<?xml version="1.0"?>
<rss version="2.0"><channel><title>Zappa Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/50-zappa-matchups/</link><description>Zappa Matchups Latest Topics</description><language>en</language><item><title>Zappa Vs. I-No</title><link>https://www.forums.dustloop.com/forums/topic/953-zappa-vs-i-no/</link><description><![CDATA[
<p>I finally got some experience with this matchup, and I figure some experience is better than none, especially with a character that is so rarely played.

This match is like a mix of Dizzy and Chipp matchups. I-No will dominate the air, and has strong options from her note, yet is quick enough and her mixup is so amazing that she can get on you and no matter how good your defense is, she WILL hit you. Your only real option is to get and maintain momentum, and look out for her super and DAA as reversals. You can attempt to reversal as you do with Chipp, but just like with Chipp, these can be baited if your not careful.

Naked:
-Right off, be aggressive. Since I-No won't have tension, it's harder to get you off her.
-Primary moves to look out for: All of her HS attacks, 6P, 2S/2K (fast and good ranged). When she's in the air, she'll use j.D and dives to try to mix you up alongside her very fast dash and j.K/j.S moves. Be careful when she lands, she can do an overhead and a low very quickly, and even do another overhead just as fast. Her airthrow is strong as well; only get in the air to do defensive airthrows. Her note is difficult to deal with, because she can bait you into jumping for a free airthrow if your not careful. If you must jump out of the way, stick out a move (naked, you can probably do j.D or j.K/j.S to try and spook her).
-Get a summon. You're at a big disadvantage without a summon in this match, because your best move is easily baitable and punishable by her.

Ghosts:
-Hard to use due to her mobility. Many times, she'll just ignore the tosses and get in your face before you can do anything.
-Locking down is almost impossible, but 2HS/j.HS are strong counters, and f.S will win when she tries to dash. Positioning is very important to use the ghosts in this match.
-Probably second worst summon to use.

Sword:
-Great summon. Fast pokes, great anti-airs, and a strong DP. An optimal summon, either the best or very close behind the dog.
-You can do pretty much anything with the sword and land free hits on her. When avoiding Notes, you can Jump back and do j.HS or jump forward and swordspin (only safe if you RC though, so be careful). DP beats out nearly everything, including STBG.
-Low defense coupled with crap stun rating and light weight = free damage off any hit.

Dog:
-Amazing, as usual. Again, watch out for the note because it hits multiple times, but if you avoid it you can do as you please. Jumping out of the way and using 8D to punish the rushdown is more than doable, it's heavily suggested.
-2HS + 2D wakeup trap = Stun in 2 or 3 reps.
-Dog will just tear I-No apart. She can do nothing, basically.

Raou:
-Probably the WORST summon to use. She gets free hits off nearly any attack you do, chemical love is actually a threat now, STBG goes under almost all of your moves. Note is harder to avoid because Raou's hitbox becomes active when you attack, and it will still hit even if you jump over and j.HS her.
-Darkness anthem is too risky. Not that your should be doing it outside of combos, but 6HS also gets owned by STBG (She does have enough time to execute it before your 6HS comes out). Edguy can be baited but as usual, it's a reversal you can use to stop her mixup and rushdown shenanigans.

Overall:
Honestly, this match is either even or slightly in I-No's favor. I know it's unheard of for her to have a good matchup, but this is seriously a tough match. With the air dominance of dizzy and the speed and mixup of chipp (and then some), she's 2 of zappa's hardest matchups rolled into one. The only salvation is how many reversals you have and how low her defense is. Play smart and don't let her combos get to you and you'll do ok. She can't deal too much damage unless she gets the chemical love airdash loop, and doing that on Zappa is more than tricky due to the way he floats. Most of her combos off of mixups will only to be reset for more mixup, and not actually dealing that much damage, so don't get frustrated that she gets hits on you and focus solely on reversing the match in your favor.

As usual, but moreso with this matchup as I don't have too much experience with it, comments, suggestions, etc. welcome.</p>
]]></description><guid isPermaLink="false">953</guid><pubDate>Thu, 05 Mar 2009 19:18:19 +0000</pubDate></item><item><title>Zappa vs Axl</title><link>https://www.forums.dustloop.com/forums/topic/245-zappa-vs-axl/</link><description><![CDATA[
<p>Yesterday, I went down to Portland for the random select tourney, although my keyboard adapter broke during casuals the morning of the tourney so I ended up not registering.  Anyways, before my adapter broke, I was playing against the Axl player, Digital Watches.  I need some help against him because Axl throwing out random mid/low pokes almost always stops my rush down.  As naked Zappa is feels the only thing I have that stands a chance is a rush down summon with forward momentum.  As sword I have nothing if I can't get close :/  and dog gets eaten really easily by that low poke axl has with the multiple hit green animation.  Ghost was ok because I can actually you know, throw upward ghost and then a forward ghost frc to get in.  Raoh is useless if I'm not close when I get him out :/  Also, when Axl does get in close and I mess up I eat that corner loop Axl for...  lots of damage.  I think summon is really good against Axl's 6HS overhead, but that's only if he decides to come to me.

Any Axl match up tips would be appreciated.</p>
]]></description><guid isPermaLink="false">245</guid><pubDate>Sun, 16 Dec 2007 21:48:41 +0000</pubDate></item><item><title>Zappa vs Venom</title><link>https://www.forums.dustloop.com/forums/topic/847-zappa-vs-venom/</link><description><![CDATA[
<p>So I was playing my Zappa vs my area's only Venom for the first time the other day, and got really frustratingly owned.

