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Everything posted by wiredgod
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You want to use the Eddie teleport thing frequently to continue pressure off long range drill knockdowns. Get good at the timing so you can summon as early as possible For people having troubles with negative edging, remember that you can release other buttons while Eddie is in active frames for another move. A combo thread is being worked on, but combos with Zato aren't going to be as simple as with other characters. You're going to end up with a lot of random hits and the spacing of you and your opponent is not always going to be exactly where it would be in training mode. ForgoneMongoose had a good post on beginning combos on the bottom of page ten. 236K (or release K if Eddie is out) is probably the best option off knockdown, but the other shadow tools shouldn't be ignored.
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I think the mixup will become more real over time, but I've gotten into a habit of doing something like mawaru > dash > 5K / 6K > 2P > -P- > 2K > Mawaru activated behind them > command grab. After that Eddie meter is exhausted. Alternately some additional 2P > 2K > -P- stagger pressure instead of a second Mawaru. In that case meter is exhausted again. Unsummoning Eddie safely is a big problem.
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What I'm struggling with for this character lately: I get a knockdown midscreen, I summon Eddie, and I'm in their face. My pressure strings get really predictable after a few matches. What are some good options to mix up midscreen pressure?
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Urban Square *B Stream* Casuals [12/20/2014] Moja vs Wakabo (Mitsuru) [12/20/2014] Moja vs Akihiko (?) [12/20/2014] Moja vs Ji (Chie) [12/20/2014] Moja vs Tetsu! (Chie) Moja shows off some neat combos here
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Watch Ogawa's latest matches. He played a Ram player and was using 214K to nullify the swords' ability to control space. That move is so useful
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I want to spend new years eve playing anime games. Anyone else?
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Would you be able to have some of these put into text somewhere? I'm trying to replicate them but Eddie and Zato's images blend together, and I'm having a hard time telling everything that's going on.
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I think we should have a combo thread, but it should be done a bit differently. Zato's combos in an actual match are going to have to adapt due to all the different spacing possibilities with both you and your puppet. I recommend we break up the combo thread into four parts: 1) combos withou Eddie leading into a knockdown; 2) mixup options on summon oki and combos following the mixup; 3) combo fragments in case you need to improvise; 4) anything else that doesn't fit in the prior three such as YRC combos. Any thoughts, feedback, criticisms?
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I'll be there
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Any suggestions for a good pressure string on a sandwiched opponent?
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IMO, using a stick for Zato is going to be optimal and the reason is having to hold down multiple multiple buttons simultaneously to time the negative edging. Zato is going to be difficult to play. Puppet characters are generally some of the hardest characters to master. I think they are also the most fun once you get them down. I don't think though that you would want the complexity of Zato added on top of learning stick. Consider one or the other.
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What would you suggest practicing starting out with this character? I'm not sure even where to begin. Thanks for video btw.
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In the corner I see a lot of combos ending in j.D and the opponent air teching. Is there a way to punish their air tech so you can encourage them to take a full knockdown instead?
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Pencil in Zato as my Xrd main on the first page.
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Are there any good training mode drills people could share to get used to Eddie's negative edging along with Zato's normals?
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So I assume there will be some unofficial casuals gatherings with new years and Christmas around the corner. Could we make sure these get these get advertised? I'd like to level up a bit.
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[CP] Carl Clover Gameplay Discussion (Changelog in OP)
wiredgod replied to Akira-Shiro's topic in Carl Clover
There's really no simple answer for this. Tao and valk are definitely hard to pin down. Keep using brio though. Even if it whiffs, it will hopefully condition them to fear that move. I don't know the arakune matchup well at all, but I would think volante could be useful for getting in. Mu and lambda are really frustrating in neutral and its hard to get around that. What you hope for in all these matchups is to somewhere get a knockdown and then ride carl's awesome offensive abilities to victory. Even the best Carl players find these matchups hard or exhausting to pull out a victory. -
Nothing new, but her DP beats your crossup iad j.B. Also her 5A beats jump back j.C since the sword has no hitbox.
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Are people going to be playing anything but GG tomorrow?
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Just some online casuals: [10/9/2014] Mad vs Shikki (Narukami)
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TVs are really useful to punish Marie's j.C
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If you want to bait DP during pressure, do a j.B. It will whiff if they DP and you can use j.A as you fall to punish.
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What town do you live in? I'd like to make it sometime but the trip might be prohibitively long for a weekday.
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I'm not suggesting holding any tournaments, but how interested would people be in playing some Vampire Savior? This is my new favorite fighting game, even though I'm bad at it
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How serious are people about DFC?