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Oiboi

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Everything posted by Oiboi

  1. Your coming to Them VS Us right? Cuz then it'll be 5 zappa's. GET HYPE SON.
  2. A good option is to DO blockstrings, but do completely 'safe' blockstrings: Always do moves that can reversal into a high priority move or a reversal if need be. If you're gonna do a very risky move, i.e. sword 5HS, make sure you have the tension to cancel it and DP to punish any counter attempt they might try. It may sound inefficient to do it this way, but actually, it works very well. One, it will always net some damage and hopefully some orbs. Two, it will often frustrate your opponent and cause them to do stupid things in retaliation. Three, Even if you run out of tension, if your clever, you can still bait and punish. Spamming 5P with the ghosts, for instance, is a great way to annoy them and encourage them to counter. Even if they don't do a counter, you still have the advantage because your controlling the match, and that's the entire point: If you have all the options, they have none. Baiken's counters are her most formidable aspect by far, but another thing to look out for is her tatami mat and how she can set up great damaging combos with them. Unfortunately your best option is to block or avoid them entirely, although it's always important to keep in mind that they will dissappear the frame that baiken is hit, so if you think you can hit her, do it. The trick is to not become obviously aggressive and get counter punished for it.
  3. Oiboi

    Zappa AC Combos

    Well all moves prorate, it's just to what extent. I like using 2HS alot even if it prorates, because it has 2x stun and is a meaty as hell move, which works wonders alongside 2D.
  4. Hey Justin, I live in Dayton. I'm sick of traveling but maybe we can meet up at Them Vs Us if your down for it. It's at the end of this month, hit it up if you wanna see zappa beasting.
  5. Oiboi

