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Tilde~

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Everything posted by Tilde~

  1. Tilde~

    I-no vs Potemkin

    As far as AA vs. Potemkin is concerned: - Forget about trying to 6P any of his jump-ins. It'll trade badly for you (as you pointed out) more often than not against j.S, it might occasionally score a lucky clash with j.D but that's a best case scenario and a rarity to boot. Fortunately, Pot's aerial approach is fairly predictable insofar as you should have a good grasp of when he's going to use j.D as opposed to j.S/j.HS/whatever. - Against obvious j.D (Pot should be pretty much right on top of you), your best answer is usually to jump into it and IB, then punish the landing recovery (a throw is virtually guaranteed, from some heights you might be able to hit him with 5P >> whatever >> 2D xx HCL but that's a bit more risky) - Against other aerial approaches, you've got a few options: AA airthrow puts you in a good position as it knocks down, otherwise you can challenge it outright with an early j.P if you react quickly enough to the jump itself. Buffer in j.P xx j.HS if you smell the counter-hit and hit-confirm into either 236S or HCL depending on height; if he blocks, you can cancel j.HS into P-Dive and continue pressure from there. j.6P+HS is particularly strong here, as you'll either get an AA airthrow or a j.P if you're out of range. Baiting Backdash: - HS note is a godsend on oki in this match-up. Try to end any tensionless midscreen combos with 2D xx HCL, as that'll set you up perfectly for meaty TK.214HS. - You really have to milk your post-knockdown 50/50 for all it's worth in this match-up, because random backdash >> Potemkin Buster limits your options for resetting blocked pressure severely. Make sure you're mixing up your approach; for example, hoverdash IAD strings like j.KSK can be backdashed and punished, but hoverdash IAD >> late j.D xx VCL will hit the backdash's recovery and make the pot player a bit weary of abusing reversal BD. - There are a number of simple option selects you can employ as well. For example, meaty j.S~PK; if Potemkin blocks, you'll get j.S j.K (which is decently strong mix-up on its own) and if he backdashes, you'll get a whiffed j.S and an immediate 5P when you land, catching the recovery of the backdash. There's a ton of OS stuff I-no can do and it's certainly not limited to punishing backdashes. Misc. Match-up Notes: - Play super-patiently, stay on the defensive at neutral. HCL/tk note over slidehead, drop HS notes on Pot's head so he can't flick them. Try to shoot for a knockdown via HCL and begin your pressure off a meaty note. - Against 6HS xx slidehead traps, either backdash the 6HS or IB, either is basically a free ticket out. You were actually doing a good job of not getting hit by stuff like that so you've pretty much got that covered. - The only time I'd ever use reversal super in this match-up is against meaty Mirror >> slidehead unblockable traps. Remember that it has no throw invincibility and can even be FDB'd if the Pot player is really reading you hard. - While it's a lot easier said than done, don't make mistakes that lead to you getting knocked down. I-no definitely has the tools to win this match-up, and what it really boils down to is that you have to be constantly reading and outplaying your opponent. Have enough mix-ups stashed away so that you don't have to show them the same thing more than once over the course of a set. Try to stay a step or two ahead at all times and generally opt for safer options if you ever have any doubts. This is true for any match-up really but it's all the more important against a character like Pot who can kill you for losing momentum once. - Basically everything that everybody else in this thread has already said. Hope this helps a bit.
  2. Tilde~

    Jam Questions and Critique Thread

    Easiest way to combo into charged Ryuujin IMO is 5HS (3 hits) xx 236S~K xx 236K. You can hit-confirm and combo into 5HS from a lot of different things, including 6P, 5K c.S, etc. You're gonna want to learn the other ways to combo into it though (most notably f.S tk.236K and 2D xx 236S~K xx 236K) since it's a fairly important part of her game, but if you're trying to get comfortable with comboing off charged Ryuujin then the above combo is probably the easiest way to get the ball rolling.
  3. Tilde~

    Zappa: Spreading the Love (Player Locations)

