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Everything posted by Zoogstin
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I still do. Usually I input the 8 during a 5S then followup with the a 2HS then go up for the combo. Usually the only times I use it or see it used are when you get a counter-hit off of 623HS or after a blocked burst (in which the opponent was already in the air before they bursted). The only other times I see are from certain combos but that's pretty negligible because the pushback on the wall severely limits the amount of hits you can do unlike if you were in the middle of the screen. One reason why we may be seeing less JI combo's is due the fact that damage scaling of the sword got increased in AC so damage output kind of got nerfed. A JI combo in Slash did 40-50% damage. i guess they traded damage for the sword's versatility in AC. Which isn't bad. And you're right the JI sword combo was THE sword combo.
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Hmm. I believe I know what you're talking about. I'll see if I can upload them on youtube and then come back here and let you guys know. Umareru you can PM me in a few days if still haven't done it yet. Just to remind me. =)
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Man I need to fight some good Zappa's. Thanks for the post Oibi. Most of the North Carolina crew went to FRXI but I couldn't because of school. =/ Maybe next year.
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Any body can add on if they want, but: She's faster thus making combo's previously not possible possible She has added FRC points on moves she previously didn't have FRC points on. Her other FRC points have longer windows for you to input them More of her moves are jumpcanelable Her damage output is weaker. You Moroha Gauge drains faster as well.
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you are screwed. =/ I don't think you can reversal the dog either. So in the end you only have 50/50 shot at getting a reversable move. Unless you're Raoh then its 100% as long as he's out. You have your 632146H super though, but use it rarily. You have better uses for that tension.
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While I don't know this matchup very well, I can tell you that 2K is not throw invincible.
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Besides backdashing or blocking all you have is 6236 P+H. If you input those directions, press punch and hardslash at the same time, AND just happen to either get the sword or summon on wakeup you will have a reversal move with invincibility. Other than that you have nothing more reliable than simply blocking on wakeup.
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Run forward= no bad idea. Backdash= yes (but don't do it too much. The more you play the better you'll figure out when its good to use. Regardless, Zappa has a great backdash).
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According to the frame data, 5k has no throw invincibility, but 5D does from frame 10-33.
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I believe you have to do: 5D>8>jD>99>jD. Double tap 9 and that should work. Try it. I normally FD and do one jD. I double tap with ABA's ID so that's where I'm getting it from.
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I think he's talking about the time bomb, not the bag bomb. In this case you throw out the time bomb and then do the 2K setup.
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Go to the video posting forums. Just wait for updates that have ABA in them and pounce.
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here ya go. http://www.youtube.com/view_play_list?p=8B4268287BE2D2B5
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Anti-2P strats: -4D D (wins almost everytime due to angle) -let the dog die and 236P the sol -spit on him. f.5S will either hit him or clash leaving him open to get hit by a 5D. If sol has you pressured FD him away. The hard part is looking out for throws. But seriously that is just about all the mixups he has besides a random overhead like dust. Don't freak out, because Sol has you cornered. His pressure in all actuality sucks. He needs tension to do gunflame pressure. If he does bandit revolver you can summon or sword uppercut him out of it. You just have to look out for wild throws.
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No, mostly because you can combo into 63214HS(FRC) to do the same air combo for less tension. Although I don't know the damage differences this combo and the combo you mentioned.
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Yeah I would tell anybody fighting slayer to not jump in on him. One of the reasons Slayer's 2S is so beast is because it has upperbody invincibility so I was told.
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Yep. Also the dog's 8D allows the opponent to recover really quickly. Worst of all 2D and 8D don't give you orbs. But all of that info is in the guide.
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5k and 6P go hand in hand. 5K beats out Slayers 2K and 2HS, 6P goes against much of his other pokes. Tiamat: 6P has upperbody invinciblity (Zappa's hitbox during this move is one of smallest in the game next not having a hit box at all). Also it hits low where slayer is usually vulnerable (with an exception of his 2HS but that's what 5k is for). 6P is a good anti BBU move because BBU has upperbody invincibility as well but since your 6P hits low, you'll knock him right out of it. =) 6P will also beat out Mappa's and Slayer's Force break punch thing after his dandy step.
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The dog can attack twice in succession. If the dog does a bite as the second hit, it is no longer unblockable, but rather lvl 5/6 block stun.
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yes learning all 4 of his summons are part of it (of course some are harder than others). But other factors include, learning what move is good and what move is bad in a particular situation. Other difficulties come into the fact that he can SOMETIMES work against you due to his randomness. For instance, there is without a doubt that a particular summon is better in a particular matchup than others. If you arent' getting that summon in situations where it would be helpful you may at a disadvantage. Of course this isn't too much of an issue if you know how to use all of his summons. =) Sometimes the random and quick change in summons that you experience because you got poked by a simple punch or something may throw you off because you weren't ready to change your gameplay from dog to the sword. but all you need is a little under 1 second to see what you have and you're back in the fight. Just a random annoyance that happens to me a lot is when I'm in the corner and get hit or something and the sword comes out but I have no idea that its there because its off the screen. But i'm just being nit picky. But I don't mean to scare you off. Zappa by no means is a crappy character. He's very good. Its just that there is a lot to think about when playing him. Anybody disagree? and also I WOULD REALLY LIKE TO GET A HOLD OF THAT CHART!!! Thanks you.
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Most importantly of all: If Slayer has 50% tension, DO NOT perform a ghost throw or Darkness Anthem with Raoh. You will eat a Dead on Time easily. If he gets you pressured. FD like crazy to get him off then jump aways. Do not perform sword rush if he has 25% tension or more UNLESS you have the tension to cancel the immediate followup. You're asking to get hit by a Big Bang Upper or Dead on Time. This matchup is hard because Zappa has a lot of unsafe stuff against a character (being Slayer) who has an incredibly amount of great pokes. I have a hard time with this matchup because I will make one mistake and lose despite how safe I was during the rest the match. With the sword 5HS stuffs most of Slayer's ground moves, but you have to hope that he doesn't instead decide to jump and come down on you with a jHS. Have a 2HS or 623HS ready for Slayer because many Slayer players love to use this move. The dog is you best bet in this match up easily. Most of the moves that makes slayer great only hit once. This is perfect for have the dog take a hit and you getting inside. And like Oibi mentioned, 6P and 5K are your best pokes against this guy.
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Okay thought so.
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WTF? D8 Wow. Surely this has to be an old strat that ends up being useless in actual play. Surely... I mean there is no way somebody just figured this out with AC being out for so long. Am I right or wrong? If that's a new strat then Eddie is about to be bumped into SSS tier or something.
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I've seen it happen in a dust combo. Look around in some of ABA's combo videos, you might find it there. =/
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you can always jump. Instant blocking his 2K is not necessary but helpful regardless if you're going to jump. Instant blocking his 6HS is a must though. At this point your opponent will have to get smart enough to start throwing out heat knuckles instead of slide heads. 2K won't work up close I believe because his attack box will take you out. =/