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Zoogstin

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Everything posted by Zoogstin

  1. Well in that case, you can also count Zappa(Dog).
  2. Sup NYC. Sup Enshankya. Duke right? Are you coming back down to NC for school? Hopefully you can play GG with us a bit more often this year. The one gathering you went to didn't have all of our best guys there, but we play regularly so if you can play us more you won't come back to New York rusty. =/ It be good to fight a Robo-Ky main.
  3. Good stuff Moroha. We should be keep this in mind. Thanks a bunch.
  4. Way to go for the Zappa reps.
  5. according to the frame data, Faust's throw range is pretty normal. 45 (pixels?) other characters are 43 and chipp has the worst range with 36. Many characters, if not most, have 45. So he is by no means among the worst in the game. Not the best either but still.
  6. We appreciate it Don.
  7. ABA most definitely can take out Jam. The real reason Jam would give ABA a problem is because of how easily she can IK ABA. Other than that. Jam has much to fear because ABA's pokes, pressure, and damage, and go head to head with Jam's.
  8. Great stuff and discussion Oiboi. One of the most important things you should mention (maybe you mentioned it but maybe not) is that when ever you summon, press 5D, 6D, or 8D. This is vital incase you wiff a summon or the opponent blocks a summon. If you happen to get that dog, it will easily save you. One should attempt to do it everytime you summon, you probably won't remember to do it everytime but it will help you a lot in the long run. Also if you are ever knocked down and feel gutsy enough try to do a wake up move. input 6236 P+HS. This will take into account if you wakeup with no summon or if you wake up with the sword. Both moves have invincibility. However if you get the ghosts you're probably going to lose to what ever meaty attack your opponent is going to throw at you on okizeme. The dog I don't believe can be reversaled, otherwise I would say to press D as well.
  9. You put up a pretty good fight against _SH. I don't have that much experience against Baiken but I know that its frustrating poking her because of her counters. But just remember when you do a fS you can cancel it into 5D (which I saw you do ) and 2K which will dodge or beat out her HS counter. If you cancel a move into pogo against her and she blocks it remember to press 66 to avoid that HS counter _SH often got you with. But yeah when you're pressuring her fS is your safest move because of all the options you have at avoiding her stupid counters.
  10. It doesn't work.
  11. You have really nice sword game. For the dog, I think you use its second attack feature too much. Sometimes when you do the unblockable bite, I believe its best to go for the knockdown rather than chaining into an 8D. That way your okizeme will be mad beast consisting of mixups and/or unblockables. Besides the 8D as a second attack doesn't give you more orbs.
  12. Trust me he hasn't.... I think..
  13. 6P will be out jHS if you do it on anticipation and do it early enough. It can compete with it. You fastest poke is 5P. Use this in your block strings or at the beginning of a match sparingly. Although Slayer's pressure is scary with all the mixups and all it has a lot of holes. Instant blocking and 1-frame jumping out is your friend for getting out faster. That's all I can really give but I hope atleast 1 thing helps. =/
  14. 2hs does' the trick too. Check the block string section for the ghosts in teh Zappa love thread.
  15. Mettakiri is considered a throw(.......ish) so yeah, no throws of any kind grab an opponent who is in block stun. Although it has a bigger hitbox than before, you still have to be really close. Yes you can hit Slayer out of a dandy step but you're not gonna beat mappa punch because the attack box of the mappa will most likely hit you before you before his hit box is in range. Unless Slayer's fist is part of his hit box during that move. Remember Mettakiri has startup as well. Its not instant as it may appear.
  16. When the opponent is knocked down run at them and just as they get up, jump over them do jHS. This works for both summons. Nice overhead crossup, expecially with the ghosts. checkout the sword mixups sections for mindgames. =)
  17. We appreciate your comments Kyle. Thanks Yeah the sword is awesome against May. Although all I have as a reference against is Frank the Tank's may let me just say that 2HS and 623HS will take may out of the air really quick. A preemptive jS. will beat out may's jHS because it has better range. Other than that, just stay on the ground and block unless you go for the IB throw setup. Dog is good against may as well, if anything for simply taking hits since May has little to no attacks that hit more than once. 8D to take her out of the sky and keep her at bay. Unfortunately since May is so light if you manage to get a 2D bite on her she'll be able to tech before she hits the ground unless the bite is the 11th hit of a combo. So if you connect with a 2D do 2HS jcP jS 8D jcP jS People are saying that the Ghosts are alright in this matchup but I feel that you should be having fun while the May player is stuggling not to dolphin or jHS into ghosts tosses and Zappa's jHS air raid. Know you're ghost toss FRC's well just in case you guess wrong about where May will move next. Heaven for bid you throw S or K ghost and she does a Veritcal dolphin. Like everybody else said, Roah is a no brainer. She'll just need to sit back hope for the best. Remember that P darkness anthem is obsolete in this matchup. you have K for those 3K attempts and S if she tries to jump.
  18. Checkout the new Gamechariot vids. Osaka B, the same guy who OCV'd teams by just playing on the pogo stance was using the door FRC's. Although still not ground breaking I'm sure now some us don't feel so bad for trying to do them.
  19. Dude if we can harnest the power this elongated stagger, Zappa will be S+ tier!!!! Okay not really. =/ I haven't had this happen yet, but it would be nice to see what conditions are needed.
  20. the 669 jP combo isn't even all that good. Its just flashy. what you have is just fine.
  21. That's probably because you're not catching your opponent at the right height. Ex: 623HS(CH) FRC 66 5S8 2HS(2 hit) sjc.S jK jS djS djD (the height at which you hit your opponent with 5S8 when they are falling is character specific) Another: anti air 2HS(CH 1 hit) 9 jHS land 5S8 2HS(1hit) sjc.S jK jS djS djD This one is a bit awkward but worth doing. You counter hit an aerial opponent with 2HS. You jump forward with them and right before you land you do the jHS. Once you land you hit them with the 5S8 and one hit of 2HS then you go into your jump install combo.
  22. that standard after a sword JI is to 2HS sjS jK jS djS jD. works on everybody. For some characters you can get in an extra jk and for others you can get in an extra jk and jS
  23. who did that use to be?
  24. Haven't read through everything yet but this is definitely an excellent start!!!. Good stuff man. But what this thread needs are videos. Too bad I can't record stuff. =/
  25. after a 2D you can also run up and do a wiffed 2HS (FRC) into throw.
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