    Barring any ridiculous, unforeseen circumstances (i.e. my plane to Georgia crashes), I'll definitely be at FR. Great to see that Zappa's going to be pretty well represented.
  4. Tilde~

    Jam Questions and Critique Thread

    6HS --> 6P and the like are links, not cancels. Basically, you're just waiting until the 6HS recovers and then quickly performing a 6P, 2D, or whatever. It'll combo since 6HS recovers before they leave hitstun, the timing is tight at first but you should be able to get it consistent with a bit of practice. Ex. (something for application that you can work up to, practical in match play) 5K c.S 6P 5HS (3 hits) 6HS...6P 5HS (3 hits) 6HS...2K 2D 22K
  5. Tilde~

    Eddie in Accent Core: A Comprehensive Guide

    Yeah, good call. Haha, I used to do something like that back when we'd run casuals pretty much every day (before everyone around here pretty much stopped playing ). I was always a fan of summoning the shadow and starting pressure with it off of a blocked 22D since it's a lot harder to escape than something like 5HS, etc. I noticed that after I started doing this, whenever I had 25% I could actually get some pretty free summons off of 5HS and the like; since people were too scared to try and 1f jump/backdash out of stuff like 5HS xx 22D, they'd end up respecting stuff like 5HS xx 236[H] -K-, etc. And yeah, I generally tried to save meter as much as I could when playing Eddie unless I was sure I could build it back shortly after. Since a good deal of my matches were against a friend who played Venom, I got accustomed early to sitting in blockstun for about a year if I didn't have 50% for DAA since, as lackluster as it is overall, it felt like the most reliable option for getting out of that pressure.
  6. Tilde~

    Eddie in Accent Core: A Comprehensive Guide

    Quoted this because it is essentially the point that I was getting at. If horribly scaled damage was the only incentive, I surely wouldn't spend 25% on a follow-up (unless I was 100% sure it would kill the opponent despite scaling, guts, etc.) so I do agree with you there. Would I spend 25% to put my opponent in the immediate corner, and/or stall through that last second or so of the Eddie gauge recharge so I have the shadow out (and a meaty drill/unblockable setup to boot) as soon as they get up? By all means, a million times yes.
  7. Tilde~

    Eddie in Accent Core: A Comprehensive Guide

    Didn't see this mentioned anywhere at a glance, my apologies if it's been discussed before. What's the general consensus on Damned Fang FRC combos? I don't see them used a whole lot in videos, etc., but that could just be due to coincidence. I'd think they'd have some good situational use in killing a bit of extra time on the shadow gauge while it's recharging, as well as moving your opponent into the corner. Just a few off the top of my head-- when I get the chance I'm going to mess around with other characters and see what works on them: 623S 6FRC6 j.HS j.D 41236S (1 hit) - SL, VE, FA 623S 6FRC6 j.HS j.D (land) j.D 41236S (1 hit) - AN, TE 623S 6FRC6 j.D 41236S (1 hit) - MA 623S 6FRC6 j.HS j.D (land) j.HS j.D 41236S (1 hit) - PO These should work anywhere from the immediate corner to a bit more than 1/3 screen away. If anyone has any others, post 'em up. (Keep in mind this is focusing mostly on combos ending with 1-hit SG, since you really want that knockdown more than just some extra scaled damage.)
  8. Tilde~

    Zappa Love: Series Renovation. AC Edition!!!!

