A bit off topic but, I was wondering what the button set up of a GGXX arcade is usually like. Is it more like a Neo Geo set up or a Capcom arcade set up? I think the reload near me had a neo geo set up but the buttons were in a 6 button arrangement, with the 4th button missing(bottom, middle button).
And where are you guys usually playing? I happen to be in the So Cal Area myself, it’d be a great opportunity to have some more challenges other than my brother. We do Jam vs Sol matches all day long at home. Damn dust loops.
somebody should post how to do the burst cancell thing, I heard that was pretty good.
Ah thanks, painfully obvious now that you mention it.
AS long as I’m typing up a post I might as well toss in another question. Does anyone have any input on the Jam vs Slayer match? I found myself horribly outmatched when I went up against Slayer last. Couldn’t get in and even when I did the bitch doesn’t take any damage. He sure can dish it out though.
Burst cancelling was only good in XX. It involved cancelling a parry into a burst, then FDCing the burst, all done extremely fast.
You would get the invulnerability of the burst instilled to you, AND you got to keep your burst.
As far as Jam vs. Slayer, I play this one quite a lot.
You can time your burst rush reverse to go with the dandy steps so it beats it out, kinda hard to explain, but basically, as he’s dandy stepping back, you’re burst rushing forward, as he goes forward, your burst rush goes behind him and is following behind him, and he completely whiffs the move, then you hit him in the back with the burst rush. This is hard and extremely risky, but very rewarding 
CH burst rush reverse for free is always rewarding 
Seriously though, I usually play footsies vs. Slayer, because of his making everything invulnerable thing and his immunity to okizeme, not to mention his monumental damage dealing capabilities.
Stay out of range of his moves and use 2D, 6P(when close to beat out pokes), and 2S(stuff moves from long range and allow an opening for pressure) a lot.
Watch out for the invuln. bite setups and learn to avoid his moves that start big damage combos.
As far as Slayer’s moves, his S©, S(f) is kind of brutal, i think it puts him at like +5 or something. Watch out for it.
His j.HS is insanely good, but you can usually just parry and punish.
When he’s dandy stepping, I would not attempt to beat out what is about to come out. It’s better to wait and punish.
Aside from this, what specific areas are you having trouble with?
What I do is pretty much just try to keep him out with 2D 6P and 2S looking for that counter hit to do some damage. (As you suggested.) And charging up the kicks when I get him down.
I think my biggest problem is my own inexperience, since I started this game pretty recently. I usually end up doing something stupid that gets me counterhitted for big damage or simply knocked down. And getting knocked down against Slayer is not fun at all.
One move I have problems with is his “bring my leg over my own head and then swipe it down like an axe from the heavens” kick it hits deceptivly fast seems to have insane priority and controls a shitload of space. It looks like it would be easy to hit his other leg while he has the other in the air but it is often too far away. 6P works but you have to do it pretty early to hit him out of it. You can do pretty good damage when you do it though, but I suck with Jam so… but I’ll keep experimenting with her. She is pretty damn fun.
EDIT: After looking into Slayer somewhat that move probably isn’t as dangerous as I think it is. Not horribly hard to parry and since you can infact beat it pretty simply with a 6P it doesn’t seem all that horrible. It’s still pretty annoying in the corner since it makes it so hard to get out - since not much Jam has seems to be able to beat it out if you are in the air (HS should I guess but it doesn’t seem to reach hitting frames before I’m knocked down). Well - enough rambling for now.
Yeah, I think Slayer is definately one of those characters that punish the crap out of beginner/intermediate players extremely easily.
Just keep at it, it’s all about execution. You can know all the theory fighter you want, but if you can’t pull off the moves/parry/blocks at the right times it doesn’t help you. This can only come with hard training and experience.
There is no magic formula for being good at GG(or most other fighters).
Btw, are you coming from another fighter or is GG your first?
No I have played fighters for a few years now. I even used to be pretty decent at GGX a few years back but recently I have almost only been playing A3 and ST - so I’m not really used to the fast pace of #Reload yet. But I’m trying to play as much as possible now to get the game down.
Cool, yeah I think since you know fighting games, it should be fairly easy to adjust to GG once you get the flow down.
It’s better if you descended from Marvel vs Capcom 2 or something. Although thanks to stuff like SNK and Guilty gear. I’ve started to despise capcom games. I still play them though.
By the way, has anyone heard Jam’s korean voice? I was shocked when I saw that guilty gear has completely different music and voice actors for the korean version.
can anyone give me a list of the meanings of the abbreviations of the stuff for guilty gear like (IAD FRC etc etc) because im confused i need to understand a little bit more thanx
but the websites not up yet. when will game combos.com be up
It depends on when tragic gets around to it.
Anyway here’s some abbreviations:
P - Punch
K - Kick
S - Slash
HS - Hard Slash
D - Dust
The numbers indicate which direction to press, like this
7 8 9
|/
4-5-6
/|
1 2 3
Just look at your numberpad on the keyboard
IAD (Instant Air Dash) Means air dashing low to the ground by tapping 9, 6 in quick succesion
JC (Jump Cancel) Canceling and normal attack’s recovery into a Jump. Just press 7, 8, or 9 to JC, can only be done to certain normals.
FD (Faultless Defense) Press P+K or S+HS to do. Cancels chip damage and guard gauge damage. Takes up tension over time and if you guard an attack.
RC (Roman Cancel) Press any 3 buttons other than Dust to cancel your current attack without recovery. Can only be done if move hits or is blocked, and can’t be done to projectiles. Costs 50% tension
FRC (False Roman Cancel) Same execution as RC but doesn’t have to connect to do this, only a few moves can be FRC’d, timing is strict, usually 1-5 frames, and costs only 25% tension.
I think that’s everything if I missed something someone will post it.
I watched a vid of kaqn using the powered up 632+K move. He hit the guy who was in mid-air with 5S(f) then IAD, j.S, 632+K. Since Jam landed first and his opponent couldn’t tech, kcqn juggled again with 5S©, 5S(f) and extended the combo even more.
I’m thinking the reason why this works is because of the j.S before cancelling into the 632+K. It knocks them higher into the air so that enables Jam to land first after doing 632+K instead of at the same time. I’m going to try this out and verify it.
could someone send me some vids on jam cause i just want to see different people’s style of fighting i only seen i vid and cant find anymore anywhere thanx
and can anyone tell me the infinite on potemkin and can she do an infinite on anyone else thanx again
The infinite is this, and it works on anyone as long as they aren’t crouching, cept Pot who it will hit anyway
c.S, f.S, IAD, j.Px3 or x4, j.HS, land, c.S, f.S, etc.
Because of the shit damage you’ll probably only use this to build tension to knockdown (2D xx Charge)
yeah I know, that’s why I’ve realized you should only use it if it’s hitting or if you cross-uup with 214K or j.HS instead of the 3 j.P’s
If you use 6K before going into the IAD string, you’ll stand your opponent up.
Then again, how often do you hit an opponent that’s not standing and expect to go into the IAD loop?
Edit- fixed random bad grammar typo, dunno how that happened…