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Everything posted by Phrekwenci
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Forward beast is something you will have to out-zone when naked. You'll have to play with your spacing to do it right. Obviously with summons you have better options: Dog: let the dog eat the beast, then rush that shit down. Sword: 5HS etc Ghost: 5S etc Stay the hell out of the air, Testament's 5P is an odd anti-air, which can of course combo into other ridiculous things.
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I wasn't talking about beating a command throw on wake-up. I was talking about not doing a summon on wake-up. Talk about being punished. Sure, a normal on wake-up probably wont do much good but at least you have some control as to what comes out.
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The last thing on your mind on wake up should be summoning. You are much better off either backdashing, or throwing out a normal.
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Since we revived this thread... Is anyone jump installing before the 2HS with sword in a combo? I remember this used to be THE sword combo necessity in Slash, and I've seen it in some AC videos. Where are we installing the jump?
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If the Zappa you play is one who acts, you are going to get frustrated quickly. The two moves Zappa will always have during the match (2K, 6P) will be the bane of your existence. Slayer tends to like all the fancy dash moves and all I do is start throwing out one of the two moves and I start getting free counter hits (which I then turn into air combos). Whiffing the moves may work (the 6P takes a little while to recover) but one of the best things is to let him get the summon so there's better moves in his arsenal to try... one's you can punish him for. And obviously, I don't mean get hit with the summon. Make him have to do it on the other side of the screen (even another possibility to hit directly after when stuck in frames).
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I played Grygwyn Blood in NEC a few years ago. He doesn't like Zappa and it was close but he put me in the losers bracket (to fight 4 Ky's in a row... ugh). Pot isn't too much trouble now in AC. Keep hovering over the HS button with the summons to keep him at bay and you should have the upper hand.
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I'm sorry, I can't give props for that. That is easy stuff right there. Do it on mynusdono's I-no and then I'll start giving them out.
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Kenji's Zappa is OK (though this is talking like 3 years ago, but I have a feeling he's sticking with Anji). I think the best Zappa that I've seen is probably Dangief's and an honorable mention to WonderTonic (although there's a good chance he's much better now... if he still plays). I'm so out of the loop.
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Real tip (relating to noises) : After someone gets you with a combo in the air and tech out, sometimes you will auto-summon the dog and because your opponent isn't paying attention you could hit D while you come down and possibly get an extra hit in. I've finished matches this way, and it's really annoying.
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Hmm, I don't remember that last time I got knocked down... jk I generally block, with(out) FD. It's tough sometimes with people with awesome mix-ups (mynusdono's I-no for one). But you just have to find the right opening to turn the tables.
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My wakeups: Naked: 5S far (correct spacing) Dog: ...anything Sword: 5HS (really meaty, not even Potemkin can get away) Ghosts: 236K Raoh: early 5S (wait for attack, block) kill.
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I used to play Zidanel33t's Anji constantly and I usually came out on top (but this is back in #R). One of the best things to do is the little moves with lots of invul. frames (especially the 6P). I haven't played a good Anji in a while but if it was anything like #R, the 6P after an attack will make Anji whiff an autoguard counter. I haven't done it in a while so, there's a good chance this is different in AC (like the Ky match up... even more in Ky's favor).
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And for those pesky defensive opponents. 2P, 2K *stall* 5K (2HS, air combo) - there a good chance that the person will notice you didn't follow-up with anything after the 2K, so they will try to attack and there's another good chance that the 5K will counter-hit (and send airborne).
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Double jump then jD. That'll do it.
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Faultless defense pushback during lockdown.
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Fact: I played Dizzy before Zappa existed!
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Yea uh, force her to block. Overdrive to chip damage (not important) and increase guard meter (important). Run in, throw (cause she's going to block) into wall. Insert favorite combo here for win.
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Well, you need to read'em. If you've been throwing out 5HS for a while, throw out 2HS and get'em out of the air. Just remember if you hit something (i.e. little Eddie) you can combo into something else (i.e. uppercut).
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Sword: Keep'em back with 5HS, the second hit will more than likely hit little Eddie. ...that's all I have right now.
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No. You don't run in after the dog if all he does is 2P. 66 FD (stop at the dog's position) From here depending on what he's doing you'll want to spit (if he continues 2P), or attack with the dog and then 66 combo. The idea is to get him to stop doing the 2P and do something else with more frames and THEN use the dog. If the dog dies who cares, just make sure you follow-up.
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Uh, he does? I don't think I've ever had a problem with Sol in the corner. All I think he can really do is FRC the gun flame a few times with a rush down. FD that guy back and get out. So that's when you bait him. Either run in and FD to stop or jump overhead and bait an uppercut. When he does the move, hit D and start whippin'.
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Ha yea, playing fubarduck back then would definitely turn the tables a bit.
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Actually I'd probably want something with some delay like 2HS that he'll want to dash (and use invul frames) and get hit anyway.
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Really, Raoh's game (IMO) should be all about the 2S. All you should do for those 16 seconds is have your left hand ready to hit down and the right hand ready to hit slash. What you do from there will win the match. It's fast, it's got good range and it's low.
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Smart Sol players will always 2D when they think a Edguy is coming. I suggest adding a 2S first (to get the low hit) and then the Edguy.