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pthug

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  1. pthug

    Zappa AC Combos

    Thanks so much for the quick reply!!! My question would be. ( I'm not advance yet with Zappa ). Until I can be consistently hitting max or infinite Dog mid screen combos, should I not be trying to push the opp. to the corner. Thats why I like the 6HS and it puts the dog right next to the opp. in the corner. ( no disrespect to anyone ) I will try the 5HS though.
  2. pthug

    Zappa AC Combos

    Combo help (Sorry if I posted in the wrong place) Hello fellow Zappa players! Having timing issues with connecting 6hs after the 6d in this combo 2p>2k>5s>6p>6d>6hs>5d (GGXXAC: Zappa Dog Tutorial 00:37) I've only pulled it of 1 out 50. Thank you very much
  3. :toot:Thx so much! Still having a little execution problems, can only get about 3-4 reps. Practice makes perfect. By the way I should have read more on the fuc.wikidot.com site, right in plain sight. Thank u again 4 the fast response.
  4. How in the world do u pull off those repeated 2C's? The combo is 216C, A+B+C, 623C, 216C, R, 2C, 2C, 2C, ETC.. I can only perform the first 2C. Any help much appreciated!
  5. pthug

    Eddie Q&A's

    Yo Teyah, thank you very much!!! I'll do just like u said, and 1 day rep Eddie well.
  6. pthug

    Eddie Q&A's

    Eddie in Accent Core: A Comprehensive Guide 7.3) Low Options ju.K, land, 5K-2S, -K- - A quick low attack after the j.K. Use this when your opponent catches on and becomes wary of the dj. followup. Stupid questions are the 1's u don't ask right? I don't know why I'm having such a hard time with this, should be easy 2 execute right? My setting is on limited block, 2P, 5H, 236K, Mawaru(2), ju.K, land, 5K-2S, -K-. After -K- hits there is a total of 3 hits ( can't be sure, but I think I did get 4 hits once ) and have not been able 2 combo after -K-, because Eddie is 2 far away from character. Thanks in advance!!! P.S. (Teyah or anyone else) ( I am like a sponge, ready 2 absorb ) I am sorry if this should be in a seperate thread, but I would like some advice on what is the best way 2 utilize the Eddie in Accent Core: A Comprehensive Guide? I want 2 make Eddie the monster that he is. When I first picked up Eddie and started w/ this guide I jumped around a bit ( summon shadow, attack w/ shadow, combos, unblockables, etc. ). I have now started the guide from .1) Summoning on Hit. I do not move on 2 the next section, unless I can execute 7 out of 10 times ( ex. 22H(FRC) in block strings or 44, 22H(FRC) ). I know what is accomplished in practice does not not count for anything if you can't do it in match's, but I would atleast like 2 execute at the minimum of 5 out 10 on just about everything in the guide. I feel this would give me the best grasp of new character ( my opinion though ). For the most part when I am able 2 play in matches I use slayer. This way I can still improve on the fundamentals of the game. Eddie will be my main character.
  7. pthug

