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Phrekwenci

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Posts posted by Phrekwenci


  1. About that sword combo,

    5K - 2S - 2D x 236S {(RC) jP - jK - jP (jc) jP - jD.

    This works better,

    5K - 2S - 2D - 236 (RC) jPKS - djSD - 236HS(sometimes).

    I believe it does 10~ more damage? I don't know if this is character specific. Zappa's combos are pretty much freestyle anyway -_-;; Try this combo and tell me if this works on all the characters.

    Actually, I've always done jPKS jKSD 236HS. I was also fooling around one day and found this crazy thing:

    jPKS 236HS RC (1 hit, maybe 2) S jKSD 236HS

    You either need full tension or happen to be really good with the sword rush FRC.


  2. I'm not sure if that's something to be proud or ashamed of :v:

    Doesn't mean anything, even when I hit the mark. As most Live people remember Gearmaster1 would cut out on the brink of losing which is how he had the mark he did. I beat him once, and then he cut out in the next match. He was cursing the whole way.


  3. edit: Man, I think it's just that. Ky is as consistent as Zappa is random.

    I'm going to have to disagree on that. Sure, the stuff that comes out is random, but how the player uses that stuff most often times will be consistent. It's usually to the opponents advantage how the summon works because generally the Zappa player thinks like this:

    Summon -> ok what summon did I get -> ok what is the move set for the summon -> execute

    If you are a good Zappa player you will be more like:

    Summon -> execute -> ok what summon did I get -> ok what is the move set for the summon

    Where execute may be hitting D during the summon or throwing a normal move (like S) to maybe continue an existing combo. Then by the time your mind figures out what you are using, you can use a part of the move set for that summon.


  4. Third vid - NICE COMEBACK in the first round. When I practice against the AI, I normally pick Ky as my opponent, he's generally the character that gives me the most trouble (incidentally, I had to fight 4 of them in the loser's bracket at NEC, not fun). One thing I will note is you NEED to run under those projectiles until he figures out that he can stop you with a low hit. At which point then you have to be more picky about it. Good ghost lock down, I have a feeling that is your most comfortable summon. Fourth vid - Ok, you are running under the fireballs good work. Good zoning with the 5S.f spit. Great work in the corner with the dog in the second match (when you block the Greed Saber and counter with the dog underneath, scenic). Just make sure everytime you feel you will connect with the 8D, be ready for jK, jS, 8D (include jump cancel) jK jS. Bring on the damage, and you are plenty close enough for it there. I find myself throwing out random 5S.f's while zoning with the 8D from a good distance and the running and jumping in for this combo. I see in match 3 Ky was getting frustrated with the ghosts and really wanted to slide underneath a toss but you seemed to be paying attention and stuffing everytime he tried, good work there. Good work hearing the dog on auto-tech at the end there, too bad it didn't really work out for you. As a side note, Ky (IMO) has been tweaked and it's not in Zappa's favor. I remember the days you could 6P next to him during the uppercut and it would totally miss Zappa and you could get your free hits. I remember clean runs under the Greed Saber and 2K over the first part of the slide. Now, I get hit by all this stuff and it pisses me off. And if you folks don't mind I think I'll review some of the other vids, this was kind of fun.


  5. First vid - Other than the obvious mistakes (like RCing the 6P). One thing I noticed was connecting with a 2P, 2K, 2D and then doing the 236P ghost toss. I think you are much better off combo'ing into a 236K instead. The point is to hit them with it so they are misfortuned. I know what you were going for there, but I believe that's the better option. Second vid - Just noticing in the first match, going against a charatcer like HOS, you need to stay on top of him so he doesn't charge. Throwing ghosts from the other side of the screen is not going to help you much. Also you need some more follow-up. You are missing out on a few opportunities to continue the pain. Air throw with a jHS that connected and you missed the follow-up. Directly after that a 236HS FRC which was missed also. Clean counter-hit on the 41236 HS, and then later a good 2K, 2HS that could have been an excellent air combo. However fantastic follow-up after you lost Raoh at the end of the 4th match. I have a pretty good idea that the dog is not your strongest summon. If you do a 236P, the next button you should be hitting (if you are good distance away) is 6D, 5D if you are close (and right now I am practicing 236P 6D 236S far only). You want the dog on top of them and aggressive. That's the main problem I see with Zappa players, the dog is too defensive. Get the dog in there and put on the pressure. I'll watch the others when I get home.


  6. I kinda learned that FRC by mistake, I had counter hit on, and it ended up being that I just FRC as the announcer begins the second syllable in "counter". So every time I use it, I say "counter" in my head regardless. Weird I know, but it works for me.

    That's so crazy it just might work.


  7. Ok, I've got almost all the new FRCs down except the new sword rush one. Some times I think I have it down and then after I try it again, I lose it. Does anybody have a tip for this timing? I've tried animations and sound effects and I still don't really know what to do with it. Atleast this one doesn't have two different timings (like the uppercut has). EDIT: I think I figured it out. I believe it's the last possible frame before the sword moves from the horizontal position to travel behind the opponent. Anyone verify?

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