GGXX/#r: Zappa love

Base Zappa:

Use His Cart Wheel(5H) and Elbow(6H) to Get in on Opponents fast. Also Use the Cart Wheel to Counter Certain Moves…Particularly Airborn ones. The Spit(5S) is Good to use at the end of a Blocked series, or the begining of a new one…Kinda like Johnny’s coin. The Punch§ is Good to Spam in the air into the gound where you can use the centiped summon(QCF+P). Zappa’s Sweep(2D) and His Kick(5K) are Also Great For Comboing into the Summon.

Sword Zappa:

The Sword is IMO the Worst Overall of the Zappa Summons. With that Said, It is the BEST summon for Turning around Preasure tactics, Because of its reliability(The Dog gets eaten and the Ghosts take time to return) and its “counter” abilities. Generaly You will be using Alot of the Slide attack(QCF+S) Followed by the Follow up Slash(H), to gather Souls and mount Preasure. The Sword Also has Remarkable Counter abbilities/Charicteristics. For Example if your opponent is Forcing you to turtle, you can more then likely use The Sword Spin(HCB+H) or Uppercut(DP+H) to Counter you out of it. The Standard High Slash can be used to stop moves like Sol’s Kick, and General Anti-Air, Use it often.

Triple Ghost Zappa:

Ghosts are Very usefull For mounting Some Great Preasure and producing decently damageing combos Fairly Fast. Another great use of the Ghosts is for Zoneing you opponent…Generaly NOT a Zappa stratagy, But i Find myself doing it Alot…Its NEVER expected from zappa. So when you do Zone using the ghosts it can be very benificial. Use a Combination of the ghost throw(QCF+S) and the Ghost Lob(QCF+H) to keep you opponent off you and guessing what it is you are up to, A Great Stat VS Ax and Bridget, They usualy arn’t used to their own tactics being used against them.

Dog Zappa:

Use it like a Super eddie(zappa just not nearly a Zato), It is great to add in to the holes of your combos. It can also be used to zone you opponents Away to some extent and keep them on guard when the Dog is in reach. Although the Most attractive uses of the Dog are the Infinites (that have been mentioned earlier) and the the Unblockable Bite(2d). After the Centi-Summon your opponent should be on the ground and the Dog randomly appeared, Immediatly charge in on you opponent(use guard caution if its Sol with VV or similar attack). Call your Dog to jump forward with 6D and Time it so he hits Right as your opponent Stands up. I Commonly use the Cartwheel(5H) On a dash to Realy Push my opponent into the corner While i have my Dog Jump Forward into position for the “infinite” bite in the corner. This isn’t as Effective as Eddies Unblockable loop, But it can be Quite nice because it allows you some flexibility in what you combo with it…Plus the Dog is always ther, Eddie has to resummon eddie every time.

Raou Zappa:

Aim for getting Raou the entier fight, This summon is your trumph card. Nearly all Raou attacks have a Knockdown or Stagger associated with em, Not to mention their power. Use Anthem(QCF+S) and it follow up (=> 6P)to zone you opponent and Cover your advance a bit, it is well worth the slow start up in that situation. Don’t use Anthem as your primary attack in Raou, it realy isn’t worth the time in comparison to everything else you could be doing.with the power. A Much better Main attack to Shoot For is Edegy(QCB+S) that does more damage then Anthem instantly with only a fraction of the startup and cool down time, This is what you want to end your attacks with. It Also hits air! Good guidlines for combos are the Big Uppercut(2H) => Anthem(QCF+S), Followup (6P) => Edegy(QCB+S) => Malice Tension(HCB, F+S)…Should net you one very dead enemy assuming everything hit.

Anyhow, I also have some General Zappa Tips :

  • Use the centi-Summon every opportunity you can, Zappa is MUCH easier to use with his summons then he is as a stand alone char. Unless you are going for a sure fire rushdown combo that works with ANY of the random Summons it realy isn’t worth the lack of a summon. You gain the majority of your Souls from the attacks anyway.

