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Everything posted by Phrekwenci
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Sure he does, I took him off our AC machine here after some stupid amount of wins right in front of all his buddies. And I suck hardcore on this machine (I play pad). The ghosts are the best summon in my opinion in terms of any Zappa player. For me personally, I don't have a "best" summon. All the summons are equal. I can be just as nasty with the sword as I am with the ghosts, dog or Raoh (actually, Raoh is probably my worst). You need to use what you know to your advantage. You know the dog needs to be positioned if you are going to attack with it. You know you can have the dog "eat" a hit for you. You know people like to run away from the dog. You know people forget the dog can hit twice now. For instances where people are throwing out 2P to kill the dog, you need to bait them. Either run in and do a faultless defense brake and make them try to do some move (other than 2P) so that the dog can either hit them first or take the hit and then you can run in full effect and combo. If you got a guy turtling, put the dog at one end of the screen and Zappa at the other. The opponent will more than likely try to come to you via air. You need to 6P+D him (even though this isn't as effective as it was in #R) which will advance the dog back toward you as you combo. Also, when most people see the dog lunge toward them just for positioning, they will try to jump over the dog. After you lunge for position, immediately 5Sf+8D to get zoning control. And don't be afraid to have the dog eat an attack. Don't be afraid to use the second dog attack even though the dog has more recovery after it.
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Marn is any other Eddie really, I don't know why he was called the best in the US. And jWo doesn't really know how to use Pot, he just gets caught in the same routine, really easy to punish. I haven't played Flash in a while, but he used to wipe the floor with me in #R. Good matches, just need some better dog control (although you had a nice loop going in one of those matches). And some better physical predicting in terms of what to do next with Raoh (for instance you did another Edguy that missed where you probably should have atleast did a 6HS).
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Anytime I am looking to connect with the unsummon, I do 6P. Doesn't matter what summon I have. If they block the 6P, they are blocking low and more than likely will get hit by it (that shit is fast, I don't see how anyone sees that coming). If they get hit by it, I don't unsummon and continue a combo.
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When you get Raoh, start looking to throw your opponent. They are going to be defensive, looking out for key moves. That's when you toss them into the wall and start the loop.
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There's a reason why Faust is Zappa's sub boss. He's got crazy range and damage. However, if you hang back and pay attention to some patterns, you may find some areas where you can run in and attack (Faust's 5Sf or 5K come to mind).
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I don't think it's just the CPU. We've talked about it here, but I don't remember the conditions. I want to say it has to do with a counter-hit.
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Fuck turtling, rush that shit down!
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I know you didn't, I was just talking about how I take care of my rape. There's more than one way to fill a hole. Yea, it was nearly a month.
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For me, I actually don't center the dog around the 2D. I'd rather use the 8D because it's quick and takes up space vertically. The 2D I generally keep a hold off unless I have a block string that is heading toward the dog. Even then I've seen people IAD away from it, hence the 8D instead of the 2D. From there you can run-jump in for a jK, jS air combo (insert JC and 8D also). Obviously don't forget the dog can be controlled twice. I've done some sneaky stuff with the lunge follow-up. Like block string crossup jHS (dog is now behind), 2P, 2K, 5Sc, 6P, 6D, 44, D, 5Sf. The point of this is to annoy them. Hitting D while the dog is recovering from the first lunge will have him lunge in air behind the opponent while you backdash. The 5Sf is to cover the ground in front of you, possibly for a stagger. At this point depending on what happens, you can reset to do it again or a similar mix-up.
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No it applies anytime you get a summon. We are talking about wake-up, where it is possible get a summon (or not get a summon).
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There's not a lot of time to do that, his f.S is really quick.
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There's only 3 seconds of the timer that you can tell what you are going to get and that is IF you get an auto-summon.
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5S.f + (whatever)D = win.
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I would have tried to punish that hairpin bullshit. But who am I to talk, Millia is a bitch. Good work in there.
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Probably in the corner with the jHS. It's not as good it was in the earlier versions but if you get creative you can probably max it out.
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I don't mash out, am I a monkey?
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Just as a note, Raoh's main combo is now the 6HS, 236S,K loop (big forward punch into low fireball that'll lift off the ground). The spacing is sort of strict but it's real easy to set up after the uppercut RC. So again, don't get hit by the uppercut. However, he can start the same loop by using the fireball as a mix-up (doing a 236S,S instead) with a similar result, possibly without the RC.
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Now that's just crazy talk.
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Yea, the 236P is probably the meatiest move. The fucking thing bounces after it hits the floor. The only people getting away from that are Robo-Ky and Bridget. And Dangief is right, he showed me the way of the P.
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I've had that happen several times myself but I wasn't sure of the conditions.
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Uh with Raoh? Or something else?
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Nah, punch until dust is what to do. Doesn't require any thought.
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Nearly everything Zappa has with the sword causes him to be stuck in frames and all of his FRCs are at impact. So if it didn't happen at impact, there's a good chance he's not canceling it (this mainly goes for the uppercut since the FRC for the swipe is useless without impact, and hardly anyone can figure out the timing to correctly use the sword rush FRC). Yes, you do have to worry about the uppercut. I guess I can't speak of it because I never use it. But the HOS I fight is fast enough to catch me in frames of a prior move to IAD over and cause damage. Even if I used the uppercut in my match in general, I'd be stuck anyway.
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This happens to be one of Zappa's better match-ups because both characters need to "charge" to be able to produce more and certainly better attacks unlike many other characters that have everything from the start. Dog: a big mistake with the dog is that opponents try to hit the dog. The goal is to hit Zappa, it'll get rid of the dog and cause damage to Zappa. Hitting the dog accomplishes nothing other than effectively canceling his summon to be able to summon again. Not to mention most Zappa players tend to be offensive with the dog more than Zappa, so you should be able to hit Zappa atleast once with a simple mixup if he is trying to position the dog. The ghosts are a bitch, plain and simple. One of your better options is probably the ground viper (the alpha blade thing) to bypass what he throws and possibly hit him on the way. The sword is also trouble in the hands of a good Zappa. Though most of the time that projectile thing HOS has will stop it, even by hitting the attack itself. But lucky for you, the sword is usually a Zappa's worst summon so you shouldn't have too much trouble with it as long as you have a quick IAD when he's stuck in frames.
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Zappa's best match-up is against himself (10 - 0), going to the more confident Zappa player. :D