-6p lost consistantly to his (6HS?) down-swiping pool-cue attack unless it was timed just right.
-his normals beat f.s pretty easily
-Keep-away with ghosts was such a BAD idea <img src="https://www.forums.dustloop.com/uploads/emoticons/default_frown.gif" alt=":(">
-Dog kept dying on me, and it seemed about 50-50 whether I'd also get hit, or I'd be able to run in and combo into a fresh summon.


On the other hand, once I managed to get him locked down with sword pressure it was pretty okay, and Raou's great as long as you don't fuck up the superjump over dark angel x2 :P

What do you do w/o sword/raou though?</p>
]]></description><guid isPermaLink="false">847</guid><pubDate>Fri, 17 Oct 2008 20:34:01 +0000</pubDate></item><item><title>Zappa vs Bridget</title><link>https://www.forums.dustloop.com/forums/topic/692-zappa-vs-bridget/</link><description><![CDATA[
<p>my friend is no expert bridget, but this matchup screams all kinds of retarded D:

Zappa Summons, Zappa eats a poke while Bridget runs, loses a summon. Repeat.

only summon that ever seems to really help is Ghosts, which allows me to spam P toss <img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"></p>
]]></description><guid isPermaLink="false">692</guid><pubDate>Mon, 02 Jun 2008 15:20:42 +0000</pubDate></item><item><title>Zappa Vs. Potemkin</title><link>https://www.forums.dustloop.com/forums/topic/413-zappa-vs-potemkin/</link><description><![CDATA[
<p>Potemkin is a very tough matchup for nearly any character, but since Zappa doesn't have many throw invincible moves and Potemkin has Potemkin Buster, He's forced into a tight spot.

Naked/Unsummon:
-This is one of the only matchups where it's advisable to free summon (without hitting/from a combo). This is because getting close to Potemkin is a dangerous endeavor, and even more difficult is landing a combo and summon.
-That being said, if you can manage it, hit him with a summon. f.S Will open him up on many occasions, and some of his long reaching moves can be countered with a summon.
-Without a summon, don't even think about standing a chance against Pot. If he gets in your face, start poking, but only to open up to get a summon.

Ghosts:
-This should be obvious: Zone him. Avoid him like the plague. Careful he doesn't try to F.D.B. your ghost tosses.
-It's possible to get in close somewhat safely with the ghosts, but it's not advised. Don't jump in, even if you throw a ghost; He'll just Heat Knuckle grab you out of the air (The range is ridiculous, jumping in the air is only safe if your on the other side of the screen completely; I've seen crazy stuff).
-These are the most reliable summon, but not necessarily the best. The damage is useless against Pot, but you can stay pretty safe for a while.

Sword:
-Risky, but great rewards. Most pokes are beyond his grab range, but he still has Hammerfall and Judge Gauntlet to combat the sword.
-LOVE THE DP. It's Zappa's one useable grab invincibility move (I believe he has another? But it's not as useful) and it can put Pot in the air, allowing for a combo.
-Pot is ridiculously easy to combo because of his size and weight, so pummel him non stop.
-The swords pokes are fast enough that you can pressure him, wait, and then continue your pressure again and sometimes catch pot trying to counter. The timing is less than a second, but it's enough to trick a Potemkin into thinking he can hit you.

Dog:
-Great, great summon. I can juggle Potemkin across the screen with the dog and have a legitimate combo the whole way because he's so heavy.
-Get the dog behind him and wait for him to start an attack. The moment he does, that's when you take it to him and really beat him up.
-Dog combos can be infinites on Pot. If your so inclined and have the endurance to hold up such a feat, be my guest.

Raou:
-Obviously the best summon for this matchup, or so you'd think. If you don't get a hit in, your going to be in trouble. You can't exactly opt for a tick throw because Potemkin players will instinctively Pot Buster your as soon as your close enough.
-Darkness anthem spam will work great. Watch out for an F.D.B., and you can block it and Edguy whatever he tries to follow it with.
-The standard 6HS DA K toss loop is tricky on Potemkin because when he groundslides, most of his hit box is off the screen. It will only work if your at a certain range. However, his size is so huge that you can smack him with Edguy more times than most characters with the right setup and timing.

Overall: I can see why a lot of people have trouble with this matchup. His grabs are a huge pain for Zappa because that's one of Zappa's biggest weaknesses, and his new slidehead into ridiculous combo stuff will catch any sloppy Zappa player. 5K, backdash, or jump over Slide head NO MATTER WHAT THE COST. Potemkin's 2S is an annoying move as well, and beware of his 6K overhead. Don't get in the air, just don't. There is nothing Zappa has that will beat Potemkin's anti-airs. Instead, get some pokes in and play mindgames. This is a tough matchup, but you can win despite all of Potemkin's insanely broke stuff. (Yeah, that's a personal opinion, but you can't exactly argue against it.)

As usual, tips and comments are welcome.</p>
]]></description><guid isPermaLink="false">413</guid><pubDate>Sun, 03 Feb 2008 22:55:47 +0000</pubDate></item><item><title>Zappa Vs. Sol</title><link>https://www.forums.dustloop.com/forums/topic/410-zappa-vs-sol/</link><description><![CDATA[
<p>I suppose I'll start this subforum off. I'll throw in my 2 cents on as many characters as I can, and any suggestions are, of course, welcome. For organization and the like, I'll separate each match by character. Obviously, this thread will be about Sol. I'll also organize by summon strategies, and then make an overall strategy.

