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DonPatch

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Everything posted by DonPatch

  1. unless something happens to screw my plans up, I should be hitting up SB3. can't pre-reg until next weekend when I get paid again though =/ just to keep this in topic, flashy 50% tension wasting corner throw combo: throw > 9 > j.P > j.S > j.HS > orbs > 6FRC6 > j.D > land > 2S > sj.K > sj.S > sj.HS > sj.D > orbs > 6FRC6 > j.HS > keygrab
  2. Would using 632146HS through gunflame be a useful option? I don't know how often a sol would be gunflaming without the tension to FRC it, but assuming they do you can super straight through it easy. even if they FRC and block, it pushes them away and gives you a little bit of breathing room.
  3. bored and working on max guard bar combos for shits and giggles. here's what I ended up with. (corner - max guard bar - 0% tension) 66c.S > 6HS(2) > IAD > j.HS > land > 6HS(1) > 9 > j.S > j.HS > j.D > orbs > land > 669 > j.S > j.HS > j.D > orbs > land > 9 > j.S > j.HS 425 dmg on zappa there, I had my fun. obviously cranked guard bar IK combos with aba aren't anything incredible when she has tension, I just thought a tensionless IK guard bar combo was kinda interesting.
  4. it's good to know at least a couple people on here know what card crusher is, I was starting to get worried >.>
  5. orbs FRC airdash can always lead into a j.HS keygrab. since you can do the orbs off any combo that puts them in the air, it's basically a flashy way of being able to do your massive aba damage, transform back to normal, and on their wakeup if you throw a ball and hit with 5HS you get a free bloodpack back into mohora. I use this very frequently, assuming I don't fuck up the FRC of course
  6. so if you take out the 2P, 2K and unsummon while DA is hitting them, it should be harder to see coming then. this is just another gimmick too, but it adds to raou's mixup, and has pretty good damage rewards if it connects. just gotta make sure the gb is maxed before trying it, but if you have raou that shouldn't be a problem
  7. what would the practicality be in adding zappa's FB in towards raou's mixup? it hits high, only has 16F startup, and the large flash over his head may help confuse people into thinking it's raou still in some instances. basic setup, crank the guard gauge, throw a DA, rush in, 2P, 2K, if they've been hit by then go into an edguy loop, and if not FB. If it hits, combo into c.S, 2HS, j.P, j.K, j.P, dj.P, dj.D (221 damage on sol)
  8. play around and see how long of a delay you can have between inputting both 6's for your airdash. that will give you a good feel for how long you have to do the 6 FRC 6. really though, that's about all it comes down to, is getting that input correctly, no other special tricks to it
  9. Not a motivational poster, but I couldn't decide wether to throw it in here or in the fanart thread. This one just seemed more appropriate. http://img65.imageshack.us/img65/6497/bloodcrusherpg4.jpg
  10. Good stuff so far. A little extra note I wanted to throw in, if you're in the air right up next to pot and use the orbs, his size automatically makes it hit twice. Also, if you combo him into 2HS and the combo isn't too large yet (maybe around 3-4 hits, possibly more though) you can wait for him to fall just a little, IAD and j.S overtop of him before he hits the ground, and get another free 2-hit from your orbs. I don't know if that helps a ton or not, just wanted to mention it for anyone that didn't know. some contribution's better than none, right?
