Difference between revisions of "Guilty Gear XX Accent Core/Testament"

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http://dustloop.com/forums/forumdisplay.php?f=28 - AC Testament Discussion

Revision as of 15:18, 24 November 2007

http://photobucket.com/albums/a347/givequicheachance/testament.gif

Accent Core

Movelist

Basics

Advance

Combos

Thanks to Caer:


(BL = Badlands, GD = Gravedigger; Damage calculated on Sol unless otherwise noted)

Crow Patterns

L = Low, H = High, S = Schythe, F = Feathers. Brackets are K-curse extensions.

1: L L S F H (L S S)

2: F S L H H (L S F F)

3: H F L S F (S H L S)

4: S S H F F (L H H)

Standard stuff

6P > S > 2D > 236P (69 dmg)

2K > S > S > 2D > 236P (59 dmg)

6P or 2K > S > S > 2D > BL (108/80 dmg)

Throw combos

midscreen throw > 6K > BL > tk BL > dash K > HS > BL > tk BL

  • more loops possible on lights*

Corner throw > HS > net > dash jK > jS > jHS > BL 1-hit > (land behind opponent) > HS > net > tk BL > 236P

  • works on Sol, Slayer, Axl, Zappa, Anji, Johnny, Order Sol, Ky, Eddie, Venom ... [incomplete list]*

Tensionless BL-loops

Thanks to Rabite for pointing them out. List of characters they work on will be fleshed out later. Far gatling = any ground combo where the distance from you to the opponent at the end of it is maximized.

far gatling into 5hs > delay BL > (dash) 6k > BL > dash (k) > hs > BL (Sol, Slayer, Eddie)

far gatling into 2d or 5hs > BL > tk BL > dash 5hs > BL (Lights)

far gatling into 5hs > BL > (5hs > BL)*3 (Potemkin)


Dust combos

lights: midscreen 5D > jD > BL > (tK BL)*n

near corner 5D > jD > BL 1hit > HS > net > dash jS > jHS > BL 1hit > (sideswitch) HS > net > tk BL > 236P

Mediums: midscreen 5D > JD > BL1hit > short dash 6K > BL > tk BL > dash > 6K > HS > BL > tk BL > dash 236P

near corner 5D [8] > jD > jD > BL 1hit > HS > net > dash jK > jS > jHS > BL 1hit > (sideswitch) HS > net > tk BL > 236P

Combos to curse:

50% tension

corner 6P > S > 2D > HS EXE FRC > jHS > jD > BL 1-hit > HS > GD > 6K > HS > BL > tk BL > tk BL > dash 236P

  • combo is for lights. Some lights have too small a hitbox to curse at the end.*

midscreen 6P > S > 2D > HS EXE FRC > dash S > jK > jS > jHS > BL 1-hit > HS > GD > HS > net > BL > 236P (177 dmg)

corner 6P > S > 2D > HS EXE FRC > jHS > jD > BL 1-hit > HS > GD > S > HS > BL > 236P (194 dmg)


25% tension

opposite side 6P > S > 2D > HS EXE FRC > dash S > jK > jS > jHS > BL 1-hit > 236P (138 dmg)

Corner 6P > S > 2D > HS EXE FRC > dash S > delay > jK (or jP) > jS > jHS > BL 1-hit > sideswitch HS > net > tk BL > 236P

  • Delay the jump cancel from close S as long as possible. Remove first jHS for lights, add another jP for potemkin*

corner 6P > S > 2D > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P

Close to the corner 6P > S > 2D > HS EXE FRC > dash S > sj > jP > jK > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P (155 dmg)

  • works on Sol, Axl, Zappa, Dizzy, Johnny... [incomplete list]*
  • For Ky, add another jP after the superjump*

Midscreen 6P > S > 2D > HS EXE FRC > dash in deep K > S > sj > jP > jK > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P

