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Everything posted by Phrekwenci
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I just realized something about the sword uppercut. I've been having problems with it recently since only the sword is active during the move and if you try to do a reversal when the sword is too far away it will whiff. I think instead of using this as a reversal like most uppercuts, I think we should think about using it as something to cover the space between Zappa and the opponent if the sword gets behind the opponent. Since it's returning to Zappa while active. Unlike the sword rush, where Zappa is active. I'll probably make a video for this too but just as a concept, sword gets behind opponent maybe using the sword rush and gives the opponent an opportunity to come in while Zappa is unarmed. Using the sword uppercut will be active hitting the opponent while it returns. This particular setup might leave Zappa vulnerable unless the animation is (F)RCed. I'm thinking there might be some anti-air applications instead but I need to do some more testing with scenarios.
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Hey folks, in an attempt to find people who want to play online, I'm setting a time where you can find me and have your match end up on my new YouTube channel afterward. You can battle me or find others at the same time. I won't be streaming since I would rather have a better connection for the match. I only plan to play and record good connections, so east coast is preferred for me. Don't let that keep you from finding others at the same time. My XBLA name is "so faux serious" and I only play GGXXACR. Good luck!
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Guilty Bits video series- Official thread
Phrekwenci replied to tataki's topic in Guilty Gear General
Defensive options probably. Burst, Dead Angle, Faultless Defense, Instablock, Slashback. -
Adding this to the main thread.
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Ah yes, I suppose if you are already in the air then that is your best option. With the sword, I tend to stay out of the air unless I lock them down on the other side of the screen and then I start the 2HS, jS, jHS FRC pressure.
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The only problem I have is this move keeps Zappa stuck in animation and recovery frames more than the other moves that return the sword. I think there are better options to return the sword. The sword rush 236S is probably the best, with the 623HS coming directly after (only the uppercut attacks, so if the sword is far away and the opponent is close to Zappa, it can be punished easier).
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Good question. Since there's no real air-to-air combos with the sword any longer, I don't think it's all that useful as an air combo ender unless you want to bring the sword back to you. The only thing that may be useful is TKing it as a mixup but I don't know if it even counts as a high attack. I'd have to check.
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Guilty Bits video series- Official thread
Phrekwenci replied to tataki's topic in Guilty Gear General
Maybe Braver for Kliff help. He's been playing him a lot recently I think. -
I guess you're talking about in comparison to +R. This is also mostly from my POV but it doesn't seem like the dog is meant for the corner as much as he used to be. He seems to be designed much more as the other piece of bread to sandwich the opponent between it and Zappa to pressure. Having an overhead hit from behind the opponent (4D,D) is practically free and the dog has many ways of getting back there. The ghost pressure is a bit more difficult now that the range has been altered on ghost normals. The first ghost attack doesn't quite have the best reach so the f5S attack doesn't hit like it used to. The air splash (jHS) doesn't combo from anything anymore so it helps as a reset instead of a combo/blockstring. The ground splash (2HS) does combo but again range is a factor. All pressure strings eventually end somewhere, the person blocking has options especially with tension or a burst. Pushback occurs also but it's how you fill the gaps that needs some creativity.
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Hi, welcome to our little section of Dustloop. In terms of learning Zappa, you can start with my tutorial. We're beginning to realize that in AC+R, Zappa works less of a pressure character and more of an annoying long-range character. That doesn't mean he can't be used for pressure, but many of the tactics veteran players were used to don't work the same way in the new version. But if you have any specific questions, let us know.