Naked/Unsummon:
-Very important you don't naked summon. Always, ALWAYS summon from combos or as a countermeasure. Sol can very easily punish, and most good Sol's are good are grabbing you out of the summon, So be sure not to make silly mistakes. Don't go for the summon in pressure strings either.
-Get a summon as soon as possible against Sol. Some characters you can stand a chance against without one, but it's even riskier against Sol.
-Watch your defense and get a grab when you can. Grab = Free summon. No need to get too fancy without summons.

Ghosts:
-Keep the pressure going. FRCing Ghost tosses from pressure strings keeps you safe from counterattacks, as well as allowing you to continue your pressure string if you choose to. Watch out for DP's and gunflames; Volcanic Viper can be punished with a ghost toss, but a gunflame will just stop the ghost.
-Try to get a haunting on them and keep your distance. Don't worry about damage with the ghosts; Just keep your pressure and poke them when you can, the Ghost's pokes are pretty good against Sol if you use them right.
-Once Sol makes a mistake, take your opportunity. Get some ghost tosses on him, but don't waste all of them; In some matchups you can throw out all the ghosts without too much concern, but Sol can pressure pretty fast, and the ghosts don't put on a lot of untechable time. Keep at least one for a f.S poke at all times.
-Get Orbs. That's the only real use for Ghosts other than pissing Sol off in this match.

Sword:
-Sol will hate the sword. Poke intelligently, and maximize damage off your pokes.
-Don't do 236S too often. Sol can hit through it without much difficulty, and it's not safe in pressure strings. It does work when he's coming down from VV, though, and if you have tension, theres not much he can do.
-Know your FRC's. Sol can't do anything if you can DP and Swordswipe every poke attempt, even on whiff. Scare him into the corner and mix him up.
-6HS is a good move if he's jumping in. c.S or f.S works if he's on the ground, 2S in some cases. 5HS also works well if your not sure what he's going to do.
-j.HS isn't a good option on Sol. This is one of those NO-NO's in this matchup; He can simply DP Zappa if you jump in. It's good for Oki crossup, especially if you FRC to keep yourself from wakeup DP. Once the VV whiffs, you can punish.
-"jH is still good zoning move against Sol for defense since it's like a wall when you jump back with it, usually it will clash if he does VV in a situation like that, otherwise he'll probably get hit. crossup jH after knockdown does not need frc to be safe from VV. just do the dash jump crossup (which sadly does no damage but whatever) and you'll be totally safe" --Tiamat

Dog:
-Nothing too fancy here. 5D to poke him if he tries to pressure you, if he throws out a DP punish with 8D. BR or BB can be punished hard if you let the dog get eaten and instantly resummon.
-Poke him open and go for standard dog combos. Sol has to get close to hurt you or the dog, so keep the dog close. Bait him by staying far away and spamming 2D, 2HS; One will hit, almost no matter what he does. Watch out for DP, VV is multihit and will hit you and the dog if your not careful.

Raou:
-Pressure, Pressure, Pressure. Force an opening and KILL.
-Watch out for Grand Viper counter when you throw out 6HS. Goes right under it. Same with Darkness Anthem, Toss K DA's until you get a confirm hit. If your fast enough, you can catch them if he gets cocky.
-Edguy beats all. There is nothing Sol can't do against it if you use it smartly. Example, if he VV's, Edguy. DON'T Edguy in pressure strings unless you can RC it to play mindgames/get chip damage. Even then, Darkness anthem is much safer.
-2D can beat Edguy, or sometimes whiff through, but it doesn't leave Zappa in a good spot. Likewise, watch out for Grand Viper here too.

Overall: Just play smart. Keep your defense up and counter as efficiently as you can. Don't fall for Wild Tosses, backdash if he gets too close, and keep in mind that 6P and 5k go through most of his pokes. Be careful if he starts spamming gunflame, he's probably planning to Wild Toss or try a mixup. Overall, this is a tough fight, but it's not impossible if your careful.

As stated, feel free to add any thoughts you may have. I'll try to do more matchups as I can.</p>
]]></description><guid isPermaLink="false">410</guid><pubDate>Sun, 03 Feb 2008 20:18:59 +0000</pubDate></item><item><title>Zappa Vs. Dizzy</title><link>https://www.forums.dustloop.com/forums/topic/415-zappa-vs-dizzy/</link><description><![CDATA[
<p>Dizzy is quite possibly one of Zappa's worst matchups, if not THE worst. A good Dizzy is Zappa's worst nightmare; All of Zappa's invul frames and maneuverability are near useless, and she can even outpoke him at times.

Naked/Unsummon:
-Get a poke in and summon. 6P and 5K are your only real options aside from f.S, but she can 5K or 2K either of these.
-Watch he set ups. Don't give here a chance to get started or you'll be in a bad spot.
-Careful of her grab range, don't randomly summon in hopes of hitting here or invulning through something.

Ghosts:
-Throw P tosses more than anything. Get a hit to interrupt her setups and get in her face, but beware the fish.
-With the ghosts, closer is better in this match. If you give her distance, she'll kill you.

Sword:
-Close is key, get close and beat her with pokes into a combo. Her crappy defense and huge hitbox make her easy to combo. You'll be able to really hurt her with out too much trouble.
-Once she zones you, it's over with the sword. Getting inside is a tough job, even IAD j.HS isn't safe because of her spear.

