In 3rd Strike, Makoto’s Super Art II = Abare-Tosanami. Rather fitting.
I hate Potemkin.
Seriously, how does Slayer get in against this guy…?
slayer vs. pote was bad for slayer up to slash… but i personally don’t see that in ac. it’s 50/50 imo.
So, do people actually use the arcade button layout on their sticks? I find it strange.
Is there any good info for Zappa. . .like match-ups and shit. . .the only real thing for him on Dustloop is like 46 pages. . .have no idea where to start off. . .
what’s so weird about it?
LOL to true. I found the arcade layout difficult at first, but i got used to it. I couldnt frc stuff like roboky’s hs.
I use the console layout on my stick, as thats what I got used to back with GGX on DC.
PSD
KHR - i turn off respect though
dialupsucky was referring to people using word like “abare” for no reason when you could just be saying something like “mash 2p to get out of pressure” or “random vv to beat the opponent”.
i mean, there’s nothing wrong with the word “abare” itself but i do agree with clayton that it often ends up making things more confusing when a lot of people don’t know what the world really means and/or misuse it.
[quote=“orka, post:629, topic:29266”]
dialupsucky was referring to people using word like “abare” for no reason when you could just be saying something like “mash 2p to get out of pressure” or “random vv to beat the opponent”.
QUOTE]
I know. I should have quoted pablo before typing my thoughts on button layout. Or write something comprehensible.
But “mash 2p to get out of pressure” or “random vv to beat the opponent” =/= abare. :o But I guess that’s the point you were making for those who misuse it.
Using it is good for short-handing a potentially lengthy set of words. I remember from the last #R tier list that was made, it had abare translated as something like “the ability to do damaging combos off of random hits without meter or specific set ups.” The more frequent meter usage/special set up a character has to use means they have weaker abare… but I don’t think anyone wants to type out the definition each and every time.
I honestly don’t get how people manage to play otherwise. I’ve tried other layouts and arcade works the best for me. Different strokes for different folks I guess.
Now if only the people who play GGAC where I currently live would stop being a bunch of whiney faggots and actually start playing things would be grand. God I hate Florida.
uh yes:confused:
the definitions i used are correct. “abare” literally means going crazy or going wild. i.e. stuff americans usually refer to as “random”, “mashing”, etc. basically anything that is just stuck out there abruptly to stuff the opponent. abare can lead to set up, but they don’t particularly refer to set ups or damage at all.
Speaking of “abare”, someone please define “yomi”. I don’t understand when a character has good “yomi” when I’m under the assumption that “yomi” relates to the player playing the character…
Example: Daigo’s “psychic” DP’s.
yomi is just “read”… it has to do with player ability, nothing with the character
Yeah, yomi is the player’s ability to read the opponent, i.e. knowing the specific situations that they’ll try to jump out of pressure, dragon, burst, tech, whatever.
What I mean when I use “abare” is a character’s ability to do very high damage off of a random hit, which turns the tide of a match very quickly. Characters like ABA (almost entirely abare), Slayer, Jam and definitely not characters like Ky, Bridget.
I’ll get started on cleaning up the forum on DL soon so don’t count DL out yet.
To start off, Zappa is probably dubbed the hardest character in the game to learn. Unless you use the timer to determine your summon most of the time you will have no idea what he will get. With that out of the way I can tell you that he has come a long way in the match up department and has an increased number of favorable or neutral matchups in AC. He is definitely able to compete. He B tier in case you’re interested.