    Was bored, so I figured I would dump a whole heap of knowledge/theory-fighter here. I've been reading this forum for a long time, so hopefully I can return something worth all that I've taken from these threads over that past year and a half or so. Some Zappa tricks for maintaining pressure and maximizing your mixups/combos: Raoh Mode: While Raoh's damage output is pretty much unmatched (not taking HnK into consideration), a number of Zappa players inevitably fall victim to disappointment over his lack of a standard high/low mixup outside of 5d. This is not necessarily the case. Think of Raoh-Zappa as a character like Johnny in the sense that, while you have a comparative lack of grounded overheads, you have a number of ways to end strings at frame advantage, opening up a number of possibilities for gaps and frame traps. Your mixup is simple, but very effective: end a short string with 236S (no follow-up) or 632146S (if you're comfortable spending the meter), which are +7 and +15 on block respectively. Hit confirming is vital here; force your opponent to block your lows and your standing dust, becoming weary of their steadily rising guard gauge, and when they finally become impatient and fall for CH/backdash/jump bait, kill them in the ensuing combo. Off any knockdown (say, from the summon that grants you Raoh) into a meaty Darkness Anthem, I usually do one of two things: -Run up, 2S, 236S (no followup), 2S: Darkness Anthem is +7 on block, and 2S has a 7 frame start-up. This is a very deceptive and potentially deadly frame trap. The second 2S cancels into 5HS for a combo and hit confirm, as well as 2HS(slow, deceptive looking low, no combo) and 5D(high, no combo). If all else fails, Zappa is still gaining considerable meter from his special moves, while the opponent is taking tons of chip damage from blocking repeated fireballs while watching their guard gauge slowly inch closer to flashing. -Run up 5D (blocked), 2S: another deceptive frame trap, albeit not quite as safe. Most opponents who block a 5D instinctively believe that the ball is in their court at that point and feel they are free to begin their pressure/punishment-- this is not so, as Raoh's dust, on top of being frighteningly quick to start up, is +4 (yes, +4) on normal block. There is a 3 frame gap in between blocked 5D and linked 2S; while I'm sure there are 3 frame moves throughout the cast, I know of none (save reversals and Potemkin Buster) that can make up for the pushback of a blocked 5D while still beating 2S. Later on, once your opponent is conditioned to fear these tactics, don't be afraid to run in after a blocked DA and just throw them. This works especially well closer to the corner and later on in your pressure when their guard gauge is close to max. One habit I also got into later on in my days as a Zappa player is to take note of the time on the clock where I summoned Raoh. At about 13 seconds, if the opponent has blocked your mix-up, you have nothing to lose from doing 5D (blocked), 214D. While 214D is not that difficult to react to on its own, I'm sure you will certainly catch a number of opponents off guard, not only with 2 subsequent grounded overheads, but also by using a de-summoning move while in Raoh mode. Depending on how much you've cranked their guard gauge, you can easily get CH unsummon FB, which launches into an easy summon. On lighter characters (I don't have the game on me right now, wish I could test this out :x ) you might even be able to catch them with 214D (CH), run up 2HS summon for big damage and stun. (EDIT 8/31: Tested this out the other night on Millia; 2HS xx summon is definitely possible off of CH 214D without even needing to run up...tight, tight timing though, be careful not to hit them on the ground with 2HS. With her guard meter cranked to full--which isn't necessarily unthinkable, especially if you've forced them to block a super--I was even able to get CH 214D, CH 2HS (floats), run up 2HS, 236P...orbs, huge damage, and, more importantly, FULL STUN on Millia. So yeah. ^^) Naked: Make liberal use of 2HS in gaps for the fact that it cancels into every other normal that Zappa has. 2P,2K,2HS,5P-->run back in, 5K/6P/2K is surprisingly effective CH bait on top of resetting your pressure. You can be punished for this, though, so don't get predictable. A gimmick of mine for when I *need* a summon or want to finish off an opponent that's low on life is to use jump-installed 6HS RC into j.S as a fuzzy guard mix-up. 6HS catches opponents off guard fairly often as is, and with 50% meter you get some nasty mixup/follow-up options on hit or block. Off of any string with a JI--can be as simple as 6P (JI)...--but for the sake of example let's say it's: 2K, c.S (JI), 2HS... -...6HS RC (hit) j.S, land 236P (Orbs, knockdown) -...6HS RC (hit) j.s jc dj.sd (Damage, no knockdown but good for finishing) -...6HS RC (blocked) j.s (hit) land 1P, 1K, 236P (Orbs, knockdown, burst safe) -...6HS RC (blocked) j.s (hit) land c.S, 2HS, 2D, 236P (Orbs, knockdown, damage in lieu of being burst safe...tight timing on j.S, c.S, might need to skip 2D on some characters/from some distances) I recommend learning how to Impossible Dust with 5D j.9D 159 j.9D, land 236P. A little extra damage never hurt, this is also useful for sword ID combo's involving 5S (JI) 2HS, etc. For a long time, I was lazy and just did 5D FD j.d, etc. Doing the double jump variation nets you some extra damage and a considerable amount of extra sexiness. Ghosts: While pressuring, bear in mind that both f.S and 2S are neutral on normal block and are both very quick moves. both moves combo into 236S on hit confirm, f.S being the easier of the two thanks to the stagger on CH. Use these alongside ghost toss FRC to close gaps and maintain pressure on your opponent. Against characters without uppercuts, I can't stress enough how much I love 2HS as a meaty, especially right after the summon that nets you the triplets. This move has a ton of active frames, and is +5 if you hit with it as early as the first one. Do a short dash before you begin your mixup and watch your opponent struggle against their desire to hit buttons. It also chips, which is just icing on the cake. Generally, I'd use 236P as a meaty off a connected trip, as it is safer, easier, and IMO nets you better mixup options off of meaty 236P, running jump low AD/land and low/etc. 2HS is nice after summon knockdowns and random KDs from banana peels, etc. After a blocked meaty 2HS or P-ghost, a very basic mixup into an overhead is to do something like 6P, 6HS for some good damage (at least as far as the triplets are concerned). Once they start blocking this, you apply your mixup: the start-up of c.S looks deceptively similar to that of 6HS, especially in the thick of pressure, and chains immediately into 6P and 2S, both lows. Start mixing up between 6P, 6HS and 6P, c.s, 6P/2S for a pretty silly 50/50 mixup. Both can lead to a haunting, although 6HS requires 50% meter to do so. -6P, 6HS RC (2 hits), run in c.S, 2S, 2D, 236P (meaty, apply mixup) or 236K (OTG haunting, opponent can tech away) -6P, c.S, 6P f.S, 5HS, 236S FRC...etc. Be creative. -6P, c.S, 6P, 6HS...lulz .... Hope someone is able to take something from all this and apply it towards upping their game, or contribute something to these ideas in order to make them more solid. A number of the people I played casuals with have since shifted their focus to SF4 so I wanted to record all of this here before it all got swept aside to make room for Sakura reset options.
  9. Tilde~

