CDV|Yami Posted December 5, 2014 Posted December 5, 2014 Don't know if I'm allowrd to post this here, but since there's no other threads, here's a random video from a random scrub from France =D https://www.youtube.com/watch?v=aeIZU6dVys0
WT_Neptune Posted December 5, 2014 Posted December 5, 2014 Also, three questions... How soon after drill can you make puddle shadow? How soon can you go from no shadow to anti air in terms of practicality? In terms of practicality, how soon can you Break the Law and how can I use it well?
tastylumpia Posted December 5, 2014 Posted December 5, 2014 What to do midscreen? Corner looks like side dust into drill unblockable but midscreen confirms look kind of bootleg.
Leopold Posted December 6, 2014 Posted December 6, 2014 Since there's no other place to say this. How has the Ramlethal matchup been so far?
poon Posted December 6, 2014 Posted December 6, 2014 Since there's no other place to say this. How has the Ramlethal matchup been so far? Eddie has matchups?
president Posted December 6, 2014 Posted December 6, 2014 No, Eddie has round start touch of death vs the entire cast with his godlike long range normals.
Synyster17 Posted December 6, 2014 Posted December 6, 2014 No, Eddie has round start touch of death vs the entire cast with his godlike long range normals. pretty much yeah. any match where you get one knock down u can win or any one chance u get them to block the shadow u can win. this character u can learn through training mode kind of. at least the important parts IMO.
Kane-Z Posted December 6, 2014 Posted December 6, 2014 Hello everyone, I have a small question about Shadow Gallery. What are the requirements to make the SG > Nobiru wall stick and untechable in the corner? Is it a matter of air height or is a matter of being in the correct distance? Thanks.
CDV|Yami Posted December 6, 2014 Posted December 6, 2014 Hello everyone, I have a small question about Shadow Gallery. What are the requirements to make the SG > Nobiru wall stick and untechable in the corner? Is it a matter of air height or is a matter of being in the correct distance? Thanks. It's simple : The lower, the better. In the video that I linked earlier, you can see how low the Nobiru is hitting the opponent in order for me to continue the combo.
huber Posted December 6, 2014 Posted December 6, 2014 AKA talks about some of the new Zato stuff in here http://www.twitch.tv/dios_world/c/5619137
Renly Posted December 6, 2014 Posted December 6, 2014 Do you guys think that I can play Zato with PS4 controller? I heard he relies on negative edge and am hoping its possible. I don't really want to spend 200$ for a fightstick when I already have one or 140$+ for a mod which is almost like a new stick. Plus, sticks are big and heavy and annoying. Money isn't an issue but I just can't justify the purchase. If not I just wont play Zato. Thanks.
Synyster17 Posted December 6, 2014 Posted December 6, 2014 Do you guys think that I can play Zato with PS4 controller? I heard he relies on negative edge and am hoping its possible. I don't really want to spend 200$ for a fightstick when I already have one or 140$+ for a mod which is almost like a new stick. Plus, sticks are big and heavy and annoying. Money isn't an issue but I just can't justify the purchase. If not I just wont play Zato. Thanks. i mean its not impossible but stick is recommended. i would say map ur shoulder buttons. there is a post on this a couple of pages back i think about Zato on pad
poon Posted December 6, 2014 Posted December 6, 2014 Hello everyone, I have a small question about Shadow Gallery. What are the requirements to make the SG > Nobiru wall stick and untechable in the corner? Is it a matter of air height or is a matter of being in the correct distance? Thanks. Hello the secret to getting it to stick is getting the air height on the TK Gallery low (which is the less important part) and timing the hit of the -s- Nobiru, which is more important. When -s- hits, it will temporarily pause the juggle animation for the person you are hitting as it processes the hitstun. By timing it to hit slightly late after the first hit of the Shadow Gallery, but not too late, you will interrupt the opponent's rising animation and cause them to stutter in the air for a moment before the second hit of the shadow gallery knocks them into the wallslide animation. Ideally this will result in them sticking lower to the ground and sliding down into a Delayed Crumple Fall or whatever they call it in this game. So your timing looks like this: Summon shadow => 412369 => (first hit connects) => very slight delay (maybe 1/4 of a second) => -s- => (second hit connects) A good way to tell if you are doing it correctly: First, try it without holding the down. Note how high they go. Now try it holding down the way too long. Note they fly super fucking high. Now go back to doing it where you release right away, but hold it down SLIGHTLY longer each time. Eventually you will see them fly not very high at all. Practice this until you're getting them lower and lower on the wall, then perfect that timing once you are seeing them slide down into Delayed Crumple.
