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Posted

I'm thinking of actually using Zappa again *gasp* and I got to wondering. What is Zappa's best matchup? also what is his best matchup against a high tier character?

Posted

I used to have the matchup chart somewhere.... It's probably in one of those tier list threads out there. Though I think I remember Zappa's best matchups being a few 6-4's, which is nothing to really get excited about until you remember that he used to have the only 2-8....

Posted

I used to have the matchup chart somewhere.... It's probably in one of those tier list threads out there.

Though I think I remember Zappa's best matchups being a few 6-4's, which is nothing to really get excited about until you remember that he used to have the only 2-8....

who did that use to be?

Posted

It's true, back in the day Zappa's only throw invincible move was the middle of 5D. bite bite bite bite bite bite bite.... So you kids should be happy for what you have. In my day we didn't have sword combos or overheads that worked and it snowed every time we picked Zappa and we were happy, dang it! :arg:

Posted

It's true, back in the day Zappa's only throw invincible move was the middle of 5D. bite bite bite bite bite bite bite....

So you kids should be happy for what you have. In my day we didn't have sword combos or overheads that worked and it snowed every time we picked Zappa and we were happy, dang it! :arg:

QFT!

Uhh... I'm actually not sure who the best matchup for Zappa is... I personally just beat the crap out of testament hands down, but that may or may not be just personal experience in the fight. Pot is an iffy matchup, hard to tell if it's bad or good (If you make a mistake, your screwed, but other than that pot can't do too much).

...I'll just say bridget or jhonny, since they have so few good matchups that's probably the best guess I can give. Zappa really doesn't have much great matchups still, huh?

Posted

How to deal with May? A good May. Zappa can't do anything against her dolphins and......................just about anything. Eh.....any help? I can't seem to do very much againsr May. I can kinda crush Testament now if i play smart...but May, it just seems impossible.

Posted

i havent had that much exp against AC may, but i think the sword would have to be the best bet. 623hs is fantastic against "that type" of opponent. stoping the dolphins on reaction would be tough with any summon...i suppose also (while scrub-ish) haunting her and just sort of running and capitalizing on the ping-pong ball ect. would get you somewhere for a while, although you would never be able to make up any of the damage you have most likely already taken...also, zappa is really fast as far as just plain running, make her chase you...hes hard to hit when hes running because of his small profile. and thinking about it, the dog proly kinda sucks against her...i hope this doesnt depress you too much, ill do what i can to find out more...

Posted

I already posted it in the matchups forums... Try to keep matchup discussion in there :vbang:

Posted

When the opponent is knocked down run at them and just as they get up, jump over them do jHS. This works for both summons. Nice overhead crossup, expecially with the ghosts. checkout the sword mixups sections for mindgames. =)

  • 1 month later...
Posted

How do you finish combo into knockdown with dog? I guess end with 2D or 6HS would be my guess but I don't know how to go about finishing a combo with those moves. Any pointers?

Posted

Well what i do with the Dog is that i play a Lockdown game. I will play like a Rushdown character and quickly attack him and bring my dog right behind me using like 6HS to charge and then i would input a move to trip him up like 6P and then when i have the dog close enough, i input 2D to do an unblockable bite and i lock him down in the corner and not letting him move.