Dog:
-Heres your key. Slowly move the dog closer and use it to break her pressure. The good thing is that you can use the dog even when being pressure in the corner from a huge setup.
-Once you can hit with the dog, you can get close and end things.

Raou:
-Dizzy's terrible defense comes in handy now. Pressure her and put as much chip damage as you can until you can get a hit in.
-Once you get a hit, don't give her a chance to get out.

Overall: Dizzy is a force to be reckoned with, but it's not impossible. Run jump FD'ing will help get in close, but her air grab range is crazy. Stay close and you'll be able to hurt her. Summon is your friend until you get a summon, then stay in her face and wail on her until you win. You can run under f.S if the Dizzy isn't bright enough to not do it, but 5K and 2K are tricky because there so fast. Her Defense is bad, like I said, so once you hit her a few times, you'll be winning. This really comes down to experience with the player and practice.

As usual, tips/comments/questions welcome.</p>
]]></description><guid isPermaLink="false">415</guid><pubDate>Mon, 04 Feb 2008 17:03:47 +0000</pubDate></item><item><title>Zappa v Baiken</title><link>https://www.forums.dustloop.com/forums/topic/778-zappa-v-baiken/</link><description><![CDATA[
<p>I'm pretty new to competitive GG, so I want to get as much as I can from the forums here. How does this match-up work? It's already forcing me to start paying attention to her tension, for fear of being countered. What works when how and why, and what should I never do?

Thanks.</p>
]]></description><guid isPermaLink="false">778</guid><pubDate>Mon, 18 Aug 2008 04:18:16 +0000</pubDate></item><item><title>Zappa Vs. Slayer</title><link>https://www.forums.dustloop.com/forums/topic/412-zappa-vs-slayer/</link><description><![CDATA[
<p>After fighting many of Slayers (As I'm sure nearly anyone has; He's quite popular now) I've got some strategies, but not all is failproof, so with this matchup particularly tips and comments are appreciated.</p><p>
</p><p>
Naked/Unsummon:</p><p>
-It is imperative that you do not get hit. Slayer can punish very easily and very fast, and absurdly hard. Do not make mistakes.</p><p>
-Do not summon if he tries a dandy step move. Whether it's a feint or not, you won't win.</p><p>
-5K and 6P are your friends, especiall because Slayer's 2H is deadly stuff. You can catch him out of his dash with a summon, though, even if he attempts to dash through it.</p><p>
-I said it before, but I have to say it again: Do NOT make mistakes. Many Slayer's can kill from a single poke, regardless of how much health you have. Very rarely do I ever win a match once I get under 50% health.</p><p>
-Get pressure and keep it. Don't give him a chance to turn the tables.</p><p>
</p><p>
Ghosts:</p><p>
-Slayer will get very annoyed at these. These are the only summon that Zappa has that can outzone Slayer's ridiculous pokes.</p><p>
-Stay away and throw ghosts, but don't throw them all at once. Again, keep a ghost on at all times if you can, and make him scared to get close. Watch out for his dash and punish him as soon as he tries to avoid a toss with it.</p><p>
-You won't deal a lot of damage, but you'll deal enough. Take it slow and beat his gaurd down until he either dies or you get another some.</p><p>
</p><p>
Sword:</p><p>
-Poke away. Most of the Sword's moves are fast enough to beat many of Slayer's Normals, but watch out for feints (sometimes a quick 236S will beat a dandy step, but not always. Even a swordswipe is risky).</p><p>
-Once you get a hit in (most likely from a DP or swordswipe), Combo for all it's worth.</p><p>
-Slayer has scary anti-airs. Stay on the ground if you can, but if you HAVE to get into the air, use J.HS as needed. It won't keep you entirely safe, but it'll help.</p><p>
</p><p>
Dog:</p><p>
-Risky business, but great damage. Dog can eat most of Slayer's moves for you to punish (However, some will simply hit the dog then you).</p><p>
-Keep your guard on but watch out for grabs. Hit him out of pressure and really hurt him.</p><p>
-This is when you put on the damage. Smack him up and take away his health. Get some orbs while your at it.</p><p>
</p><p>
Raou:</p><p>
-Even with this guy, this match is hard stuff. Slayer is like a smaller Raou, both in speed and damage output, so this is the only time your fighting on even ground.</p><p>
-Pressure and wait for him to try to hit you. Careful that he doesn't actually hit you though... Edguy will help with most of his moves, but it's still risky. Darkness anthem will hit him too if he tries to use a move to come in on you. If he Dashes through DA, That's when you can punish for all it's worth. Make sure theres a giant 6HS Raou fist as soon as he comes out of the dash.</p><p>
-Don't get stupid. Slayer's priority is terrifying stuff, so don't go running in with Edguy expecting to win the match.</p><p>
</p><p>
Overall: This match is pretty obviously in Slayer's favor, but I've won before, and I know it can be done. You just really have to be careful; Slayer's pressure strings are hard to counter and they seem to go on forever. Watch out for 6K feints on wakeup, and careful of how decieving his 2D is, the range goes forever. Zappa doesn't have many pokes that work well here, but perseverance and good countering will win the match. And again, Don't make mistakes. Really, if you plan to win this matchup, you need a lot of experience and a lot of practice to become flawless enough to win.</p><p>
</p><p>
</p><p>
Things 5K works against:</p><p>
2HS</p><p>
2D (Must be anticipated, can't do it on reaction because 2D's startup is too ridiculous)</p><p>
2K</p><p>
</p><p>
Things 6P works against: (Pretty much everything else but I'll detail a few good moves it works on)</p><p>
5HS</p><p>
6HS</p><p>
5K</p><p>
Any dandy step (Chase him and 6P, none of the followups except K will touch you and you wanna hit him before he comes out anyways)</p><p>
Mappa's</p><p>
Dead On Time (Must be preemptive, but works so well; close range, you have to hit the 'effect' around his feet)</p><p>
</p><p>
Things to look out for:</p><p>
6K</p><p>
2S</p><p>
Pilebunker (beats summon)</p><p>
Throws (Reload people know how stupid slayer's throws are against zappa)</p><p>
Any air moves (Only the sword and dog will be safe against these)</p><p>
Any of his other supers besides DoT</p><p>
BBU (despite appearances, beats 6P, summon, etc...)</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Zoogstin" data-cite="Zoogstin"><div><p>Most importantly of all:  If Slayer has 50% tension, DO NOT perform a ghost throw or Darkness Anthem with Raoh.  You will eat a Dead on Time easily.  If he gets you pressured.  FD like crazy to get him off then jump aways.</p><p>
</p><p>
Do not perform sword rush if he has 25% tension or more UNLESS you have the tension to cancel the immediate followup.  You're asking to get hit by a Big Bang Upper or Dead on Time.</p><p>
</p><p>
This matchup is hard because Zappa has a lot of unsafe stuff against a character (being Slayer) who has an incredibly amount of great pokes.  I have a hard time with this matchup because I will make one mistake and lose despite how safe I was during the rest the match.</p><p>
</p><p>
With the sword 5HS stuffs most of Slayer's ground moves, but you have to hope that he doesn't instead decide to jump and come down on you with a jHS.  Have a 2HS or 623HS ready for Slayer because many Slayer players love to use this move.  </p><p>
</p><p>
The dog is you best bet in this match up easily.  Most of the moves that makes slayer great only hit once.  This is perfect for have the dog take a hit and you getting inside.</p><p>
</p><p>
And like Oibi mentioned, 6P and 5K are your best pokes against this guy.</p></div></blockquote>
<p>
</p><p>
As usual, any tips and comments are welcome.</p>
]]></description><guid isPermaLink="false">412</guid><pubDate>Sun, 03 Feb 2008 21:41:49 +0000</pubDate></item><item><title>Zappa Vs. Anji</title><link>https://www.forums.dustloop.com/forums/topic/453-zappa-vs-anji/</link><description><![CDATA[
<p>I didnt see this matchup anywhere here so I geuss I'll start it. I've been playing a anji player all the time since I first picked up the game and i have to say I just can't beat him, well I can but its a real bitch to do it. does anyone have any advice that can help me? also on a side note what type of ghost (if i was able to get it out) would help me the most because the sword and the 3x ghost seem to work the best next to roah</p>
]]></description><guid isPermaLink="false">453</guid><pubDate>Fri, 07 Mar 2008 06:07:15 +0000</pubDate></item><item><title>Zappa Vs. May</title><link>https://www.forums.dustloop.com/forums/topic/615-zappa-vs-may/</link><description><![CDATA[
<p>My local opponent plays May in some weird style - he is spamming dj, then smthng like jHS, (land), 2D, [2]8HS. I don`t have so much priority in air and don`t know what to do. Then I begin to panic and, of course, lose %)</p><p>
</p><p>
Is there any way to counter/avoid May`s jHS, j2HS?</p><p>
Example video(I played really stupid =_=)</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=Pej1FrVSbwE</a></p>
]]></description><guid isPermaLink="false">615</guid><pubDate>Mon, 24 Dec 2007 01:13:28 +0000</pubDate></item><item><title>Zappa Vs. Testament</title><link>https://www.forums.dustloop.com/forums/topic/414-zappa-vs-testament/</link><description><![CDATA[
<p>Testament may seem overwhelming, but a good defense and proper poking can turn the tables pretty easily.

