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vedasisme

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Everything posted by vedasisme

  1. True, using anything other than lvl 3 missiles against neutral Venom is a bad idea. The purpose I had in mind for the missiles is to force him to FD your missiles while he's setting up his balls. A really good way to deal with certain ball setups is to 2k under them, but a lot of the time that won't be possible. If you have a lot of finesse, you can just use 6hs, 6p, and 2k to negate and go around the projectiles, but what I'm getting at is that the attempt is to make Venom stop making balls for any amount of time.
  2. ねず(RO) vs きむち(KY) http://www.youtube.com/watch?v=3FLrt546vrQ せばすchan(VE) vs ねず(RO) http://www.youtube.com/watch?v=mlAN0OmhDAk Nezu shows off some cool chariot applications
  3. Offensive against ballspam: Go to the air: high risk, high reward. Robo has some great options for air-to-ground, but just make sure you only use this option a couple times per match; Venom's anti-air will bounce you into a gross combo. Defensive against ballspam: May be a better offense. Counter projectile with missiles; he'll have to block. Sit back, and instant block the balls and throw down mats to fuel your volleys. Eventually he will rush you, which is what you want.
  4. The Slayer I've fought a lot likes to IAD in my face in match openers. Jumping forward and using j.p is a good bet, because you can whiff into a dj or a j.HS. If I'm feeling ballsy, I jump up and get an air-throw sometimes.
  5. Obviously, you're going to be blocking a lot. Chipp's mobility will make the match look like you're chasing a fly. Fishing for counter-hits with j.S has done me well in most of my vs. Chipp fights, but don't be afraid to stand still and block some hits. Chipp's high-low mixup isn't too hard to see coming, just be careful and bait his unsafe moves and teleports; a shoryuken after his HS or D teleport will work well unless he FRCs it.
  6. Openers: I fight a Johnny on a regular basis, and he really likes to cointoss as an opener. Other than that, though...more Johnnys will be defensive in round starts.
  7. it's about the same for me i haven't been around lately, but i hang out on melty bread's #MBAC irc channel sometimes, looking to get owned.
  8. I hardly hang out here anymore, but some of my posts are buried deep in the talky-talky thread. I like fighting games, but I'm so "scrubby" I don't own a stick yet. The main factor that helps me decide whether or not to play a character is the hilarity that results from playing him. Naturally, I main Robo-ky; he is a really funny guy. I'm a bit of a melty-head as well, since it's one of the only fighting games that you can netplay these days. Here's hoping whoever cracked Naomi will smooth it out for us someday soon!
  9. it's not kanji, it's katakana (of which i have a limited knowledge), and it reads "Ezo." I can't type japanese on this computer or i would have searched this guy earlier. but yes, Ezo is my new favorite Zappa player! http://www.youtube.com/watch?v=wc6NiVo9cBw i had a blast watching this one!
  10. I admit that I'm a bit clueless when it comes to wake-up games and frame advantage. Originally, I was thinking I should have used 2k as mixup, but when I think about it, it has a high number of start-up frames. I'll try using 5p from now on as a meaty during okizeme...and I'll also seek out some okizeme threads.
  11. so the other day at the NYAF, I was playing robo-ky against a chipp player. we were both down to our last bit of health in the 3rd round, and I got a knockdown on chipp. I was going to try and keep the pressure on with a missile, but I got owned by Zansei Rouga on wakeup... so basically, i forgot to watch the opponent's tension bar. The question is...in this sort of situation, should I abandon all types of okizeme?
  12. well done in that vid i generally don't like watching handcams of fights because there's so much background noise, but this was fun to watch. interesting how you use 26K version of ghost throw a lot...i like to use P as bait for S or HS; maybe that would have worked against those opponents? also during Eddie fights, invite hell always seems to own my Zappa, so I tend to use the sword-spin to advance on him...still, you play better than I do so I don't think those suggestions are very informed, so I'll just say good job again.
  13. I have a question about wake-ups: generally, i use dragon-punches on wake-up (I like to play Chipp, Robo-Ky, and Axl a lot). That usually involved me spamming 2626262626.....while on the ground. However, there a times when I feel that an overdrive would be better as a wakeup (Axl's and Zappa's overdrives come to mind), but attempting it has rarely worked for me (since I have to carefully input 2363214HS so i hit HS right as it's time to wakeup). so my main questions come down to: - are there any tricks you use to help time your button inputs for successful overdrive wakeups? - are there certain situations in which i should simply be guarding on wakeup instead of trying to do an overdrive wake-up?
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