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Dangief

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Everything posted by Dangief

  1. Updated the map with Hellsap spelled correctly. ~Gen~ I'll get you in on the next update. Zappa players crawling out of the walls now. Oiboi, I believe that font is called "Everyday Ghost" Phrek (freak?), I'm still waiting to hear back from Gwergy.
  2. Real talk.
  3. And just so ya'll know.... Dangief, Orlando, FL That's a Headstomp, Strong Punch Bison. Funny how there are no longer any two of us near one another....
  4. Yeah, I'm just doing attacks, too much work to try and replicate actual colors from the game. Should have it up tomorrow.
  5. All backdash is is a move with invincible frames in the beginning. So you time a backdash on the first frame. Then the backdash is invincible. Simple. It just so happens that Zappa's backdash is one of the top 3 in the game (after Slayer and Pot). But it does still have that one vulnerable frame, so it isn't foolproof.
  6. Don't forget to tell me your locations as well. Otherwise I will be forced to put you in New Jersey.
  7. Ok, thanks Hellslap for reminding me of this little project. http://s266.photobucket.com/albums/ii266/Mechaleviathan_album/?action=view&current=ZappaMapcopy.jpg Well boys and ghouls, here it is.
  8. Because I never got around to it. And never figured out where everyone is. Actually thanks for reminding me. I'll try to get on that. new thread for that project though, no more cluttering up the strategy forum. Expect deletes to come soon.
  9. Xander, you will pay for that remark by getting tick thrown in real life. From Florida.
  10. Remember kids, 6P goes through the important counter (the S one). Throw it into your strings at their favorite Guard Cancel times for fun and profit. Airthrows are really important here to since she will be wanting to lay those mats on you, learn the spacing where you can grab her out of that (helpful against jHS as well). 4Corners, the best reversal move for Zappa always has been and always will be blocking. Everything else is a gamble pure and simple. And I'm a gambling man.
  11. Ha, not my call on who gets to mod. And I can make your words never happen! Power corrupts, and I like it. In other news, I'll put a word in for you with Gwergy.
  12. I usually just accepted that Raoh was free chip damage. But then again... I don't play GG anymore, and when I do I use Pochop because I don't have to think then.
  13. It's true. We all share the same mental quirk that would lead us to use a character like Zappa. I remember you Phrek from back in the GC days when the Zappa "forum" was just you me and Jakob.
  14. Avoid getting the sword. The AC sword is a brand new summon. You'll love it. Dog doesn't have corner infinites anymore like he did in #R, so don't bother learning them. Ghost is pretty similar, just new tricks. Raoh has a new combo to shoot for, so mostly practice the Edguy x 4 combo since that does carry over. Other than that, if you can learn with the gimp that is #R Zappa (I learned on XX.... kids don't know how good you have it) then you should have a solid base for the much improved AC Zappa. Most of the readjustment is in learning new stuff, which is good. Now go get a copy, it's released in the US (!!!) and cheap.
  15. I call it Centipedes. And I would prefer keeping it to english here because then we all know what is being talked about. I'm sure that whatever Zappa's moves translate to is hilarious, but Sword Swipe or Summon makes more sense. And every time you hit with Edguy, ask them where all the clowns are. Bonus points if you get it.
  16. If I had a choice, I'd only ever use the Ghosts. None of the other summons control the amount of real estate that they do.
  17. Yes.
  18. I'm still quite sure that whatever it is involves the opponent not mashing out. Which requires playing GG against a monkey. Monkeys aren't practical in actual matches. Still, if this does work for real, sweet deal.
  19. Hmmm... never heard of that. But it would be fantastic if it could be done reliably. Could it have been a CH puddle that the AI just didn't shake out of?
  20. That's right. Phrek once tried to do real combos until I showed him the power of mashing P while thinking about something else. Seriously, the best air combo that I ever did with the ghost did about 10 more damage than mash P... and I'd have to figure out if it works on the character. Ghosts are no longer about big damage. They own the screen, all of it, that's their power. And they have some wicked meaty tactics with jHS and 236P(frc). Historical Note from the Old Man: Ghosts did once have an infinite of sorts. IF you launched with a high jHS or deep jD in XX, you could time 2HS so that they would keep bouncing into it for big damage. But that's been gone since #R.
  21. Yeah, try to keep character matchups in the sub forum. That's why I had gwergycakes make it for us.
  22. Oddly enough you usually get one more point of damage by doing jH xx Swordspin. I think the jD pushes them back at a funny angle that makes a spin hit whiff.
  23. It's true, back in the day Zappa's only throw invincible move was the middle of 5D. bite bite bite bite bite bite bite.... So you kids should be happy for what you have. In my day we didn't have sword combos or overheads that worked and it snowed every time we picked Zappa and we were happy, dang it!
  24. I used to have the matchup chart somewhere.... It's probably in one of those tier list threads out there. Though I think I remember Zappa's best matchups being a few 6-4's, which is nothing to really get excited about until you remember that he used to have the only 2-8....
  25. You can't be meaty thrown. I'f he's trying to command grab you can jump, 1 frame FD jump or backdash out. And yes reversal summon isn't the best idea, and yes I do it too much =). By the way, Centipedes super has been throw invincible since Reload. So has sword uppercut. Fear the days of XX when NONE of them were.
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