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Everything posted by Zeero
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90% raoh combo for 50% tension from midscreen =) 214s rc 66 jump hs land 66 jump s hs land 214s (in corner now) 214s soo great lol of coz this is the combo in the combo vid except theres an extra 214s haha just incase anybody forgot =p
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relative to all the other character's bnb zappas bnb is nothing lol even his sword combos cant do that much damage, and it always needs tension
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if u paid more attention u'd realize the top left of the screen flashing credit (0) a sign that the robo ky was a computer, not an idiotic player =P i dont think the combo has much practical uses if it has to be that point blanc range with c.s as startup unless its a corner bait uppercut thing... THEN its over lol.
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as discussed before on this thread that combo may be character specific and the command is 236s -> k =) one thing interesting tho it seems like this combo will work IF the 2s was a counterhit which makes no sense i did this on a few characters, the times that it worked the 2s was a counterhit
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thats actually a good question... but usually u'd run in as ur dog does the 2nd move, making the opponent block/push him far away to hit the dog unless u plan to send ur dog in alone... i'll find out next time i go to the arcade (or if someone else here does it before me)
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yup, as if 2s poke wasnt annoying enough from half screen away, now u got 5hs, pray for counterhit so ur darkness anthem k can launch =P
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i saw that combo and immediately went to the arcades and tried it didnt work for me, which was wierd =\ i tried it like 50 times at least. maybe coz im not japanese =(
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heres the unbelieveable thing i was ground thrown, when im clearly in the air yes it may sound stupid but it happened pretty sure its not my timing becuase i do the same thing for slash as well might be either because jhs ghost startup is slower, or stun time is shorter and im using 2 jhs because if u want to jump and land near ur opponent to pressure and toss out only 1 jhs, they can throw u while ur in landing recovery, and since, you only need 1 ghost at a time, by the time u shoot that one after a pressure string, the other 2 comes back.
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what i do is Superjump k toss k toss p toss my opponent just wait till the 2 k tosses finish their 3rd bounce, then run straight towarsd me, the p toss misses In slash, i used to do superjump k toss and they can never get under me because of how much the k toss moves horizontally, now its quite easy
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For anybody that normally does knockdown, 8 hs hs with ghosts, DONT do it anymore -_- Its definately grabable as i was grabbed out of it (and i was halfway in the air wtf) multiple times last night. SuperJump K ghost toss also doesnt work to keep people away from you anymore, they just run straight under u with no problems, the P ghost toss doesnt follow fast enough if u do it in the air as well. Need complete new ghost play -_- On the bright side: Dog in corner is PWNAGE. 6D 4DD 5p 2k 5s 5s, even by then the dog is already recovered and ready to rape. =D Raoh's combo ftw, 214S 66 jhs 66 js jhs land jhs 214S... took out 60% of pots life lol for 50% tension
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For your second match: Sword: After anti air 2hs, do super jump s k s d instead of trying to jump p. Standard air combo for sword should be something like 5s (JI) 2hs superjump s k s double jump s d, P air combos are for ghosts =D Dog:4:40, after your burst, ur dog was very well positioned. You used the unblockable (which i think could have been blocked, ur 6p was kinda slow), i would have just gayed him out with either 5D pressure or 2D 6HS bite loop lol. Bite loop goes for everytime u trap him in corner. But thats personal preference, u can not be gay and do combos, or u can be gay and do bite loop =P Raoh: if u land a dust, either mash hs if u do homing jump but since u had full tension, i'd do for 214S RC combos.
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tnx for the criticisms =D... yea i find myself 236S happy with sword as well, my sword is really quite weak =( for the 2:46, i already had 8 orbs so i would prefer to IAD over and do corner pressure... But i also knew that this baiken player will counter if he gets cornered so its more of a community thing. If it wasnt baiken i'd do the ghost corner trap. If i needed the orb/low on life i'd k ghost and run tho =) Kaworu: good play, but in general use more throws, especially against baiken if u suspect that they'll be waiting to counter you. Small things: Ghosts: when ur pressuring in corner with 236D, i personally prefer to use 1 ghost (with 2hs, ghost toss whatever) before doing 236D, the ghost bouncing on the floor is usually gone to waste if u do 236D with 3 ghosts. At 1:32, u threw baiken towards the wall, u had 6 orbs, should have summoned out raoh at this point (looks like you could have done 2p->summon->edgy->RC->rape) instead of super jumping... although i'm pretty sure this was just execution mistake... but the way u landed and did summon immediately made it kinda look like a bait out so im not sure lol.
