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Tiamat

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Everything posted by Tiamat

  1. 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&
  2. 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...
  3. 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
  4. 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
  5. 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
  6. hm, k
  7. slayer, command grab ate zappa's children back then
  8. coincidentally anji happens to have one of the worst throws in the game damage wise. YAY
  9. 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?
  10. agreed:toot:
  11. 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...
  12. yeah, fujin is nearly always preferable if you have a choice between autoguard and fujin. way more damage potential usually
  13. 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.
  14. 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
  15. 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
  16. 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.
  17. 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.
  18. 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
  19. 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
  20. 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.
  21. yeah if you look at match videos from japan anji wins a lot. if ky is at advantage it has to be pretty tiny.
  22. oiboi: wondertonic is also "a big black guy" and I know I've seen you play him a few times back in june-july or something. I know I played both of you back then...you mulligan and VR won that random team tournament in july lol. wondertonic was there
  23. yay oiboi says I'm right XD phrekwenci: throw out a normal on wakeup? it's not as if your normals are throw invulnerable so I don't see why they would beat a properly timed command grab
  24. the summon I agree is throwable, but I am pretty sure the overdrive is throw invulnerable in AC (even though in Slash you could throw it) if you come to the may C3 (the really big one) I'd like to get some games with you. record sol doing a tick grab from 2P into command grab or something. it should grab your summon but not your overdrive if I am correct
  25. I still think Zappa's overdrive is throw invincible so someone else can check that, I'm not gonna touch the game till I go home next month. I know it wasn't throw invincible in previous versions but I am like 98% sure it is throw invulnerable in AC. I'm pretty sure I tested it. You may remember me and Nives arguing about it.
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