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Kane-Z

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  1. Ok. I just finished. It took me a while because I was double checking the combos along with the dmg. The majority of the combos (85%) were from the jpn wiki but I also added a few that we have been discussing and that I have seen Ogawa use in matches. Please feel free to correct me if you see anything wrong. I also added a couple of my own notes. Because the template for the combo thread still hasn't been decided the order is still pretty much all over the place but I think that could be easily fixed later. Excuse me for any grammatical mistakes. Most of the combos were tested on Sol. I'll just leave this here for now: http://pastebin.com/ms8EYrL9 EDIT: Forgot to write one more setup. Fixed.
  2. A few more Ogawa matches from a couple of days ago: 12/27/14 Ogawa (ZT) vs Sanma (VE) https://www.youtube.com/watch?v=KgsEjmTw_fI https://www.youtube.com/watch?v=6OlvGmIHiKw https://www.youtube.com/watch?v=MeTHPsMv0UU Ogawa (ZT) vs Nage (FA) https://www.youtube.com/watch?v=becyTejAfOM Ogawa (ZT) vs Roi (SO) https://www.youtube.com/watch?v=qAnfOWikJsM Ogawa (ZT) vs Umecha (Ram) https://www.youtube.com/watch?v=2YRPpcn3xKU Ogawa (ZT) vs JUN (MI) https://www.youtube.com/watch?v=jrcK0x7bTvQ Ogawa (ZT) vs OsakaB (FA) http://www.youtube.com/watch?v=x4Y_wxGWeOc
  3. The standard wallstick setup is basically the second combo in my video above. Just replace the Shadow Gallery with another Mawaru to make it a bit easier. Our goal right now is to consistently get the Ogawa 1 hit SG combo for a hard knockdown instead of just an air combo after the unblockable.
  4. The timing for the -D > dash HS (3) > HS Drill ub seems to be a bit finicky as well when compared to the standard wallstick setup. I guess we can still go into the wallstick setup with a low number of SG loop reps.
  5. Damage seems to be pretty much the same. It's just another way to go into Shadow Gallery loop. Feels a bit more practical since it starts from our mix up and we don't need to burn meter.
  6. A practical way to go into the SG loop from a Mawaru mix up: http://www.youtube.com/watch?v=FM0gFS1t1Jk Sorry if I mistimed the first unblockable. I was in a bit of a hurry to upload.
  7. New Ogawa matches (12/27/14): http://www.youtube.com/watch?v=q_-UoHeOR5E
  8. That setup is actually valid. It's pretty standard by now (assuming you mean 6P > 2HS > S Drill > ub). Nice video JG. EDIT: Actually, I just tested after I noticed he did 3 reps of the shadow gallery loop and the dummy indeed techs after the S drill. In order to work we should use eitherwhat thegame4ever suggested or only 2 reps of the SG loop.
  9. I was thinking about creating a combo thread by translating the combos from the jpn wiki. Their wiki page is actually fairly complete right now and even ranks Zato's combos in terms of usefulness. However, I'm not sure if Biscuits has anything else planned for it but at least we would get some kinda of discussion going.
  10. I can confirm this. I bought the jpn version and after the patch I been getting 12 frames delays even with other players from the West Coast here in NA. Hopefully this issue will be solved soon.
  11. Gotcha, I guess I was overthinking. As long as we have the opponent in some kinda of blockstun it should usually be safe to unsummon and continue our pressure. Nice unblockable route.
  12. Well, actually that drill is supposed to put the opponent in blockstun (I forgot to add but the drill is released with a Nobiru). I might have to modify that blockstring a bit but I could end with HS drill as well (if I let all the hits from f.S hit). The YRC just makes the unsummon safer but it's probably unnecessary. My friend seems to have some experience with playing against Eddies back in Reload so he often blocks the high/low mix up after the Mawaru. I'm just wondering whats the best way to safely unsummon and restart the pressure again. I guess it really depends on the matchup but some general tips on how to safely unsummon would be nice.
  13. Another question for more experienced Zato players. What do you guys usually do if the opponent blocks our first mixup? I assume its better not to use Mawaru again since the Eddie gauge is past the halfway point and just unsummon Eddie right away and start again? Like I been working on this string but I'm not sure how honest it is: Knockdown > summon > -K > dash > j.LK > dj.LK-HS or dj.S-HS (opponent blocks right here) > -S > land > 2P > 2K > f.S > 2S > S Drill > unsummon > YRC > summon Nobiru from the drill puddle > dash 2K > -K > Start mix up again. Of course I would insert a -P > cmd grab now and then after the first mixup gets blocked. Do I have the right idea or would most experienced players easily escape? Basically, how do I make them respect our blockstrings and stop the mashing? I would like to ask that question as well. I'm guessing we just summon Nobiru from the puddle under the opponent but we have to be careful not to become too predictable. If they wake up pressing any buttons it should be a free counter hit. I'm trying to capitalize more on CH Nobirus from mid screen as well.
  14. Yeah, both ub setups that Mr.Biscuits and president posted are working fairly well for me. Ogawa seems to be using that 6P setup as well. As a new Zato player I have a few questions about his neutral game. I believe Nobiru is his best AA when he already has the Shadow out? Sometimes I see players jumping straight at me but I don't have enough time to summon and release S in time. The startup seems a bit too slow. Should I just use 2H or 6P instead or just work on my reactions? For summoning the Shadow Mr.Biscuit already mentioned in his video that we should establish a knockdown first but are there certain circumstances that we can summon safely during blockstrings? For example, using something like this: 2P > 2K > f.S > 2S > Summon > -P Also, usually if I land a mawaru and I'm too far from the corner I just try to go for a simple knockdown > meaty drill > resummon. Like this: Mawaru hits > P > [K] > S > -K > P > 2D > unsummon > meaty S drill > resummon Is that fine or should I go for a nobiru juggle for better corner carry at the sacrifice of the guaranteed knockdown? Some tips with dealing with upclose pressure? Thanks.
  15. Awesome, that makes sense. I was probably releasing Nobiru either way too early or late. I'm going to mess around with the timing a bit more. Thanks a lot.
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