*Learn Combos with all the Summons and Stratagies with all the summons.

*Learn Combos With Base Zappa and Transition stratagies from Zappa to the the summons, so you don’t have to try “installing” a new strat.

Anyhow, thats the condenced version of what i do with zappa…the original had alot more spesific combos and what i think the combos are…but you don’t realy need them IMO…Zappa is more of an Adaption charicter then a Memorizes XXXXXX Combo perform…repeat…

Ok, I’ll comment quickly on some of those strats. I apologize for not getting any stuff of my own up yet… I just got back in the country and have been too busy. Anyway.

SWORD:
Do not use the HS followup to 236s. Unless rarely to catch someone off guard, this followup adds so much recovery that yuo will get punished for it. Stick to 236s in combos (FRC’d in #r to continue) or ony rarely to try and counterhit for the stagger. 6HS is an excellent overhead,that can be gattlinged into and buffered, making it one of his best overheads. 2HS antiair, 623HS as well, just like any other uppercut.

GHOSTS:
Zoning is alright. I prefer to try and get in where you can couse confusion with jHS and get their massive damage from ground combos (especially ones with 2s). The corner block trap is great as well. Overall these are the best summon, yes better than Raoh.

DOG:
Until I get into specifics, its hard to say it any better. Use it to cover yourself, and got for infintes, bites, or the evil strategy… comboing into 2HS for the dizzy…

Raoh:
Infinte. Use tension on nothing else. The HAMMER OF THOR! (bellows malice) is cool, but you get so much more out of the 6HS xx 236S loop. Unfortunaley, anyone with a brain knows to run away/turtle Raoh until he goes away, although he still is extraordinarily powerful, able to wipe out opponents for a single mistake, this fact narrowly puts him behind the ghosts, which are just more relyable in their damage.

Ok, as I’ve said I’ll try and get into more specific stuff later. Keep the Zappa love alive! Toghther we can succeed!

ZAPPA OWNS YOUR SOULS FOR FREE!

I’ve played GGXX for awhile now, but without much competition so I’m not that great ( and I don’t play many other fighters ). My best is Potemkin, and he’s slow as hell. I was wondering if Zappa is a little too much to handle, in an expert’s opinion? I’ve been trying him recently, and he’s crazy go nuts, what with my gameplan changing everytime I’m hit ( and sometimes when I get up with a new mukade on my back ).

I like Zappa partly because he is an underdog, which is why I always take big guys in fighters, no one likes them =(
But too much of an underdog?

Well, I don’t want to discourage Zappa players, but be aware that no other character takes nearly as much work to win as Zappa. I’ve been playing him sice the day the game came out, and I still have a long way to go.

But if you’re willing to put the work into learning all 5 of him, Zappa is indeed a lot of fun to play.

ZAPPA OWNS YOUR SOULS FOR FREE!

I think there should be a secret version of Zappa where he is no longer possessed and he’s just some kick ass australian guy.

I just started using Zappa. His 5H seems so useless. Whenever I hit an opponent with it, the opponent seems to recover before I do so I get punished. What do I do after I hit an opponent with 5H?

I stay away from 5HS. Even on hit it doesn’t seem to put you at any kind of advantage and it is unbufferable. The only thing you can do is sometimes catch someone with Centipedes afterwards when they try to punish. OTher than that stick to 6HS and D for your summonless overhead needs.

OK, I but some stuff up about Zappa without a summon, I’ll get to the rest later. Remember, this isn’t ImpecibleDangief Teaches Zappa, so if you have anything to add (there have to be better combos than the ones I use) please do and I’ll throw it in.

OH GOD FINALLY, A FUCKING ZAPPA THREAD!!!

Let me start by saying that Zappa is the FUNNEST character ever created in a fighting game and my exclusive in GGXX.

