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Everything posted by Zeero
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not too sure about this one but i think he did 6236P+HS that way its either sword uppercut, summon, ghost throw, or either 6p or throw with dog?? 1/4 chance for something really really bad (ghost throw) =\ unless he does 62368P+HS+D lol... if he actually did that... some things i never knew about was with dog: DAA 5d air combo and summon (dog) 5D 66 2hs air combo i know its black beat but i dont think many people tech after the summon anyway... and you can probably link it if you just skipped the 2hs and go directly into an air combo never knew those combos existed, nor have i ever seen them yea is he teaching us? lol
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why is he so good >_< combo wise hes great and hes so offensive yet when he has to go defensive, he can do that well damn i envy him and somehow, when i see Nangin Zappa it reminds me of innang who was also a very good korean zappa player during the #R days... are they the same person? or is this some kind of disciple? lol
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in the vid that chomite posted with axl vs zappa i saw axl do 46s through raoh's darkness anthem and hit him o.O but the 46s became 2 hit (the darkness anthem went straight through axl) i guess 1 hit nullifies raoh's darkness anthem?
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i think thats for every move in the game higher combo count = lower untech time and fall faster
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oo Ezo i remember seeing matches of him play during Slash and he was pretty good Guess he didnt retire after all... i just fail at searching vids lol
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i have never seen a zappa with sword do so well against sol... then again the sol player wasnt exactly great (although he knows his combos) that midscreen combo i know about =D you can punish sol gunflame with it, but u hafta read ur opponent in order to do it. If you time it well after a iad p s d you can run in and do summon and it'll hit too... but thats kinda hard in midscreen, gotta delay so you land the D as close as to the ground as possible (usually better in corner)
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even though he has godlike damage, usually i find most players do worst with raoh than any other summon just look at that korean zappa in the video criticism thread, the moment he got raoh, his game fell apart and he lost face it, raoh just makes u rush and play kamikaze of course, intentionally getting rid of him is a waste unless you really hate him, any random hit will win you the game =\ all comes down to the players decision
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wouldnt that just get yourself owned by anti airs?
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yea... i prefer playing safe and careful because zappa will never do as much damage as anything that others (espcially eddie) can do to you if you mess up and get hit. but yes, sometimes i play too safe =( uhh i said i havent played zappa for 2 months, incase you got that mistaken lol Thanks for the comments
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that is so true i hope the next edition will have sword have chargeable moves like HOS!
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i'd like to see a vid of this hitting in front o.O
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this is me vs a Ky and a ED http://www.youtube.com/watch?v=4Gu9zyqIU6Y I played pretty shitty that time though, havent used zappa for almost 2 months coz i was having fun with slayer and the eddie user has played against me ever since i started playing so he basically played against my playstyle because he knows it all too well =( got owned by turtling eddie = = and i messed up the summon after an airthrow near the end which probably could have helped me win
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thats why i stopped doing them
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we've made multiple toronto vid threads nobody cared about it T^T
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downloading... awaiting to see the quadruple unblockable you were telling me about... edit: finished watching the vids. its good to see you two play again, reminds me of the fun i had at T8 =) Still as strong as always. You guys have some pretty good players in BC, i really wanna play with you all sometime why didnt you all come to T8? =(
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for 50% tension raoh, u can probably kill the guy =P and for the sword combo, i usually delay the j.hs after the j.s... if you delay it long enough u can even connect j.s after the frc the problem that velocity causes is the first j.s missing
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2d is blockable level 6 stun if its the 2nd attack of the dog when done as first attack, its unblockable basically confirming what cyringohn said
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except problem is when i try to pull it off in matches, since i usually have to run in to punish with a sword c.5S, the running velocity makes me jump really far forward and the j.s or the j.hs misses or maybe even the p after the frc or maybe im just doing it wrong.
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use ur hand to press buttons, not just individual fingers, move it around. i end up pressing dust with my thumb even though my middle finger is still on the slash button =\ its just a matter of practice as for the stick dont use your whole arm, try using more of your wrist and fingers, moving ur whole arm makes u slow.
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god damn i go to training mode and try stuff then just turn the ps2 off no saving my time =(
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unsummon Dust combos i prefer to do 5d 236p homing jump k then a bunch of Ps, dj another bunch of Ps then D Ps because u never know what you'll get and ghost/sword cannot catch up to you after your homing jump to hit if u did k s should work on everybody... if not, do ID combos 5d homing jump D dj D land (2hs) 236p, 2hs is sometimes hard to land so i usually just leave it out or if you have the tension 5d homing jump D dj D land 214D otg 236p, 4 orb dust combo
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for the sword if u do 236s as an otg and do the h extension even if they block it, its not like u gain any advantages since the recovery of the move is so long so theres not much pressure. but the worst part is u have to guess when they're gonna tech, because if u push h before they tech, the move will altogether hit and ur free to get pwned. i dunno, i personally dont think of sword as very effective for rushdown so i normally poke with sword (5s, 2s, 5hs sometimes) and try to get in the combos (5s 63214hs frc). if u dont plan to follow up with some pressure, i'd do 236s because u can an extra orb, but if thats the motive, i rather do 623hs. but then again, now that you have the 236s frc... an otg 236s frc run in may have some good results. just thought of that just now so gotta try it when i play ppl =) and with the fs i do it after the throw only if i cant run in and otg summon for 3 orbs its not like zappa has godlike unsummon mixups, so even if they block it, what are u gonna do, 2k/5d mixups or something? tick throw may work but not everytime and people with good reactions will shut u down. i rather not risk the chance of gaining 3 orbs and summon raoh. but if u're not in the range to do otg summon, fs run in pressure is nice, aside from 2p/2k, u can also try to iad p/k/s if ur far, hs for crossup if ur closer =)
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raoh dust combo love <3 and i just made this up (so fun with training mode raoh lol) throw (wallbounce) 6p jshs land 214s 214s turn your 46 damage throw into a 150 damage throw =) (damage done on sol) im gonna assume ppl know what where they should do the throw
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sword 63214hs links from 2s 5s 5hs ghost... p toss isnt really useful unless ur against someone who likes to keep his distance from you, the only way to escape the p ghost is to either block or to run in towards you, so if you're being zoned, feel free to pop some P ghosts when ur far away enough. Combo wise its pretty much the same, except now after a 236s frc you can do 2k 2d for a knockdown into pressure whereas in the past you'd have to do 5s 2d and the 5s may not even hit. And if you look at the frame data, a lot of the ghost normals gives frame advantages or is just 0, sexy =) sword... combos ftw, dont forget the 2k 2d 236s frc s (or 2hs, but s seems to hit more) js djs hs raoh's 2s is now +0 instead of +2? like it was in slash =( but overall a much better raoh. dog 2 attack pressure is too good, just remember the recovery starts after the dog lands so if you do a 4dd as a second attack instead of a 6d, the recovery is "technically" shorter since 4dd makes the dog land so much faster than 6d unsummon s is ownage