QUICK (REALLY rough)guide to playing (some) characters!
(quick preface, look at your numpad, 2 = down, 6 = forwards, 4 = Back, 8 = Up.)
Zappa: Sword is terrible. Dog has infinites (Unblockable bite linking into 6H over and over in the corner, 5s jump towards p d HS xinfinite) Ghosts have a solid lockdown, and they are as well the best overall of his summons, try jumping over the opponent and using the HS to explode a ghost for a good cross up, or jump over and air dash backward for even more trickyness
Anji: Good frame advantage on 5K, Air throw leads to 5S to 6323HS. Anytime a 6323HS is landed, one can activate the butterfly loop (as well as from many other setups) Butterfly loop = butterfly while opponent is knockdown, they wake up into the butterfly, run in ground chain, then low at the same time that the butterfly hits to overhead, into sweep then 236S, K hop. Only the first section is gaurenteed, but its hard to get out of nonetheless. All sweeps lead into non guarenteed versions.
XX only: After you throw the butterfly, do the 632146HS, then FRC it, run up, and sweep at the same time that the butterfly hits. Unblockable, causes around 75% if blocked improperly.
May: Don't know much, 5S and 2S are good pokes, 41236 HS helps with lockdown.
Testament: Jumping dust has INSANE priority, links to 214P for knockdown. If you are neat the corner, and you get a wall bounce, you can get S, HS, 214P again. Sometimes you can get up to 3 (I think). After they are grounded, run up and do 214HS, and switch up either your 2K or 6P as a great high low mixup after they are forced to block the web. There is a way to reset the high low mindgame if they block with 236S frc, not sure exactly how that works.
Jam:5K and Dust make for a suprisingly good mixup. She has a loop in the corner using a jump cancelable move (ask masaka) then iad (instant air dash, 9 6) and punches, which links back into itself. If you parry, then do burst but cancel it within the first 2 frames with Faultless defense, you get the invul of the burst without the animation or wasting the burst. So you can walk through moves. My easy command for it is 464+P+K+S+HS+D (only tap this). Crouching slash has good priority.
Ky:Combos are , S,6K,5, 6k, end how you want. Also, 214 K, S, 214K, P, S, 214K, P, S, 214K air throw bait? Also can RC the throw into 5S jump cancel S P S jump cancel S HS 6323HS. Dust is VERY fast (fastest in the game, tied with sol), but ky is not very powerful. work up the guard meter with 6K and 5S loops, with some 6P thrown in if you think they are going to poke to make that dust more powerful. if you think they are going to jump, run forwards and jump kick, Slash, HS. If the kick whiffs, you can jump back and fireball or HS. Keep away is very good, far s is a great poke, 6HS and 236HS are good for okizeme, good frame advantage.
Potemkin: Backdash has 26 frames of invul out of 28. Pot buster 632146P has 4 frames of invul, grabs ALOT of moves. 63214 S reflects most projectiles. After pot buster in corner a decent combo (just came up with off the top of my head), 5S, 6323HS RC first hit, 6HS, 6323HS, 63214HS. Jumping Dust has great priority.
Baiken: Strong combos off of 2D, 236K. A mediocre one is jump P, S, D (FRC) air dash in D. Land, jump, S, D (FRC), air dash D. Land, ect as long as you have tension. Also, can Tiger knee the air dragon punch, 632369 S on ground for an instant overhead. RC that for a good combo, and you have a high low game. Jumping HS has great priority.
RELOAD:crouching dust prorates like a mofo, so you'll want to find other ways to lead into dust loop/air combo, cause well, for instance 2 reps will net you less than half of what it used too in XX. Plus, wall dust combos are much harder to pull off now too... Use the HS and slash more to lead in. Chain comes out hella fast now, so you can abuse that more...(credit to Super sock jamming bomberman)
Diz: I don't give out strats for my char. Its just a pet peeve of mine, sorry =(.
Chipp: 6P has insane invul for upper body. 2D is a Great sweep, these two make up much of what chipp is. Far S is also a good poke. standard no tension combo, 6P 5 S 6P, 5S, 6P, 2D non-linking 41236HS, run up whatever. If they tech, catch them and quickly air throw. Otherwise put on a bit of extra ground damage and end with a teleport. If you have tension, instead of 2D do HS, 236S, 236S RC, run in and repeat the earlier combo. On counter hit 6P against air attacks, follow with 6HS, jump, K K S, jump cancel, K K S, jump cancel, K K S D 6323S. Super are mostly useless, but 236236 K has invul. If they jump out of 41236K, air throw.