Naked/Unsummon:
-Pretty simple while naked, Just wait for the Testament to pressure and go for a poke or counter summon.
-If you can get pressure at the start of the match before they can lay a trap (For instance, if Testament attempts to attack) 6P, 5K or the summon will beat most of his moves. Learn what works best and take your chance, but don't try this if they set a trap.
-Watch out for EXE Beast. It's not as scary as it looks, but don't ignore it either. If Testament goes for the EXE Beast FRC into Normal pressure, summon into the normal. They never expect someone to counter here.
-Badlands is a dangerous move. Gaurd the first hit, countersummon the second or hit the recovery.

Ghosts:
-Use these babies to put Testament on the defensive, and keep him away.
-Using the ghosts to stay in the air is a good option from across the screen if he's going for EXE Beast to try to interrupt your pressure. Use a S or K toss to stop a badlands.
-Using them to disarm his traps works well too. Make sure you watch is moves and remember where the traps are.

Sword:
-This one is hard to use properly in this match, but the pokes are a great tool. DP will interrupt EXE Beast FRC pressure, as well as beat out Badlands.
-This may be the worst summon for this matchup, but it's certainly not bad. Damage output is good, pokes are nice; Not as many options as the others, but it will work.

Dog:
-This is just silly. 8D to get rid of zeinests, 6D goes through hitomi's. Set the dog up behind testament and theres nothing they can do.
-They'll probably try to smack the dog if you use it to kill the Zeinests. This is when you run in for resummon.
-Don't let EXE Beast kill the dog. Theres nothing you can do if this happens. If you need it out of the way, do 4D so that you can keep blocking.
-Watch out for badlands. If they throw it out when your attacking and the dog is attacking, it'll just hit you both.

