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Everything posted by Tiamat
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Hokuto No Ken: Read Before Making a New Thread!
Tiamat replied to Mr. Mamation's topic in Hokuto No General
you can find it on the galbadia hotel forum one of the tracks (score results or something) is still messed up though -_- -
ghost infinite? I've never heard of such a thing
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sometimes you can end with jD sword spin I'll try those later, thanks.
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a lot of times I'm gonig too high up the the jK is missing afte the jS. could you give notation for an example combo (including starter) and whether to do 1 or 2 hits of hte 2H also found this combo video "Kane" that's not too old, but here's the link. lotso dog infinites http://www.youtube.com/watch?v=WvQ5QIaPbZs&
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yeah, it's difficult for me to get consistently. you have to time the jH correctly after the jD while still being close enough for it to hit, will always knockdown if you manage to get it. it's not much different than if he had just done a simple On corner drop, but it set up the FB shitsu better. sorry if that's a bit vague "Half Nakedness" has combos like this http://www.youtube.com/watch?v=Wp4cO5i2vMY maybe I should try practicing them again, they do set up the FB shitsu pretty damn nice...
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so I been messing with zappa combos again after all this time, and I need my memory refreshed on some things for a sword JI combo what can you do? also dunno if anyone else noticed this but you can combo off raw sword 63214H if they are in corner into 2P c.5S jS djSH air 236H for 142 on sol. I doubt I'd ever land this in a match but interesting that it's possible do combo without frc
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yes it is I still have some stuff on this matchup from the old matchup guide, I'll try to remember to put it up soon. do yourself a favor and pick another character if you can though in all seriousness
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it's much much harder than in 3S to break throws in this game though, so don't be surprised if you don't get it to happen much
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slayer, command grab ate zappa's children back then
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coincidentally anji happens to have one of the worst throws in the game damage wise. YAY
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I'm thinking of actually using Zappa again *gasp* and I got to wondering. What is Zappa's best matchup? also what is his best matchup against a high tier character?
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curse loop are character specific combos from throw where you badland loop and end it with a curse for example on anji throw > 6K BL > tk BL > dash 6K5H BL > tk BL > tk BL > dash P skull changes by character what combo you use though. here's a post with them: http://www.dustloop.com/forums/showpost.php?p=145650&postcount=6
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I'm pretty new with him myself. you should abuse his H beast a lot cause it's godlike. backdash is good with him to get away, sometimes backdash into H beast (lol) learn to do tiger knee Badlands with 2147P, it's used in a lot of his combos a basic air combo into 1 hit badlands (lots of untechable time) is for example, beast frc > dash c.5S jKSH badland. after that you can land and do different things depending on distance from corner go on youtube and look for matches of shounen (sometimes shonen?). shamelessly copy him as much as possible like every other testament player does flimzee had a good video up on youtube that helped me when I started but yeah that's gone now.
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you click the link in my sig and look for it in the combo section at the beginning those are the two most basic combos but there are others of course. you can even combo to fujin from impossible dust...
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yeah, fujin is nearly always preferable if you have a choice between autoguard and fujin. way more damage potential usually
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oh I see, I always wondered about that. agreed about the FD braking, you could walk too but doesn't cover as much ground. does axl have anything he can use as a wakeup reversal that goes through butterfly? maybe his upper body invulnerable DP? I assume his counters dont activate instantly so you wouldn't be able to do that, but I could be wrong.
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the very few times I've played vs an axl he did have a lot of trouble getting out once I got in but I'm aware he has some options, I just don't know the weaknesses of them i know he has those counters and he has that DP esque move. do they activate from frame 1? cause that would matter when he's waking up especially. is there some sort of problem with his DP that im not aware of? cause I don't hear it mentioned much
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that's helpful about the fujin through rashousen/fake rashousen. sadly I don't play against axl enough to build up a reflex to start doing that. >_> patience is a virtue. also switching characters for this matchup is a virtue. lol
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oiboi: I think you are the one missing the point. he can't anti air if he's doing a beast around the same time as your jump (unless he frcs in which case who knows). you get a free combo. and how can you block and punish his beast followup? everything he could possibly dream of using is safe or advantage on block. It's not as if only you are allowed to vary your followups, he's got something to deal with anything you could possibly do it's just a matter of prediction. if he thinks you'll do 5K he can 6K, if he thinks you'll do 6P he can low move, if he thinks you'll summon he can block or whiff punish it. even if he chooses not to attack after the beast cause he thinks you will summon or something, he can just use that frame advantage to run away and set out more traps I just don't understand why you wouldn't jump at all if he's using it a lot.
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if you wanna play it safe than block it, but that's not gonna make him stop spamming it. if you want a way to straight up punish him for it, so that he'll stop spamming it constantly, you'll need to do something more risky.
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IB only recovers you from blockstun 2 frames faster, and I'm pretty sure Testament's still advantage even if you do IB it. blocking it doesn't solve anything, at best it creates a neutral situation. I'm not saying jump / dash throw every time you think he will do a forward beast but you should do it at least enough to make him not spam it constantly or you'll lose
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but oiboi, why block the forward beast? it's advantage on block don't you know? he can easily hit you if you choose to attack after it and yeah testament can anti air you but that doesn't mean you shouldn't jump if you predict a beast, if he doesn't beast try to air FD and hope for the best maybe you can punish it with one of those ghetto jD (land) jP aircombo combos
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ways to beat forward beast regardless of character 1) jump/iad attack (assume he didn't frc, but even if he does he lacks invulnerable anti airs so you probably not in terrible danger) 2) run into his face and FD throw him, it doesn't hit if you are close enough to him as long as you're close enough run FD throw beats forward beast, warrant, and poison super. also beats him if he only has one tree out and he's just low blocking with it slightly in front of him.