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[1.06] Sanzou Kongoumarou Guide PDF Print E-mail

By Mr_Tolkien, on Saturday, 03 November 2007

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Published in : Guides, Characters Guides


Sanzou Kongomarou, Guide for v1.06, by Tolki.


Introduction :

This is the biggest guide that I'll ever make. It will be over complete, and will be the recipient to all my tricks with Sanzou. This guide is as for me as for the others, and it's purpose is to be a reference.
Sanzou is a very particular character, which makes him very interessting. If he were a Guilty Gear char, he would be a mix between Potemkin (Slide head + Hammer Fall + F***** grab, defense), Eddy (Trap , Okizeme, pressings), and Baiken (Counters).
If you don't agree with Tolki point of view on the way Sanzou could and should be played, please visit the BBBB forum and argue quietly.


Pros / Cons :

+ : Pressing / Mind game. Good defense. Easy B gem collecting. Damages.
- : Speed. Approach. Hard to play.


Moveset Analyse :

I'll do a move by move analyse :

Successfully cancellable into : L M means you can cancel by L, successfully, but just in some case. Most of the times, corners, or char specific, but that you can (nearly) alway cancel your move by M and that it will continue the combo.
Unsuccessfully cancellable into : H means that you can cancel the move by H, but that it won't be considered as a combo.
Linkable with : 41236L->H, means that you can perform a 41236L->H after the move finished and that it will (if you do it well) be considered as a combo.
Superarmor = Sanzou will suffer the damages of the ennemy attack, but not the effect (He will continue his move). In BBB, it's shown by making Sanzou red a few frames.
Okizeme = Wake up game. In BBB, the ad vantage is clearly to the one which is standing, because there are no reversal (= extra invulnerability frames when you launch a special move at okizeme)
If there are extra terms you don't understand, read the BBB basic guide first.


Normals :
L : Medium ; Successfully cancellable into : 2L M 2M H 2H ; Unsuccessfully cancellable into : 41236L->L/M/H 6H 22L/M/H 623H 214B E ; A good poke move.
M : Medium ; Air unblockable ; Successfully cancellable into : H 2H 22M ; Unsuccessfully cancellable into : 41236L 6H 22L/H 623H 214B E ; Good range, cause it makes Sanzou to move closer to the opponent
H : Medium ; Successfully cancellable into : 22M 623H 41236L->M 214B ; Unsuccessfully cancellable into : 41236L->H 6H 22L/H 623H 214B E
2L : Low ; Sanzou's fastest low, good poke, but less range than the (5)L.
2M : Medium ; Successfully cancellable into : H 2H 22M ; Unsuccessfully cancellable into : 41236L 6H 22L/H 623H 214B E ; If opponent in air, cause knockdown or groundbounce. Less pushback than M
2H : Medium ; Air unblockable ; Launcher ; Successfully cancellable into : 6H 623H 41236L -> M/H 214B ; Unsuccessfully cancellable into : 41236L 22L/H 623H 214B E ; On air opponents, cancel by 6H, it will cause knockdown all the time if you time well.

Air normals :
jL : High ; Successfully cancellable into : jM jH ; Unsuccessfully cancellable into : j623H ; Linkable with : L 2L
jM : High ; Successfully cancellable into : jH ; Linkable with : L 2L M 2M ; Very good to cross up at okizeme. Very wide ranged. Slow to begin, means it can be used to fool the opponent and then attempt a grab / a 2L
jH : High ; Successfully cancellable into : j623H ; Linkable with : L 2L M 2M ; Wide ranged.

Grounds specials :
41236L : Medium ; Super armor : One hit ; If you perform the move during a ground combo, at the beginning, Sanzou will walk nearly without moving, then he'll accellerate. Boost cancellable
41236L -> L : No hit ; Cancellable by : Grab ; Usefull to press.
41236L -> M : Medium ; Air unblockable ; Successfully cancellable into : 214B E ; Knockdown on ground opponents. A good anti air : Fast and unblockable + One hit super armor
41236L -> H : Medium ; Air unblockable ; Successfully cancellable into : 214B E ; Jump cancellable ; Linkable with : L 2L M 2M ; The only jc move of Sanzou. Very usefull in lots of combos
6H = 214H : Unblockable ; Unblockable for non crouched opponents ; Super armor : One hit ; Successfully cancellable into : 214B E ; Linkable with : L (dash)2L M 2M ; Hit doesn't occure if superarmor used.
22 L : No hit ; Usefull to fool the opponent, on the trap, as an example (He'll perform a dead angle, which you'll guard and punish by a 4k combo)
22M : Low ; Launcher ; Successfully cancellable into : 41236M/H 6H 214B
22H : Unblockable ; Ground unblockable (Only hits grounds opponents) ; Launcher ; Successfully cancellable into : 41236M/H 6H 214B ; Major use : Trap
j623H : High ; Successfully cancellable into : 214B E ; Linkable with : L 2L M 2M ; Usefull to cross at okizeme. L M H 623H will cross if you perform the L close enough