Posted

Chomite, as I'm sure you're well aware, the common way to end a dog combo with 2D is to simply keep your opponent in hit/block stun while pushing them into the dog. For ex., something along the lines of: (Opponent between you and dog) 5D, run in 2K, c.S, f.S, 2D (the 2D has to be input early to compensate for the start-up, probably around the same time as/a little bit before the f.S) (After knockdown from summoning) cross-up j.HS on wake-up, 5D, 2K, c.S, f.S, 2D Of course, this is all dependent upon the opponent being between you and the dog. I've been toying around with the idea of crossing up with j.HS in pressure after a move that can be jump cancelled if I can't get the dog behind my opponent before I force them to start blocking. Something like: 5P, 2K, c.S, quick 5D, IAD j.HS (should cross up), 5D, land, 5P, 2K, f.S, 2D However, while I don't really feel like picking that whole thing apart at this moment, I wouldn't be surprised if there are some gaping holes in there where gruesome, demoralizing punishment could ensue. Any input on making that safer would be welcomed. :gonk: As for 6HS, the combo I usually try to use (I'm sure there are others as well) is something like: 5P, 5K, 6P, 6D, 6HS (followed by an optional second 6D to put the dog behind the opponent) While 6P --> 6HS gatlings, it doesn't combo, but the 6D fills in the hole between the two moves and allows the string to combo. Although I'm sure it goes without saying, be sure to confirm that 6P connects before continuing into 6HS, or you might be in for a world of hurt if the opponent blocks the overhead. @_@ Not sure if this quite answers what you were asking, but just figured I'd contribute a bit.

Posted

Well, there are a couple of ways to get knockdown with dog out. Most of those ways involve either unsummon or 2D. Like...I would make sure the dog is behind them...and like cross over with J.HS, land, and pressure into 2d. In corner you can do a crap load of unblockables that will get you a knockdown. Usually they will go into 2d at the end though. I hope I helped alil, Tilde kinda got most of it.

Posted

The thing about the dog is that 'completing' combos is NOT always necessary. Getting a knockdown is nice because you get a free unblockable setup, but it's certainly not necessary. Let's run some situationals, so you can get an idea of what I'm saying. The best thing you can do with the dog is set it up properly. Everything from there is all aggression into 2D bite; Learn the timing of all the dog moves. It'll make everything come along a lot more naturally. Dog Behind the opponent: I usually use 5D as a poke like this, waiting for the opponent to try to attack then countering them with 5D. This also works if they're coming down with an air attack on you, since you can 5D Block and still get the counter. Otherwise, I simply use 2D as I push them into it with pressure. Note: Spacing the dog is very important with this tactic. If the dog is too close then the pressure will push them past the dog bite's hitbox (though sometimes I do this purposefully to scare them into doing something, then poking them out of whatever they try to do). Now lets say you're fighting Baiken. This is where it gets tricky, because they'll use the counters to try to kill you or the dog. The trick here is to attempt the bite naked, or wait for them to do something and 6P/5k/5d. Note that if your not careful, her S counter will beat anything you try. This is when you want to start using the f.S with 4D D. If she tries to HS counter either of these, f.S is generally fast enough at max range to keep you safe. Another trick, is obviously, to attack them and force them to counter or get bit by the dog (by placing the dog in just the right position on/near them that if they try to counter, it'll hit the dog), then resummon the counter. Dog in front of the opponent: This will more or less happen in the corner more often than midscreen, and can be great for providing amazing pressure and generally annoying the crap out of your opponent. Here is where you really scare your opponent and force them to bow to the mighty power of your Dust button:psyduck: General pressure strings when in the corner: 2D (to start the bite) 6P c.S f.S 2DHit, 2HS 2K 2D (this should be long enough to not get it to chain) f.S 2D Hits. This will then put them in knockdown, which is GREAT for you because now you can reset and start all over with another wakeup 2D. If you really need a little extra damage to finish the fight, you can also do up to 2HS then 8D JC jK jS jc jK jS (Dog should reset from the chain by now) 8D as you land, and do 2HS. This is because when they recover from the 8D you will be right on them with 2HS, and if they don't faultless they'll get hit. You can also do 2D 2HS 8D Unsummon if you want Raou. To push them in to the corner when you have the dog, you want to do 5D Pressure/combo string 6D to move the dog(careful it doesn't hit) then 5D again until you have them in the corner. if your closer to one corner but the opponent is on the other side, 5D crossover will work too. Midscreen combos: In some situations, midscreen with the dog can be epic. You can do nearly any move you want and still use it effectively. However, the only person this works truly amazing for is vs. Pot. This is because he is so heavy and large that you can do a ridiculously long air combo with the dog, like so: 2HS 5D 2K 5S 8D j.K j.S, 8D, j.K j.S 8D Land j.K j.S 8D.... The timing is awkward but it's possible to get a good deal of damage (plus humiliation points) like this. Practice with the dog more than any other summon is the best I can say until you learn him. Once you learn the dog, it's like riding a bike so it's not too hard from there.

