwards right there, you land on a buffered in 22H, and if he FRC’s it, then this is a ton of bad shit for you, and I don’t need to elaborate. Milia can’t get in at Eddie while the Eddie’s out at all without her hairpin, and that still limits her to the air. Eddie dominates the ground in this matchup because of obvious drills and 2S, which leads into Eddie pressure depending if you stupidly tried to do something at that distance (2S CH, 22H FRC IAD j.H, j.D, sj.D) into about half-life on Millia, or you if you blocked/dash braking - in which case he gets to keep turtling.

Basically, depending on how the Eddie plays and how knowledgable each person is in the matchup,it can go either way. For example, if Millia airdashes in with the intent to throw pin, and she doesn’t know about CH 2H hitting her if she times it too late, she eats pain. If she DOES know, she can throw it out early to hit EDDIE on CH hairpin. If that’s the case, she has three options -

  1. Turbofall into combo/throw (very risky, almost always results in being thrown first against a good player. Shenannigan material.)

  2. Fall towards them and hit them with j.D or j.H for a knockdown into a guessing game (more on this later).

  3. Depending on even IF the Eddie player shakes out of stagger (why wouldn’t someone? Oi), or how fast (practically no effort), you can just fall towards them and do a combo. And if you were aridashing towards them at the time you threw hairpin, then it shouldn’t be a problem to try this. Also, if you think they’re gonna shake out and they expect more pressure, you can just run up and throw - aircombo - trap instead.

But say that Eddie knows that she knows about this situation. He can just choose to block the hairpin and if Millia does one of three things, he has an answer in each situation.

  1. After blocked hairpin, Millia can just fall straight down and do j.D if she has no more airdashes. 2H beats his cleanly if she’s high up enough or even far BACK enough for this to be her only safe option coming down.

  2. After blocked pin and she has at least one airdash left, she can AD towards Eddie with an AD string such as j.k, k.p, j.k for a block. Ideally, and perfectly, Millia can land and combo this (blocked combo or not) into 2k, 5s, 236s. However, if and when she screws this up (doing the air string too deep, missing the timing on the link from jumping to landing), Eddie gets a free throw. Always.

  3. Stupidly using turbofall after blocked hairpin to get close. If you don’t know why this is bad, stop playing Millia and play Ikaruga so you can learn to see timing at work.

Also, roll into throw is a shenannigan and I honestly only use it as such. If you fall for it, then that’s your fault. Also, roll behind at midscreen for a crossup after a disc is garbage because it’s so damn risky. In fact, if you want to learn to play an agressive, yet safe Millia (imagine that), then elminate roll from your list of used moves completely. Granted, I’m not one to talk as I still have some bad habits with it, but still. You should know WHEN to use it and when not to. And if roll is your ONLY method of landing throws, then you’re gonna seriously get peaced the fuck out by anyone with half a brain. It may work once on someone looking for it, but never twice.

Millia has a lot of bullshit that’s good but at the same time weak techniques that will lose you matches if you abuse them. Pull her bullshit out only if they haven’t seen it in a HEMMA long time, otherwise just go ahead and start digging you own grave.

Jake and Ami - Very nice seeing contributions to a GOOD matchup thread for once. And on SRK, imagine that? I’ll IM one of you guys sometime. Ami, if you’re actually playing Millia, then maybe we can join forces if you’re interested.

I’ll post more later, seeing as how this thread is a pretty good one and people keep posting in it. I know my matchup was discussed two pages back, but whatever - it’s the one I have most experience in. I didn’t cover everything, so I’ll be back with more on this one later hopefully. Take it easy, guys.

-Out-

Many traps or unblockable sets up can be getting out of by every character. Theres a reversal “bug” to say for characters to get out it. Of course this is most, and it depends on your position somewhat.

As for the coment on IAD out, umm doesnt jumping take like 3 frames at least? If you are doing that then it obviously isnt very perfect.

