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Zeero

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Everything posted by Zeero

  1. i believe an instant blocked sword charge can be FB punished... and definately a blocked HS return. I think that alone makes sword charge not a good option... But it does beat rock it because sword charge starts faster. I'd be more than happy to let the dog die for a level 3 charge, because without level 3 charges, HOS doesn't hurt nearly as much. I think the matchup is better for zappa than order sol, when he gets in on you you'll have a hard time finding openings to counter, but whats so new about that with zappa? As long as he is kept away and at a good enough distance that he can't freely charge, then its good. sword is actually decent in this matchup because you get yourself a DP (CH FRC for pain), longer range than OS, and decent pokes/pushaway moves.
  2. Zeero

    Zappa AC Combos

    you're not meant for big damage. which raou loop? theres probably like 10 of them and they all do the same damage.
  3. I love mine on the map because its like zappa is screaming (or eating) my name lol and its almost my colour (pink) tnx
  4. This is experience vs my local chipp: Openers: Just block. 2D will beat everything you try to do. if the chipp decides to teleport, theres nothing you can do about that either unless you have insane reactions. Okizeme: bazooka will force chipp to block... whether you're able to land a hit afterwards is a different story. Whether you're able to finish your block string without getting 2D'ed is also a different story. I usually prefer 2p. A random 5D on wakeup can also be rewarding, since on block you'll probably eat a knockdown, but if it hits you're looking at 30-40% combo. Punishes: Chipps who like to keep rushing in with "broken" pressure strings is asking for 5hs punish. The 2 overheads that chipp has can be uppercutted. Overall, your best friend is your uppercut. Counters: nothing much you can do against chipp since his range and speed beats you in every way. Anti air: don't bother with anti air if you're on the ground, chipp will always win. If you're both in the air, your best bet is airthrow. Zoning: not much you can do since his range and speed beats you. Chipps jump more than rushing at you and you really can't do anthing about it. Most of your blocked things don't really get you a reward. Their game plan: they're gonna rush you down because you cant stop him. And try to chip your life away with your metallic armor. They'll knockdown you on your block strings to continue their rushdown. Strategy: I prefer to stay in the corner (yes i said stay in the corner) against chipp. This is because you can sit on your mat while IBing everything chipp does to hit you and gain a lot of tension. Once you get >50% tension, start to do lvl 3 srk on obvious block strings. It only takes 3/4 to kill chipp. Smart players will start to run away when they see that you have lvl 3 srk. Thats when you just sit on your mat some more until you have max tension. Don't spam missiles, he'll teleport on reaction and punish you. Don't try too hard to chase him down, because you cant. Approach him little by little. Robo dash is good because it is neutral on block and will put you closer to him, but watch out for random gamma blade (the move where he shoots his shadow out). Horsie lvl 3 is good because it beats out a lot of things chipp can throw at you at far range if hes on the ground and afterwards you do at least 50% to him since you have near max tension. If he keeps jumping, try robo dashing. Sometimes it might net you a CH when he tries to do jhs/jd and a big combo follows. Don't try to air dash to him, his 6p will beat you. Jumps are okay if you're not obvious else he'll 6P you again. Overall, the matchup is annoying at first because everything you do will get punished. Once you learn how to IB and block properly, have the patience to gain tension, then the matchup gets better because it really only takes 3 combos to kill him. Make the most out of any hit you land. Against chipps that IADs a lot, try TK missile. On CH it means death for him.
  5. lvl 3 horsie is only good if you have the initiative as slayers don't usually do dandy step (the feint) during their block strings. If you think the slayer is going to do dandy step on wakeup to avoid your 5k (and it will avoid it, unless you spam 5k, then it hits him when he is coming back) just robo dash. I wouldn't recommend doing lvl 3 as a defensive measure while you're blocking and you think they are far away. it might work once or twice, but smart slayers will start to use 6P at a certain distance against robo because it will beat CH your horsie, it will CH your f.s, it will CH your 2k (you shouldnt even be using 2k due to 2hs). If you think slayer is at a far distance, just superjump away (since you're probably in the corner) or backdash. backdashing doesn't always work, and don't do backdash 2d because slayer seeing you backdash can try to mappa punch you, and 2d would just be a free hit. don't spam air missiles at mid range, because you'll eat BBU. only spam on far range (but watch out for his super). On wakeup, late missile can get punished by BBU (it'll go through the missile and hit you) dont ever jump in obviously vs slayer, his 5p will beat everything you do dont try to anti air slayer, his jhs will eat you. 2hs will only work if you predict the slayer to jump. if you do it on reaction its usually too late. your 5hs will CH his 6k and his 6hs if you do it early enough. key to winning is being patient and charging meter. Landing big combos and not doing risky things is the way to beat this matchup, since anything risky will more than likely result in you losing 50%.
  6. Zeero

