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A3Religion

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Everything posted by A3Religion

  1. A real easy way around Zappa's Ghost Summon is: 1) If he tries any low pokes (which honestly would be stupid), you can easily poke him with K, 2K, or 2HS. Trust when I say his 2S, is not a good poke. 2) His best pokes are on the top which would be Far S, you can simply 6P into an IAD or dash in for a Mist finer combo. 3) If you have a lvl 2 MF, as soon as he releases his ghost, just hit him with it. 4) If he is playing the "I'm a mid-air cunt throwing down the ghosts game", 2 things that I do is either 236 P each ghost, or IB each ghost going up to him and then throw him. 5) The great thing about when he tries to pressure you is that if he has to run in the ghost have to delay. A more experienced Zappa would 5K, 2K, or 5P which the usually pokes can handle. 6) A great thing also that works like a charm is that if you 2D him you can hit him with 2 coins instead of one. Which is great for the fact that if he decides to rush in with the haunted "rock", the Mist finer deflects the rock and hits him for easy damage. The greatest advantage I believe he has is if he 2Ds you into 236 P, he can easily go high or low (and his 6P goes right through the OD). That is about the only thing you really would have to worry about honestly. When he is throwing all the ghosts around you can just take them apart one by one. I personally don't have a problem dodging them so I don't know about being locked down by him.
  2. I have had a short time fighting Dizzy but so far what I have come up with Strategy wise is: 1) If she pulls out the fish, I simply superjump out of the way and try to come in with a DB FRC, most times it works. 2) If she does get you in a Fish lockdown just be patient, learn your opponents patterns and try your best to block. 3) If she does the 236 K or 236 S, just throw a coin and you'll hit her guaranteed. 4) If she is coming from the air (not IADing) with 2S or J.HS, its an easy 6P into an air combo. 5) If she IADs into you with J.2S, I would suggest just to block for now because too many times I got hit because she is so low to the ground the upper body invincibility didn't matter. 6) Her 421 S move is annoying to deal with when she is holding it, waiting for you to attack but I suggest going for the tech grab. 7) Lastly just DB FRC when you are coming from the air because her 2S is an infallible anti-air. That's what I have so far anymore input would be useful.
  3. He has a great idea as to switching it up, I usually use K-S Tk Ensenga or 2D. You also do K-S-HS MF S or MC into the Tk Ensenga. One of the best mix-ups is on okizeme to throw a coin or do 6HS and then MF S or Tk Ensenga. Besides that the one thing that especially works for me is K-S-2D-Coin-Dash-K-JI-S-DBT-DB FRC (near the opponents head)- into either J.HS, 2D, 5D, or Airdash in to J.HS if they tech forward just Air grab them. Also if you really want to mix people up make sure to do a lot of TK Ensenga to keep people on their toes. Lastly switch up a lot of your combo starters with either a high or low to keep people on their toes too.
  4. One of the best bits of advice that I have to give is that order sol is the king of beating out anti Okizemes. So the best bet a lot of times when he charges you when you are on wake is just to simply block. One thing that is a good way of handling his Gun Blaze on wake up is to dash forward to avoid everything all together. When he does 6K, you can easily do the OD, and lastly if he tries to jump over you should 5P (trust me it works a lot better than 6P because 6P has too much startup and usually ends in him getting a counterhit into big damage). When he is running in avoid throwing the coin because he runs right under it into a free combo so stick to 5K, 2S, 5HS, 2D, 2HS, 6HS (but you have to anticipate), and MF S or K. Avoid rushing him down when he has a lvl 2 and 50% tension because you will get hit with Savage Fang every second. Also something I do to get great damage is to bait out his Storm Viper by simply pressing 2K early before he wakes up and depending how scrubby the player is they'll fall for it often. Also by all means if you intend on jumping on him, USE DIVINE BLADE because if he is a good HOS player and counter hits you with 5HS into a combo it will at least be in the 200s. Besides that he is really not that much a threat.
  5. Yeah yours works for big damage in Slash but we are no longer blessed with the float effect anymore so that is why I am using this one. With the 6HS it puts a good enough distance (and the increased guard meter is a good bonus) that you can come down with the falling J.s or J.k to do some big damage with either the B&B KJ combo off of the lvl2 MF S or combo into the Jackhound-2D-Mist.
  6. There has been a mix-up I have been working on that I want other people to try out so that I can an open perspective on it. For an okizeme on a character after the overdrive, I do 6HS-DBT-DB FRC-Falling J.s or J.k if they are ducking which actually works on Zappa or Faust or sometimes I do a late DB so that it crosses them up. Its not 100% but report back to me about how well it works for you. It works well enough for me to use it but the timing is strict so get back to me about how hard it is for you.
  7. During Rin after Fuujin you can easily do the 2d-MC-K-JI-S-HS-DBT-DB FRC-K-S-K-S-D-Ensenga or switch up however you like it. The Butterfly can be dealt with a well placed IB or SB from the first hit and then into a backdash. Also if its a good Anji switch up when you attack because they'll guard point everything.
  8. Hate - Baiken, May, and Zappa (Ky and Axl depending on the player can be a real cheese bag) Love - Everyone else especially taller characters because the weight makes it easier for combos and their height makes it easier for cross-ups.
  9. Axls normals -5p countered by Jo's 6p that leads to easy IAD combos and 6k works very well for the counterhit -2p countered by a well anticipated IAD into HS Also throwing out an occasional random coin keeps an Axl player at bay. The air is no Johnny's land that will end you early in a fight or give you no tension to work with later.
  10. The hardest part I find especially dealing with Zappa is his Dog Summon. The Far s. can be beat with a coin, a tk ensenga, or a mf k. For easy damage, since his hit box is pretty big in the air you can do the K-HS-KJT-KJ frc into air combo is choice for 200 damage for 25% Tension. Regardless I need some other tips in dealing with Zappa so please bring the ideas.
  11. Is there a difference between Johnny's Mist Stance and his Kamae Stance?
  12. I use 2P, coin, 5p, and 2HS also I do use the Jackhound on the note. Sometimes I even IB and do them and somehow still get hit. But I like the idea of looking out for those three moves thanks that will help.
  13. Alright I definitely need some advice on how to get out of Ino's lockdowns when she starts them. I usually avoid them all together but sometimes its unavoidable. So any ideas on breaking free of the pressure string into one of her long, and very painful combos?
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