GGXX/#r: Zappa love

Reload changes;

His jump has TONS more forward momentum/speed added to it… You can literally jump the entire screen in ONE quick dash/jump, and STILL cross-up with j.hs!

Can now gatling anything into HS attacks.

Ghost’s s.s -> 2hs no longer links (s.s became a lvl 3 attack, no longer lvl 5! ;_; )

Dog’s bite now launches them (techable!), so you have to hit them with 6HS after.

IAD dashes lower now with ghost/sword/raoh.

That’s all I can think about right now.

Man, get to work :D.

JP

I’m absolutey positive, whenever I use the follow-up to 236S I always always get punished after they block it. ALWAYS

Unless you mean 236S, recover from it, then 5H, not the follow-up in which case never mind me

Adding the HS addition to 236S adds a ton of recover and you will be punished for it. As was said though, you can do a late HS (the regular one) which can hit into 236S and is safe. Or you can do the 6HS afterward to catch them blocking low.

Oh yeah that, whatever you guys said its good. I usually do it, if I see the opponent tends to block the HS after QCF+S, I stop, then do it again, heh.

Zappa love

Never let this thread die again.

Now, I need rushdown tactics with Zappa in XX. His ass is hard to follow.

Added Sword stuff. Not a lot in the way of combos right now, as the best damage I can get is from poking and doing simple gattling combos starting with the usual moves. As always…

ZAPPA OWNS YOUR SOUL FOR FREE!

but there has to be something that’s missing. He can’t just be a poke character, he’s too fast. It seems everything I try to do with him never exceeds the 150 mark unless the guard meter is up on the opponent. I usually try the pressure strings with the ghosts, because they give the most variety out of all of them. Just trying to get raouh isnt very good because the opponent will pick up on it and turtle when the beast is summoned.

I have only short combos, but there has to be some type of zappa master out there who’s tapped the secrets of the XX zappa.

Turtling against Raouh is instant grounds for getting perfected. If you get away with blocking his projectile and dodging his attacks in a corner, you haven’t played a good enough Zappa…

raouh has a surprisingly good high/low and pressure game =P

But the main reason for this is that you don’t neccessarily play against raouh as much as you play against zappa’s other summons or zappa himself, so you don’t have that experience to clue you in on reacting to his highs. His dust is as telegraphed as anyone elses, but generally you aren’t used to seeing it and blocking high on reaction. Other than that, you really just have to wait it out if he gets on offense; so you need to keep him on defense as long as possible so that doesn’t happen =D. If you have daa, burst, or invincibles, make sure to use them wisely to waste time…

-bridget can roll around in the air forever.

-chipp can use shuriken stuff to waste a huge chunk of time, mixup where he lands, and try again.

-eddie can fly away if raouh gives you an opening (or you could break the law -> buzzsaw -> fly, and generally you can get back on offense, or if raouh hits little eddie, you can fly away while he recovers).

-may can sit in the corner with a dolphin waiting above her, which can thwart any landed hits, or let her go back on offense if he blocks.

everyone else has atleast moderate problems with raouh, or needs tension to safely get away/get back on offense.

learned all this from playing gasaraki

Not trying to sound unappreciative, but I wanna learn how to play with zappa, not against him.

Any ways, I was thinking really really hard today, and it came across me that I might be able to do something similar to Anji’s butterfly trap with the ghosts. If I can FRC 236H with the ghost, then go in low… I’ll try it tomorrow when its not 1 am.

Ghost 236H doesn’t hit overhead.

Dog 4D > D does hit overhead, and of course that means unblockables by attacking low with Zappa.

Actually baka’s post is excellent because you have to know that people are going to do that stuff to you. No one and I mean no one who knows what they’re doing is going toe to toe with Raoh period. He just does too much damage, and they know he will eventually go away. Now, in most of those cases Last Edgy is your friend. Especially agains a flying Eddie, he does not want to get hit with the tip of that thing… same with Bridget and Chipp (although tougher to get through with Chipp), I recommend trying this with enough tension to RC just incase you get blocked.

On May (May vs Zappa… there’s a tourney match you’ll never see…) Your best bet is to run, FDC, throw. Make sure to throw them into the wall bounce and they die.

Basically you still have to play very smart with Raoh. Yeah his mixups aren’t bad, but you can’t go balls out offensive or you will be taken advantage of because no one wants to mess with him, they just want him to go away.

PS I was playing Reload yesterday and the sword is worlds better. The hits actually do damage now! In return, the neutered the Dog…

My totally unfinished guide to Zappa’s ranges… I have one entry in so far, and that’s 1 backdash away range. But hey! It comes with a free master high/low chart, so I guess it’s worth something.
**
ALL NOTES DONE AGAINST SOL UNLESS OTHERWISE NOTED
Before I start, here’s a legend…

#DB= The Number of Dash Backs
#JB= The Number of Jump Backs
ADB= Air Dash Back
s.(move) = Standing
j.(move) = Jumping
c.(move) = Crouching
dj. (move) = Double Jump

Catagories: What I use to rate each range/move
RANGE:
[HT] = Clean hit from that range.
[BM] = if character moves forward/throws any attack, it will connect (we’re talking pixels difference)
[MS] = Attack misses.
(K)(S)(HS)
§ (D)

I’ll also use numeric universal move listings (i.e.; A dragon punch is 623, fireball is 236)

One more note about Zappa: His punch and kick’s never change with different summons. Dog only uses dust, and Raoh is only summon with a custom dust animation.