Posted

For me, I actually don't center the dog around the 2D. I'd rather use the 8D because it's quick and takes up space vertically. The 2D I generally keep a hold off unless I have a block string that is heading toward the dog. Even then I've seen people IAD away from it, hence the 8D instead of the 2D. From there you can run-jump in for a jK, jS air combo (insert JC and 8D also). Obviously don't forget the dog can be controlled twice. I've done some sneaky stuff with the lunge follow-up. Like block string crossup jHS (dog is now behind), 2P, 2K, 5Sc, 6P, 6D, 44, D, 5Sf. The point of this is to annoy them. Hitting D while the dog is recovering from the first lunge will have him lunge in air behind the opponent while you backdash. The 5Sf is to cover the ground in front of you, possibly for a stagger. At this point depending on what happens, you can reset to do it again or a similar mix-up.

Posted

Ah, didn't mean it was all about the 2D, it's just that the 2D is great move for the dog and I always use it if I know it will work. Obviously, a whiffed 2D is very dangerous because now he's vulnerable and you can't do much; I simply provided instances of when it will work flawlessly (or near flawlessly). I think 8D and 2D are the dogs most important moves, but understanding how to use all of them will make the dog a very versatile tool. Also, forgot to note that everything pertaining to Baiken's counters applies to every dead angle in the game. Good to see some activity on the zappa forums again though lol.

Posted

Ah, didn't mean it was all about the 2D

I know you didn't, I was just talking about how I take care of my rape. There's more than one way to fill a hole.

Good to see some activity on the zappa forums again though lol.

Yea, it was nearly a month.

Posted

I'm not sure if im using the dog right then from what you guys are saying. But despite my playing, i still am able to play a mean game with the dog because i do a bunch of mix-ups and Turtling depending on the character match-up. I also use knockdown moves to move the dog more closer to the opponent if the dog is really far away.

Posted

I'm not sure if im using the dog right then from what you guys are saying.

But despite my playing, i still am able to play a mean game with the

dog because i do a bunch of mix-ups and Turtling depending on the

character match-up. I also use knockdown moves to move the dog

more closer to the opponent if the dog is really far away.

I guess there's no "wrong or right" way to play the dog, or zappa in general; These are just tested tried and true ways to use the dog effectively. I'd suggest learning everything you can about the dog, and then making all your own little tricks.

If you like to turtle... Sitting on the other side of the screen and just doing 2D 2HS over and over again will force the opponent to do something, and you will usually be able to beat them out with one of these two moves. This won't work against Axl (he'll just chain or rensen you) or Sol's VV (though it's rare to see a sol just rush in VV without RCing, and if you think he's going to do that just block and resummon), or any other high priority multi-hit move. That said, most people don't think about it before coming in and trying to hit you.

Once you get that hit, don't bother turtling anymore as they'll eventually catch on and figure something out to beat you (projectile, high priority poke or something).

Posted

With Turtling, i just do it to avoid massive pressure. Then when the dog gets in range for a 6D, i will use like maybe 2P/K/S/HS (Depending on the char.) and will input 6D and apply pressure until he gets hit and then play as RushdownMan, and jump him in a 2HS&D. If they try to escape, 8D does the trick for me. But i'm still trying to master air combos because i've never been the use air combos and i've been play GG for like almost 3 years. But i'm a pretty good player that is still learning x3

  • 5 weeks later...
Posted

Ug. A fellow Zappa player made apparent some mistakes in my some of my fewer posts. Basically it was some outdated combos. Remember if anyone sees anything wrong let me know. When I did this, I made changes from the Reload edition and as most of us know, Zappa has had a lot of changes since then.

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