I learned Zappa by myself, so I dont know much for him, even though I’ve been playing him like crazy lately… and manage to win most of my fights at the arcade.

Anyways, just let me add to the 5HS. It is useful with the Dog:
6,6,P,P,6D,5HS,6D,5HS.
Try that shit out, it doesnt necesaraly combo, but it’s annoying like hell and the blocking low, then high, then panicking mind games are great.

Sword:
When the opponent is knocked down, run close to him but dont “touch” him. As he’s about to get up:
6HS, HCB+HS, QCF+S,HS.
It’s an overhead so it usually catches by surprise… plus you get VERY nice souls with it.

Ghosts:
6,6+S,S,2+S,2+S,2+S,2+S,QCF+S
This gets them by surprise if they dont block low and it gets them possed for free… Also if you catch them in the corner, and plan your moves right you can get to like a 10 hit easy combo with this.
6,6,Jump Over,HS,QCF+S
Unexpected plus easy possession.

Dog:
It’s all good really… though like I mentioned before, try:
6+HS,6+D,6+HS,6+D,6H,6+D
Basically, the opponent ends up in the corner and starts freaking out getting nailed from one side and the other (usually the dog attacks from off the screen). Try doing this only once a match though, or round, cause it gets pretty predictable… but pull it once and you get like 4 hard hits eaaaasy.

Raoh:
Too awesome, wish he had a overhead attack though, besides Jump+HS, still he fucking ownz. Anyways:
6,6,Jump+HS,2+S,QCB+S,HCB,6+S
Major damage!
Dont forget, 5+HS has huge as range. And if the opponent is turtling like a bitch, just run over to him and fucking grab him out of the corner.

Anyways, like I said it’s not much… but hopefully it helps. Every bit of knowledge considering the obscure character of Zappa is good.

Oh by the way, funny story happened to me last week at the arcades. Was playing Zappa vs this Chipp guy… Anyways, by mistake I pressed all 5 buttons, and I was like:
"Bah, what the hell…"
QCF,QCF+HS

His Chipp runs riiiiiiiiiiiiiight into S-Ko. The screen turning to the tree, the Eye, D-E-S-T-R-O-Y-E-D!!! the audience cheering and shit (there were like 6 people watching), I was FREAKING OUT!!! Couldnt believe I pulled an insta kill into a real match LoL… Too fucking awesome.

Finally, to the guy who mentioned Zappa not being possessed… I always pictured it in GGXXX (heh) or some shit…

Like the same pants, headed into huge boots, with an open jacket covering the existing part of his costume and body… Anyways, for his weapon he would have his current bloody sword, holding it in one hand, PISSED, looking forward, witouth moving. I could also picture him running Japanese anime style, at the same level as he does now, except with this head forward (this time), one hand in front of his face, the other hand holding the sword in the back and while still getting under Ky’s Stun Edges, hehe. For one of his Tensions he could summon Raoh to beat the living shit outta the opponent or something, hehe. Anyways, the idea is that Zappa may seem very nice and stuff, but that’s only due to S-Ko… In reality Zappa is a pissed off mad motherfucker up to kill everything, and when he’s cured by Faust, he goes on a kill frenzy against everything.

Alright… enough fantasising. LoL! (I got everything I wanted to say about Zappa outta my system… finally!)
Keep this topic alive, it fucking rulez!

Oh yeah, and…

ZAPPA FUCKING OWNZ!!!

Zappa’s Insta Kill own all IMO.

Build some tension at the begining so it doesn’t eat you alive(Either Offensive burst or some attack or whatever).
Trigger the Insta kill mode at your descresion.
Knock them Down with a 2d or centi-summon(or whatever…its pretty easy when they are afraid to stay on the ground cause of zappa’s Unblockable intsa-kill)
Run over to their body and Trigger the insta Kill just as they get up, GG…

Your results may vary, But i’ve seen this done perfectly…Its Insane, also tends to make freinds very angry with you :smiley:

anyone know something about canceling the sword rush w/o using meter?