    Zappa AC Combos

    i believe both naked/dog jd and js will just get yourself anti-aired... unless they don't expect it. i just dont think zappa is meant to be a character in the air except for sword hs/s and ghost jhs/toss. everything else is free anti air and doesnt even get you much if you land it. Jd is only worth it in the corner because you can combo/summon off it but its quite hard to land a random jd. non naked IAD jp is okay, but usually only useful if you jc it off a ghost/sword normal. also sometimes its fun to do midscreen c.5s jp delay jhs... usually doesnt do anything though.
  7. Zeero

    Zappa AC Combos

    i don't think you can jump cancel jk... you probably meant js but who cares, just an example (crappy) combo.
  8. add me too!! Toronto Canada... 2hs plz
  9. 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 =(
  10. I'm a XX Zappa user too!! Being Zappa users already puts us in a different category of people
  11. its true, i once played a round where the first 60 seconds was just me running and chipping life away with ghost. My opponent (OS) didnt touch me, but i only dealt maybe about 50% of his life.
  12. Wow you hate their team or something lol. But with fairness to Justin Wong (who i didnt play in those matches), I played him with Anji in singles and I can tell you he DOES NOT make the same mistake twice. But i guess thats more of a fighting game in general thing than a guilty gear thing... which is why I think Pot is so suited for him because... Pot is Pot... I didnt even die to pot busters, i die to him not making mistakes and the ridiculous stuff that Pot can do. As for Marn... all i can say is sadly to me, all eddies are the same... they're all bullshit Can you tell me specifically what i'm doing wrong with dog? I actually want to get my dog better because he IS potentially zappa's best summon... As for the Raoh thing... i know =( Thats why i kinda stopped, then im like, hell lets try it anyway, and as expected, it failed. But anyway, tnx for the comments, keep them coming plz =D
  13. Hey guys, so this is my team vs team empire at T9 this year, plz give me some feedback =D I haven't played zappa for like a whole year now as I've been screwing around with every other character in the game, so I'm pretty rusty and inconsistent. So plz ignore if I'm missing execution =P. Anything I'm doing wrong regarding to matchups (vs eddie... god), or like strategies (plz teach me raoh) would be appreciated. part 1: http://www.youtube.com/watch?v=FLyYu3T3Akc part 2: http://www.youtube.com/watch?v=tz_xTpGOxSU part 3: http://www.youtube.com/watch?v=1NjtSGHWkdQ thanks!
  14. To play vs may, you really have to defend and watch her well, her mixup options are quite limited because she doesn't have any quick overheads or anything, but whenever she lands a hit on you, it WILL hurt. Some small specific things I've found when playing VS mays around my area Unsummon: Nothing much different here than your usual gameplay, get that summon fast. 1. Im not sure if you can still run under her horizontal dolphins and get a 2HS CH though, i remember that was possible in slash, but havent tried it lately in AC. Ghosts: This matchup is okay if you're really good at keeping you're opponents from you, since may has limited options of getting in. 1. If you're a person who likes to do superjump and toss a K ghost, dont get too predictable, may can superjump hs if shes close and it will trade hits with you, of course, you're on the worse side of the deal since her jhs counterhit hurts... unlucky times may even get you comboed into a loop 2. Some mays like to 3k under ghost toss, so don't abuse it. Although her 3k doesnt get her much, you lose your summon, meaning you'll hafta resummon, and have a chance of getting punished by her loop Sword: I find this matchup good against May, sword has good damage output and this is what you need vs a character who can easily take off 50% of your life with any hit. Basically do as much damage or get as much orbs as you can when you have the chance 1. If you ever block her 3k for whatever reason she decided to use it, 236S HS will net you 4orbs for your raoh, which is your ultimate goal. 2. uppercuts own dolphins, and you get to actually hurt her 3. 2hs stops her from jumping in, but dont whiff it 4. I think she can be sword swiped off a 2d, then you can frc into a combo i think. not too sure on this one. Dog: Decent matchup... although if you dont play carefully your dog will probably die before it helps you do anything, a lot of times a May in my area can 6p my dog then 2d as i run in and then i lose half my life, so becareful when you rush in with your dog 1. blocked dolphin rides gives you a free CH 8D into your favorite air combo 2. If you like to block attacks and use your dog to counter, beware of the command throw Raoh: Just own her back for all she has done to you and tell her you're the one with the combos 1. blocked 3k, you can do: 5hs -> DA, K -> combo or 66 2S (ch) -> 2hs -> whatever Others: 1. Like oiboi said, dont get in the air, her 5HS can more than likely (ch) anti air you for anything you throw at her, resulting into a loop 2. If you sense a command throw, backdash, then punish her whiff. I dont believe you can punish her whiff if you jump the command throw. 3. Her backdash is quite quick as well, and zappa really has no reliable meaty options, so play carefully on your oki games... a failed meaty which gets backdashed may get you 2D'ed into a loop I havent played against may for a long time, so these things may be outdated =\
  15. 5D>8>jD>7>9 (doublejump right after the homing jump cancel) jD>land>etc i find that easier than 99 because it takes off the chance of the airdash and i just feel better tapping 2 different directions
  16. isnt that free punish by iads if you whiff? like 1st hit whiff -> eddie iad
  17. Teyah posting on zappa forums? o.O. When are you coming to toronto again? =D but anyway, I've got to side with teyah on this. Naked: doing a summon to counter 6K from eddie isnt a good idea, its way too risky. Good eddie players will do as teyah says. As for the poorer eddie players, theres a chance that the summon will hit the shadow instead of eddie, you dont get anything out of it except a dead shadow eddie and ur probably free to get owned by whatever eddie can do to you. IB first hit of shadow K into jump FD is okay. I prefer to just try to backdash after IDing the first hit though, but it usually doesnt work unless the eddie screws up and doesnt hit in between the 2 hits of shadow K jumping and FD to block unblockables dont work unless the unblockable was poorly timed. Why else would it be called an unblockable? =P Sword: swords horrible against eddie, uppercut into FRC for stopping shadow is a waste of tension, and if you're talking about uppercut into FRC into sword swipe during an eddie pressure, you're probably gonna get hit before your sword swipe comes out. I'd much rather risk uppercutting the 6K into an FRC because the rewards are much better than just pushing eddie away. Nobody will do SG randomly, not to even mention the sword super. sometimes a random superjump -> airdash -> sword spin will work wonders. but use this once every full moon. Ghost: ghost is your best hope, remember to summon at X0 (or was it X1?) second to get this. dog: Dogs okay... but you still gotta turtle until you find an opening to have your dog attack. Else its just gonna eat drills (S,HS,D) until it dies. raoh: same as naked against eddie i think, except now you do a lot more damage. Overall: I'd play safe against eddie and keep my distance (outside of hs drill and shadow k distance). Not much eddies are willing to rush in without shadow, and if the shadow is out, the shadow usually is in front, so what you want to do is kill the shadow if you can, which will cripple eddie, then attack. If the eddie just keeps distance and tries to slowly poke the shadow to you, evade the shadow hits (if you cant kill it) and wait until eddie calls his shadow back so it recharges faster. When you see this happen, attack. Kill shadow with Naked: 5s (VERY FAR, the pool on the GROUND should hit) ghost: every toss except HS owns the shadow (k kills it, p makes eddie block, s i'm actually not sure) dog: 5s, 5d sword: 2k raoh: DA, 2S maybe im wrong lol
  18. Zeero