Naturally of course, to get started playing with Zappa, you’re going to need to get familiar with all of his summons. A rundown on how use them:
no summon: Zappa is pretty vulnerable (although not helpless) in this mode. Your best weapon is 5S as his spit is a long range attack plus the puddle when it hits the ground forms a seconds low hitting attack that staggers the opponent. This is a good time to run in and attack the opponent and combo into his 236P (getting a hit with 236P gives you 3 orbs. You need 8 to get his Roah form) to get a summon. If the opponent is too far just summon immediatly with out rushing in. But in general a good combo to go into a 236P is 2P 2K 236P or 2p 2k 2d 236p. The first few hits are to hit confirm so you will know not to perform his summon move if they are blocking. Zappa is incredibly vulnerable during his summon move because of the crappy recovery. Also keep in mind that 236p can also be a defensive move because of its initial invincibility frames. If you’re opponent attacks you can try to catch them with his summon move.
Also practice comboing into multiple 236p’s. If you have full tension you can do 2p 2k 236p(RC) 66 5p 236p(RC) 66 5p 236p(RC) to get Raoh out instantly!!! Very important skill!!!
The triplets (ghosts, 3 stooges, whatever you wanna call them =P): probably the second most easy of his summons to learn behind Raoh. The ghosts are very well rounded. They are good for zoning and corner pressure. I’m going to say this straight off: Learn the FRC points of his ghost throws!!! This will give you better pressure and combo ability. Plus it will save from getting hit by your opponent during your recovery. You’ll love them when you hit your opponent with the ghost throws. All of the crap that start falling on to your opponent (golf ball, bannana peel, and flower pot) will enhance your pressure and combo ability, as well as disrupt opponents who are attacking you at the moment. Every now and then one of objects will mess up your combos but that downside is negated by all of their benefits. For the Ghost throws (all ghost throws give you 1 orb):
236s: use during combo or blocks strings (make sure you FRC to continue them) as well as when you and your opponent are on opposite sides of the screens to enhance your turtling and zoning.:bgrin:
236k: use as an okizeme after a knock down or to prevent you opponent from attacking you from the ground while you are in the air. Also makes for decent zoning if you are far away because dropping them from a high altitude increases their bounce height making them more difficult (but by no means impossible) to get around.
236hs: typical anti-air
236p: this homes in on your opponent. Very helpful. For okizeme immediately after a 2D. Use this also when you opponent is right above you or is just too high for you to reach period (like Bridget). This move is not good for zoning or turtling because you opponent can simply run forward to avoid it and hit you during your recovery if you don’t FRC. However it is great against characters that are turtling against you. This and 236s are great for hitting opponents who are zoning on the other side of the screen.
236D: That’s right lets just whack the opponent with all 3 ghosts. Good for corner pressure as well as a defensive move for when you know your opponent is going to try to run in on you but you aren’t just if they are going run in or jump in. Each successful hit gives you one orb but only the first ghost will stick to the opponent. If a ghost does hit, it will haunt the opponent for a bit longer. Unlike the other ghost throws that stick around long enough for 3 random objects to come out, the D throw will stick around for 4 random objects to come on the screen. :looney:
Another great weapon in your arsenal is j. HS. Very useful. Always causes a knockdown on a grounded opponent. Leads to great mixups. If you knock your opponent down, as the get up you can jump to the other side of them and do this move cross them up. If they see it coming jump over them then double jump backwards or backdash backwards to swith sides again an then to j.hs
Some combos:
2p 2k c.s 236s. (do 236hs if or some reason you connect with a slash and your opponent is in the air)
2p 2k c.s 236s(FRC) 66 5p c.s 2D (perform 236k or 236p as okizeme. Delay performing 236k so you don’t hit your opponent while they are on the ground unless you want the orb. You can also perform j. hs cross ups if you like.
5d (homing jump) j.d j.d j.s j.k j.p jc jpx3 j.d 236hs/p (Zappa’s standard dust combo)
The sword: Probably his worst summon but IT DOES NOT SUCK BY ANY MEANS. The sword has great damage potential as well as excellent mix-up and crossup potential. When you have it use it for rushdown if you are already close to your opponent. If you are far away, don’t just go running at your opponent from full screen. Just be patient. Approach slowly if possibly and use the swords good pokes and defensive tools to wait for your opponent to mess up.
