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  1. Can someone please explain why Zato players use [5P, 2K, 22S] after [5D, 66, unsummon] in the corner? Why not [5P, 5HS, 22S] for example, which is more reliable, deals more damage and can be used on different distances? Thanks in advance.
  2. So did Zato really get his jK extended? Does it give him any new options? Also what do you think the optimal Dead Man's Hand combo on midscreen is? Right now im doing this: 214-D-, jK, jHS,-S-, jD, land, unsummon If I don't have enough Ed gauge, I just unsummon without -S-. Thanks in advance.
  3. Init proration means that damage will be reduced only if combo is started with jK?
  4. Are you talking about corner and sandwitch situations? Because I can't see a way to be in throw range after 2 iterations of [2P, 2K,-P-] on midscreen, especially if opponent uses FD or IB. Or there is some trick?
  5. I'm really learning a lot here. Thanks Renly, Starfire and Ryd'. One more question: You push your blocking opponent from midscreen to corner. What's the advanatge of applying pressure with ed.P and 22HS instead of ed.K? Why do some Zato players use sequences like this: - 2P, 2K, ed.P, 2P, 2S, ed.P, 22HS - ed.K, 2P, 2S, ed.P, 22HS You end up pretty far from your target. And the only option left is to unsummon Eddie. But what's the point in these blockstrings if there are no mixups to break your opponent's guard and you can't continue your pressure (since you are too far). There is almost no Eddie meter economy (2 x ed.P + some time = ed.K). Same goes to 2P, 2K, ed.P, 66, 2P, 2K, ed.P exept you still are close to your target. Using ed.K on the other hand gives you flight mixup and command throw options. So what's the point?
  6. My question has nothing to do with patch. Why don't Ogawa and other Zato players do command/normal throw>RC>SG loop into unblockable in corner? 50 tension is not that much for 180-200 dmg from loop and 150-180 from unblockable. And it's not that hard in terms of timing and execution.
  7. By the way, are there any situations when summoning with 236P/K/S is better than 236HS~P/K/S?
  8. I wanted to ask if there is any difference between removing Eddie with 236HS and other buttons (like 236P)? Will recovery take more time etc.?
  9. Are supermoves counted as specials too? He was refilling pretty well during Executor if the distance to corner was big.
  10. Zato and Venom. Most complex characters ever designed with nearly unlimited capabilities. Both of them allow you to develop your own artistic playstyle with signature setups. The only characters that can be compared to them in terms of complexity are Carl (BB) and Lieselotte (AH).
  11. Try May, she is fun, easy to pick - hard to master, has lots of options and stylish stuff.
  12. Does full PS4 version work with PS3 arcade sticks (MadCatz TE for example)?
  13. Awesome, that's a great help, thanks. Hope someday we will be able to figure out that solo)
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