RhythmikDesigns
Active Member
now destroys wake up kicks. Catches then before they even hit and just sends the poor buggers flying.
Found it when I was trying to use ~ to GB after wake ups.
Both mid and low?
now destroys wake up kicks. Catches then before they even hit and just sends the poor buggers flying.
Found it when I was trying to use ~ to GB after wake ups.
Both mid and low?
Yeah, not quite got the timing down myself but it goes over the low and slips past the mid (somehow).
Out of curiosity, what's the range on Zack Beam? I know the graphic goes almost fullscreen, but where's the hitbox?
Does it apply any kind of stun or anything?Mid Punch, seems to be screen wide. I've hit some huge ones. Pretty sure it is a ray cast since I've noticed it whiff ducking people at close range.
Does it apply any kind of stun or anything?
Stay on and use lots of 6p because almost no one is stopping you besides Jann lee. 6pk is a good mvoe. Applying SS k is good. Also using H+K too. Btu the best thing you should be doing is forcing low counters so you can get the 4k sitdown stun. It's +24 on hit, which pretty much anything you want.So thought I'd come seek some advice and direction since I am really liking Zack right now even if my style and game with him is very simplistic.
I still make some funny inputs here and there (a few Mila ones just pop in now and then). I know I'm not using everything to its full potential, I've started moving in more stuff (like duck ).
So got a little video, nothing exciting. After that I'll post what the plan is when I go into a fight, and how it usually doesn't end up that way =D
So my usual aim is to hold frame advantage as much as possible, throw some damage off for it when I can.
So any launch I like to try and hit for the +9 force tech.
I have a couple of things I use from that but I know I spam it a lot.
So I make use of things like that, and my range to get in
I'll usually try push for a counter to get a grab on (and then completely whiff it as I daze out). I'm pretty much trying to keep them standing and looping as much as possible, with a few knock backs to reset the fight and usually abuse / to force them on the back foot as I run in, hopefully giving me a chance to land or for the advantage.
Just wanting to know... Where do I go from here? Any and all help or (constructive) criticism is appreciated.
/Blitz
Couple of new CB's, need testing on PS3 side but I shall do it tomorrow:
+ Fairly good from the first.
+ Uses the kick CB (find it isn't usually a go to counter)
- SE'able.
- Starts high at 19 frames, but arguable.
+ Seems fairly comfortable after landing the first hit.
+ Can't be SE'd.
+ Uses the kick CB.
- Starts high at 19 frames (again).
- Setup is all highs.
Those two have been found before. Thanks to Rd I found stuff like 2H+K,low counter, 4k sitdown stun. I'm right now looking for ways to sitdown stun.
Well that goes for all characters that got new sitdown stuns in 1.03 not just Zack it seems TN is telling us to stop low holding out of stun. I'm sold on the 4k sitdown myself because it takes advantage of pp2k and 2kkk moves that make zack and make people try to hold it. I mean look at it this way...if they don't hold you can keep the vortex going if they do hold they get sitdown stun for there troubles. This also make baiting crouches possible too.Eh, I'm not sold on the 4K sitdown because you have to bait w/ a 2K string and the problem is that you those strings are unsafe. Hell, when I do get it, its wasted because I wasn't even looking for it. They should just make 4K sit down in critical stun period, not just on crouch.
Edit: I won't say its not useful, but its better used if you've already put the opponent in sitdown so you can extend it.
Little share I've held out on since the patch (I'd imagine others found it too though).
gives a sit down that grants you a free
Right now, I'm working on some freestepping tech that punishes holds. I'll you guys know my findings soon.