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kaworu

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Everything posted by kaworu

  1. Say you hit them with (whilst they are cursed) 3A, 3A, Abug hits, 3A, 3A, Abug hits, 3A, 3A, Abug hits, etc What is the best way (notation) from this to go into 6C loop whilst recursing them without them being knocked out of the combo by bug inputs?
  2. What do people put in when doing the 6C loop in the corner? Close to the corner the 6A will wiff and when in the corner Ara seems to turn around.
  3. That's one of Lauries mods isn't it? http://arcadesticks.co.uk/Welcome.html Probably the best stick maker I've ever seen.
  4. Narancia Ghirga from Jojo's: Bora bora bora! Sanwa Buttons | Seimitsu LS-33 Stick. Maker: Laurie Summers
  5. Say I get a blocked 6p 6h ball set on a cornered opponent, I know the opponent is going to jump forward/straight up what is the best ball set and follow up attack to guarantee hitting them?
  6. IB jump Pot's 6HS x Slidehead on wake up. I was practicing it last night, it's actually quite easy. I'm just so happy that theres is an easy way out of such a stupid tactic. But, if I IB 6HS and then jump does pot get anything free? like a heavenly pot buster? Also I am more often than not being hit out of 6p by Slayers J.H, is it just because that move is stupidly over powered? Do I have to hit the 6p super early?
  7. IB is hard, how many frames do I have after inputting back to IB the 6HS?
  8. How the hell does Venom deal with Potemkins meaty 6HS on wakeup? Pot does slidehead hammerfall cancel 5k 2s heat (venom lands in front of pot) Pot then does meaty 6HS on wakeup cancel into guaranteed slidehead wash rinse repeat. I try to backdash on wakeup but most of the time (not all) dependant on Pot's 6HS timing I still get wacked at the end of the backdash. I can't slashback as the timing is too hard, You can dead angle the 6HS if Pot is very close but any further and he gets a guaranteed slidehead. You can't jump then FD. Help?
  9. I often do HS ball then kDC then rather than setting another ball I j.k for a deep k electric ball hit on wake up then mix up air dash j.s j.hs into b&B/land 2k into B&B or whatever mix up if it's blocked do a block string and during the push back you will just hit the HS ball to carry on the pressure.
  10. Yeah, it seems they momentarily come out of blockstun before the dubbie, I have been hit by slayers super in the same gap.
  11. All Sanwa DC to PS2 mod courtesy of LM_Akira: Complete with select button, lovely stuff. *Will post my actual custom stick soon*
  12. Quick question, If I do 2k 5s© 5h 421s (dubie) can they recover from the 5hs stagger and block the dubie curve?
  13. Any tips on Slayer? Sometimes I get stuck in a corner, slayer is +4 on block after a c.s s and his k..k..k..k hit confirms along with his IAD HS (I try to 6p but I get hit out of it for a slayer counter hit j.hs floor bounce combo). Also Slayers 2HS goes over 2D with venom and then he gats guaranteed BBU force break for near half a bar. Mad rushdown Slayer is too hard.
  14. I am having trouble finding a good combo off TK FB 236D in the corner that doesnt use carcass raid. I have been doing: (TK FB) 2369D 6P 6H p ball set 6H teleport j.k (late) 6P (opponent can tech here but kinda hard) 6H ball set I do love adding teleports into combos, any help on high dmg without carcass (preferebly with a teleport lol) would be greatly appreciated.
  15. A few questions: 1. What's max damage/max dmg with keystab when you hit 236k in a corner? As it seems quite hard to juggle after. 2. Whats max damage after FB 623D mid screen/corner? thanx for the help.
  16. Just a quick query: I thought Ky's 6HS and Pot's 6HS were lvl 6 normals? Yet in the AC Mook it says lvl 5??
  17. 6HS after CSE is pretty common knowledge but against a good player you will probably never actually hit a CSE, dust sometimes catches people off guard but some characters can punish your blocked dust quite well. Some other options as long as the spacing is right after blocked: corner: B&B string into 2d CSE run in 6HS: TK FB cross, and then air dash mix up after the cross J.D Jump in mix up: wiff J.HS after start up animation or Hit J.HS both into 2k, 2D, CSE TK ACSE S©, 6P, 6HS, 2D_S©, S(f) SE or whatever for guts bar building. 2D may catch them off guard. S©, 6P, 6HS, S© SD FRC walk in grab (hopefully due to pressure strings their guts bar will be flashing for a CH FRC throw combo).
  18. Could anyone link me to a page with all the unlockables for AC please? How to get arcade start colours, GGX characters etc thanx
  19. I am having real problems against Slayer. Eddie has no DP type move so how does he deal with corner pressure from Slayer? Slayer's 5s,5s leaves him at advantage on block, if I do any move after blocking it Slayer hits me for a CH into combo. Slayer's IAD j.s after a plus frame block string is too fast, you cant hit him with 2HS as you just get hit every time during the start up animation. I can sometimes sneak a 2p in during one of Slayers block strings but his 5k beats it out for a CH. And while your blocking all this Slayer can cancel mappa into grabs just to be more annoying.
  20. kaworu | kaworu | Delay 4 England (eur)
  21. LOL I threw her and went for OTG centipedes but did it so fast I hit 9 and super jumped by accident, not one of my better matches but I was nervous as it was my first time playing Zappa against Zakuta. Thanx for the help, I'll definately use 2HS in corner ghost strings from now on, and I'll start abusing grabs as it's clearly what I am lacking. Thanx again.
  22. Thanx for the info guys, yeah I hardly ever throw @_@ I'll make sure to integrate it into my game as throw wall bounce = free combo/orbs ^_^ Yeah, when she ran through Raoh's fireball it just threw me out of whack, I was running in for a block string and totally forgot. Oh well, you live and you learn. Here is another vid from the same event: http://www.youtube.com/watch?v=Rae8AqrCdBY The first match is my Sol but it doesn't go my way so I move straight to Zappa, ghost abuse.
  23. This is a thread for anyone who has a video/'s of themselves playing Zappa and would like to ideas/improvements/criticism thanx to the help of the Zappa players that grace this forum. I'll get the ball rolling: http://www.youtube.com/watch?v=8JtTcud6Z2Y This was at the North Ranking Battle Manchester England. I was facing off against Dustloops very own Baiken Mod Zakuta Asura. P.S. I changed to Sol but you can ignore that.
  24. Just a few questions: 1. How are the double dog hits performed? As it connects or just before? Also does the dog take longer to recover after a double hit rather than a single? As I have seen some corner online vids where they were using the dog in the corner and every hit was comboing like a semi infinite but then after about 3 reps he was out of range. 2. On slash I use 2p, 5k, 5s©, 5s for block strings into dog bites/corner lock down. Is there any better/longer strings than this? 3. Can you still link Raoh's super after 5hs? I know the tension can be used in better places(raoh combo off 214s after ID/2hs etc) but sometimes i throw out a 5hs and if it hits i can buffer in a 632146 and hit confirm for the super. 4. What is the notation for Raohs new j.HS combos? Thanx in advance. P.S. is there a thread where I can post my Zappa match vids and people can post tips etc on improving my game?
  25. Here is my stick:
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