lymevirus
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About lymevirus
- Birthday 02/03/1985
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keene nh
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sorry...I'm retarded...the triplets, maxing gaurd with the triplets.
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i havent had that much exp against AC may, but i think the sword would have to be the best bet. 623hs is fantastic against "that type" of opponent. stoping the dolphins on reaction would be tough with any summon...i suppose also (while scrub-ish) haunting her and just sort of running and capitalizing on the ping-pong ball ect. would get you somewhere for a while, although you would never be able to make up any of the damage you have most likely already taken...also, zappa is really fast as far as just plain running, make her chase you...hes hard to hit when hes running because of his small profile. and thinking about it, the dog proly kinda sucks against her...i hope this doesnt depress you too much, ill do what i can to find out more...
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ive been playing zappa for a long time and feel im quite good, but ive heard of people maxing out the counter gauge with them...HOW?
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a really easy and moderatley damaging 2 hit on ky (im not sure about robo) after the throw is just 6k6hs
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i would have to recomend finding one of the SF anniversary stick and moding that. i have one with Horey(im sure i spealt that wrong) buttons and stick parts. i think the stick was $60 and the parts added up to i think 30$. controllers are for noobs
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i agree...alot.
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Regarding nets against Pot, I've been thinking about if it's a good idea to place two slightly low aerial nets against him while you are annoying the crap out of him from a distance with everything else. This would be to make sure that if he does hit with slidehead at some point, he can't hammerfall break > combo you. I rarely play against Potemkin, so I don't know if it's actually useful or not though.
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this is zappas worst match in my mind. i think the biggest reason is the basic nullification of the triplets. the fact that theyre damge is crap is fine against most, but not pot. i actually dont like raou in this match. having him out forces you to play pots game. with the gog you can suround him and actually make jumping "safe", and the sword hurts him alot and the ghost are at least good zoning, but raou has none of that(well the hurts him factor) but in this match, raou just isnt that great. so i guess the nulification of the triplets is the second reason this is his worst match.
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im FAR from saying that you should 'jsut stand there' but placing 2 webs at once is a good way to stop pot from bothering with that move. often the HSexe will trade with the charge even if a web has connected. 2k is a good choice to combine with a single web as is 2s, but your not going to get anything after stopong the charge like that, where as withh the dbl web, they act like pot had been caught by a single web outside of the charge. and im also not saying that EVERYTIME you lay a web you should put down two, or otherwise you going to get smashed by pots HS, 6HS, slidehead bullshit, or even just 2d. and also jumping isnt really a STRONG point for pot...
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Noone Plays In Nh!!11!!!!!11!
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a big aid, for me anyway, is doubling up on nets. pots friggin' ''i can take one hit then own you'' charge move is annoying, and makes it difficult to pressure because if pot is on the defensive(a good pot that is) theyll allow you to block string him, or block most of your single pokes and then once your nice and comfy...BANG that friggin, move. 6k is great as long as it hits...the best things after it are HSbarney and hs, but if pot blocks the 6k nearly everything you could throw after 6k will be beaten and youll take an ass load of damage. just be smart. double up your webs, knock him down every chance you get and land as many 236p as you can because 236p basicly nulllifies pots charge move of death. and as someone else said earlier...run. testa is an amazing rushdown, but i think often thats what pot handles the best.
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this may be a stupid question, but where is it that you guys are gettind the info on everybody...like theyre defense modifiers and shit? you can send me an IM or just respond with a post...thanks
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Anyways, always trying for a countersummon is gonna get you killed anyways, since if they block it, you can get punished like mad. its hard to block a counter...one of zappas greatest strengths is his ability to halt other players' advances with the summon. 66~236p often times will put zappa in a position to beat out a great deal of attacks, also you cant block if your in an attack animation already so only go for counters when it would be a counter(on wake up against someone using the same jump-in over and over)
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look, i wasnt saying that the sword cant be used against her, i just dont want it in this match...i feel the triplets are the most well suited to deal with her....
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236p...when timed correctly will stop most jump ins...other than that jump, air block and try for a throw or knock her back with jD...