  11. I'll try to throw my 2 cents in from what I can remember about this matchup. mind you some of this info may not be as effective as I'm thinking it is, so any and all tips regarding this are more than welcome. please, correct me if I say something stupid, it'll just benefit zappa players more. naked/unsummon: at the start of the match, you may be tempted to try and lock aba down while she's in normal mode, and keep her from getting mohora. to be perfectly honest, I wouldn't reccomend this. I would suggest getting backdashing and summoning off the bat, while she can't reach you. normal mode aba's pokes really aren't completely awful, just kinda awful. if you try to run in without a summon and attack, she has plenty to punish you with. bloodballs can delay pressure strings enough for her to start pressure of her own (wether she connects or gets blocked, she'll more than likely end up in mohora, since a 5HS connected or blocked gives her enough time to bloodpack, and she can easily combo into 5HS from almost any poke). f.S hits low and comes out faster than your 6P. I can't remember if this can actually hit you out of 6P's invincibility or not, but I'm fairly sure it does, at least if timed right. her 5K comes out faster than yours, so if she decides to use that then she can beat that out if timed right. trying to lock her down with spit won't keep her out of mohora well either. spit doesn't knockdown, and the stagger is minute at best, so assuming she doesn't backdash out, she could simply use a bloodpack and take the short stagger. now she's in mohora and you're sans-summon. not a good position to be in. also, from what oiboi tells me, aba can keygrab zappa out of his spit animation at the very beginning of a match, so that's out as well. should you find yourself naked vs a mohora aba at any other time in the fight, don't spit very much. she can IAD over and pressure you easily. you're gonna obviously want to get a summon as fast as possible, and the best way to do that is to get a knockdown in one way or another, since none of your moves put her in blockstun long enough to get a summon off before she can repressure, nor do any of them push her far enough away from you to summon before she can cross the screen to get back to you. you'll almost certainly end up defending a blockstring of some kind in this situation, so stay focused, watch for high-low mixups, the unblockable kick, and throws. wait until she does something you can either summon through, or 6P through and go for that knockdown/summon. that's the best I can think to do, since naked zappa vs mohora aba is such a horrible spot to be in. triplets: the triplets aren't exactly known for their damage, and aba has I believe the 2nd highest amount of hp in the game next to potemkin. obviously, you're not gonna want to focus on damage with this, rather you'll want to go for those knockdowns. any damage is just a bonus. smart triplet management can really limit aba's options from a distance, just try not to be without one for too long at any time (duh). don't go into the air very much if you can help it. her anti air is insane, and if she gets in it's not hard for her to punish an aerial zappa K tossing ghosts at all. keep the pressure on. don't worry if she's blocking everything you throw. not only are you doing chipp damage/draining her tension if she's FDing, but also her mohora meter is slowly depleting itself. time is on your side here. just stay back and launch those ghosts all day long if you need to. when a ghost finally lands, you have more freedom to move inwards and force some knockdowns on her. ghost toss FRC tick throws are a semi-okay option, however be careful she doesn't just danzai the ghost and knock you out of it. watch what items you get and try to capitalize on them. banana peels are okay for forcing her in the air if she's trying to get in close to you, however if you're keeping that epic triplet pressure on with haunting on her, there's a good chance she'll be turtling at this point waiting for you to do something stupid. keep any and all rushdowns as safe as possible, try for low blockstrings, dust or throw if she starts expecting your low attacks. this is all about patience for you. lower her guard bar as much as you possibly can, either through knockdowns or through zoning. if she's in normal mode, just keep the pressure on her heavy enough that she can't transform. again, don't get too close unless you get haunting on her or have ghost tosses keeping you covered. dog: this isn't the prime ghost for this fight. aba can definitely powerhouse right through the dog. she can also get past it pretty quickly and be right on you. don't have the dog attack her until she does something with a large amount of delay, or until she's just in front of it, where she can't attack it. that's when you'll want to start poking with it. if you get any dog attack to make contact with her at all, blocked or not, start putting down some pressure. try to catch her with some unblockables, and watch out for ex danzai. aba has a ton of attacks that hit multiple times, so if you're gonna try to use the dog to eat an attack then counter summon, it may be tough. it's absolutely doable, however, and has great rewards if you pull it off. especially useful against regular danzai, since you can easily punish her out of it before her 2nd attack hits. normal mode aba is kinda the same situation, however no danzai to worry about, and her limited mobility makes bite traps easier. just watch out for her FB slide, since she'll definitely try that if she gets caught in a bite loop, or