Bridget: Try to set the Yoyo so the opponent is between you and it, call it back to continue your combos. 632146HS is an amazing super, place the yoyo over a downed opponent, and launch it. Then play high low with 6K and 2k. 6P is great anti air. 6323P has the most invul of any dp type move. 632369P is almost unpunishable.
Johnny: Do a move, cancel into 236(P, K, or S), then cancel that with HS. Thats mist canceling, and gives you frame advantage. 6P might be the best in the game, air combo standard is jump kick, S, jump cancel, S HS D 41236HS. If you hit with only the first hit of the 41236HS in air, it is practically untechable. Do this in the corner, then lead into 214P. When they get up, 2K then 236S or K and youve got an unblockable.
Ino: Don't know much, Obvoiusly good high low, 632146K stuffs alot of moves, use 214P to lockdown then follow into high low.
Venom: Good rushdown char, 2S and 5S are good pokes, 2369S is a good overhead. ball formations include K ball, P ball, set off, or P ball, K ball, punch the p ball then QUICKLY do another p ball, follow with a HS ball, jump up punch the ball in the air, air dash over and kick, cancel the kick into another k ball, land and k ball, then you have a solid rushdown position. When throwing, glitch that gives opponent 1/3 of thier burst back activates, so its dangerous.
Axl: Pokes, obvoiusly. If you get a knockdown, timing 6HS to hit at the last few frames gives advantage. Strong combo = bomber loop, one of many setups is opponent in the corner, 63214S, land, K, S, 632369HS, land K S 632369HS, land K S 632369 HS, ect.
Sol: One of the easiest chars to play well with. All moves have great priority, special note is close S, far S, 5K (One of the best anti airs), and 2D. Rushdown with 236P FRC's, combo into dust loop. Easy example opponent in corner, 6P, K(1 hit) 2HS, jump cancel dust, jump cancel S, D, land, super jump D, D. Super jump D, D. Jump D, jump cancel D, 633236HS, 214K back into rushdown. Off 6323K in corner, run under, 2H, super jump D, D, ect.
Eddie:No bad matchups in the game. 2S = Good poke, Eddie rushdown is tops. Unblockable done by getting a knockdown, using the Small eddie (the sidekick) Dust attack while using big eddie's 5K, then link to big eddies standing Slash, small eddies kick buzzsaw which links into big eddie's 5D. Follow with a dust combo of (plant eddie as a drill during this time under the opponent) S, K (i think), 63214S FRC, 63214S. When they are getting up, float and do any air attack, then the drill and air attack will hit at the same time. Do an air combo ending with the 63214S FRc and you go back to the original unblockable. (they should be dead REALLY soon). 6P is also very good, and dizzy's easy.
Faust: So so easy. 5S is ridiculous, 5K is great anti air, can walk under many moves with 3. Standard combo, 2K, 5Hs, 236S FRc, run up K, jump cancel K, jump cancel K S HS. Throw presents like crazy. And get an instant overhead by jumping, and hitting 1K, then while holding K, Any other button (Must be done within 2 frames). Then, while in air, K. Throw can be RC'ed into combos
Millia: Okizeme with 236HS to force a block, air combo with 5S, 2HS, P S HS (2 hits?) 214S repeat, end with knockdown. While playing okizeme, roll to throw is good, 2369P is good, 6K is good, and 2K is good. Standard 6P is great, and in air, throw 214S then dash in and combo or pick up the hair spike.
Slayer: Standard lockdown involves S, S. Backdash canceling is key. Do 448 and you jump with all the invul of the backdash. Crazy. Example of a move with it is 442369K and you get a mostly invul mappa punch if done fast. Infinite combo = 63214HS, 6632147HS, 6632147HS, until you have 11 bites (anywhere between 9-13, but thats char dependant), then 214 P, P RC go into instant kill and kil lthe dizzy person. Standard combo = S, S, 236K, HS, 214PP.
And im spent.
The order of the char is thier xx ranking, with zappa being the worst.
