Uses for 4K, 22KK and 66K ? i know that you can use 22kk for a right out Combo if you are by the edge is fort of them but if you not by the edge if you hit with 22kk you can do FC b and pull in but i don't know what you could do after that.
Uses for 4K, 22KK and 66K ? -4K: Yeah it is really slow for its range so it isn't really useful in advantage setups, except after WSA4 or 9B. It gives huge frames on hit though, so you can force a throw on every character I think. The move is still really useful on block as its only -3 and forces crouch, so there's plenty of room to step, GI, or attack if you feel lucky. Blocked 4K -> 3K can work if your opponent doesn't have fast WS options. If they try to 2A or 2K after a blocked 4K, 9B works nicely. Blocked 4K -> Pimphand beats anything slower than 15 frames. I don't use this move much because I like to stay at mid-range as much as possible, but it's good to throw out every once and a while ;). -22KK: Theoretically, this move is a piece of shit. Its high, short-ranged, yields crap damage, and its SLOW (slower than 4K). It does have uses however. First, 22KK itself can be used as a safe whiff-punish attempt after stepping, though I'd rather try BB4, 33B, 3B4, 66A+B, or throw. The stun and combo on NH is refreshing for Zas, even though I think the max damage you can get out of it is 49. 22K on it's own has great frames. +5 on hit and -3 on block. On hit you're really free to do whatever you want. Blocked 22K -> 2K/3K/b:K is HARD to interrupt on reaction of you're mixing it up with the full 22KK series, although this may be because people are unfamiliar with it. The problem with this is you have to constantly mix-up and risk getting CHed with very little reward for a successful hit. It's too risky to make it a staple part of your game in my opinion, but it's certainly a tool you can use to maybe make your opponent think twice if nothing else is working. 66K: I don't think I've ever used this move on purpose. It really isn't that great. Its got a decent speed, but the fact that its high and unsafe just doesn't seem worth it. One of its bright spots is that if you do connect, it knocks them down and 3AB catches all tech attempts. I guess you could use it punish moves that are -17 or greater, but I'd rather just do BB4.
I hate you all.....but LOVE 6BA at ring edge. Ultimate RO mixup against all but Asta and Voldo. Still in your favor bigtime.
I don't know if this has been discussed or not yet but I found a use for B+K. 66BB, b:k, B+k --- if the 66BB is a CH. Would this be easily shakeable? Is this even a combo? Ive been pulling it out a lot online but Im not sure if it would be useful offline.
This is a shakable combo yeah I guess. Btw first post here at the Zasalamel forums. Hi to you all :D I wanted to become a better Zasalamel player and already have looked up some info. Although the only thing that aggrivates me when I play Zas is that his lows are quite easy to read. However lately I have been using 11K with quite some succes, especially after B+K on CH wich is in your combo Don-Quixote.
The uses for B+K are: -fastest move zas got, so use it as an interrupter. If you get a CH and the opponent is back to the wall, you can combo after the wall hit (b:K, 4B:B, BT [B+K]) -it has its use in the wall combo. After a wall hit (ex: 3B), do 6BA, B+K, b:K, 4B:B, BT [B+K] Btw Prymo, your "flashy" combo is wrong. 1. You have to do 6BB before 6A+B, it does more damage. 2. After the last stun move, you have to implement b:K for more hits, more flash and more dmg
A+K isn't shakeable. Neither is CH bK (2nd hit). That's all he's got. The problem is getting those to hit. I've had small success with anti-step and post-GI use of A+K ie. good luck getting a stun combo with him outside of online and character ignorance.
I don't see how someone would even get hit by A+K post GI except online. I bet someone could whiff a GI and still duck in time.
Yeah sorry but my signature can only be max 8 lines :P So I had to figure out how to fit this one in here.
Hey I`m not sure if this is actually guarnateed or not but I haven`t been able to shake out of this after setting the cpu to record. 1BBA, B+K, It only works if the opponents back is to the wall though which opens up for wall combos after the B+K. Can anyone confirm if this is indeed a combo?
Too bad I don't see it being too practical. Think 1BBA can be subsituted in some wall combos for more dmg?
It's only practical near a wall thanks to your observation Schneider. Qshi's combo for the 6BA requires a high W! With good positioning you could do 3B W! -1BBA B+K b:K + followup 4B:B BT [B+K] nets about 73. 66BB is about 66 and brings 'em in. My fave atm is 4B+K. 67 without tech but noticeably more if they do tech. Great find. Now I actually use 1BBA.