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Zerite

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  1. http://www.youtube.com/watch?v=GkzzK4hiSso&feature=related Somewhat arbitrary combos, but there is a enkasu setup for every character in it.
  2. The accuracy is in the player there, not the buttons. You're comparing a more precise instrument to a less precise one, and basically arguing that the average player will benefit from having less precision rather than more because they are bad.
  3. Mitsurugi's Zappa is unbelievable.
  4. A few things to add. Zappa's backdash: This backdash lasts 8 frames and is invulnerable for 7 of them. That's longer than most normals are active for, so with good timing you can backdash during blockstrings and punish. High level players attempt to leverage this into making his run safer with FD braking. If you're prepared to quickly backdash after the FD you can bait uppercuts and bursts and so on. They tend to just do this over and over so that you don't really know when zappa is actually going to really run in on you or just backdash. Sword j.H : Using this move as a crossup hits more often than not. Also, use as follow up to 236 S which with 2S as a follow up lets you play a 1-hit mix up game after the slide. General cross up : When you cross up with Zappa it's best, as it is with any character, to make it as ambiguous as possible. With the sword and ghost j.H, what this means is that you want as little forward velocity on your crossup jump as possible. This means that you don't want to airdash over them or be running when you jump, as you'll keep the run's momentum. This is all assuming you want the crossup to hit. With zappa, you can airdash really close to the ground after the jump, which leads to nice mix-up opportunities. Air backdash ghost j.H is really good against characters that have moves that cause them to move forward like May and her dolphins. Ghost 2H: This move has frame advantage. It gives you a little time to threaten a mixup. Not really that great, but not bad. Ghost throws can be timed so that you remain stationary in the air. Not normally useful, but against characters without uppercuts is generally safe. Also it's very confusing for your opponent. FRCing a ghost while you do this will cause you to fast fall. The dog has an unblockable set up with 4D D. If this attack is the dog's fresh attack, then it counts as an overhead. Since you also control Zappa, if you do a low attack as the dog hits you have an unblockable setup. I normally use 2k, cause it moves you forward a little and is good in combos anyway. The Dog's 6D active frames end before the dog lands. This makes it easier to position the dog, and typically will cause your opponent to block since the dog is going through them. When you get to raoh, make sure to mention that darkness anthem will do massive chip damage and has frame advantage (is safe) if you don't release it. Also, could you guys maybe move this argument about the dog to another thread? It's kind of off topic in here.
  5. And it's more that the japanese use nico, and that's where the good vids come from.
  6. If you guys really think that the hardest part of this game is 412 motions and frcs then there is something wrong.
  7. As far as learning the game, I typically try to convince players to stay away from characters that are difficult to understand, like Zappa and Bridget. It's not like they're unplayable, they're certainly solid if you know how to use them, it's just a giant wall of frustration for most players and the major advantage of the character (confusion) is mostly lost when you're only play against one person and you learn to play the character against that person. Typically though, you need the person who is learning to play to really like the character they are playing. One of my friends started with Baiken and switched to Slayer, because his damage output and style are badass. He'd rather play a badass character basically. I play Zappa. This is mostly predicated on the fact that Raoh feel like boss mode, and when you get the summons going they really do seem unstoppable sometimes. As far as this character difficulty discussion going on above, I think that the difficulty of the character takes a backseat to whether or not the player finds the character and their combos interesting. Sol certainly does have barriers to entry for mid level players, despite the fact that his gameplan is "keep fucking attacking". If that player thinks sidewinder loops are badass though, they'll be will to put the time into the character. As far as people to look for in Vids: Zappa : Chonari, Abe, Imo Johnny: Bleed, Kabegawa No D.C., Omito, Satou Slayer: Taku, Nana (7), Hase Venom: Maddo, Heven, N.O.[N-Otoko] (N.O. is wonderful to watch) Dizzy: Kazuki (This guy OCV's teams with Dizzy. Teams filled with ridiculous players) Eddie: Shadow,Gibson, Isa, Ogawa Order Sol: Kaqn, Inoue, 0 Potemkin: FAB (I'm gonna have to argue that FAB belongs in the same group as Shonen and N.O. The guy slashbacks random pokes into awesome combos regularly. It's the regularly part that blows my mind) Baiken: Maruken http://www.youtube.com/watch?v=o6aLRE4_Jpo
  8. I think 66 dashes start immediately. this is the section watches refers to. http://www.dustloop.com/data/ac/system.html It's under frame data... which is sort of misleading.
  9. I just... jizzed all over myself. UN GHHHHH
  10. How are the changes coming? Any word on how slashback works frame wise?
  11. I know that the xbox version can output progressive scan probably at 60 hertz for #reload, but interlacing is weird party land.
  12. It's probably treating each field as a frame then.
  13. It just seems like the slashback info would have been in the mook.
  14. What I meant was what is the general formula for IB and slashbacking. Edit: I see the IB in hitstun chart now. What about slashbacking though? Also, this part of the chart should also be in the sections that mention IB, so that players don't have to search for it. It's only in this section. ABA doesn't have rising up data or jumping data. Same for O.Sol and Robo Ky. From my original post, the throw section doesn't mention that you have throw invuln on wakeup. It's something like 7 frames. Also, why not add the missing information to the secrets page? All you have to do is copy/paste some parts of my first post.
  15. Think about how the hit stun chart interacts with links. It doesn't make sense unless its just about how long you can't move for. How does hit stop interact with links? http://www.dustloop.com/data/ac/system.html this is the system data page. as you can see, the character specific jump data is missing. NTSC is the standard system for American televisions. There are no televisions that run at 60 fps. They aren't monitors. Also, I was restating questions I've already asked. Can you tell me how many frames IB takes off of slayer's 6H? How about Slashback? these
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