-
Posts
1,742 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Zoogstin
-
[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
The doll seems to stop attacking even if Carl blocks, so I think that answers your last question unless I'm missing something. -
[CT] Carl Clover Tactical Discussion/Questions/Help
Zoogstin replied to Alternate275's topic in Archive
Yeah well you wouldn't want to watch a computer play Carl anyways. -
You are right when setting the recovery to front or back because yes your opponent does recover sooner. But the computer will recover perfectly everytime in training mode. So if you're performing a combo and mess up your timing at a certain point you'll just drop your combo because the computer escaped. You won't notice a black beat until you fight a human player who may not tech soon enough. For example: So if you're doing a combo and you mess it up and the CPU recovers before you can pull off the next hit in the combo then nothing happens. However if you do the same combo on an opponent (and by chance you make the same mistake in your combo you did to the CPU in training mode) the human player just for being human may miss the timing to tech out of the combo. So the next move you do that hits the opponent will cause "BEAT" to go black indicating that the opponent could've teched but didn't.
-
If you look at the combo counter when you perform a combo you'll see the word "beat" under the number. If the word is gold then it is a legit combo. If it is black then somewhere in your combo your opponent could've teched out but they didn't. Basically if its black then your combo shouldn't have worked.
-
Can you TK the first sword spin or is jumping then doing the sword spin necessary? I like creative combo's I might incorporte it into my game just for fun. Also for those of you who having come up with some decent tech throw setups I have two in the corner. Sword: Generic ground combo into 63214HS FRC 66 5S 2HS jcS dj air throw. I think this is good because you have no ways of creating a knockdown from an air combo. Ghosts jHS land 5Sc 5HS jc airthrow. AFter the air throw you can go for mixup shinanegins.
-
Looks like he just got banned. =[
-
^ agreed. What I find frustrating is that when Zappa doesn't have summon, Chipp pretty much controls when you'll be able to summon. Unless Chipp wiffs a Gamma blade he can just about punish your dry summon from just about anywhere on the screen due to his speed and teleports. I you just need to poke well AND NEVER STOP MOVING!! I'm not sure but I think its possible to cancel into a summon off of a blocked fS and still be safe. Chipp will be able to attack you probably before you can attack him but I think you'll atleast be able to block.
-
Just for the record you should rarily ever throw the ghost while on the ground and never use Darkness anthem in a blockstring. Chipps Gamma Blade eats right through them and you will still get hit.
-
Yeah if you're really far away then you'll want to do jHS. J.HS should usually only be done when you're out of jD range.
-
You can FRC the sword swipe if you want. Also you can also do 6HS and let the 2 hits connect, then run up and reset your pressure. 6HS is +2 on block not extraordinary by any means but it puts you at an advantage regardless. Honestly even the best sword pressure had huge gaps in it that will allow the opponent to jump. Its important to go for frame traps and high low mixups as soon as possible.
-
Here are my latest vids. This is loser's finals. http://www.youtube.com/watch?v=_YkYREBHoHA
-
Well yeah that too, but the thing is you won't be jumping towards him, or going near him at all for the matter. You want potemkin to come to you. Basically you're just making it hard for Potemkin to approach with a good poke such as j.S. It reaches out far. Honestly if you close enough to get hit by heat knuckle or HPB, then you should probably be using jHS but I don't think that will save you x_______x
-
Yeah any and every character can get out of the 6HS-> slidehead thingy. Spread the word. You can safely spam jS with the sword and ghost throws in the air and be out of Heat Knuckle and Heavenly potemkin Buster range at the same time. Staying in the air with ghosts I feel is a great strategy. You'll be on the other side of the screen out of any of Pot's throw ranges as well as be immune to slidehead. Throwing ghosts on the ground with the chance of slidehead CH'ing you is not worth it.
-
Maybe I just suck but if you can 6P BBU on reaction then that Slayer player is doing it waaaaaaaaaaaay too much.
-
Actually both 6P and summon beat BBU you just have to do them as late as possible. Also something to add (which I think is Slayer's deadliest move) that 6P beats is Slayer's j.HS. You have to do 6P as late as possible. Aside from Slayer's aerial super if 6P can beat jHS, then 6P can beat any of his aerial moves. Other than that, you're good.
-
Agreed. I am really curious as to whether this match was in an arcade or on console. He may have had a programmable stick. I know that combo is possible and all but I always assumed that dog combo video combos like that would be too hard for a human to do consistently. I mean for crying out loud he got over 100 hits!!!! Kudos to him though. I remember watching this guy before early this year. I saved his videos because he has one of the sickest dog's I've ever seen.
-
Yeah 99% of tournies ban Ex characters. That's one of the reasons you rarily ever see EX matches on youtube. But then again, I never look. =P
-
with the sword I just IAD jp jS jD
-
Yeah 5P instead of cS is usally better because its faster and has more range. Prime before the RC pretty much means you need to do 6 RC 6. if you can't grab this concept them just concentrate on dashing sooner than you think.your dash input and the RC will occur almost as one input lol.
-
close slash you can jump cancel.
-
Oh i know what you're talking about. I didn't know that is was possibly to link that. I always assumed the Faust did the 5K just to try to stuff an air tech if the opponent tried it.
-
Sorry I left out some of the combo because I assumed you would know what which combo I'm talking about. 623HS (CH FRC) 66 5S 8 2HS (2hit) sjS jK jS jcS jHS/D. 4 Corner look at this combo. Notice how you input an up motion as the 5S hits (hence the 8). Do that quickly and then perform a 2HS. If you super jump cancel the 2HS you'll notice that you'll be able to jump a second time. =D Understand?
-
If its a going my way off of a pogo stance, you then you can FRC the GMW and time a 5K.
-
I don't think Zappa is any better on pad or stick. I play stick so thats how I roll though. I couldn't play him on pad simply because I haven't done it in forever. =/ Also which JI sword combo are you talking about? 623HS(CH FRC) one where you do sjS jk js jcS jD works on everybody midscreen. You can't do much in the corner because of push back. I only do that specific JI combo on some of the light female characters. For everybody else, you can get in 1 or 2 extra hits. If you don't wanna do it thats fine. A good Zappa player does not need to have fancy combos. He's just only more fun to watch and thats where it ends. Honestly the JI combo I felt was more vital in slash before 623HS recieved proration in AC. I still feel AA CH 2H JI combo is still good though.