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Can i get criticism too? Console tourney in toronto... i actually played pretty shitty, was missing a lot of iads/superjumps -_- http://www.youtube.com/watch?v=QdAjyUs4LuU videos skippy sometimes, sry. tnx
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Found out/confirmed some more stuff tonite with zappa His k ghost toss didnt gain angle, its more like the ghosts move a little forward before beginning to drop, hence giving it a little horizontal velocity. Of course we all know how important physics is to ghosts -_- jHS with ghosts definately had some changes, im guessing lost some more block stun and blast area or just slower startup (does this lessen ever stop??) the corner trap px7 s 2hs s 236D 66 px3 s 8 hs hs, the 2nd hs doesnt hit... and i dont know why. Another time, after i knockdown, i ran up to the body, jumped up straight, on my way up did hs, on my way down did another hs (so 2 ghosts blew up), i was ground thrown in between the 2 bombs... it looked like i was still in air too. love the far S like your child, as a meaty, if it hits, i did 5s (puddle hits) iad jp jk js land 5p 2k 2d summon didnt do much with dog tonite, same pwnage except 6HS doesnt ground raoh just pwns with edgy even without the combo Sword combobility much higher... but chance of landing a combo is still very low, the combo you'll land most is still your Uppercut (ch) frc combo, the wallbounce combo feels like it only works at 1 certain distance away from wall, too far from wall no wall bounce, too close to wall, they bounce too low =\ so hell. played till 4am lol, damn
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i believe ghost damage is reduced again in AC... but im not too sure, u might wanna check stats on that but pro-rating (i call it damage scaling) has always existed... i dont remember whether or not 2p had higher damage scaling than 2k... i still think it definately is the damage reduction of ghosts now tho for the dog string, theres no string that has long enough block stun for the dog to recover after 2 attacks, but humans arent computers, just doing a poke string like 5p 2hs (they can escape at this point but 99% wont happen) 5p (once again can escape but probably wont happen) 66 some other poke string is more than enough time for your dog to recover. If they DO catch on that they can escape during that string (or even punish you), then think your way around that and punish them back so u scare them into blocking and let dog recover. From my opponents, they usually just jump away if trapped in the corner (who wants to be trapped with dog in front?), so i just air throw them back down into the dog =D
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angle...hmm maybe 20 degree? its not much so it might not be apparent, but if its a move that u used to abuse a lot u'll see the difference =P 4DD is nice in the corner too =) do ur pressure, 6D 4DD, do some poking since dog has increased recovery, u get to pressure with normal 5D again =D
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They changed the initial angle at which the K ghost falls =( really changes up my gameplay of running away because ppl can just run under the K ghosts and punish me directly from below now =( 2 hit dog is sooo cool if u use it correctly, especially since the 4BB rebound is much less now
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yesss, AC finally at an arcade thats within my reach
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Its kind of easy to see Zappa's 2D coming... considering how the dog takes a while to open up its huge mouth, and also a while to chomp on its meal... However, the 2D unblockable is different from the 4DD 2K unblockable (even tho nobody does this)... does SB actually block that unblockable too?
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Didnt he say that we cant slashback on wakeup so wakeup biteloop is still ok?? Actually this is kinda nice... at least it wont be rigged... then again eddie is hax -_-
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um... combo one gives u 7 souls because a hit with the forcebreak gives an orb. I think u can connect another summon after his forcebreak hits in certain situations so maybe u can even get 10 orbs (instant raoh? lol) how is combo 1 a great option when you already have 3 souls? if u do that combo, you just unsummoned raoh after your second summon and ur orbs are gone... if everything hits its 7 orbs, basically the only time you'd want to do this combo is when you have 0 or 1 orbs, that way you keep ur orbs instead of unsummoning raoh. Hitting this combo with 0 orbs would be good, because you keep 25% tension to play around with until raoh comes out instead of using all 100% to summon raoh and being unable to do edgy RC... of coz your opponent still bleeds if u land anything with raoh tho =D
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i stay in canada and wait for ppl to come to me lol only flashmetroid's came tho =( T8s coming anybody interested? and for some reason... that game41 video of zappa winning a 3v3 gives me a feeling they're playing AC as if it was #R =\
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Yay imo playing AC except it feels like somethings missing from him =( then again the axl player was extremely annoying
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Tomoi is godly =), my zappa is on youtube too!! except its horrible >_<
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that za is very good =D but it seems like all the za players i used to admire quit since #R =( whatever happened to Imo and Innang?? D= oh, and ghost items used to do more damage in slash than accent core... at least thats how i felt when i played