Air special :
623H : High ; Linkable with : L 2L M 2M ; Very usefull in tiger knee (62369H), because you can choose to super jump to cross with. Much better than it's ground version, because it doesn't count as a groundbounce if you achieve it on a ground opponent.

OD :
214B : Medium ; Super armor : One hit ; A full paragraph will be written about it, because this OD is the key of Sanzou gameplay.

BnB :
B (while B counter) : Unblockable. Bad, because it suffered a damage nerf from 1.02 to 1.06. It deals about 2000 damages now.

Zero Counters : (While guarding)
6L : Medium ; Very fast, but DON'T DO IT ON GROUND OPPONENTS
6M : Unblockable ; Ground unblockable (Only hits grounds opponents) ; Super armor : One hit ; Successfully cancellable into : 214B ; Linkable with : M H ; Fast enough for most situations.
6H : Medium ; Super armor : One hit ; Very slow, but very powerfull. To use on Agito knifes, as an example.

Grab :
6H : Grab ; High ranged grab. Uses the ground bounce. Throws in the opposite direction than the one pressed. Combo, on all chars and everywhere : 2H 6H

Enhance :
+3% of defense. Usefull to use at the beginning of the match, because even in case of a « frag », you won't lose the effect.


Overall gameplay :

The 214B :

It has various uses :
As a pressing ender : It allows you to trap, or to continue to press, and will keep you safe (Kinda fast + One hit super armor)
As a combo part : It breaks nearly every « ultra heavy » move, as 6H and 41236L -> H, and can be linked to those moves.
As a combo ender : If performed when the opponent is cloase enough to the ground, it will be untechable and will allow you to charge for more than a 22P charge, while doing extra damages.
You should only use it on cornered opponents, because otherwise, they'll be able to jump / backdash / (...) between the 3rd or 4th hit and the 6th hit.
The 214B isn't properly cancellable by any move, but it can be linked to nearly anything, because it's effect is very long.
If it's air guarded, it's the best option for you, just 41236L->H, it won't be guardable, and the opponent can't B counter.

Approach :
41236L -> L/M/H is a very good choice.
(4)6H the projectiles.
Don't use 22H randomly, if the opponent is a good player : Super jump -> 5k combo in your face.
Of course, you can also dash, but I doubt the opponent will let you doing this quietly, while 41236L let you enough options to make him fear you.
If your opponent comes to press you, you always have a solution : Anti air = 41236L -> M or M or 2H / Anti ground = 41236L -> H. In both cases, you have super armor, and you're safe (The 41236L->M is unblockable for air opponents, the 41236L->H is jump cancellable.

Pressing :
The basic scheme is : Normal move -> Special moves -> Air moves -> 214B or AGAIN. Means :
2L M H 22M 41236L -> H jc jM jH j623H ;
(L) 2L (M) H 623H 214B : The 2L H version will cross, but the L 2L M H won't
(2L M H 41236L -> H jc jM jH ) * N -> 214B (The first part will corner the opponent, and then : TRAPPED)
The opponent can, during the press :
Suffer and guard
Suffer and miss a guard -> Combo
Try a random OD / Special move : You vulnerable moments are between the parts, so your opponent will have to be VERY fast and precise, and you have the possibility to delay / accelerate the press, so, make him FEAR your Sanzou, and you'll be safe. But alway remember than if you play a perfect opponent which has no fear and no prejudices, you'll have to press less, mix more, and faint traps a lot.
You can also use your grab after a 41236L -> L : Example :
2L M H 22M 41236L -> L Grab -> 2H 6H, knockdown, okizeme (...)

Okizeme :
You have a lot of possibilities to play with the brain of your opponent :
L or 2L : Well timed, it will allow you to be safe and to press.
214B : Trap at wake up, what could be better ? If you delay it enough, your opponent could try something like a L or anything, and in that case he would take the 214B, which is very good for you.
623(9)H -> Combo if hit confirm, 214B if guard confirm : If you have the good distance, you'll do a overhead cross, which is most of the time deadly. But don't overuse it, or it'll be too seeable, and you'll have no choice but to OD not to be punished.
41236L -> H : You'll be able to jc -> jM jH j623H 214B, which let you corner the opponent from about anywhere
Note : If you have to P charge, note than you can cancel the charge by X while still pressing P. Means : Focus on the timing of X and forget that you're charging.