Raou:
-If they're smart, they'll try to set traps and use badlands to avoid you. If your smart, you'll pressure them until they try badlands and Edguy.
-If they block, theres not a lot you can do. Tick throw is an option on Testament, though, but watch out for his quick pokes.
-Keep the pressure on. Nothing out of the ordinary with Raou.

Overall: Mind Testaments Mixups and pressure and you shouldn't have too much trouble. Zappa's one of the only characters who can counter Testament, so use it to your advantage. Always watch Testament to watch the traps, and don't fall into them if you can help it. Zappa can run under most Zeinests, but Hitomi will mess you up, so be careful. As stated, Testament can seem overwhelming, but once you learn the holes in the pressure, this matchup is fairly easy.

As usual, feel free to post tips/comments/questions.</p>
]]></description><guid isPermaLink="false">414</guid><pubDate>Mon, 04 Feb 2008 16:41:30 +0000</pubDate></item><item><title>Zappa vs Robo-Ky</title><link>https://www.forums.dustloop.com/forums/topic/919-zappa-vs-robo-ky/</link><description><![CDATA[
<p>It's been a while since we had some more matchup discussion, so let's get moving on to Robo-Ky.

This matchup is kinda weird. He plays nothing like Ky, but combos are just as weird on him as they are on Ky.

Naked:
-Watch for his 6P. He'll use it to build heat for more hitstun, so there's a good chance he'll use it to knock opponents away so he can start getting tension to monopolize on it. Your 6P beats it.
-His 5HS is also a very good move. Again, 6P wins if timed early enough.
-5K his 2S, watch out for his fast, low hitting 5K.
-As long as he doesn't have tension, he's not a huge threat. Dealing with the Chariot, bazooka, and air missiles can be a nightmare once he gets tension though, and his damage can be devastating. Get a summon and lock him down as soon as possible.

Ghosts:
-Ideal for this matchup. Due to Robo-Ky's slowness, you can easily lock him down without too much trouble. His 5HS is his best reversal option though, so watch out if you do a slow move within range of that.
-Don't worry too much if he gets pressure. His pressure relies almost entirely on his meter, so it's a very limited amount of great pressure he has. Instead, look out for mixup (particularly command throw mixup, his is one of the best in the game so DO NOT get grabbed by it) and don't fall for counterhit baits.

Sword:
-A pretty good option given the range and speed. Dodging the air missiles is trickier with this one, as you can't toss a ghost and FRC to block and punish, and you can't command your dog to uppercut him while your blocking. Instead, try to anti-air him before he gets a chance to do it, and stay really close in his face to annoy him.
-Use your 5HS and swordswipe to make him scared to use his 5HS. Timed right, RK's 5HS will win against yours, but if he's off by just a few frames, you win.

Dog:
-Obviously great. Don't let it die to his multihitting moves, like the bazooka and air missiles. Setting up isn't too hard since he's kinda slow.
-Easiest to combo with against RK. Usually his weight makes things wacky, especially once you get him into the air, and his hitbox is just as weird as Ky's. However, with the dog, there's no need to even worry about that, as you can unblockable trap, infinite, etc. as much as you want without too much trouble.

Raou:
-Actually kind of annoying to use. Lv 3 Air missile will stuff any attack Raou does except edguy (and even then it's risky), bazooka has great pressure and mixup strats, and it's just generally difficult to not get counter hit if RK has tension.
-In this respect, bellows mallice is easily your best option. Force him to lose his tension and the match is definitely yours.

Overall: A robo with tension is a dangerous robo indeed. There are several great tricks he can use to catch people who don't have much vs Robo-Ky experience off gaurd, particularly throw setups, air pressure, and his deceivingly good 5D's range. He's good in the air, so generally, stay out of the air. All in all this actually feels like an even fight to me, but I'd lean towards saying it's slightly in zappa's favor. Put simply, though, do not underestimate Robo Ky.

As always, comments, questions, tips, suggestions, etc. welcome.</p>
]]></description><guid isPermaLink="false">919</guid><pubDate>Fri, 26 Dec 2008 21:53:27 +0000</pubDate></item><item><title>Zappa Vs. Holy Order Sol</title><link>https://www.forums.dustloop.com/forums/topic/808-zappa-vs-holy-order-sol/</link><description><![CDATA[
<p>In my opinion, HOS is a pretty difficult matchup for Zappa. His pokes are simply superior to Zappa's, and his damage makes things risky.

Naked:
-At the start of the match, the most important thing is to make sure he cannot start applying pressure. The only thing that gets close enough to f.S is Rock It, and not many HOS's start the match with that, so f.S is a good choice. If they do Rock it, you can 6P and beat it out. Other than that, they may try either 6HS, f.S, or 2S to stuff pressure attempts/start their own pressure. It IS possible, but really difficult, to 6P his 6HS, so blocking or trying to summon into it is a better option. His f.S is pretty much useless against Zappa, since he's so small, but you need to watch out for 2S. It's very fast and has a lot of range; you can 5K or summon it.
-If he gets charged, it becomes a High risk for High reward scenario: If you can trick him and beat him out of a move with summons or 6P/5K's, you can reverse the match, but at the same time, if you move wrong you'll get hurt bad.

Ghosts:
-This is an annoying summon, as usual, for the enemy. HOS is really slow and can't get in too well, which means one haunting will allow you to lock him down for a long time.
-Watch out for pressure; HOS's pressure is pretty annoying for Zappa to deal with, especially with the ghosts. Try not to get into the air too much or you'll get DP'd or air poked (He has very good air moves and decent anti-airs).

