Zasalamel mains rejoice for the time is nigh! Discuss below!
Fantastic breakdown.Best strategy was trying to outperform your opponent with your mediocre damage and range/speed. I can only speak for scIV zas.
I liked to rely on his frametraps you got from draw moves, forcing a mix-up between mid/throw. His lows were appalling so no low/mid mixups for him. Zas really shined with his back against the ring edge, he had plenty of moves that would cause a ring-out over his head.
He had a couple good tech catches against ukemi, 4B without just frame 3AB comes to mind.
I liked to catch opponent off guard with uncompleted strings, 6AB, 3AB, 6BA, only performing the first hit.
I would try to find ways to force yourself in BT state to force BT B+K on your opponent which was a great move, like jumping over downed opponents.
4B+K was a great move to throw out as much as possible, safe and would lead to combo damage. 3K was a great kick to stuff your opponent from up close.
I heard that Zas's frames got buffed in broken destiny, most notably his AA would be + on hit, aswel as his 1K low kick. Pimp hand (B+K) gained damage and no longer automatically taunted.
Seeing how BD was a step up for Zas I'm really excited what they do with him in scVI. I missed him sorely in V.
Yeah it still literally could do anything at this point as we wouldn't know much better lolI wonder if the curses will be a reward for either good offense or either good defense.
Maybe it is applied on lethal hits, or from hits during soul charge state. Maybe it's a separate move that you have to land (pimp hand), or from draw moves, or throws. It would reward good offensive play, but do you really need a boost to your offense in the form of time stop when you are already winning?
It could come from good defense, like landing GI or RE.
From the trailer timestop looks to be applied when landing certain hits, RE B specifically. Hopefully there are other possibilities.
The mechanic looks like a cool addition to me, but only when it rewards good play. I'm a bit worried Zas will be forced to rely on it to dish out big damage or to be viable.
That's Abyss WS B from SCIII. Zas has a lot of Abyss moves in Soul Charge.I think they read through the forum from sc4 and those wishlist, because back in 09 i wrote about zas having a wrB that would ring out behind him or just slam the oppenent on their head and i just saw it in a video in the general forums.
Maybe its just irony but, either way im happy to have zas back and for him to look so solid this time around(hopefully he makes to console this good).
Havent played sc3 since 06-07 so even when wrote that in the wish list back in 09 i thought i came up with lol. What was zas new 66b and does not have his old ws b that rung out in front of him ?That's Abyss WS B from SCIII. Zas has a lot of Abyss moves in Soul Charge.
Zas' New 66B is Lethal Hit Launcher. In the trailer, Zas' old WS B didn't have his old attack throw. In SCIV at all range except Tip Range, Zas did his old WS B attack throw. At Tip it cause's a stun.Havent played sc3 since 06-07 so even when wrote that in the wish list back in 09 i thought i came up with lol. What was zas new 66b and does not have his old ws b that rung out in front of him ?
In SCIII, Zas & Abyss' had different versions of this move. Zas' 66BB was a CH Combo & launched for 66A+B or 4A+B. Abyss' SCIII was a NC that stunned on NH comboed into 66BB or A+B. Then, in SCIV Zas' 66BB finally became a NC. In SCVI, it's 6BB. He can also do it from BT and it'll become Abyss' version during a STN.What will be the input of Zas SCIV 66BB?