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Zoogstin

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Everything posted by Zoogstin

  1. Hey Zinac could you please post in a sticky somewhere that Faust's dust combo using the S after the first 2 HS is disance dependent and the distance needed is character specific. Also that its easier not to use the S at all!!! I've had to explain a bit as well. That we direct link them to that.
  2. I'm with you on that. Ken was definitely my favorite Zappa player. I miss him. =(
  3. Wow that is amazing. You can tell by just how he moves he knows what he is doing.
  4. I knew Zappa had crappy air to ground tactics. Nice find man.
  5. Phrek is right about the ghosts. Yeah there will be times when you use all the ghosts and you may have to back off from the opponent every now and then, but be stingy with them either as long as you're using them right. They can come back pretty fast. Mid screen I use an impossible dust combo for Raoh. In case you don't know what an impossible dust its when you cancel the homing jump after a successful hit with 5D and you just drop back down. You can do this by either Faultless Defensing immediately after you leave the ground or double jumping after you leave the ground. For Raoh I use FD'ing: 5D, 8, ID (FD immediately),jHS, land, jS, jHS, 214S. Its awkward at first, and you might find yourself switching sides with opponent every no and then by accident, but you'll eventually learn the timing. The first j.HS should hit as you start to loose upward momentum and fall down from doing your impossible dust. It works on every character too.
  6. There're plenty of moves that characters can only do in the air that aren't overheads. Take Faust's j2K for instance. Besides, lets face it, rather than making Zappa more solid to improve his standings, the developers have just been giving him more BS to improve his standings instead. Which, once again, I'm not mad at. =P If they want to make the dog attack twice in succession, give the ghosts a homing ability, and make Raoh bounce his opponents like a basketball all day, that's fine by me.
  7. Zoogstin

    J.hs?

