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Chomite

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Everything posted by Chomite

  1. :bad: Play pot and you will see and feel the power.
  2. I don't remember winning against Baiken with my Anji ever. That's why I picked up Potemkin. I was astonished with his pot buster FRC combo does 70% on Baiken and I never looked back/touched Anji again.
  3. Why of course, Nang-In's youtube channel: http://www.youtube.com/user/k1zappa There are just so much to learn from him...
  4. edit// never mind, I must been out of my mind to think of something like that Is this combo any good? I haven't seen anyone using this one so... 5K - 2S - 2HS - Giganter Blitz - 2S (or something) - Heat. It's character specific and only works on heavy/medium characters but it does fair amount of damage + you get some of your tension back.
  5. ^ That means I'm not doing f.S fast enough I guess..practice time~
  6. That looks dope. really nice job there. But I'm not too sure if I'm good enough to be added on that map D: oh well, at least doggy is soo cute.
  7. When it goes blackbeat between f.S and 2S, does that mean I input 2S too late or f.S late by a frame? I still can't figure that out~
  8. Is it just me or comboing Baiken after Pot buster FRC is a hardest combo ever? I pressed f.S as soon as I FRC'd but most of times I get blackbeat and sometimes not. And just when I thought I got f.S perfectly, then it blackbeats when I connect with 2S D: Any pointers on comboing baiken?
  9. AGs are worth it if you are completely sure that your AG would work. Easy one is using 6K as your anti-air AG.
  10. Just watch more vids about Sol is all I can say. Then you will understand what his game-plans are. Yap, it gives knock down 100% when connects. If you can afford 50% tension, you could go for Sidewinder loop yay~ Command throw is unblock-able and deals a lot of damage + knockdown. Having a command throw means there is always possibility of mix-up with either low or throw.
  11. That is one way of getting your Overhead out Drill cancel j.K. Or, you do FDC close to the ground and do j.HS. If you look at j.HS, it covers almost half the screen and tall characters can't even dash or air-dash at you because of that. http://www.youtube.com/watch?v=FFaP_2JxbAE&feature=related 0:27 is the FDC into j.K and starting combo off that.
  12. You probably getting the black beat when you are JC SH right? Just jump faster and input the buttons one timing faster. That worked for me. I did have a problem with Faust's combo too because moves came out too slow and it threw my timing off. Yap you are doing it wrong. If you do it correctly, Faust should come down really slow than usually and don't have the momentum anymore ( which means if you forward jumped, then DCed, he will just fall down straight compared to keep moving forward.) It takes time to get it right. Also practice doing that with 1+K then HS. This way seemed easier for me to get out jHS or jK after drill cancel.
  13. I don't know if this would help but here is a good match between Dizzy and Zappa 20mins long. http://www.youtube.com/watch?v=A8H14VpB_Ko
  14. Nang-In is back on the town (but he quitted?...dunno). He is uploading his matches on youtube so check that shit out. I accidently erased all of his matches (actually all my vids) that I uploaded so I was going D: but he is kindly uploading them for us :D
  15. There is no way to get around Ghost throw...So I just do this: 6236P+HS - (FRC) If naked, gets centipedes. If sword, gets upper. If dog...OTL. If ghost, you get HS throw instead of P throw which is hell a lot better than getting P throw and if you want to make it safe, you can FRC that after 10 frame. But really, I just guard on wake-up.
  16. Oh Oh! Let me have that cute doggy sprite when zappa wins :D Victoria, BC, Canada.
  17. I can play Ghost, Sword, and Raoh but I just can't use dog well enough to say that I'm a good zappa player.
  18. Then simple: reduce number of high level attacks in your string or just reduce number of attacks. If you are going for throw, go like 2P - meta No, they get 1 frame invincibility on the wake-up! They can throw you before you do. If you want to play mind-games, just stay out side of their throw range and step in and throw. 2P, or 2K...any move that leaves with you + frame advantage and doesn't push too far out of throw range. You are welcome.
  19. I play just a bit. Zappa was always on my list to learn but the learning curve with him is so hard...Especially the dog summon D: I can't confidently say he is my best character...sob...
  20. door moves suck :D that's all.
  21. When we are talking about tiers, aren't we strictly only talking about character's capability? Not person's skill who is using that character?
  22. Oh. Well tick throw explains itself. It's easy :D Getting used to it is another matter but keep trying.
  23. Search and it shall show itself before you. http://dustloop.com/forums/showthread.php?t=372
  24. It depends on situation and what move you successfully landed on opponent. If you succeeded in landing Drill cancel j.K then you should do follow up combo. Don't aim for big damage with gatlin but rather think how successfully you can mix-up your opponent. Faust air to ground is..little iffy. Only time you will be in air is throwing out j.HS or Faust's love to keep your opponent at distance with occasionally mix-up and obvious air punishments. And notice that Faust's is really slow in the air lol. gatling into 2D - 2S - j.KD will give you a nice knockdown. You can combo after meta if you are willing to spend 50% tension which is not..really advisable unless it will kill your opponent. There are few ways to set up for meta like throw item and when you see meteo, run to your opponent and meta right before it comes out. Also, have you read the tick throw guide yet? You can RC throw into combo then again like meta, not really that good. Watch few faust's vids and how they do the corner pressure. Generally throwing crap ton of items and keep them in corner using your long pokes and punish their attempt to get out of corner with your superb anti-airs.
  25. Yap. You could do that. But there are better options when you can CH, which you could go for combos. (Oh, you don't have to FD for command throws. You know the meta throw :D) Hmm. As I said, if you look at the motion of 5K and 2K, you will see that it covers space (and does not cover) that 6P won't. For example, 5K covers a lot in front of faust, but does not cover above. Anything that starts from 2D is a good one because 2D usually starts from gatling. 236S RC combos lead to big damage so it doesn't hurt to learn that too. Gimmicks and tricks There are few but I don't think you need to concern yourself with that too much just now. Drill cancel alone will give you a hard time.
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