Yeah, jumping takes 2-3 frames for every char so it ain’t perfect if you can do that. The only thing you can do about a perfect setup is try to reversal through the butterfly or FD to throw off the spacing. Also, Anji can pretty much get a perfect butterfly off of any hit. This is due to him being able to delay the butterfly after sweep. You can cancel the sweep to butterfly at any time. This is why you could get perfect meaty butterfly everytime you hit if you know your spacing. (And why I consider sweep superior to fuujin for setups, except after a trap because if you hit the sweep and then the fly hits, they can tech so you need to do fuujin to make sure they hit the ground.) And the best fly you can ever get is one that hits the very back of the opponent as it gives you the most time to react. (Dash brake to bait reversals etc…)

I play primarily Bridget (GGXX, not #R), and as expected, I have problems against Millia (according to Arcadia, its 7 - 3 in Millia’s favor) and Venom ( 6 - 4, Venom’s favor).

My main issue is that I can’t get out of Millia’s BS, nor can I really prevent her from starting the mind games. Between the pin, the 6P, and 5S, I can’t seem to do much to zone her out. All my pokes get stuffed. Millia’s fast enough to rush in the instant I set up the yo yo (maybe I’m getting a bit predictable).

Similar issues with Venom; I can’t jump in, the only poke that gets through seem to be 6P and 3P (and they only beat out particular moves). They the rush down with the cue balls gets started, and I can’t seem to find an opening.

Any tips?

I-no

I was searching for the Xbox screens (looks really good) but then some ggx title came up that I never heard of… GGX Isuka? Anyone know anything about it?

And what moves of I-no’s are FRC’s? I tried messin with her moves but I can’t seem to time them right…

Stopping Sol…

No matter how far we coming we always come full circle and end up back where we started. I don’t care where you go, you are always ganna see him being played in tournies, advanced or otherwise. And my question for today is, how do you stop him? I have my own ideas, but I think they are less than satisfactory. What does he have thats punishable, where are the holes in his offense? etc…

I personally will switch to Johnny and try to play keep out, abusing mist cancle etc. But this doesn’t work against people who have trained for this matchup. I tend to still get taken apart.

My Ky gets rushed down like a fresh hotdog in cartmans hands on a warm summers day at a picnick.

Jam is pending. If they can’t keep up with her, I can usually win, same thing with chip except less so because I can’t kill them fast enough before I make a mistake.

Eddy seems to do ok, there is usually a deep reassuring feeling of relief in knowing that if I knock them down once its game over. But thats not there with Sol. If I fuck up once with them, its dust loop city, I am in the corner and sol has level, and I am screwed. At least against others I can attempt to zone my ass off, get the counter hit c.hs and unblockable his ass on wake. Then he is in the corner and I have level, game over. But Sol will just VV~rc through every thing I’ve got. So he has the greater and most obvious upper hand. Because to my rushdown he has a handfull of options that I dont have. If Sol corners Eddy with level, I am pretty much fucked no matter how I look at it. Unless I am missing something. Which is why I am posting this. What the hell am I missing.

Then there is Slayer, who appears to be my best bet, but I would like some spicifics in what I should and shouldnt abuse in the match.

I hope to see some of the more exp Sol players that I know are lurking spill thier guts. Tell us, what gives you problems the most in a match? etc…

I-no

The Music note and 632146K are what come into mind. Eddie should have an easy time against Sol. Because Eddie can effectively poke at Sol with moves like 2S and Invite Hell, Sol has to be cautious and cannot risk running at the guy randomly. IADing with Sol is hard to do against Eddie because of his annoying 2HS. Eddie can easily keep pressure on Sol in the corner and avoid the risk of getting VPed because summon Eddie will take the initial and allow Eddie to safely block, and unleash the pain on Sol.