    I'm assuming you're talking about the sword. When I knock my opponent down, I'll run at them then do a jHS over them to hit with an overhead crossup, then FRC it and airdash backwards to cross them up a gain for another jHS or a j.D. If you watch the the "song for" combo video you can see the various combo options available with the jHS FRC. They also act as high low mix-ups. They may be too hard to be practical, I'm not sure. I actually haven't been able to try them out. But it looks complicated. But yeah what i mentioned before is how I use the FRC.
  8. go to youtube and type in ggxx Zappano. Then again its a Raoh combo video.
  9. Here are two others. I have a feeling that there are more AC Zappa CV's out there though. http://dustloop.com/forums/showpost.php?p=191666&postcount=51
  10. I believe so.
  11. Different brands of buttons have different feels. Sanwas are one of the most sensitive buttons out there. Seimitsus are not as sensitive to the touch but they are still very good buttons. You should not have to worry about their quality. Thats about the only difference I can think of.
  12. No he's talking about Eddie. Zappa has about 2ish unblockable setups with the dog.
  13. The ghost's jHS is not an overhead so no unblockable set ups are possible. Teyah you can relax.
  14. Phrek is right about Eddie for the most part. By the way nice blocking 4gotten. Your defense is solid. Just make sure you FD constantly when jumping. That cost you a few times. Also I got to comment to you, Phrek, that I can see how much you dislike using Roah when your opponent is playing defensive. Hopefully that'll change once you start playing more people.
  15. Love your play style. Likes the aggressiveness. Yeah there were some nice 2D opportunities you had. But I liked the 8D setups that you took. I use to do those a lot but now I've gotten all tech throw happy so I could setup some 2D wake up traps so I don't do them as much as I use to. Good stuff. We'll see how you fair against humans soon enough. So who here is planning on going to FRXI??
  16. comboing into the jK after 2S is a link not a buffer. Meaning you only have a small window to input the k button so that it will actually connect. after you perform 2D 2S I'd recommend holding up that way Faust will jump immediately the moment he is able to. You have to time you jk just as Faust jumps. I know for other characters and their moves, a you can input a command imediately after a jump cancelable move connect the the character will immediately jump and do that move. This is not Faust's case. he'll jump pretty quickly after the 2S hits but you can't just input the jk too soon. Time it just as Faust jumps into the air. Then you should be good. In previous versions of GGXX Faust's dust combo never had that S in it. It works in AC but connecting with it is distance dependent, meaning how far away you are from you're from your opponent when you hit with the initial 5D. Not only that, but the distance at which you need to connect the S is also character dependent but generally you'll want to make sure that your 5D hits from far range rather than close. But that's not always going to happen. Most vids I see, the Faust player doesn't even include the S. I don't I can tell you that. I'd recommend not worrying about the S. That way your dust combo will work from all distances on all characters except for chipp. So just do HS,HS,k,p,k,jck,s,hs Overheads and mix-ups are simply put: tricky. For the many moves you just have to see them coming and predict them. You'll wrong sometimes, thats just the way things are. You can see certain overheads and you should be able to block them on reaction. For some overheads, there speed may be too fast for you to block on reaction and that's where trying to predict them comes in. As for slayer. yeah that overhead gets me a lot. But I honestly think that it is slow enough to block on reaction. As you play more and get hit by them more you'll be able to recognize the intital animation of the move his over kick more and will be able to block it on reaction. That is your best bet of blocking it. When he has you in a block string, try to not fall asleep (if you know what I mean) and focus on anything suspicious. Understand that if he has you pressured and you're blocking low, all you really need to look for is either a high attack or throw attempt. That is all. Keep this mind and you have to be read for whatever comes your way. You'll learn what mixups your opponent has overtime since you're still relatively new.
  17. Its in all versions. Comboing from a 5S (close) to a 2HS has only ever worked on crouching opponents. So 5D 5S 2HS 5D 66 5S 2HS 5D.... Remember crouching opponents only.
  18. Lol good stuff. Thanks. I hate fighting Ky with a passion. I can't put my finger on it. I think its because he's just a solid character. Not the best but just... solid.
  19. Yeah I tried to go for an air combo but rather than jumping and doing 9S I buffered in 2369S and ended up doing the sword rush. Thanks for all the tips you've given me.
  20. Yeah ever since slash 2HS comboed into 41236K on a couching opponent.
  21. Well guys in case you're curious. Here are some vids of my zappa. Feel free to give any constructive criticism. But let me point out that whenever you see me do an FRC ghost throw into another ghost throw, that was my bad execution and me accidentally buffering in the second command. That is not how I think the the ghost should be played. Also yeah the sound is off at first but it will adjust later in the videos. Titanium Beast vs me http://www.youtube.com/watch?v=4vcJOSrb2uA Titanium Beast vs me http://www.youtube.com/watch?v=2YT8DvMCVRY Purify vs me http://www.youtube.com/watch?v=gqSUkz4OQi4 Purify vs me http://www.youtube.com/watch?v=AcudIsdvboY
  22. Yeah the Japanese will no a lot to help you out if you ask the right people. Not ALL of them are good though. One thing to note, you did way to many 6HS's. Also you need to learn to bail from your pogo stance a lot sooner than you were doing. The sol player would back away all the way to the other side of the screen yet you still chose to stay in the pogo stance. Use 6HS more on wake up and cancel it into a 236S if he gets hit by it on the ground. But yeah like Akira said check these forum for some good air combos as well.
  23. The impossible dust is more practical because it leads to loops and potential double keystab. Damage isn't to bad either. Learn DJ combos as well. They are very important because of how easy they are. They're perfect for when loops are not possible, when you need a quick keystab to heal, or when you just don't know what to do on the fly. Some examples 236S 46S 63214S (FRC) 66 2k 5S 2S sjK sjS sjHS keygrab/orbs or throw 66 5k 5S/6P sjk sjS sjHS keygrab/orbs Feel free to take out the HS and go staight into a keygrab if you want.
  24. Bump This thing needs to be get put in the love threads. Unfortunately I know that there will always be something wrong with what I posted. Every now and then I find something to correct.
  25. Yes this a bad matchup for the simple fact that you have to go to Potemkin. This is not ideal for any character fighting Pot but ABA especiallty has few options for turtling against this guy. This is in addition to Potemkin's many ways of knocking you down. Yes 5H will work. I wouldn't give up on ABA's far slash though. Its faster than 5H and good for frame traps when you manage to get a block string going. As for slide head, you're not timing your backdash right. You're probably doing it too early. As for reversal back dashes, that's questionable as too whether its even worth doing. ABA by no means has an excellent backdash. She has too many vulnerability frames at the end of her backdash for it to be her main tool of escaping okizeme. Other tools you have is normal mode 236K and 236D(this will allow you to get in to throw or keygrab). In Moroha mode you have 41236k although thats not as useful considering the recovery.
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