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Antihero11

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Everything posted by Antihero11

  1. I also switched to stick from pad for this game. And my best advice is to hit training mode and challenge mode relentlessly. Until you can do them equal or better on stick. I don't know how you were negative edging on pad. It's impossible for me. But I've been training the stick daily for over a week now, and beginning to get the hang of it. IAD's are still impossible for me to perform for some reason. Everything else comes pretty natural. And yeah, for the combo thread, I would prefer three sections: 1. Basic combos leading to knockdown (Without eddie) 2. Mixups for when you set them up with Eddie. 3. Maybe a section on hit confirms off of common starters. That's the best way I can think of anyways. But I've been playing this character for a week, so I'm hardly the authority on the subject. Just a beginner's opinion though!
  2. I think using the Wiki is the best idea. I'm lost as to what combos are most practical, and which aren't. And what ones to use in different situations. I know going for knockdowns is one of the most important things, but other than that, I'm kind of lost.
  3. I second this. I think we really need a combo thread with basic BnB's. Maybe a general strategy for neutral, and negative edging tips for beginner's new to Zato. For such a complex character, there's a lack of resources to get started with him. I'm guessing it's because he's so complicated that basically nobody mains him.
  4. I would sacrifice my eyesight and make a pact with the devil that allows me to control my shadow... If Ogawa made a tutorial. To those I was asking before. Something about using the Arcade Stick clicked last night. After about 4-5 hours of practice, somehow I can pull off all of my pad combos on the stick. Now I just need to focus on neutral. I have also found that it's waaaaaaay easier to negative edge on the stick compared to the pad. So I am taking the hard road and learning Zato and the Arcade Stick at the same time. It will just take a lot of practice and muscle memory. But damn, is it satisfying. I thought of picking up someone easier or switching back to pad. But I think my hard effort will pay off in a few weeks/month.
  5. I have a question for other Zato/Eddie mains out there. Is it worth switching to an arcade stick to play Zato instead of playing on pad? The reason I ask is because I have been a pad player for about five years, and I'm having a really difficult time switching over. I've heard that it's a preference thing, but if I put time into the arcade stick now, will it make Zato an easier character to play down the line. Generally speaking of course since I know it comes down to preference. Also, I don't know if Zato's extremely difficult to play or if it's getting use to the arcade stick. But doing both at the same time has been an absolute nightmare for me. I find myself in training mode practicing basic combos and quarter turn motions for hours on end. Any advice from others who have made the switch? Maybe to speed up this process.
  6. I really like this post. You make one of the most valid points to all fighting game fans. It's something people seldom think about, but tiers can be reversed at high level/low levels of play. It's something I'm a little worried about as a Zato main, since I have little experience with negative edging and he's an extremely complicated character to learn. My friend mains Ky, so I'm mentally preparing for thousands of losses until I learn the ins and outs of my character. Other than the bashing on American players, great post. And let's be honest... American players are worse 90% of the time, hahaha. So I agree with you. With that said, Latif was an amazing Eddie back in the day. Not American, but he wasn't Japanese either.
  7. I half agree with you. There's something about his old combos and the subtle aesthetic changes that make old Eddie more appealing than new Zato. And the introduction of Ephelt definitely made the game more "lovey-dovey". Which is lame... Even so, I think Zato is pretty dark. I mean, he uses his shadow to fight, his instant kill eats their shadow and basically takes their soul. I think he's a pretty angst character still. And the awesome gameplay is still there. Just for old time's sake, best combo video ever: https://www.youtube.com/watch?v=FdhGoX-eINY
  8. Any general tips on picking up Zato? Or guides you guys could point me in the direction of?
  9. I actually agree with this, I remember a great combo video from AC which convinced me to pick up Zato/Eddie. And I feel he looks less demonic/evil now. Might be because Zato has been revived. But it's combos and mixups are still extremely stylish. I'm waiting on a great NETA combo video for Xrd. But it seems like no one makes them. Not yet anyways. By the way, I wanted some general advice about where to start with Zato. I've never used negative edging and would like some help learning the character. Starting off with basic blockstrings/gameplan, then moving on to the more intermediate stuff. I mained Terumi/Hazama in BB, dabbled with Arakune in CT. And used Gordeau in UNIEL. So I feel my background is lacking. I was one of the better Terumi players though. If you have any advice or skills I can transfer over, please let me know. I'm very excited to get started with this amazing character. His backstory has to be the best of any fighting game character in my opinion!