RANGE: 1DB ENEMY: NOT BLOCKING
[HT:Norml] c.k | s.s | s.hs | 6HS |
[BM:Norml] c.s | s.k | j.k | 236p
[MS:Norml] c.p | s.p | j.p | j.s | j.h | j.d

[HT:Ghost] c.hs| s.s | s.hs | 6HS | j.s | 236s
[BM:Ghost] c.s | j.hs
[MS:Ghost] 236hs

[HT:Sword] c.s | s.s | s.hs | 6HS | 41236hs | 63214hs (2 hits)
[BM:Sword] c.hs | j.hs | 623HS
[MS:Sword]

[HT: Dog ] 6D | D | 4D+D
[BM: Dog ] 8D
[MS: Dog ] 2D

[HT: Raoh] ALL
[BM: Raoh] NONE
[MS: Raoh] NONE


MASTER HIGH AND LOW CHART

HIGH Normals: 6HS | D | All j.
LOW Normals: 6P | 2K| 2D

HIGH Ghost: 6HS | D | All j. except j.hs
LOW Ghost: 2S

HIGH Sword: 6HS | D | All j.
LOW Sword: c.s

HIGH Dog: 4D+D
LOW Dog: None

HIGH Raoh: D | All j.
LOW Raoh: c.s | c.hs **

Oh! And my opinion on zappa’s summons in XX/#r

XX: Raou > Dog > Ghost > Sword > None
#R: Raou > Dog > Sword > Ghost > None

Why the change for ghost? It lost a bullshit chain… s.S -> c.HS. Since s.S is now a level 3 attack, c.hs doesn’t combo from it… preventing Zappa’s once insane 50/50 games off of it… You COULD do s.S -> 2D… but it’s just not the same in terms of usefulness.

Dog/Sword are always my personal favorites, because Sword = tons of orbs, and Dog = free win. o_o;

actually, I think it really depends…

dog is the best when the opponent is in the corner, or you are blocking an attack string. Other than that, the ghost are overall better, because they are suited for both close and far range.

the sword pressure has too many holes and not enough variations, and isn’t suited for far range like the ghosts are. The sword is all about counterhits and souls, and the results aren’t as immediate as the ghosts…

Waiting for roauh by using the sword usually spells death before you even get him.

so in the corner, i think it would be dog> ghosts> sword… far range would be ghosts> sword> dog

And for #r, I’d move the ghosts down a notch for corner use only (so it’d be dog>sword> ghosts), because of both the loss of BS, and because the improved sword; but not for far range use because the BS doesn’t factor in, and sword is 10 times easier to escape at mid screen.

Of course, you play zappa more than I do kugler, so i guess you’d know best; this is just what I’ve gotten out of it so far :stuck_out_tongue:

Well, if you want my opinion, it goes:

Ghosts>Raoh>sword>Dog in #r at least.

Ghosts are just more relyable, the build the guard gauge fast, still do a ton of damage, still have a ton of mixups, and are suited for near or far fighting and some keepaway.

Raoh owns, but people run or bait him bad. Of course, a landed hit means death, but not as relyable as ghosts.

Sword is alright, at least it now does damage, and the priority on attacks is really good.

Dog is too situational, especially without the fun midscreen Bite traps. Basically if you aren’t setup well, you aint doing much but losing dust. It is also a lot easier to kill now.

Also just to note… while range doesn’t change, Zappa’s punches change drastically in speed when he has a summon. Try it yourself, they can’t chain together w/o, but they can when he’s possesed. Remember kiddies, damage kills, not Raoh. But as always…

ZAPPA OWNS YOUR SOUL FOR FREE!

For Fighting against zappa your best bet is to kill em before raou. Once he gets Raou the Fight is heavily in his favor, Your best chance is a Constant rushdown strat for the duration of the summon…Turtling(or even running) will not work well, trust me, Zappa is too fast.

While playing as Zappa i tend to have problems with people who manage to avoid the centi summon hit and then poke away my summon…Causing no Raou. Once Raou is up tho, the fight is over…one way or another :smiley:

:lol:

Your advice is top tier

'course it is, cause Zappa is the Shit :smiley:

If they make it so i can Centi’ summon whenever i want then you wouldn’t stand a chance anymore :smiley: Hate waking up, seeing the Rushdown comming, then have the dog just pop just in time to ensure a counter hit, and my Impending death.

Top of my wishlist for Isuka Changes :smiley:


I found a Realy nice Sword Juggle today that works on Axl(probably more)…corner 6H > 2H > Bloody Uppercut > 2H > Sword Spin > Uppercut…Could probably make a variation of this that works, but Axl died too fast, so i didn’t get to get too creative :smiley:

Interesting Sword juggle, this is what I like to see.

And yeah, one of my top 3 gripes with Zappa is his sort-ofwakeup. I’d rather he didn’t have one at all… and couldn’t they make his only move safe on block at least… Lately I’ve started waiting instead of always going for the wakeup. Sometimes it just isn’t worth the 50-50 game, save it for a pyschic centipedes.

Another goo way to land Centipedes on its own is to dash then immediatly centipede, in Reload especially you quickly slide a long way with a big ol’ ball of invicible critters. And because of Zappa’s dash, you’ll doge a lot of stuff before the move even comes out. Be advised… this is more punishable on block than normal, but can still be a very effective way of catching people off guard.

ZAPPA OWNS YOUR SOUL FOR FREE!