Your wake up / The pressings you'll suffer :
Well, if I were you, I would just guard.
The other solution is 214B, which will make you use your superamor to do massive damages to the opponents. It's also a good solution, but only if if the opponent is cornered, beacause otherwise, he'll be able to jump between the 3rd or 4th hit and the 6th hit of the 214B
If the opponent presses you, the better solution is to guard and then punish by a well timed L. Otherwise, you can try the M Zero counter, and if successfull, H 6H to knockdown.


Damages / Combos :
Here comes the part you were all waiting for, the combos. All my combos knockdowns, because the okizeme is very good for Sanzou. Damages will be the ones on Senna.

L / 2L / M / 2M / H Combos :
L (2L) (2)M (H) 22M 41236L->H jc [delay] jH [land] jc jH j623H [land -> dash] M H 6H : 0 B bar – about - ¼ of P bar - Damages
L (2L) (2)M (H) 22M 41236L->H jc [delay] H [land] jc H 623H [land -> dash] M H 6H 214B 41236L->H jc [delay] H [land] jc H 623H : 1 B bar – about - 3/10 of P bar – Damages
L (2L) (2)M (H) 22M 41236L->H jc [delay] H [land] jc H 623H [land -> dash] M H 6H 214B P charge : 1 B bar - + very few P bar – Damages
Other possibility : L M H 623H [dash] 2L 2H 6H : 0 B bar – About 1/5 of P bar - Damages – The combo I used to use, before discovering that the 22M was guaranteed after a M or H.
Note : This combo can of course be begun by a jM or jH at okizeme. They even do more damage this way.

41236L -> M/H combos :
On an air opponent : 41236L->H superjump jH j623H [dash] 2L 2H 6H, and then you choose the finish : nothing, 214B and P charge, or 214B and continuing the combo : 0 to 1 P bar - About 1/5 of P bar - to damages
On a ground opponent : 41236L->H 2L 2H 6H : 0 B bar - 1/5 of P bar – Damages

[b]Grab combo
:
Grab 2H 6H : 0 B bar – 1/10 of P bar - 1900 damages. Gives you a good okizeme. If you which to kill the opponent (very few life left), just 214B and combo.

Successfull 214B combo :
- 214B 41236L->H jc H 623H [dash] M H 6H : 1 P bar – 1/5 of P bar - Damages

The trap combo :
I'll give you the one I usually use, knowing there are a lot of different ones possible ... But this one is Tolki's one :
214B 22H 41236L->H jc [delay] jH [land] j jH 623H [dash] 2L 2H 6H 214B Pcharge : About 1.6 B bars - 0 P bar – Damages. (As usual, you have the 3 choices after the 6H, but I often take the charge option)

The silly but so fun combos :
If you have lots of B bar and P bar, you can shorten the combo string to put the 214B asap, and then, perform the SBSFC :
(214B 6H) * 5 : 5 B bars - ½ P bar – About 10.000 if done without damage reduce (If you begin with the 214B as an example)


Misc :

I don't think any EOR is needed with Sanzou. You can play the whole match with 100, your damages are high enough already and your life is much more hard to take than Senna's, as an example.
After the 41236L->H on mid air opponents, in facts, you have 3 choices. I made the whole guide using the jc [delay] jH [land] j jH j623H, but you can also do superjc jH j623H or even jc [delay] jH [land] jM jH [land] superj jH j623H, which deals more damages but also suffer more damage reduce for the end of the combo if you wish to 214B.

Conclusion :

To summarise the way I play Sanzou, it would be :
1 – 41236L->L/M/H
2 – Pressings -> Trap
3 – Abusive grabs (Sanzou's grab is just awfull for your opponents) -> Wake up trap

If you try to begin with Sanzou, I think the best way is first to master the basic combos, which begins on L, then to fully understand all the possibilities of Sanzou and to be sure of what you should use in every situation (The first hesitation will kill you, because you are slow with Sanzou). Then you could learn the trap, which isn't really hard to perform on an input point of view, but which shouldn't be overused, because a well timed B counter gives your opponent a good Okizeme opportunity.

The major thing is : Vary. If you are previsible, your opponent will be able to punish you very easily.

Last update : Saturday, 03 November 2007

   
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