    Zappa AC Combos

    I WON'T LEAVE A FRAGMENT OF YOUR BASKETBALL. Don't you love it when you execute Edguy too early and get an OTG hit when they bounce on the floor? Always ruins combos :< My favorite shenanigans to do lately is to just overwhelm them by unsummoning and resumonning randomly. Even if I'm doing awesome with a summon I'll go in to unsummon and then resummon for raouh or a new one, and force them to try to readapt to a new summon before they even know what to do with the other one. It's hilariously effective, surprisingly enough. Works great with combos because many of the summons can combo into unsummon if you do it right (S with sword will connect, 2HS at certain ranges into unsummon too; Ghosts can just lolmixup into it, and the dog has a million ways for it to work).
  6. Oh, priming the inputs. Yeah, that's pretty funny too. Also, your sig is hilarious win.
  7. Instant Kill in midair? wat. Not moving and stuffing every attack they come at you works great too btw.
  8. I finally got some experience with this matchup, and I figure some experience is better than none, especially with a character that is so rarely played. This match is like a mix of Dizzy and Chipp matchups. I-No will dominate the air, and has strong options from her note, yet is quick enough and her mixup is so amazing that she can get on you and no matter how good your defense is, she WILL hit you. Your only real option is to get and maintain momentum, and look out for her super and DAA as reversals. You can attempt to reversal as you do with Chipp, but just like with Chipp, these can be baited if your not careful. Naked: -Right off, be aggressive. Since I-No won't have tension, it's harder to get you off her. -Primary moves to look out for: All of her HS attacks, 6P, 2S/2K (fast and good ranged). When she's in the air, she'll use j.D and dives to try to mix you up alongside her very fast dash and j.K/j.S moves. Be careful when she lands, she can do an overhead and a low very quickly, and even do another overhead just as fast. Her airthrow is strong as well; only get in the air to do defensive airthrows. Her note is difficult to deal with, because she can bait you into jumping for a free airthrow if your not careful. If you must jump out of the way, stick out a move (naked, you can probably do j.D or j.K/j.S to try and spook her). -Get a summon. You're at a big disadvantage without a summon in this match, because your best move is easily baitable and punishable by her. Ghosts: -Hard to use due to her mobility. Many times, she'll just ignore the tosses and get in your face before you can do anything. -Locking down is almost impossible, but 2HS/j.HS are strong counters, and f.S will win when she tries to dash. Positioning is very important to use the ghosts in this match. -Probably second worst summon to use. Sword: -Great summon. Fast pokes, great anti-airs, and a strong DP. An optimal summon, either the best or very close behind the dog. -You can do pretty much anything with the sword and land free hits on her. When avoiding Notes, you can Jump back and do j.HS or jump forward and swordspin (only safe if you RC though, so be careful). DP beats out nearly everything, including STBG. -Low defense coupled with crap stun rating and light weight = free damage off any hit. Dog: -Amazing, as usual. Again, watch out for the note because it hits multiple times, but if you avoid it you can do as you please. Jumping out of the way and using 8D to punish the rushdown is more than doable, it's heavily suggested. -2HS + 2D wakeup trap = Stun in 2 or 3 reps. -Dog will just tear I-No apart. She can do nothing, basically. Raou: -Probably the WORST summon to use. She gets free hits off nearly any attack you do, chemical love is actually a threat now, STBG goes under almost all of your moves. Note is harder to avoid because Raou's hitbox becomes active when you attack, and it will still hit even if you jump over and j.HS her. -Darkness anthem is too risky. Not that your should be doing it outside of combos, but 6HS also gets owned by STBG (She does have enough time to execute it before your 6HS comes out). Edguy can be baited but as usual, it's a reversal you can use to stop her mixup and rushdown shenanigans. Overall: Honestly, this match is either even or slightly in I-No's favor. I know it's unheard of for her to have a good matchup, but this is seriously a tough match. With the air dominance of dizzy and the speed and mixup of chipp (and then some), she's 2 of zappa's hardest matchups rolled into one. The only salvation is how many reversals you have and how low her defense is. Play smart and don't let her combos get to you and you'll do ok. She can't deal too much damage unless she gets the chemical love airdash loop, and doing that on Zappa is more than tricky due to the way he floats. Most of her combos off of mixups will only to be reset for more mixup, and not actually dealing that much damage, so don't get frustrated that she gets hits on you and focus solely on reversing the match in your favor. As usual, but moreso with this matchup as I don't have too much experience with it, comments, suggestions, etc. welcome.
  9. Sounds like he's learning how to fight Zappa's. When you see him start to 2P your reversals and rushdowns, start baiting it. As in, rushdown>FD brake spit at max range>continue rushdown. The FD brake will block any pokes he tries to use to keep you away, and if he doesn't use the pokes and just tries to 2P your spit will win. After the block or the spit, you will either have frame advantage or be on neutral frame, so you've still got the power of summon and 6P/2K to use. Razor Roger is very difficult to deal with because it hits multiple times and can absorb hits itself. It is, in my opinion, probably Bridgets best tool against Zappa. The best way to deal with this is to either keep him from doing it at all, or getting to a position where if he uses it, it'd be useless (Say he sets it up behind you, and he's in front of you on wakeup. He executes it so that it comes out just as you wake up. Depending on spacing, you can do a running jump over him and get a free j.HS counterhit, but if it's too close your best option is to jump and FD or ground FD and wait for him to attack, then DAA or summon through the attack if possible. This will break his setup and give you oki to work from.). With the ghosts, P toss is good but only if he isn't running around everywhere. HS and jump K toss will be your best friends for positioning and controling space, since either one can move around razor roger depending on where he is. Once you have one of these on the screen, you can toss a P or take what you can get off that one. With the dog, it's primarily about making sure the dog doesn't get killed by the razor roger. Keep in mind that 4D has invul, so use that to bait the player to rush down (Because anyone who sees the dog move through razor roger will immediately think it's gonna get killed), then do 6P D for an unblockable. This is also a good tactic if the roger is right on you, because it will absorb one of the hits, allowing you to 6P under it (Very rarely does roger hit low enough for you to not 6P under it) and hopefully score some free damage and knockdown. If you can get the dog behind the bridget, you will have a massive advantage, since you don't need to do anything to control the dog yourself, while bridget has to activate roger whenever he does something. In this situation, it's whoever messes up first. Agreed, the sword is strong, but beware of Bridgets pokes. Getting in with the sword can be hard if the player is smart and pokes well, and even moreso once they start locking down and getting unblockable setups in. With the sword, you have to be patient but aggressive while standing still; What I mean is, you can't move around much, so you need to make the bridget come to you. DP his pokes, Swordswipe and 5HS his KSMH and rolling idou attempts, and overall just poke very intelligently and the damage will rack up quickly.
  10. Fixed it for you. I made a list of all the american players I could in the other thread somewhere. If someone wants to repost that, go ahead.
  11. As a note, Dizzy's dash goes under nearly every sweep in the game. It also makes her immune to all of zappa's low pokes completely (If you see someone rushin in with 6P or something, just run and grab D: )
  12. Oiboi

