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Everything posted by Phrekwenci
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Hey folks, I decided to break off from the main question thread to try to get some opinions & insight. The main point of this thread is to discuss at what point during a match should you have which swords? Is it matchup dependent (eg. have both swords deployed against Pot and watch him sweat) and/or do you have both, one or no swords equipped throughout the match. I think we can all agree to try and have the swords deployed when you get the opponent in the corner but for instance midscreen what's your gameplan?
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[XRD] Sin Kiske Gameplay Discussion "Playing with Poles"
Phrekwenci replied to Ventus Tatshima's topic in Sin Kiske
I'm figuring it'll be important to list combos by calories spent to perform them in the near future. -
[December 27th, 2014] #TSB - Team St1cKBuG's Christmas Miracle
Phrekwenci replied to skd's topic in Archive
You should start using this: NextUp -
There's always love, just sometimes without words.
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Bringing the Zappa forums back to life! So I'm going to post two combos for each summon. First combo is a bread and butter, real simple with a reason to know it. Second is probably the flashiest combo I do during a match. Hopefully, you can figure out combos into between. Naked: 5P, 2K, 2D, (OTG) 6236P, P. 2HS, 2D, (OTG) 6236P (RC) 2HS, JC jK, jS, JC jK, jS (jD). First one is a must to know in my opinion, because it is the lead in to this. Second one is a bit of a meter burn but the more 2HS you have in one combo, the closer you are to dizzying the opponent. Dog: (anywhere) 5Sf, 8D, jK, jS, JCD, jK, jS, 8D. (corner) 5HS (wait) 5D, 5P, 2K, 5D 66 5P, 2K, 5Sc, 2S, 5D, 66D, 5P, 2K, 2S, 632146HS. First one is essentially an anti-air combo, to get all three dog backflips in you'll need to wait for the dog to land from the first one and then do the second one as a main attack, with the third as a follow-up to that main attack. That should also get you 2 orbs (one for each main attack dog backflip). Second one is assuming that the opponent was blocking low in the corner and the 5HS has opened them up. During the dog lunge (6D) as you run (the extra 6), you need to make sure you are extra deep because you'll be getting some major pushback at this point. Not even all 4 hits will connect on the overdrive most of the time. Sword: 6P, 2K, 2D, 236S. 6P, 2S, 2HS (1 hit) JC jS, jHS FRC, jK, jS (land) 2K, 2S, 5HS, 63214HS FRC 2HS (2 hits), 6HS (1 hit), 63214HS. First one you are probably thinking it's dumb but there's a purpose. This is your emergency combo and you'll end up in plenty of emergencies where the sword is on the far side of the screen and suddenly the opponent has gotten in front of it. The 6P will have some invul to it which will help in beating some opponents assaults. The 236S will reset sword position after the knockdown. Second one just uses lots of sword FRC points. The first part is a variation of the jHS combo that you probably may be practicing from afar. If you're close to the opponent you'll need to substitute in this version. The second part of the combo, after the 5HS, is a must-know. It could be a BnB too but I'm trying to keep the BnBs meterless. Ghosts: (P,) 2K, 2D, 236K. (corner) 6P, 5Sc JC j2S, 236K FRC, jK (land) 5P, 5Sc, 5Sf, 236S FRC 66 5P, 5Sc... First one again looks like something basic but you must keep in your mind that your goal with the ghosts is to put your opponent in misfortune, so on ANY knockdown you should 236K a ghost on top of them. If for whatever reason it doesn't OTG, it'll probably be meaty instead. Also remember that if the opponent has a ghost on them and you hit them with another ghost, misfortune resets and the ghost will return to Zappa quickly afterward. Second one is another two parter, the first part is very flashy. None of it is an overhead until the falling jK but it can still be tricky. The second part can be looped for as long as you have tension to FRC since ghosts will return on hit each time. End with 2D for a knockdown. Roah: (corner) 5D, 214S recover 214S. (corner) 632146S, 6HS, 236S K, 66HS, 236S K, 66HS... First one could use tension if you midscreen but it's really important to start throwing 5D in to your mix with Raoh as it's a fast overhead. If they are conditioned to look out for it, use 2HS instead and then start mixing between them. Second one probably isn't very flashy for most people as it's moreso the BnB Roah combo over the years. Honestly, I don't really get a chance to do anything flashy with Roah since the opponent is dead on connect. But I'll give you one more silly combo that I've been doing since the jHS started bouncing the opponent on the floor. jHS (land) jS, jHS, (land) sjS, jHS (wait) jD.
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I don't think it's stopped, just some people who forget or are doing other things that particular week. I've had to drop my brother off at a friend's house every Tuesday recently so I'll be on a little later than expected tonight (maybe 8pm).
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Chonari Zappa! 3/21/2014
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Literally the only time I use the 6S is when I do the summon OTG combo.
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Anti-air with the sword is very situational now, not even the sword uppercut will save you since it's only active for so long and if it's trying to come back to Zappa, it'll be active during its return, when you need the active frames near Zappa. Really, the only answers I tend to go with is to throw them out of the air (if you have good reaction time) or 6P, which was really designed to be Zappa's anti-air go-to tool. Upper body invincibility, hits low, jump-cancelable, and combos into just about anything.
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jD is the go to attack for impossible dust combos since it exists in every summon (except Dog of course, but you can't dust with the dog anyway).
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Grand Viper eats me free.
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This. Throwing with Raoh is huge because people expect you to attack with your new found power so they'll tend to block.
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Wish I could help you here but my Raoh is generally terrible. The only things I really do with jHS is jHS (land), jS, jHS (land) sjS, jHS. Sometimes I run when I land to push them into the corner and the RC an Edguy for untech time to the combo.
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I don't think Jesus Christ plays XBLA. I could be wrong.
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I've been trying to make Tuesday night a thing for the past few weeks. You'll probably find some people on tonight.
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Looks great Kenji, thanks! I'll add to the dog thread.
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[Xrd] News & (Theoretical) Gameplay Discussion
Phrekwenci replied to Shinjin's topic in Guilty Gear General
One design similar to Zappa does not a random stance character make. Though, I've been interested in seeing Valentine in a fighting game since Overture. -
Just a reminder, this Tuesday night at starting at 7pm I'll be recording matches. More info in the thread located in this forum.
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Hey new sword mix-ups I made this morning. After being close with the sword the beginning of this is always 6P, 2S, 2HS JC as a block string which they will have to block low. The JC will reset the pressure or retreat depending on what you want to do and the end on the string is when you'll land from the air. ...JC backward jS, jHS FRC, jS, jHS. Real BnB here just to get some distance between you and the opponent and start pressure from afar. ...JC backward jS, jHS FRC, IAD forward jK or jS, etc. If you want to make them think you are retreating, you can use this and stay close. Some will be prepared to IAD after you so this might stop them. ...JC forward jS, jHS FRC, jK, jS. This is in my video, the jK helps push the opponent over without the sword whiffing. ...JC forward jS, jHS FRC, delay airdash forward jP, jD. People with really good reaction time can definitely airthrow you out of this. To keep them on their toes use this next one. ...JC forward jS, jHS FRC, delay airdash backward jHS. Using jS at the end instead of jHS will probably whiff unless the opponent is in the corner or you delay the attack a bit as you move farther away.