I-no

Air or Ground 214P (Note), 632146K (electric kick), 41236H (slide), and in #R air 236H (horizontal drill)

Baiken vs. I-no
What does everything think? Her counters give I-no a hard time since I-no is rush/block string oriented. Although If baited, I-no can probably end the match right there due to baikens low health. I think I-no has to rely heavily on smart note usage and bait alot.

sol can beat any body how can u have trouble with him ??? bandit bringer (bandit revolver with hold down kick) then gun blaze then grand viper u should have a special by that time do ur special and the wall kick and that guys pretty much screwed:mad:

scept dizzy (y would u want to kill someone whos sooo inocent T_T

Stopping Sol…

Eddie vs Sol imo is still Eddie favor…
Eddie’s main objective… is to bait Sol’s uppercut… and that particularly easy if your opponent is a uppercut happy Sol…

Once u bait him u have two options… either Special Grab (if they have burst) or if they dont have burst meter… run up and do… s.s, s.hs, close invite hell (frc) into air combo… TOO GOOD…

Eddie need to play more defensive because most of eddie’s pressure can be dp’ed through… ie… flyin K, s.p … sol can usually DP that… thats where baiting comes in…

once sol realize that he cant dp happy u when ure in the air … he’ll try other anti air coutner… ie … s.k, f.p, or c.hs… those IMO are the easiest to bait… just fly right above his AA attack then come in w/ fly, s, hs ground combo…

Doing unblockables vs sol imo isnt that smart since he can DP out of it… so… what i like to do… is just time myself a little off… if he tries to dp… he’ll hit shadow eddie and im allowed to block another bait… or if he doesnt… its almost too hard to block it right and unblockable away u go… :cool:

riot stomp gets beat by f.p… if jumps in the corner w/ j.d, then air dash HS, D… just f.p that too…

bandit bringer… two options… either teleport (qcb+k dont hold thats how u come out really fast) then do command grab… or jump in and option select air throw… beats it out… if u mess up u’ll green orb it with the option select… in #r u can just jump into the bandit bringer and aircombo him out… xx thats not that easy i dont recommend it…

always use your shadow eddie as a buffer vs sol and cover your shadow eddie w/ invite hells… sol cant fireball him out… since invite hell’s eats the fireballs…

if sol gets to defensive vs shadow eddie… do far invite hell frc… into IAD… shadow gallery… most sol will try to react to the whiffed attack or the blocked attack… forgetting that shadow eddie is still out… do Shadow uppercut to protect yourself and if it hits … free air combo =D…

hmm besides that… block his pressure… and if u get a ch far c.s, into invite hell… frc … run up … s.p air combo… simple basic tactic…

thats all i can think of right now…

oh one more thing… dont end your close pressure with a close intive hell… its not a real combo and sol will dp u through that…

Lates,

ROB_UNR

I play Millia.
Can someone explain the Millia vs Slayer matchup?
Whats the best approach in this match?

Vigorous - This match isn’t exactly in Millia’s favor. Millia’s hairpin can be easily avoided because of Slayers dashing, and if the Slayer had his tech down, he could really just invinci-jump and air-throw you out of doing the hairpin in the first place. Her j.D is harder to dash through though, so you can still use that. Being aggressive against Slayer isn’t really thebest idea in the world because of his dash. If he predicts an attack, he’ll invincible mach punch right through it (and if it’s on CH, he gets standing kick into another mach punch). Usually after that comes standing kick, mach-punch, etc. Standing kick leaves him at +3, so you’re not gonna get in on him after he starts that up. If you’re too impatient and try attacking him here, or try stuffing his attacks, you’re just asking for a loss.

I know Millia’s sweep beats out his dandy step on the way back, but that’s a really risky move. If pile-bunker hits you on CH there, then kiss half-life goodbye, and it’s potentially the round if you end up being dizzied from that.

All her okizeme can be dashed out of, which means he gets all of his normal advantages on the ground unless you do a perfectly timed meaty. However, her 236+S disc can be useful to score a CH if Slayer tries to NOT invincible mach-punch in, or just a normal hit into tech guessing game on normal hit. Throwing out hardslash discs is a good idea at a distance when not using sacred garden (you can only have one or the other out at a time), or if Slayer’s just a BIT too close for you to throw it out safely.