    Zappa AC Combos

    Lolwat?
  13. Mudada.... ZA WARUDO! TANKU RORI DA! MUDA MUDA MUDA MUDA MUDA MUDA MUDA MUDA! WRRRRRYYYYYYYYYYYYYY!!!! No but seriously, can anyone upload her Astral finish vid on youtube for us lazy people who don't have a nicovideo account? And her drive creates slowfields?
  14. Man that loop is crazy. Aside from a burst, I can't think of a single way for the opponent to get out of that. Doesn't seem too difficult to set up for either. Obviously too soon to call, but what do you guys think will happen with carl with this new tool?
  15. GET HYPE MOTHER FUCKERS:psyduck::psyduck: Still gotta get this game just for the hell of it though.
  16. Well, of course, I was just using it as a simple example of what can happen. A better example would be to DAA on the hit right before Eddie tries an unblockable (at least in zappa's case, he has retarded long full invincibility that will allow him to get through it). Regardless, it got my point across. And on the info about not being able to roman cancel hitstop, Really? I could have sworn I've seen it done and done it myself. Maybe I'm just looking at the frames wrong.
  17. An intelligent DAA can not be defeated. If the person knows they can get you with it when they block a certain move, they can get you with it. In cases like this, the only option is RC block. As an example, say Testament came at Zappa with badlands. Zappa blocks the first hit, and late in the blockstun of the first hit he cancels into his DAA. Testaments ONLY option in this scenario is to roman cancel and then FD (because he's in the air). The good news is that DAA's don't have nearly any comboability, they only serve to allow the player to switch pressure if their intelligent. So when it comes down to it, the only way to attack against a DAA, is to do it back first chance it's a sure thing.
  18. Any of the generic AC combo vids are good. The thing with zappa that any combo is practical simply because even some of his most basic extended combos are pretty difficult. The only stuff that might be a bit too much is the sword j.HS frc j.HS FRC land 2S 2HS etc. bullcrap which is just silly and too hard to bother with. Still, when it comes down to it, you'll learn alot when watching those vids.
  19. I think 236s still has a hitbox (since it's technically on zappa and not the sword) but Swordswipe lacks a hitbox completely, that much I know for sure. DP might have a hitbox, but if your cancelling when the swords that far away, chances are the enemies too far away anyways.
  20. Invisible? I know if you special cancel on the last frame of 2HS, Zappa does the motion but the sword doesn't do anything and just returns, with no hitbox or anything.
  21. That makes sense now, thanks phrek. S-Ko is the girl who appears when Zappa blocks and in certain moves (naked 5HS, 6HS, j.D and j.S to name a few). She's a vengeful spirit who posesses zappa (like the other ghosts, but rumored to be stronger than all of them somehow, at the very least she has the most control over zappa). She's based off the girl from the Ring, and more rumors stipulate she's Axl's girlfriend from his own time.
  22. I got some more matches, and I learned something I know some of you guys will love. If the testament likes to spam EXE Beast, Running jump crossup works like a charm. Naked: j.HS will net a free counterhit into c.S combo. Ghosts: j.HS, free knockdown into reset (Also the best option for destroying traps in the way of your jump with a toss before you go for it) Sword: j.HS or swordspin. Won't work if he FRC's so block if he does, swordspin helps deal with traps. Dog: Same deal as naked, just be prepared to continue the combo with the dog. Raou: No crossup, just IAD j.S. If he FRC's, he's either going to block or attack. In most cases, your crossup attack should still land (especially naked j.HS, as well as the ghosts) even if he attacks or blocks. If they time it right and try to bait the jump in, FD and just let him poke you until you get to the ground. This is actually a pretty reliable trick at mid to max range, so learn the distancing and you'll have tons of fun with this trick.
  23. Ok, I see what your saying, your using it more as a safe jump in than a mixup? That makes more sense to me. I wasn't saying this can't work as a fuzzy gaurd, just saying that the opponent would have to block incorrectly for it to happen anyways.
  24. I think Valentine is stronger than that, but it's hard to accurately judge without some more matchvids and experience. Sol IS good at 1v1 combat but he has huge trouble dealing with superior units, so I think that'd be more of a drawback. Overall the list isn't bad though, speculation is always fun anyways lol. Dr. Paradigm is a bitch to fight with Sol, for instance, because he can just run away forever and block you with units. He'll get mana so fast that every time you kill one he'll just send another and lol at you trying to get close to his masterghost. Valentine is weird herself though. She's like some weird mix of paradigm and Sol where she has good units, and pretty decent attacks, but controlling it all is very awkward; Her melee attacks have weird ranges on them, her units are kinda slow (but very strong)... Plus I mean, she's cute.
  25. Are you talking about the summon? It's good, but your making it out like HOS can't do anything to it. FB, Blockhead buster, Gunblaze all completely rape it, but it's good for messing up his slower pokes like 6HS, 5HS, 5S... Are you talking about movement speed or attack speed? HOS has some quick moves but their nowhere near as fast as Chipps. His 2S has about 15 frames startup if I remember right, his f.S, 5HS, and 6HS are slow and easy to punish with 6P, and all of his air moves are slow as hell (but meaty too). Also, fun little trick that happened when I was fighting a HOS recently, if they try to jump in with deep j.HS/j.D, a well timed FB will anti-air them.
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