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Posted

Zoogstin pretty much just threw out a good opening for my question. I was reading this thread and it made want to play with him seriously. (I have a casual base of opponents) My only issue is that I don't own AC in my house, but I do have the #Reload on my PC with a solid controller. I learn a couple of things, but when I go to play AC, I forget them. :/ Is there anything I should avoid doing on #R so I don't have to majorly readjust for AC?

Posted

Well AC Zappa just all around has more options than Reload Zappa so its more like "Is there anything that I will not be able to do in #R that you can do in AC?" My answer would be "A lot of things." Off the top of my head I would say that: 1. In AC you won't be able to juggle your opponent with ghost 2HS (if your opponents guard meter is flashing) like you can in Reload. 2. Don't get use to the dog standing still in the corner as you wail on your opponent. In AC the dog has push back when it does 5D and 2D on a cornered opponent.

Posted

Avoid getting the sword. The AC sword is a brand new summon. You'll love it. Dog doesn't have corner infinites anymore like he did in #R, so don't bother learning them. Ghost is pretty similar, just new tricks. Raoh has a new combo to shoot for, so mostly practice the Edguy x 4 combo since that does carry over. Other than that, if you can learn with the gimp that is #R Zappa (I learned on XX.... kids don't know how good you have it) then you should have a solid base for the much improved AC Zappa. Most of the readjustment is in learning new stuff, which is good. Now go get a copy, it's released in the US (!!!) and cheap.

Posted

Wow. You guys sure do reply with speed and clarity. :yaaay: I don't see why people say Dustloopers are mean. :psyduck: I really should get my own copy of AC instead of trying to mooch off my friend's copy all the time.

Posted

I don't see why people say Dustloopers are mean.

The Zappa folks are a different sort of people, we'll be content not posting anything for weeks. And by the way Dangief, another XX Zappa user right here. I used to be annoyed that the dog backflip wasn't as fast in #R. Oh, how I've taken back those words...

Posted

It's true. We all share the same mental quirk that would lead us to use a character like Zappa. I remember you Phrek from back in the GC days when the Zappa "forum" was just you me and Jakob.

Posted

No no, we aren't talking about now. We all have AC (as far as I know), we are talking about when the sword swing was 2 hits and it somehow made sense.

Posted

Well no I meant 2HS as Anti air. You couldn't jump cancel it, so 236HS was all I could do. You got an orb afterwards.

Posted

Isn't it still, or were there some changes after XX?

I know it's not as good in AC, that's for damn sure. Same goes for 5K.

Posted

2HS 623HS still kind of works but it's not really going to do anything... I prefer to do 2HS Sword swipe depending on their height. Uppercut is ok if they're right above you, otherwise jump cancelling for an air combo or 236S for positional advantage are the only other options off it.

Posted

The B&B sword combo for me is 6P, 2S, 2HS. Depending on the hit (or block) of the 6P, there's a number of different scenarios that can happen. Regular hit 6P, 2S, 2HS (one hit): 632146HS or 63214HS FRC (air combo on wall bounce) Counter hit 6P, 2S, 2HS (one or two hits): air combo Blocked 6P, 2S, 2HS: jHS FRC jHS land, repeat. Obviously, if you realize they are blocking the 6P, you can do some push back using 5HS instead of 2HS, or some mixup with 6HS but obviously you know you are hitting HS regardless of what happens.

Posted

I think it would be a bit risky to pull a 5HS. I would make sure you have a little tension if you plan on using the 2HS or 5HS.

Posted

I would make sure you have

a little tension if you plan on using

the 2HS or 5HS.

I don't think you need tension for the 2HS, you can jump cancel it and IAD back if necessary. As far as the 5HS, I'd probably do a 63214HS after for push back. I'd think that would be pretty safe then.

Posted

Whatever works really for you dude. Using that 63214HS works pretty good, but i'd probably use 6HS first since it hits high and then low.

Posted

Whatever works really for you dude.

Using that 63214HS works pretty good,

but i'd probably use 6HS first since it hits

high and then low.

6HS isn't bad either, especially after the 2S because the sword starts lower than if standing after therefore has less start-up to hit the opponent as they are crouching (if they are blocking). The issue here is that if you surprisingly connect with the 2S, you wont gatling into the 6HS. This is the main reason why the 2HS is effective, no matter what happens you have an answer and you don't need to be too quick to react to it.

Posted

Very true. So basically in this sense, we Zappas have quite an arsenal of choosy moves to fire off if someone doesnt come correct. One problem i have with every character no matter which one is freaking Raoh. Every character eithers plays turtle and/or rushdown. I went against an Eddie character and all he did was just suck himself into the floor and repeated the move until Raoh left.

Posted

no eddie sucking himself into the floor should be able to outlast raoh... the longer hes in there, the longer the recovery (and free ch). But yes, that does happen, and is one of the reasons why some people unsummon raoh because they wont land hits =(

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