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[Xrd] News & (Theoretical) Gameplay Discussion
Phrekwenci replied to Shinjin's topic in Guilty Gear General
Given Bedman's Tokushu Idō "move" description, I'm going to speculate UMVC3 M.O.D.O.K. movement in the air. -
[Xrd] News & (Theoretical) Gameplay Discussion
Phrekwenci replied to Shinjin's topic in Guilty Gear General
Disagree. Just because a character has arms doesn't mean it will have stances. Same goes for grenades (if you mean projectiles, which I don't see any of yet) and other attached weapons. Zappa and Bedman are both weird, but we know Zappa's mechanics very well now. We know nothing about how Bedman works or what his playstyle will entail (long range, short range, grappler, stance, speed, charge etc). -
So, here's something I've been playing with. I noticed Chonari in a few vids doing dog 8D in the corner with the dog to help with the new push back. Within a normal corner lockdown combo he would whiff the 8D backflip and with that Zappa would jump in with jP, jS. He had it in a combo but I haven't gotten the setup down. Instead, I use it during a block string and maybe open up the opponent with an overhead. (while opponent blocking, dog just out of range for neck attack): 5P, 2K, 5Sc, 5Sf, 6D, 9D (Zappa jumps also), falling jS as overhead, 5P, 2K... dog is now near opponent again.
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[Xrd] News & (Theoretical) Gameplay Discussion
Phrekwenci replied to Shinjin's topic in Guilty Gear General
There's no way it's a character we always expect in the Guilty Gear fight game series. They've revealed all of the regular characters that we've had in the games will full pictures and moves, no secret silhouettes. It's not Zappa, Robo-Ky, Bridget or anyone else you know. It's definitely a new character to the fighting game angle (I can't speak much for any other part of the series). And the kid on the bed idea looks pretty good to me (and ridiculous enough for Guilty Gear). -
EDIT: Here's the video. If you are really quick and observant, you can pull off some combos directly after the OTG summon. The idea here is to be naked and do 2P, 2K, 2D buffer in a run (66) during the 2D and then after the 2D recovery is over, rush in and 236P. The momentum will get you close enough after the recovery of the summon to attack as the opponent is floating from the OTG starting with a quick standing punch (5P). Here's what I've done afterward directly after the summon: Roah: 5P, 5S, 214S (easiest since you always know when it's coming). Ghosts: 5P, 5S, 6S, 6S, 236D (you must use the D toss to connect in the combo, the regular 236HS toss will not combo). Sword: 5P, 5S, 2HS (2hits), 6HS (1hit), 64123HS (this will put the sword high in the air, I suggest doing a short 236S sword rush to bring it back down). Dog: 4P, 4K, 4D, 6D6 (run while dog attacks), 2HS JC, jK, jS JC, jK, jS (this works but it's hard as hell, the trick is to hold back directly after the summon and basically time when the dog is out of recovery and immediately retreat to put the dog in the air to attack). Obviously, the one to practice is the 5P, 5S versions as they are for both the sword and ghosts while the dog is the hardest since it is execution heavy.
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Some new Zappas in Japan: http://www.youtube.com/watch?v=ZaZ8QFOITFo http://www.youtube.com/watch?v=HoEMzGqxz38 http://www.youtube.com/watch?v=HE5-VBa3GB8 And good ol' eki-chan: http://www.youtube.com/watch?v=jxqiRk5a2hU
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Great post 9:02 PM, could you duplicate this in the practical AC+R thread? Also your youtube video is private, can you change it to unlisted? OMG HE'S ALIVE!?
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GGs Nephinel, never fought against a Kliff before.
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If you have the right position and are ready for the hit to connect, you can certainly hit them before the opponent touches the ground and juggle with either 5Sc or 2HS. You can try connecting with 8D and then hit D again because both the opponent and the dog will be in the air and see what happens in terms of timing.
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The 4DD doesn't place the dog where it hits the opponent any longer, it flies backward similar to what happens when the 6D connects. You'll never get a bite to connect in the corner simply by using the dive to position the dog. Like I said above, the only attack that will move the dog forward is the 8D. You could also use 4D (as the retreat) 6D (while in the retreat animation) to make the dog fly over the opponent and into the corner. However, this makes the dog fly so far into the corner, many of his attacks will whiff there. I don't know about damage. I understand everyone in the game had their healthbars increased so that will be a factor with any match. You can do some of the midscreen stuff from AC but it really helps by having the dog behind the opponent because each dog attack will push the opponent back into Zappa. It also seems that the 5D isn't the best option midscreen because it doesn't push the dog back much. Many of the Japanese players tend to use 4DD and 6D instead to get the dog to move back farther than 5D (see the infinite above).