Kane-Z Posted December 6, 2014 Posted December 6, 2014 Awesome, that makes sense. I was probably releasing Nobiru either way too early or late. I'm going to mess around with the timing a bit more. Thanks a lot.
huber Posted December 7, 2014 Posted December 7, 2014 Do you guys think that I can play Zato with PS4 controller? I heard he relies on negative edge and am hoping its possible. I don't really want to spend 200$ for a fightstick when I already have one or 140$+ for a mod which is almost like a new stick. Plus, sticks are big and heavy and annoying. Money isn't an issue but I just can't justify the purchase. If not I just wont play Zato. Thanks. It's definitely possible. I asked a pad eddie player I know and he says the default layout in this game works fine for Zato.
Fame96 Posted December 7, 2014 Posted December 7, 2014 Question: When it comes to pressure i see some zato players go for shadow -p- pressure and others go for shadow -k- pressure? Is it that one is better for certain situations or is it just preferance?
president Posted December 7, 2014 Posted December 7, 2014 -P- has really short blockstun and enables you to "tick" into 623S -> enemies will hold upback on these kind of strings considering 623S with shadow out is deadly -> Zato players run -P- blockstrings and go low all the time and people get hit. It's also a great way to score 214S counterhits.
poon Posted December 7, 2014 Posted December 7, 2014 -p- pressure is straight up better and less predictable for ground strings. It is also somewhat harder, especially to turn a random hit into a combo. The goal is to catch the opponent trying to jump or poke or get them to eat a throw, so tiny hits that eat up less meter and give you more time to mix up are better. Very light hit/guard stun mean lots of broken frames in guardstrings = tons of chances to get mixed up. An eddie using lots of punch pressure is TERRIFYING and is like a kid standing behind you, punching you in the back of the neck repeatedly while screaming DONT FUCK UP DONT FUCK UP -k- pressure is better if you are going vertical since it gives you more time to do your high/low and your opponent isn't going to get caught trying to poke out of air strings anyway. An eddie using lots of k pressure on the ground is predictable and you can outthink by spotting the weak points since you have so much more time to plan between gaps. -k- pressure is also good if you need to advance the shadow a very long distance and don't have a great way to do that, mostly for the sake of converting into Nobiru or Set Drill on hit or other things. Source: I'm an eddie scrub but I've been hit enough times by eddie to know why he is murdering me in the way he is murdering me
poon Posted December 7, 2014 Posted December 7, 2014 Please note you should mix up pressure types to allow your strings to look different, push opponents to the corner, be a stylish asshole, and because fuck it, you're eddie and theyre in a block string you've already won anyway.
Tomo009 Posted December 8, 2014 Posted December 8, 2014 Zato isn't my main, but I'm having trouble with these new unblockable combos. Particularly, what is giving me trouble is landing j.S j.HS after 6P(2) 5HS(2) xx 236K I'm not sure whether I should be doing a late airdash, a quick fly or what to land this? The combo I'm trying is (I think this is correct) drill hits + j.HS xx 41236S xx RRC 412369S dash 5D~6 6[P](2) 5HS(2) xx 236K something I think airdash or fly j.S j.HS ]P[ xx 41236(1) > ]S[ > SG second hit [D] ]D[ 5HS xx 22HS I hope that is readable haha, tried to make sure it was obvious where each thing seems it should hit. Any help would be appreciated.
king of heart Posted December 8, 2014 Posted December 8, 2014 So what is the best thing to do after getting a meaty -K- on wake up mid screen. Should I take the to the corner or go into Arial combo using nobiru. Also what sequence should i use to shift from -K- to -P- during block string ?
president Posted December 8, 2014 Posted December 8, 2014 Zato isn't my main, but I'm having trouble with these new unblockable combos. Particularly, what is giving me trouble is landing j.S j.HS after 6P(2) 5HS(2) xx 236K I'm not sure whether I should be doing a late airdash, a quick fly or what to land this? Jump, wait to fall, low airdash. Your mawaru has to hit from really far away, you don't 236K but 236H, walk the shadow back a bit, -K-. This also makes you recover earlier into the mawaru animation so you can even link the airdash j.S. Abusing the long crumple animation when the dust wallstick hits the ground is key here. So what is the best thing to do after getting a meaty -K- on wake up mid screen. Should I take the to the corner or go into Arial combo using nobiru. Also what sequence should i use to shift from -K- to -P- during block string ? I usually decide this by matchup; some characters you dont wanna let go (Millia, Ino), others you can take to an aerial combo with nobiru and have them airtech out afterwards (Potemkin, Slayer). -K- midscreen on characters I wanna keep locked down I cornercarry as much as I can and end with 2D unsummon, meaty drill, random stuff into fresh summon. If you happen to have the shadow behind them (remote puddle summons etc) you can also run a -D- 5H 22H midscreen unblockable.
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