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lasttyrant

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Everything posted by lasttyrant

  1. fS spit is a very good meaty attack, after a ground throw while naked and away from the corner you don't need to summon immediately now, just run in a bit and do meaty fS - you're safe from reversal dps, though it could be reversal backdashed or 1 fr jumped on wakeup as far as I checked (maybe my timing was a bit off). But if opponent blocks fS, you're pretty much free to run in and mix-up 2P/2K and throw or whatever, IB doesn't seem to help much either. SBing might render this mixup ineffective, but apart from being risky and hard to execute properly, SB can't be done on wakeup.
  2. According to framedata, 214D is +1 advantage on block. Oh and that combo is nice, almost like the old Raoh loop. It's only disadvantage is that it doesn't work if opponent is too far from the corner, but otherwise it's a free rape. Also the combo I've previously posted, which works on Potemkin, may not work on light characters, as they seem to be able to tech out after being hit with jH 214S, where 214S hits high enough so that the fireball would hit grounded opponent.
  3. Are you sure sword 63214H can be comboed off of 2S on normal hit? Raoh 214S RC running jump jS jH land jS jH 214S 236S->K dash in 2S 214S - 75% life to Potemkin.
  4. I've landed OTG 236P on Johnny after hitting with 214D, though yeah, it might be character specific (haven't tried it on like 50% of the cast yet). Some more sword JI combos: 63214H FRC 5S JI 2H (2 hits) sjS djS djD 63214H FRC 5S JI 2H (2 hits) sjS sjH FRC sjS djS djH Both need to be done near the corner of course. I wasn't able to do Zappa's standard JI combo (the one you do after CH sword uppercut FRC) after hitting with 63214H, I tried on Slayer and couldn't get it.
  5. Yeah, linking OTG 236P after 214D is kinda hard, definitely harder than doing OTG summon after an airthrow. 6H doesn't knockdown when you hit airborne opponent (as in after you hit him with dog's 2D), but it still knocks down when used in a ground string. I was afraid that you won't be able to knock opponent down in Dog mode, except for using 2D or a throw. Sword is great, a lot of new things to learn. Too bad that 623H now prorates 80%, but oh well. Unsummon fS is awesome, I can't really express how good it is now. I figured a similar Raoh combo to the one Zeero has posted today (actually, it's pretty much the same lol) - 214S RC running jump S H land jump S H 214S, in corner you can probably follow up with some variation of 236S, I don't know, I'll check it soon. You can follow up 5H with K Darkness Anthem into realunch, but it depends on distance and it's probably character specific too. - in case if someone didn't read previous posts or haven't seen this in vids.
  6. I'm not sure about that since you don't always wake up naked, and if you try to do reversal Centipedes (236P) while you get up with a ghost, you'll end up doing 6P and being corner raped by Aba - at least this is what happened to me half of the time when I tried reveral Centipedes. It seems that the only reliable wakeup moves that Zappa has are backdash (not that useful in corner) and his overdrive (nothing special and requires 50% tension). Raoh's upper is an awesome wakeup move but with Raoh, you don't usually end up being knocked down. I don't want to sound like backseat modding, but I guess we should stay on /\C Zappa topic now :P Edit: Zoogstin beat me with the 236P thing.
  7. What question lol Both Zappa and Aba got better in /\C, according to the tierlist. In Slash however Aba greatly outpokes Zappa while she's in moroha mode, also she will kill you in 3 good combos. Zappa doesn't have easy knockdown options, he lacks good pokes and has a hard time dealing serious damage. He really needs Raoh to equalize in this matchup, since then his pokes and damage output can match Aba's, but before you get Raoh it's usually too late. Anyway, it's not a Slash matchup thread. If anything, I guess Zappa will stand better chances against Aba in /\C than he did in Slash since he has got at least one decent poke (unsummon fS) and more options to gain orbs, also his ability to knock opponent down got slightly better thanks to 2K 2D combo. According to the /\C matchup chart, this match is 5.5 to 4.5 in Aba's favor. Soon we'll see. BTW, does anybody know if Aba's FB Danzai is immune to dog's 2D?
  8. I'm so happy right now :D It seems that Zappa has finally got the improvements I was longing for ever since I accidentally made him my main character and decided to stick to him. Still, he will have to struggle with bullshit like having virtually no wakeup move (excluding Last Edguy or backdash maybe?) or inability to deal sick damage (excluding Raoh), but now he has got a poke to be feared, which is his unsummon fS, and a new ways to mix up the opponent and summon Raoh quicker, thanks to his FB. As for his summons, while not much can be said about the Dog having only seen lots of match videos, and triplet seems to be more or less the same (with the addition of a new ghost toss which apparently makes a solid meaty attack), the sword is way better. It seems to deal more consistent damage with the new 63214H, and I just can't wait to try out the aerial special and 236S FRC. Well, and Raoh doesn't seem to be nerfed at all - more new combos instead of the old Raoh combo, sick jH properties and even better zoning thanks to the new Dark Anthems. Zappa, you've certainly come a long way. But maybe I should say that after I've actually played Ac for some time lol Oh and yeah, his sweep has now 12F startup (in / it was 13F). This is why 2D can combo after 2K now even on standing opponent.
  9. Maybe the ABA player didn't tech, although I'm not sure why, especially since it's ABA...
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