I seen some good players do it, the sword hits then they move right away w/o the sword flying behind them

anyone know how to do it?

5H isn’t useless, you just have to know when and how to use it.

It’s good sometimes to throw in ground chains just to mix up, as long as you don’t do it too close. From my experience, when you do 5HS with a little space between yourself and the opponent’s character, you recover fast enough to avoid punishment. At the right range, I’m still able to block a DP from Sol. Also, since people are going to try punishing you for it, you can usually go for summon and hit with it afterwards.

If you hit 5HS close range, roman cancel it if you don’t want to eat a combo. I do this sometimes, usually if I get a 5HS from the wrong range by accident.

The most useful time for 5HS, though, is when you have the Dog. With Dog, 5HS is a great move since you can cover the startup/recovery on it with 5D, 6D, 4D,D , etc.

Good luck with your Zappa’ing!!

Also, I’m just now starting to try to learn Zappa in #R. Can anyone point out any differences that are worth taking notice? The main things I’ve noticed is that it seems like you have to play Dog a lot differently, and 2HS is significantly better with Solo Zappa.

First off:

A ZAPPA PLACED AT SBO!!! SECOND PLACE TEAMS HAD A ZAPPA!!!

SOULS OWNAGE!

As for the 5HS, I still only recomend it with he Dog, where it becomes your best overhead.

Reload changes:
I haven’t had too much of a chance to play around with him, but he is MUCH faster, 2HS does own, and the sword FRCs are uber usefull, particularly the 63214HS one and the uppercut. Ghost do a little less, but still reliable. Also remember that there are a lot more gatlings into 6HS in all summon modes to give Zappa more mixup. Any other info would be useful, particularly sword combos for XX and #R.

Sword:
6+HS,HCB+HS,QCF+S,HS (The HS wont combo)
6,6,P,P,S,2+HS,DP+HS
6+HS,QCF+S,HS
2+S,HS,HS,QCF+S,HS (Doubt this one combos, not sure)

I dunno, thats all I got so far…

Was watching some videos and was wondering if there’s a way to pick the Black suited Silver haired Zappa… Or is this PS2 color config only…?

Even so all his costumes fucking own… my favorite being D though.

dog infs:

easy mode one…

IAD> jp> jk> js> 5d> LAND> DASH> s©> 6p> s©> 5d> repeat

at about 20 hits, switch to the regular IAD inf.

good damage…

IAD> jp> jk> js> 5d> LAND> 2h> repeat

It works on lvl3 recovery, so it should work on human players. Easy 200+ damage on potemkin before getting to the actual inf. (which you should switch to at 18-20 hits).

And the midscreen infinite seems like it would only work in reload (faster 2h).

But this is how…

DASH> 2k> s©> 2h> IAD> jh(crossup)> 5d> LAND> repeat

Also, a reload “loop” to use before inf…

DASH> s©> 2h> 5d> repeat

doesn’t work past lvl 2 recovery i don’t think, but i don’t have reload at the moment, so blah.

note: non-dizzy infs. are impossible in game thanks to burst, so inf should only last as long as needed to gain you sufficient tension, or to play mind game with opponents burst and punish them.

On the whole, zappa infs. aren’t all that worth it to learn, as they aren’t a huge part of his game. Instead of infs, learn ways to mixup and reset into pressure or a second combo opportunity (like ken does in ken(zappa)_vs_siu(venom)_20040228.wmv

Don’t ever end 236S with the follow up unless it’s a counter like dangief said or if they get hit in the air, or you will get punished

Hm… never got punished for it… the HS can be blocked but the QCF+S, I havent seen it yet…

Nice info bakablitz

does 2hs still dizzy after 2 counter hits in #r?

Yes, it still has the 2x dizzy damage to it.