Slayer’s j.H seems to move AROUND Millia’s forward punch. Try it sometime. At most angles what would seem to catch the back half of Slayer’s body when he IAD’s in or jumps in; when he does j.H, his hitbox moves in a way that Millia’s AA whiffs. Plus, if you want to use airthrows as anti-air (depending on how good you are with them), it still won’t matter because of how big the hitbox is on j.H. It’s already there, so you’d more than likely be jumping INTO it (unless you jumped under him and behind him. But if you see it coming, why not just run under him and throw him when he lands anyway?).

Millia’s Sacred Garden is actually a useful move in this match because she can still make him guess as far as where the bubble’s going to go. You can then sort of control him by forcing him to do invincible dash moves to get around the bubble. IF he just starts dashing, it’s really easy for you to run up and throw him; if he screws up dashing then he either gets hit or pinned by the bubble anyway. Good inputs for that are (call bubble) -> 2H -> 6H -> 9H -> 3H for all offensive/all angles. The mixup comes from the next two: call bubble) -> 2H -> 6H -> 4H -> 6H and (call bubble) 2H -> 6H -> 6H -> 9H or 6H dependong on which space you want to control.

The best strategy for Millia in this match is to play runaway and be a whore to capitalize on mistakes (you should always do that in any matchup, but this one especially, as it’s a prime way for you to land damage without risk.). Hit-and-run is the way to go, and just out-turtle him, as you will ALWAYS be faster than him while moving.

More on this later as I think of it.

-Out-

Re: Stopping Sol…

Just an observation, yo:

Eddie can also use drunkard shade to bounce gunflames back at Sol, even if they’re FRC’d. If the gunflames aren’t done at the right distance to keep Eddie from pulling a reflect, Sol gets CH from his own damn flame, and that means air-combo for you. Juicy.

-Out-

Thanks for the advice without the BS!
I always wondered why Millia’s f.p would whiff through Slayer’s j.H. I’ll try using Sacred Garden more against him as well.

Any more strats would be helpful.

Thanks, I haven’t been playing Eddie long, this helps. Appriciate it.

And on that drunkard shade thing, man, that is golden. It hits him every time. What is the proper spacing that will make it hit me so I know? Cause when I tested it in trainning after a k>s>c.d.gun flame If I do it after the dust it wins. Even when he is dashing.

Also, if there is a spacing that makes it hit, will IB take away this option for him?

Vigorous - No problem man. Glad I could help. If you need more strats, I’ll post up some more stuff later.

Prowess - About one character length is where you wanna be for it to hit him. IBing, I don’t know any strings that you can IB and get that guarunteed space, honestly, I won’t BS you. However, this should help out instead -

He does gunflame at the proper distance, doesn’t FRC, it’s his ass.

He does gunflame at the right distance - FRC’s it, still runs in, it’s his ass.

He doesn’t do gunflame at the right distance. If that’s the case, you can probably jump out of what he’s doing before he can run up to continue pressure. Basically, the distance YOU need to use drunkard shade on him is the same distance HE needs to keep you in guaranteed block stun.

Once he catches on, he’ll start doing one of three things…

  1. Gunflame FRC and dash-brake to block it in time, or…
  2. Gunflame FRC, dash-brakes just outside of DS’s range, then command throws you on recovery. (ouch)
  3. Gunflame feint, then makes you guess on what’s he’s going to do.

Since this is GGXX we’re talking about and not #R, there’s a huge drawback to using the feint. There’s so much lag on that move that you can probably punish with sweep. Just don’t freeze up and know when you can get out - that’s all. Hopefully this helped out, yo.

-Out-

Hmm, sounds good.

Solved alotta my problems, I wasn’t having trouble zoning, cause that isn’t hard. What was happening was Sol would get level and then I couldnt peel his ass off me long enough to do anything. Now I can just DS his happy ass.

I still have nightmares about dust loops though… too many people use this faggot as thier tourny character.

Well, anyways. Thanks.

guilty gear xx

in the game when it says catch how exactly do u do that move the CATCH ???/ in the game how do u do it?=======-------------------=====================----------------???