  • works on most non-lights*

midscreen or closer 6P > S > 2D > HS EXE FRC > dash S > sj > jP > jS > jHS > jD > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P

  • works on A.B.A, Dizzy, Order Sol, Eddie, Venom... [incomplete list]*

Shounen combo #2

jD ch > dash in S > HS > BL > S EXE FRC > dash jHS > jD > BL 1-hit >


> 236P (203 dmg)
> S > jP > jP > jK > jD > BL 1-hit (230 dmg)
  • the starter is only an example. This combo can often be used to save damage if you get a 2-hit BL where a loop is impossible.*


High damage combos:

When you get the chance for unprorated big damage, this is what I usually do, given sufficient tension.

ch jD, baited blue burst or something like it > HS > GD > run under opponent > HS > BL > 2HS > GD > HS > net tk BL > 236P

ch jD, etc. > HS > GD > run under opponent > (S) HS > BL > tk BL > tk BL > tk BL > tk BL > dash 236P if possible

  • only on lights*


Warrant:

Midscreen: Warrant FRC > Dash 6K > BL > tk BL > dash K > HS > BL > tk BL > dash 236P

  • A bit difficult on some characters, unless the warrant hits as a counter hit*

Midscreen: Warrant FRC > tk BL > dash K > HS > BL > tk BL > dash 236P or HS BL

  • You will probably need to negative edge the BL*

Corner: Warrant FRC > dash K > S > jK > jS > jHS > BL 1-hit > ...


> S > jK > jS > jHS > BL 1-hit
> HS > GD > S > HS > BL > 236P

Corner: Warrant FRC > Dash HS EXE > S > jK > jS > jHS > BL 1-hit > ... (see above)

Corner: Warrant > HS EXE > 6K > BL > tk BL > dash K > HS > BL > tk BL > dash 236P

  • doesn't work if you're too close to the corner after warrant*

Corner: Warrant > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-ht > HS > Net > tk BL > 236 P

  • This is the one you want to do 90% of the time. Learn it today!*


Gravedigger combos:

counterhit GD > 2P > S > jK > JS > jHS > BL 1hit > ...


> dash K > HS > GD (wallbounce) > dash under opponent > HS > BL > 236P
> HS > BL > tk BL

counterhit GD > HS EXE > 6K > BL > tk BL > jP > jK > jD > BL 1hit > dash 236P

GD > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-ht > HS > Net > tk BL > 236 P

  • When GD takes you close to the corner*


MoP combos:

With 1 doll midscreen 6P > S > 2D > 214S > HS EXE FRC > BL > Net > jump BL > Net > tk BL > Net > tk BL > ... (about 160 + full poison)


The following is really just flash, but fun to do nonetheless

Mop FRC: the setup 6P > S > HS > MoP FRC > Dash in close > S > Net > 214S > backdash > 236K > wait until they leave the net > jHS > jD > BL 1-hit > ...

---> Pattern 1: dash in > OTG HS EXE > S (crow hits) > Net > dash jP > jP > JK > Succubus hits for knockdown.

---> Pattern 2: If started from midscreen or closer > OTG HS EXE (Succubus hits) > Net > dash jP > jP > jK > jS > BL (must hit right after next crow attack)

---> Pattern 2: If started farther away > wait on landing until crow returns > dash in 2K (meaty unblockable) > Whatever combo you feel like

---> Pattern 3: dash in close > OTG HS EXE > Net (right after all feathers have hit) > dash jP > jP > jK (right after next crow attack) > Net > dj > jP > jK > jS > Succubus hits for knockdown.

  • Feathers will now immediately cover you, and you can make yourself ready for an unblockable chance after those.*

---> Pattern 4: Okizeme Net > 2K (unblockable) > jK > jS > jHS > BL 1-hit > (if close enough) HS > GD > whatever

Strategy

Discussion

http://dustloop.com/forums/forumdisplay.php?f=28 - AC Testament Discussion