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Phrekwenci

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Everything posted by Phrekwenci

  1. And don't forget! http://www.youtube.com/watch?v=qyRyAz6wnic
  2. Random quick counterhit moves like 6P and 5K that he'll eventually run into. From there follow-up with literally whatever you want.
  3. Depends on how far away the opponent is. Personally, I like jD better.
  4. I suppose if you are running around a lot people will start throwing out sweeps and 5K is great against those.
  5. The sword rush FRC is as tough as balls.
  6. I'd be careful with the 5K, I use 6P because it starts low so there's a better chance of them not blocking low in the beginning of the combo. Also the anti-air possibilities. Remember, you can replace the 2HS with 6HS, which turns the combo into a low-high mixup. And because of the 2S before it, the 6HS will start lower and closer to the opponent. Oh, and as far as Raoh. I hardly ever do the new fireball loop, it's too situational I think. I just throw a lot and use 5HS (so sneaky).
  7. All my pressure with the sword revolves around the HS attacks for the most part. Generally, I'll give myself some distance and throw out one of the moves and see how they bite. If you got someone who has an uppercut (Sol, Ky, etc) you may want to bait. But to eratice's point, many of the sword's moves are meant to keep the player at a distance. Think Dhalsim, since an opponent can hit the sword and damage you (WTF?). My sword pressure string is 6P, 2S, 2HS. I know I've said this before but I think this should be the BnB for the sword. On counter-hit you get an instant air combo. Regular hit can chain into swipe or overdrive. On block, you can jump cancel with jHS for the instant overhead (if you're slick you'll FRC this for a combo) or swipe for pushback FRC and mixup (2S or 6HS).
  8. Lots of 5Ks, with CHs.
  9. 8D isn't fast enough, I've been caught before. Just get the hell out of there.
  10. Seconding the jS with the sword. Along with the any grounded HS move, just watch out for the slide head here with the recovery.
  11. 00:51 - looks like you got scared when Baiken attacks the dog after it lunged. This is screaming fre counter-hit for you. A nice 2HS behind the dog would have been good news here. 2:42 - Ok, it looks like you did what I just asked for here! 4:20 - Fucking mindreader! 4:59 - I'd be mashing P in the air here. 6:57 - If I was playing here, when I hit them with the summon while they are high in the air I always do 5P, 5S. By the time I use 5S I figure out what summon I have and still have them airborne. Here you have the ghosts so I would have continued with 5HS, 236HS to haunt them immediately. The dog is obviously the worst one in this situation because the 5S will probably be the close animation and might not hit correctly. You might want to option select a bit here and include D in the inputs. 8:29 - When you have everyone in the corner like that, the double dog attack you should be using is 6D, 4D, D not 6D, D. Maybe this was an input error in the match but I just want to make sure. The way it was done here would have put the dog too far back to continue pressure. The only time I do 6D, D is when I'm in the middle of the field and actually connecting with attacks. I'll finish with the overdrive if I have the tension for damage and to reset the summon (because the dog will finish too far back for effective use). 8:39 - An attempt at a throw wall bounce follow-up with the sword. I feel what seems to work the best here is 2P, 5S, 2HS etc. Good work overall though, just some additional things. With the sword I always use the combo 2K, 5HS. I get rid of the 5S because I wiff it constantly on the offensive. You seem to connect here a lot but that's because you are already on top of the opponent. And with Raoh one of the best things to do (and you realized this later on) is to throw. People are immediately expecting the offensive and are ready to block. Obviously this is Baiken's strength with the blocking because she can turn the pressure around immediately.
  12. Ugh, I went there today not knowing this and got tokens for no reason.
  13. I have my own sword CH combo? ...which one is this?
  14. WHAT!
  15. Oh I know, I've played Dangief back in #R at one of the NECs.
  16. I just want to let everyone know I played against human beings for the first time since #R and I'm still awesome... it just took a while to get there tonight. For whatever reason, my reactions just weren't as quick as they are on home turf. Videos are coming soon.
  17. I would just drop the K ghost without the 2K. That'll nearly guarantee the OTG haunting (depending on the height of the airthrow).
  18. Doesn't the range of the air attack prevent you from doing this? She's got some length to the club.
  19. Why is Zappa good? corner dog 2HS+2D, 2HS JC+8D, jK, jS, JC+8D, jK, jS, 8D Yay!
  20. You have to super jump because they bounce too high too fast for just a regular jump. SJ jP/K, jS, jHS, RC jHS is what I meant.
  21. They can tech before the 214S in there. I've been trying to see if jS, jHS RC jHS before I land works but I haven't gotten a chance to try it.
  22. If I saw that done live, I would have probably stopped playing Zappa forever.
  23. Yea, that ending looked like a textbook. Only if he had enough tension to look like he was able to FB again and then throw would it be the perfect mindfuck (I think).
  24. Consider yourself Signatured, Oiboi
  25. Instant Raoh, just add tension!
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