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Phrekwenci

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Everything posted by Phrekwenci

  1. Depending on where Zappa is, he is technically able to run under all your standing normals, including the 5HS (obviously he would have be close already). Most of the idea here is to poke Zappa enough (with projectiles) so that what summon he has doesn't last. Icespikes tend to be dangerous for such a mobile character. I would highly suggest fish mix-ups and 2Ds as the bread and butter.
  2. There was so many places with Raoh where I see the Darkness Anthem hit and I'm like "Rush DOWN!" and you don't move. I get the same problem sometimes. And I noticed you do the sword rush follow-up a lot. Are you counting on the delay to hit?
  3. Damn, that's harsh man.
  4. Don't get knocked down, problem solved! Ok seriously, I figured this is a reason why he has one of the best backdashes in the game. Backdash on wakeup, and by the time you finish the dash, you should know if you have anything. In terms of NegEdge I've never used it and I don't deal with frame data so I wouldn't know about testing it either.
  5. Decisions, decisions. Alright, let me go with the jD. And I'm in Rego Park, NY.
  6. Yes he does, not too frequent here on the forums though.
  7. I'm not running around collecting them. Generally, after the D toss the K ghost doesn't normally hit the opponent, and I'll grab that ghost and use it for cover while I block string the opponent as I grab the others (5P, 5P, 5P, 5P, 5P, 5P, 2K, 5S...). I don't worry about when I get the ghost after they all disappear. I have some pretty good moves in my arsenal even without the ghosts (P, K, D) and if for some reason all of the ghosts connect quickly after the D toss (opponent is too close), I unsummon and get something new. I got 3 orbs for the connect, and can get another 3 after the next summon.
  8. As soon as I get the ghosts, as long as my opponent isn't in my face, I do a D toss and collect what doesn't stick on the way in.
  9. Make me moderator, bitch!
  10. 6HS isn't bad either, especially after the 2S because the sword starts lower than if standing after therefore has less start-up to hit the opponent as they are crouching (if they are blocking). The issue here is that if you surprisingly connect with the 2S, you wont gatling into the 6HS. This is the main reason why the 2HS is effective, no matter what happens you have an answer and you don't need to be too quick to react to it.
  11. I don't think you need tension for the 2HS, you can jump cancel it and IAD back if necessary. As far as the 5HS, I'd probably do a 63214HS after for push back. I'd think that would be pretty safe then.
  12. The B&B sword combo for me is 6P, 2S, 2HS. Depending on the hit (or block) of the 6P, there's a number of different scenarios that can happen. Regular hit 6P, 2S, 2HS (one hit): 632146HS or 63214HS FRC (air combo on wall bounce) Counter hit 6P, 2S, 2HS (one or two hits): air combo Blocked 6P, 2S, 2HS: jHS FRC jHS land, repeat. Obviously, if you realize they are blocking the 6P, you can do some push back using 5HS instead of 2HS, or some mixup with 6HS but obviously you know you are hitting HS regardless of what happens.
  13. I know it's not as good in AC, that's for damn sure. Same goes for 5K.
  14. 6P was anti-air and it was also God-like.
  15. The what? I think you mean 236S.
  16. No no, we aren't talking about now. We all have AC (as far as I know), we are talking about when the sword swing was 2 hits and it somehow made sense.
  17. The Zappa folks are a different sort of people, we'll be content not posting anything for weeks. And by the way Dangief, another XX Zappa user right here. I used to be annoyed that the dog backflip wasn't as fast in #R. Oh, how I've taken back those words...
  18. Never heard of fuzzy guard.
  19. I think it's sort of tough to connect with a jS on a crouching opponent. I usually just go for a 236HS without the FRC or when I jump forward I'll IAD back with a jS to cover my tracks if they try a rushdown after blocking the string. That has been very effective and annoying.
  20. We'd rather just type "summon". Even though it's a bit ambiguous as it could mean the current possession, the move to get the possession, or getting a possession after a recovery.
  21. Of course, the ghosts are literally tethered projectiles just waiting for you to throw them at the opponent. Not to mention the extra projectiles you get when you connect with a toss. With the ghosts, you can literally attack without hitting a button! How easy is that?
  22. I don't find the ghosts to be the best personally, I'm saying from anyone else's standpoint. In terms of useability, the ghosts are the best (read: easiest) to use for anyone. For me, I don't have a best, I don't pay attention to damage. I go into the match knowing I will beat them eventually. For example, many Zappas like backing the opponent into a dog bite, I like backing them into a backflip. Not as much damage (initially), but it's quicker and less likely they will escape.
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