236s: Decent poke and a way for you to get inside on the opponent. Also used in Zappa’s pressure game Has a hs follow up. Successfully hitting with 236S will get you 1 orb. The hs follow will get you 2 more orbs for a total of 3 orbs. Perform the HS follow up if you get a counter hit on the opponent with 236s. This is the absolute only way to combo into the hs follow up. Recklessly following up with the move will leave you open if the opponent blocks it. After performing the 236s, whether the opponent blocks it or not, you can go into mix ups (note that with an exception of the hs follow up zappa cannot perform any other move or motion until the sword is fully extended behind the opponent. Keep this in mind when you are timing when to do his mixups. Also remember that he is vulnerable so if you opponent suspects that you are going to pause to do the follow up they can rush in to attack):
-2S: after doing 236s you can perform 2s hit your opponent low if they are blocking standing.
-j. hs: if the oppnent is blocking low, jump and perform j.hs catch them by surprise.
-hs followup or another 236s: Okay so your opponent thinks that you're going to pause to attack. So as soon as you perform the first 236 they want to run in and attack right? Wrong!!!! Catch them off guard with a hs follow up. Its prefered that you have tension to follow up a successful hit with an air combo. And even though you have to pause to perfromr another 236s you still may be able to hit your opponent before they reach and you have a good chance of getting a counter hit.!!!
-run up and do something: okay so your opponent is all confused. He doesn't know if you're going to pause or immediately follow up with HS. Plus he doesn't know whether to block high or low. At then this point you can just run up and either perform a new block string starting with 2k c.s or you can run up and throw them or do a 5D. There is also an FRC point during 236s that you can perform start immediate pressure.
Keep in mind that as nice as these mixups can be, they are very risky but important to Zappa’s sword game. So with that… DO NOT ABUSE THIS MOVE EVERY WAKING SECOND!!!
63214hs: makes a good poke. Gives you one orb and combo’s from any of Zappa’s ground hs’s (5/2/6 hs). Also goes into a knockdown. If you are comboing on your opponent in the corner then it will wall bounce them. You can FRC to catch them into an air combo. If you get a counter hit you do not perform an FRC and can perform a followup from anywhere on the screen.
623HS: Zappa’s uppercut. Has invincibility frames and works to stop rush down. Howeve he his vulnerable if it is blocked. Make sure you have tension to FRC or RC it if necessary. In fact you should always make sure you have tension for this move because you can also combo after it if you successfully hit an opponent. Unfortuntely, unlike other characters with uppercuts, you can’t abuse this move on wake up because you have no way of guaranteeing that you’ll get the sword after getting up. Zappa is random after all.
236HS in the air: This move is pretty disruptive and can even throw Zappa right behind the opponent to cross them up. It also makes nice air combo ender. Unfortunately you cannot abuse this move without tension because if the opponent blocks it you miss them you have to worry about Zappa’s recovery when he lands leaving him open to die pretty much. So if you do not successfully hit the opponent hope that they blocked it so you can RC it. Use sparingly outside of combos.
Combos:
2k c.s 5hs(1 or 2 hit depending on how far the opponent is) 63214HS.
(in corner)2k c.s 5hs 63214hs(FRC) 66 2/5s 2hs (1 hit) jc.S jc.S j.D/hs 236hs
2k c.s 623hs(FRC) j.k js jcs j.d/hs
63214hs(counter hit) 66 2/5s 2hs (1 hit) jc.s jc.s j.d/hs 236hs (you can let 2hs hit twice but 236hs may or may not hit.)
623hs (counter hit) 66 5s 2hs (1 hit) jc.s jc.s j.d/hs 236hs(you can let 2hs hit twice but 236hs may or may not hit.)
I’ll get the dog and Raoh later.
hey Austin good stuff D:
pretty much everyone who uses stick and plays this game seriously at all uses it. if you use anything else, you’ll be screwed if you ever try to actually play the game at an arcade.