  10. I would really love to see UNIEL showcased here if possible, since I've been grinding that game since it came out. And I believe it's one of the better anime fighters out there. (In terms of system, balance, gameplay, etc.) Either way, I will be attending. And I believe we met at Summer Jam Beely. I was the friend of Andrew's, player name is Starfall.
  11. That 6D nerf cannot be true. I hope you're trolling sir, or Terumi may be a dead character if they stick with it. I mean... Can we at least do 6D into 236D? What the...
  12. Welcome to the Terumi hype club. I randomly started getting much better with the character yesterday. I think it's best to use safe blockstrings and zone with that 5D. It's godlike for building 35-50 heat off of one confirm. Also, use your throws a lot with Terumi. At least right now... it's one of the best ways for him to get in and break a guard. Considering he has no standing overhead at all. He's a gimmicky character, and I see him being placed low through mid-tier due to his normals and spacing, lack of pressure and mixup. However, by rapid cancels, crush trigger, the right tricks, and fast movement, he can get in and do massive damage.
  13. Can anyone confirm if 5B > 6B is a reliable blockstring? I know 5B leaves you at +2. And 6B may have invulnerability to lows, and most 5A's may whiff it. If this is reliable, I think it will be a key to his pressure and mid-screen game to confirm off of that Fatal Counter. Also, once they're conditioned, mix them up with feints into command throws and frame traps using 2A. But I'm sure they can mash through the faint. I have a really hard time getting in with Terumi though. Maybe I need to rely on those counter distortions more.
  14. After using Terumi for a few hours. He really doesn't seem like an easy mode character. Some of his combos are easy to pull off, but his 5C > j.2D loop has pretty tight timing. It's very hard to pull off (At least for me). The main thing that makes him harder to use are the strange hitboxes on his normal and lack of an overhead. His pressure has to be gimmicky involving rapid cancels or frametraps. For some reason, I feel his 2A and 5B aren't as fast or reliable as Hazama's, but I could be wrong on that. Has anyone else had this experience?
  15. I've only had access to the game once since it's release from a friend who imported it, but I loved Terumi's playstyle in those few hours I was able to play him. (Haven't imported yet due to how busy grad school is these days. I know I wouldn't have the discipline to do my homework if I owned the game. ) Here's a combo I have created based on my playtime and combo videos I have seen: (it may drop due to proration, but I think it will connect) Anti-Air 6A > A+B+C+D (Overdrive) > sj. CC > j.CC > 6D > 41236C > (Dash) 2B > 5C > 3C > 6D > 236D > 63214B Requires 50 heat and OD, but should be a great combo to use near the end of the match after confirming an anti-air. I'm thinking it would do around 4.3-4.8k.
  16. I want to second that. I appreciate all of the hard work Kurushii. I'm just feeling very ambivalent about purchasing the Japanese version. I would love to get the game sooner and start training with Terumi. But I would prefer the English copy for the ease of navigating through the menus, and English text.
  17. So the Japanese version of BBCP will have English voices in battle? And how much of the menus will be in English? Will it be easy to navigate the game, or a challenge?
  18. Thank for letting me know. If they need any additional mods or someone to help with the combo threads, I would be more than happy to take part.
  19. Not to venture off-topic. But I recently started an account again after a few years of lurking around the forums. I helped with the Hazama combo threads when CS first came out. And I would be willing to help moderate the Terumi forums if I'm not too busy with grad school. Just throwing it out there.
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