in the corner whatsoever. sword: first things first, if you ever decide to do the slide, do NOT do the follow up. aba absolutely has the range to punish you on block for doing the follow up, assuming she doesn't just danzai the move in the first place. if she tries to punish after the slide, she'll more than likely either use f.S or 5HS. I believe a backdash as soon as possible will get you away from it. not sure what the uppercut would do vs them at that range, but it's not too safe of an option without the tension to FRC it anyway. assuming it gets you away from any kind of punish, backdash would work best. 6P may beat out a punish if they get close enough after the initial sword slide before they attack. all in all, I would avoid this move unless comboing it. this summon is probably worse than the dog in the matchup. the swords normals have good range, but aba can beat it out without much effort. she has more range, and since the sword has very few multi hit moves she can danzai most of them pretty easily. the sword has decent enough damage once you get a hit in, but getting that hit in in the first place can pose a problem. generally, unless you'll get game winning damage from a combo, just go for knockdowns. early sword swipes may be able to counter some of her moves and knock her down, just make sure you can FRC it in case she blocks or danzais it. as for normal mode, the swords pokes beat out the majority of hers in range, but she can still punish you for being reckless. keep your pokes safe, try to get a hit through, and combo her life away. raou: don't even bother trying to get a poke in with this guy. she can easily danzai or FB danzai most of what you throw at her. instead, just keep your distance and chipp her to death with DA's and bellows malice, and possibly the occasional 5/6HS. as long as you keep the pressure heavy, she'll be hard pressed to get in close enough to punish you for anything. pay attention to her tension as well. if she gets more than 25% and tries to rush in, assume she's going for a FB danzai. 5S can possibly stuff this before she gets in close enough to use it, not sure of 5S's exact range. bottom line, keep ranged pressure on her, chip her, drain her tension and mohora meter, and keep an eye on any counter offensives she launches. as a side note, if she's in normal mode and you have raou, she can and will FB slide through your super, so avoid doing that if she has over 25% tension. that's all I can really think to add. been a while since I've played a zappa, so as I said before some of this may be a little shakey. at least this thread has more than 1 post now lol
  12. it's possible to determine what summon you're getting from the timer right? couldn't you use that on occasion to prep a wakeup move, instead of trying to make universal wakeups for all the summons at once?
  13. Well from my own experience, I've never had enough time to do an air keygrab, land, and do an OTG keygrab before they start getting up, since they start falling from the air keygrab before you do. If at all possible, yes an OTG keygrab would be a much better option, but personally I just throw the bloodball after landing to keep them from jumping or attacking, throw a 5HS to keep them locked down, and bloodpack while they're in blockstun. I may just suck and not be fast enough to catch the OTG keygrab, but wether I am or not, this option has always worked for me.
  14. Another possible option is to swap the last 41236S with a 63214HS, then throw a projectile on their wakeup when you land, 5HS and bloodpack to refresh your mohora meter. I would agree with what moroha said though about there being better options.
  15. Don't rule out it making Zappa S+ tier just yet, the stagger lasted long enough to get an IK off pretty sure if you could anticipate it happening when you see the stagger, you'd have enough time to pull it off. Not sure if IK throws like Zappa's would catch someone in stagger, but I know normal grabs will, so it's at least an option.
  16. doubt it, the stagger lasted WAY too long for just being a CH puddle
  17. I have a weird question.. I only play zappa as a secondary, but this just really struck my interest. I was playing the cpu, which was using ky. I of course was playing as zappa (or else I wouldn't be posting in the zappa forums, amirite?) Not entirely sure on all the small details, since the whole scenario happened a little too fast for me to commit every little thing to memory, but I'll try to describe as best I can. Ky jumped, and as he was coming down he did his FB mine. I was out of the way of the mine, and shot out a spit ball (since I was sans-summon at the time). The spit went below him and made a puddle on the ground, right as he fell on it from setting the mine. When he landed, he went into stagger, which is perfectly normal, but what isn't normal is that the staggers duration was roughly that of HOS's DI's first hit. I didn't time it, but I would estimate it lasted at least 3-5 seconds, possibly up to 6. I really have no idea what caused this to happen, and couldn't recreate it afterwards in training, so I figured I'd ask you guys for any info you might have on this.
  18. didn't see this mentioned yet, so I'll try throwing it out. johnny has a hidden move for 3HS where he swings his sword down, then up again. this common knowledge or something new?
  19. well you know, he does fly down from the sky randomly in one of his intro poses..
  20. kinda surprised there hasn't been any references to zato's "little eddie" or venoms "balls" yet
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