    Eddie Q&A's

    Thanks Teyah 4 the quick reply, u the man!!!
  8. pthug

    Eddie Q&A's

    Sorry if this is 2 big of a post, but I am like a fish out of water. Keep in mind I just picked up Eddie in AC. I have enemy on limited gaurd 2 practice hitconfirm to combo. So far I've only come across 1 CV(cloudier sky, which I know is basic, but I'm a scrub) and a couple of match vids with a few of these setups (I will try 2 be as clear as I can). I have hard time connecting j.K 2 a reliable ground combo. The problem seems 2 depend on when j.K hits after Mawaru (1) or (2), or maybe I am not starting the setup at the right time, for ex. ju.K, land, 5K-2S, -K-. After starting with -k-, when should you go for the j.K? I have tried looking through the threads (probably missed it). It's alot 2 ask but maybe someone can make Eddie tutorial vids like the OR, ZA, or AX ones (just a suggestion). Any heip is much appreciated and thank you in advance. P.S. - I swear I will watch many more match vids. Eddie in Accent Core: A Comprehensive Guide 7.1) Setups In Close (ju.K/-) - -K-, r.2P-5K(-5S)*, ju, -K-, falling j.K/- - Far -K-, r.6P(2)*-5S, ju, -K-, falling j.K/- - Combo to 2D-236H, r.5K-5S*, ju, -K-, falling j.K/- *Hitconfirm to a ground/air combo if it hits Farther Away (rj or jf.K/-) - Blockstring to 2S-22H, -K-, rj.K/- (eg. 2P-2K, 236H, -S-, 2S-22H, -K-, rj.K/-) - Throw / Damned Fang, r.236H, -K-, jf.K/- - Any combo to 22S, 236H, -K- (on wakeup), jf.K/- - Any combo to 22H, r.236H, -K- (on wakeup), rj.K/- 7.2) High Options ju.K, dj.K, -K- - Used when you are in close already and jump straight up to go into the mixup. Fuzzy guard setup, similar to that used in previous games. In this case, j.K-H would likely cause the j.H to whiff so it is omitted. jf.K, dj.K-H, -K- - Usually used from a running j.K from farther distances. Fuzzy guard setup, similar to that used in previous games. In this case, j.H will connect due to your forward momentum. ju.-, land, 6K(-214S), -K- - Slow method of going high, and not very useful. May find some use against opponents who are concentrating too much on looking for that first j.K and blocking accordingly. ju.K, land, 6K(-214S), -K- - An even slower method of going high with less chances of hitting, as the blockstun of j.K helps alert players to their escape options earlier. ju.K/-, 214[K], 41236S, -K- - Slow overhead that is easily blocked on reaction, but can be alternated with a crossup variant (see below). Also, this can be confusing if done after a short series of high/lows (eg. j.K-5K). ju.K, land, 623S, [6] -H- or ju.-, land, 623S, [6] -H- - Two ways of going into the command grab. The latter is harder to see coming since your opponent is expecting a hit, and is also more practical since you are not pushed out as far since you did not perform a j.K. 7.3) Low Options ju.K, land, 5K-2S, -K- - A quick low attack after the j.K. Use this when your opponent catches on and becomes wary of the dj. followup. ju.-, land, 5K-5Sc/2S, -K- - A decent way of going into a low, as the opponent may see you land and attempt an escape while still in blockstun, only to get tagged by your 5K. ju.K/-, 2D (low), -S- - Same principles as above, but a better choice when the shadow meter is very low, as you can tack on a few extra hits from a small aircombo. If you have sufficient shadow meter, a 1-hit aerial Shadow Gallery unblockable setup is possible. 7.4) Crossup Options ju.K/-, 214[K], 6, 41236S, -K- (high) - Crossup overhead is hard to see coming if spaced properly. However, leaves a large gap for your opponent to escape, so not recommended for frequent use or on those who are always trying to jump or backdash away. ju.-, dj.Flight to other side, j.S, -K- (high) - A crossup that leaves a large gap, since you must do it after the enemy leaves blockstun. jf.-, land 5K-5Sc, -K- (low) - A surprise tactic used to fool opponents who expect Eddie to come down with j.K on the same side. Again, the 5K needs to be timed to hit after the enemy leaves blockstun so that you actually get a valid crossup that must be blocked in the opposite direction. This does open you up to being thrown, so use with caution.
  9. pthug

    Eddie Q&A's

    Thanks Teyah! Not 2 kiss a**, but because of u and the rest of the Eddie crew is the reason I play AC. Your guide is beautiful! Everyone really tries 2 help each other out. Thanks again!!!
  10. pthug

    Eddie Q&A's

    So sorry if this has been asked! 2H CH, 22H, IAD j.H-D (+ sj.K-H-D in corner) I have not connected IAD j.H-D w/o FRC. Any help plz and thank u!
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