    Zappa Love: Series Renovation. AC Edition!!!!

    Chomite, as I'm sure you're well aware, the common way to end a dog combo with 2D is to simply keep your opponent in hit/block stun while pushing them into the dog. For ex., something along the lines of: (Opponent between you and dog) 5D, run in 2K, c.S, f.S, 2D (the 2D has to be input early to compensate for the start-up, probably around the same time as/a little bit before the f.S) (After knockdown from summoning) cross-up j.HS on wake-up, 5D, 2K, c.S, f.S, 2D Of course, this is all dependent upon the opponent being between you and the dog. I've been toying around with the idea of crossing up with j.HS in pressure after a move that can be jump cancelled if I can't get the dog behind my opponent before I force them to start blocking. Something like: 5P, 2K, c.S, quick 5D, IAD j.HS (should cross up), 5D, land, 5P, 2K, f.S, 2D However, while I don't really feel like picking that whole thing apart at this moment, I wouldn't be surprised if there are some gaping holes in there where gruesome, demoralizing punishment could ensue. Any input on making that safer would be welcomed. As for 6HS, the combo I usually try to use (I'm sure there are others as well) is something like: 5P, 5K, 6P, 6D, 6HS (followed by an optional second 6D to put the dog behind the opponent) While 6P --> 6HS gatlings, it doesn't combo, but the 6D fills in the hole between the two moves and allows the string to combo. Although I'm sure it goes without saying, be sure to confirm that 6P connects before continuing into 6HS, or you might be in for a world of hurt if the opponent blocks the overhead. @_@ Not sure if this quite answers what you were asking, but just figured I'd contribute a bit.
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