Sword:
-The sword will be a pretty annoying summon as well, because it has moves that can compete with HOS's. The Sword DP is very good, and the swipe will stuff a lot of rush in attempts as well.
-HOS is pretty heavy, making him pretty easy to combo. Likewise, you can get in a lot of hits because alot of his moves don't have the priority or speed to beat out the sword.

Dog:
-Pretty difficult to set up for this match, because of HOS's great pokes and pressure tactics. However, As with the ghosts, he's easy to lock down because he can't move around too often.
-If you're being pressure, the dog is your best friend. Wait for a meaty to connect (j.HS, j.D, 6HS, etc.) and then retaliate with the dog. Look out for charged moves, as they all multi-hit and will beat you out completely.

Raou:
-DEFINITELY the best summon for this matchup, hands down. With Edguy and Darkness anthem, HOS cannot pressure you very well at all and you will have the advantage, since HOS does not do well defensively.
-Chip them, combo them, throw them-- Whatever it takes to get through HOS's defense and beat him.

Overall: This is a pretty straightforward match, but that's kind of where Zappa has trouble. Don't let him get pressure, and practice timing on what moves Zappa CAN beat to get a feel for how to control the match. All of HOS's moves are slow and have a lot of recovery/startup, so take advantage of that. I'd say this is probably 6-4, HOS's favor.

As always, thoughts, comments, yada yada welcome.</p>
]]></description><guid isPermaLink="false">808</guid><pubDate>Thu, 18 Sep 2008 19:24:19 +0000</pubDate></item><item><title>Zappa vs. Chipp</title><link>https://www.forums.dustloop.com/forums/topic/881-zappa-vs-chipp/</link><description><![CDATA[
<p>placeholder...what do u know about this matchup?</p>
]]></description><guid isPermaLink="false">881</guid><pubDate>Fri, 31 Oct 2008 02:50:19 +0000</pubDate></item><item><title>Zappa vs Jam</title><link>https://www.forums.dustloop.com/forums/topic/882-zappa-vs-jam/</link><description><![CDATA[
<p>(Insert your info )</p>
]]></description><guid isPermaLink="false">882</guid><pubDate>Fri, 31 Oct 2008 02:52:43 +0000</pubDate></item><item><title>Zappa Vs. A.B.A.</title><link>https://www.forums.dustloop.com/forums/topic/506-zappa-vs-aba/</link><description><![CDATA[
<p>ABA is normally a terrifying monster of pure rushdown and pressure tactics. Most characters can't do very much to counter her, making her a horrifying fight for many people. However, with patience and persistence, you can beat her.

Naked/Unsummon:
-This is a pretty even matchup all around. Aba and Zappa have very similar play styles; Both have to get something that they don't have from the start of the match to do much. At the start of the match, both of you are going to try to get summon/keygrab. Keygrab will own Zappa, so backdash and throw out f.S to set up for pressure. (BTW, I realize most ABA's aren't stupid enough to try to get keygrab at the start of a match, but believe me, this works on Zappa. If they get wise to that, you can have trouble)
-At a strange range, f.S can be keygrabbed. Aba has to be between the midpoint and the floor hit of the move for her to do it (When the spit is about to hit the ground). This is a strange hitbox size increase for zappa, and it only happens on wakeup (since she'd just get hit/block the spit otherwise). Oddly, After she gets the grab, the spit splash animation appears on her for a moment. My best guess is a strange glitch is happening here, and it only happened to me once, but watch out nonetheless.
-Get a summon ASAP. Pressure her so she doesn't get a chance to get into Mohora mode.

Ghosts:
-Nasty pressure, But ABA can get through like it's nothing.
-Space ghost tosses out to make sure she can't take them out with Danzai (Danzig? Can't remember what's 'correct').
-Eh, nothing fancy. Combos help, of course, but don't think she won't try to get through.

Sword:
-Hard to say if this is good or bad. I always dig the sword, but in certain points in this fight, it's useless. Still, the pokes and combos can really help (Swordswipe/DP the down part of her Danzai to counter her).
-Her pokes can generally beat the swords. 5HS stuffs her f.S, but her HS beats everything flat out. 2HS is nasty, but DP will help.
-Don't underestimate the sword, still. It can rape here if your careful. Anti-airing her will really help.

Dog:
-Don't get stupid. REALLY, DO NOT GET STUPID. She will power through the dog like it's nothing if you attack blindly.
-Don't give her the dog, period. Danzai will punish any attack setups as soon as the dogs dead.
-Other than this, the dog is nice stuff.

Raou:
-Oh my god, I love this fight when Raou comes out. It's seriously fun. Edguy RC Edguy will beast regular Danzai, but FB danzai will hurt you. But if she's low on HP, Do it anyways; she still takes 50% damage.
-She can slide/FB slide through Darkness anthem in normal mode, obviously, but in Mohora, DA will mess her up. Toss DA and follow up with something, but watch out for FB Danzai.
-Raou is huge, so watch out for aerial rushdown. At the right distance/height, her air move can hit hard. Obviously, Edguy/DA S toss, but it's a bit difficult if she gets in pressure.

Miscellaneous:
-If you see the unblockable kick coming, jump and block. It's only unblockable on the ground. If your having trouble getting it to come out, practice your timing; I get this regularly.
-Have fun with this fight. I fight this all the time, and it never gets boring.

