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Zeero

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Everything posted by Zeero

  1. So i finally played carl last night and damn hes hard to use. even people who are playing BB for the first time knows better than to get near me when i'm with nirvana, its not rocket science to run away from a big thing coming at you. everybody just runs and shoot projectiles its disgusting. if you push nirvana closer, they airdash to the other side and resume. Throwing does a lot of damage in this game because theres no proration on it... and i realized because Carl does little hops instead of running, its hard to successfully throw people into that 2c 8d loop... any suggestions? I also find that its hard to gain meter for carl... maybe coz im always trying to be with my doll so im not hitting much but i have no move from far away to use to gain meter. gay. Biggest problem i find is that Carl's block string (without nivana) is pretty useless, he has no overhead like everyone else and he can't even link 2a to 2a and a lot of his attacks dont link/pushes too far away. Sometimes you're just alone with Carl because they k eep running away even if you finally get in your block string sucks... and 3C is punishable on block i think... god damn. In a sense, you can do unblockables with 2d + low attacks... but 2d comes out REALLY slow. i tried doing something like this 2a 2b 3c 22d 236A 2a 2b 3c (while mashing 2d in there because no sure of recovery). Basically all 3 hits will finish hitting before 2d even starts up. I'll try to do 22d earlier next time.
  2. except im in canada according to japanese wiki, 2D is overhead and 3D hits low. just saw it
  3. so BB arrived at my arcade last night, so im going to have fun trying Carl tonight i'll see if i find anything useful
  4. i see lots of familiar faces from zappa forums we all decided to choose zappa dog (carl) instead of zappa ghost (arakune)? lol anyway, how low can you do j2c?? if you can do it pretty low (like its at least somewhat hard to see and block) i can see something like: knockdown -> 41236D -> 2a/j2c (nirvana hits) -> knockdown repeat?
  5. good stuff =) you play better than all the japanese vids i've seen so far
  6. you need to get some vids of you winning, because im tired of seeing carl lose
  7. i meant normals that require a direction with it... unless you're saying those normals do chip damage as well example: 6b, j2c I think i saw Nirvana stop attacking when Carl was blocking as well, on one of the joybox vids. Which means no blocking and trying to hit like zappa can. Damn.
  8. you meant 6D right? because you have 2D listed twice I have a question: when you do a move with Nirvana, does Carl have some sort of animation that goes with it? like everytime Nirvana attacks Carl has to point his fingers or something (which leaves him open for a while). I'm watching videos and it seems to be that way only when you're actually doing a command for Nirvana (like 22d instead of 2d). But im just guessing because i've never played the game. Also, what "special" normals does Carl have? 6B and 3C? Carl sounds like zappa with a dog except the dog is potemkin
  9. Zeero

    Zappa AC Combos

    oh wait, i took a quick glance at it without really looking before i replied What i was talking about is the (or something similiar) c5s 5hs 236S/HS/K (not sure) frc airdash js jhs land c5s whatever combo sadly, EVERYBODY knows that this "whatever combo" said by both me and phrek after c5s is nothing more than a bunch of Ps + 1D
  10. Zeero

    Zappa AC Combos

    nope, tried that combo for a good while when i first saw it couple years back and couldnt get it. so impossible
  11. Zeero

    Zappa AC Combos

    Something doesnt sound right about that. IAD and JC? I dont think 236HS resets your jump like johnnys 214S does it?? also, does it work on shorter characters? RC jS doesnt sound like it'll hit... nor does the jhs frc jp jd.
  12. nice setup indeed!! Can't believe i never thought of that before. As for the 6HS (i'm assuming raoh since sword don't have fireball). Its kind of rare that you land it midscreen (at least i find...) but i think there really is nothing much you can do. If you really need the extra damage, you can cancel it into 632146S for some damage, and you might be able to continue the combo afterwards... (don't really remember, you'll have to try training mode) i rather save the 50% tension (if it doesnt kill) incase i land an edguy (or get it blocked) later though... but thats personal preference
  13. anything 5hs frc also results into a burst throw
  14. im not so sure about punishing jumps with robo ky... coz we lack reliable anti air
  15. you must be trying to do pot's 2s at a very close range generally pb range > your grab range definately wouldn't recommend trying to grab his PB its not worth it. A lot of the options you listed isn't worth it except for Raoh upper. if the pot you're fighting know what hes doing, it means PB frc 2s heat into pot's 50000 painful mixups options. Backdash is the safest thing you can do because if the pot does 2s 2d instead of 2s tick throw, then you'll get hit by 2d if you try to jump after 2s.
  16. yes, ghost is the only thing that drains my never ending tension quickly
  17. i think the secret is to run under and behind them so that the move's hitbox (which is in front of them) will miss you and you can airgrab from behind. That is how i tend to airgrab my opponents. Its easiest with zappa because when you run in, you're in low stance so you won't get hit as early compared to other characters running in for a grab I've air throw what most people consider "wtf" moves like baiken jhs, slayer jhs, johnny jhs, may's jhs/j2hs, OS jhs... can't grab pot's jhs coz theres hitbox in his whole body option after an airgrab is 2k ghost(K) as otg. it haunts them. Its techable between 2k and ghost hit but pretty hard...
  18. if you have the tension (you better do, you're zappa) when they land: 2hs rc 2hs 5s 2hs rc 2hs 5s 2hs instant stun
  19. Naked zappa can't do j.P x N, so you'll hafta do iad jp js or jp jk js (forgot which one works better) land and so on sword, try iad jpsd 669(dash jump) sks dj s d/hs spin (making this up in my mind) ghost, iad psd 669 ppp dj ppd, if iad psd doesn't work, do ppd dog, depends on where your dog is, too situational to list, but generally iad ppps 2k 6p (something) i guess... Phrek's idea is usually what i end up doing tho. raoh: iad s hs death
  20. theres a difference between doing 66236P and 2366P 66236P will send you flying and takes longer to summon 2366P will only move you forward a bit and much faster to summon so if you're going for OTG summons for not too far knockdowns, its better to do 2366P. 66236P will work sometimes if you're fast enough but definately more risky. random info =)
  21. theres also the delayed 5k oki 5k d 5k delay 5k 5s 2s 5k delay 5k d 5k delay 5k delay 5k and so on... i actually won a tourney match like this accidently when i wanted to do 5k d and my fingers missed the D button (nervous) and i mashed some more 5k, my opponent suddenly stood up lol
  22. probably 1 bar max (if you're lucky) heres what i found out after an FRC, if i land a robo dash, i only gain 2-3 bars so... you decide
  23. If jam does 5hs 6hs, theres nothing you can do without IBing the 3rd hit of 5hs... in other situations like 5k 6hs, you can uppercut her before 6hs comes out (but you have to have godlike reactions) and i just remembered i actually uppercut jam after IBing the 3rd hit of 5hs before 6hs came out with ky... so it should definately work with robo ky. Thing with ky was that I have to delay it a bit or we both trade Counter Hits (). Not sure if its the same with robo or not... plz confirm
  24. Last time i checked with ZAPPA/MAY/KY (didnt try with robo ky) I only needed to IB the 3rd hit in order to backdash... I think i even CHed 6hs with Zappa's 5p (5f startup) when my timing was exact... so unless everything including IB goes against robo ky shoryu should work
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