    Zappa AC Combos

    look at the website address and u'll see a big SERGEANT in it theres a reason for that =P
  19. Zeero

    Zappa AC Combos

    sergeant is one of the greatest sites for zappa material =)
  20. Zeero

    Zappa AC Combos

    it also used to be the infinite of rape back in #R =D then again, there was like 10 different ways to do the infinite to your liking
  21. if you jump and shes in the air, her jhs will ch you and you will lose 50% life if you jump and shes on the ground, her 5hs will ch you and you will lose 50% life if you whiff/blocked summon within sweep range, you will lose 50% life if you super jump and 236k with when shes very close to you, her sjhs will ch you and you will lose 50% life if you do jhs oki with ghost too late, her 5hs will ch you and you will lose 50% life if you play too defensively, her ohk will hit you and you will lose 50% life if you play too offensively, her amazing sweep and 5hs will ch you and you will lose 50% life good luck =)
  22. it doesnt work on chipp and a few others, i dont remember who exactly Try 2k->236k with ghost after an airthrow, somehow it doesnt hit if i dont add in the 2k to certain characters (like sol) its techable though, but usually players dont tech it, dont know if the tech window is extremely tight or what
  23. i think u can't OTG summon off airgrabs only at the highest point you can jump given that its actually a character that it works with
  24. i too said WHAT!? when it came out on the screen this combo video is a mind reader
  25. oh any 1 hit projectile will nullify raoh's darkness anthem when it gets shot out??? wow i never knew that... so a Ky can technically shoot a 236hs frc it and run in after it and completely go through the darkness anthem??
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