ABA is such a fun fight. I can't stress this enough; It's too flashy and too amazing. Raou is a great summon for this fight in particular as well. Don't expect to outpoke her too much, though; she's got some really nice ones herself.

As usual, tips/comments/questions/etc. are welcome.</p>
]]></description><guid isPermaLink="false">506</guid><pubDate>Tue, 18 Mar 2008 03:26:42 +0000</pubDate></item><item><title>Zappa vs Faust</title><link>https://www.forums.dustloop.com/forums/topic/753-zappa-vs-faust/</link><description><![CDATA[
<p>as usual i'll be brief <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)">
it's been a long time,but looks like nobody miss me <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)">
now returning to the subject,this faust guy,he's got a looooooooooooot of range,my friend is a stupid player,sometimes he just keep mashing "s" and get lots of "counter hits" zappa's got a short range that's the problem,well i would like to hear other people's experience with the mindless faust.</p>
]]></description><guid isPermaLink="false">753</guid><pubDate>Fri, 11 Jul 2008 11:32:45 +0000</pubDate></item><item><title>Zappa Vs. Eddie</title><link>https://www.forums.dustloop.com/forums/topic/424-zappa-vs-eddie/</link><description><![CDATA[
<p>Hi, Dangief here.  Couldn't delete the post without taking the thread.  Simply put, the other posts have better/correct matchup info.  So I had to edit this one.  No hard feelings, just trying to keep only the best.  Because Zappa deserves it!

Don't poke out Eddie's eyes... he's blind already!  That's my best matchup advice.  <img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"></p>
]]></description><guid isPermaLink="false">424</guid><pubDate>Sun, 10 Feb 2008 03:33:48 +0000</pubDate></item><item><title>Zappa Vs. Ky</title><link>https://www.forums.dustloop.com/forums/topic/411-zappa-vs-ky/</link><description><![CDATA[
<p>Matchup strategies for Ky.

Naked/Unsummon:
-Wait for him to make a mistake and poke into summon. Most of his moves can't get through the summon, so it's relatively safe to spam it here (as long as you don't act stupid and summon into a stun edge coming from across the screen, anyways).
-Watch out for Greed Sever and 236K. Keep your defense up, don't get mixed up or you're going to pay for it. Summon will beat the second part of 236K.
-6P Goes through f.S, 5k will avoid 2S but beware that it may not work at close range. 2S is fast, so it's hard to dodge with 5K anyways; if he likes to use it, you can probably anticipate though.

Ghosts:
-Zone him as safely as you can. He's quick and has a lot of range, so watch out for rushdowns and punish with a SJ j.HS when necessary. Ghost tosses will work best (Try S toss FRC K toss if you anticipate a 236K to get away from the S toss).
-As with Sol, keep a ghost at all times if you can manage. Ky isn't too difficult to get some damage on, but keep in mind that he's rather heavy.
-Once you get a haunting, you can start playing with his head and baiting him into getting hit by the ball/banana/flowerpot. Get up in his face (shouldn't be too hard, Ky's love to pressure) and wait for a CH/poke him and get a combo in.
-Grabs always catch people off guard when you have the ghosts, particularly Ky's because they'll try to poke and pressure as much as possible. Wait for them to get into blockstun and nab them as soon as possible.

Sword:
-He can outpoke most of the swords moves, actually, so be wary. j.HS Is actually applicable if your careful, FRC and FD if you think there going to do a DP. Also, j.HS beats Greed Sever hands down, just jump and hit it and it'll win.
-Poke his gaps in pressure strings and punish. DP FRC is your friend. Only his projectiles will beat the swipe.
-Overall, once you get a hit in the sword can deal a load of damage to Ky. His weight makes it particularly easy to combo him with the sword, since he simply falls into the hits.

Dog:
-Best summon aside from Raou on Ky. He lacks any multihit moves (unless you count Sacred edge and 236K, which can be ran under/punished) so just pressure him.
-While he lacks multihits, he's very quick, so you better have fast reactions for resummon or blocking. Poke him into combos while minding his own pokes.
-Set your dog up in a good spot and theres nothing he can do. Get the dog behind him or set up near you and wait for him to try to pressure you, than poke him with the dog.

Raou:
-As usual, Pressure him. Chip damage as required until you open him up.
-Watch out for a CSE when you do Darkness Anthem. If you can time it right, you can cancel CSE by hitting it with the Charge hits of Darkness Anthem, then throwing the DA for the third hit. However, in most cases, Ky can hit you while your doing it unless your right in there face. If you block CSE and wait for him to come in to continue pressure, Hit him with Edguy.
-Ky's only options is to attempt to zone or block. Keep the pressure until he makes a mistake and end it.

Overall: Ky's pokes make this a frustrating match. However, it's hard to say who has a clear advantage in this match. If your careful, Zappa can be just as threatening and scary. Gaurd low the majority of this match. He's got some fast pokes, like his 5K, that will hit low, so unless you see an overhead coming (5D, 214K), stay down. Run under his projectiles and prepare for him to try to poke low if your too slow. You can 5K after you get past the projectile, which is probably safest, but if he's still in the move get a 6P in before he recovers. Watch your defense and this shouldn't be too tricky.

As usual, feel free to comment and add your own tips. I'll try to consolidate any and all info added into the first post here.</p>
]]></description><guid isPermaLink="false">411</guid><pubDate>Sun, 03 Feb 2008 20:57:49 +0000</pubDate></item></channel></rss>
