Hey, I just started picking up Zas and had a question. I like using the 66A+B but in the forums here I see people talking about 66A+B4 and can't seem to tell what they are talking about. i tried it in training and didn't see much of a difference.
66A+B4 = draw version of 66A+B.
In SC4, you can only do that after a succesfull CH 3B4 or succesful CH iFC_FC3B.
As the others says, 66A+B4 create an occasion to place a BT B+K (maybe RO)**
In SC BD, no need to palce it as a CH, just do 3B4 or FC 3B and 66A+B4 _________________________________________ ====== DOUBLE POST AUTO-MERGE ======
Up : Can you confirm it on SC4
In SC BD : CH CCB, 1AB (big bounce), 66A+B4 BT B+K = 114
Of course it's a stun combo ;)
The main problem with Zasalamel is that :
All heavy damage combo are stun-shakable combo :s _________________________________________ ====== DOUBLE POST AUTO-MERGE ======
I try many moves to set uop the 66A+B4 BT B+K
Here are teh starter moves
CH 1AB (1A blocked/whiff, B = counter) -> 66A+B4
CH FC 3B -> 66A+B4
3B4 -> 66A+B4
66B+K -> 66A+B4
Can someoen test is 66+BK and 66B+K4 are different ?
About 66B+K, the timing is VERY STRICT (I tried it on Hilde)
Haven't seen this mentioned yet but I might've missed it. Off a CH 4B if you miss the JF you can tech trap with 6B,A. Catches everything except right. It catches all but right after his UB too. 44B+K, 6B,A, Back Throw-R.O. has to be an ego killer, and I just did it to a Mitsu ^_^. Has anyone found a near guaranteed use of b:K that doesn't involve a shakeable stun?
yeah on some characters like maxi and lizardman timing 66A+B4 for the relaunch is hard or needs to be at a certain distance and BT B must hit right after 66A+B4 any spare time can cause the window to be canceled.
it does more damage than 66A+B4 BT [B+K] which is 78 if i recall. whats sucks is that BT B whiffs on a CH FC 3B. then again on a CH FC 3B the 66A+B4 BT [B+K] is able to be preformed on all characters.