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  • 3 months later...
Posted

If he ever backdashes at the start of the round, Icespike. The Zappa I playtends to do this, in order to get room to summon. However ZA's backdash does NOT avoid Icespike, so you can score a KD and begin oki-mixup games. More on this matchup later as my Zappa player improves his game.

Posted

Depending on where Zappa is, he is technically able to run under all your standing normals, including the 5HS (obviously he would have be close already). Most of the idea here is to poke Zappa enough (with projectiles) so that what summon he has doesn't last. Icespikes tend to be dangerous for such a mobile character. I would highly suggest fish mix-ups and 2Ds as the bread and butter.

  • 2 weeks later...
Posted

My problem with Zappa is that damn sword of his, and to a lesser extent the ghosts that float around him. I'm guessing its impossible to disarm the sword from him by close-range combat, since the blade takes priority over your limbs. Just zone and pester with projectiles?

Posted

Fish kill Zappas Naked : whatever Sword : has k/p_fish cover you, sword kill the fish, u kill Zappas Ghost : block his ghost, once he shoot that three bullet he has, go all over him with everything u got Dog : use k~k_fish and try to kill the dog, the fish will deal the Zappas Raoh : run... watch out with Edguy(big giant sword that thrust upward)... once u hit by it, u just makes his days, the projectile he throw need to be fd-ed mid air btw ... or if u feel confident, the same setup u use v Sword also works for Raoh

Posted

As I started to play with Dizzy. I notice that 421{S} messes Zappa when he has the ghost out. I mean this move, you and hold and wait until he tries somthing and you block and attack.

Posted

played alot of Zappa lately. Zappa's main goal in normal mode is to get a summon out. the Ghost/Dog for lockdown, the Sword for Rush down, and eventually Raoh for beat down. the normals to watch out for are 5K, 6P, f.S, 2HS, and 5D. he can cancel his 5D in to the Centipedes.....Pretty much everything zappa touches you with in normal mode goes into centipedes. a CH 2HS will most likly lead into a dizzied Dizzy and Raoh.... zappa's goal is to trade centipedes with an attack. He gets 3 orbs, and no ghost. He will frustrate you in normal mode with his insanely good back dash, far slash, and a safe 6p. He will try to frustrate you into getting hit by the centipedes or trading with them, both in zappa's advantage. Vs. Sword: In tournaments Zappa want them orbs. The sword is the orb getter. Anytime he summons the sword, make sure you arenโ€™t getting hit by either Sword Swipe or Bloody Upper. Players seem to always use the two for spacing and not only does it net damage, it gets them orbs for free. If they use the extension off of Sword Rush, and you happen to block it at a relatively close range, punish that shit. most characters seem to have a fairly good option on block. 'Good' Zappaโ€™s most likely won't use the extension much, but never know what they'll do under tournament pressure. Vs. Ghosts: Against the ghosts, obviously you don't want to become haunted, as it pretty much doubles their options when it comes to pressure. If they get ghosts at a distance, be ready for SJ cross over with HS (Where the ghost explodes). It can be tricky to block at times, and usually ends in a free air combo. And while you don't want to get hit low, do not eat that overhead with the ghosts if possible (I know it's a lot to keep track of, but Zappa players tend to do the free standing overhead on Oki if they have all three ghosts out opposed to two or one). If a Zappa player tosses one of the ghosts straight up (236P), while at a distance from you, dash in if there's room, but break stop. It's a standard bait to bring you in close and they're usually waiting with a combo option. Vs. Dog: the Dog is scary as it controls space well and can covers Zappaโ€™s openings. the Dog is also able to do unblockables with it's Dive Attack combined with 2K or 2D, and the Dogs Bite attack. the Dog has 2 actions, the second action is usually a variant of the first. and example is the Dog Bite, normally unblockable it becomes a Lv6 move when blocked as a second input. the Dog also has an ability to make throw set ups go into the dog bite. so be wear of tic throws. the key to defeating the dog is to separate Zappa and the Dog. remember a Dog from full screen away is no threat. let them come to you. Vs. Raoh: . Raohs game is mostly based of poking and scoring counter hits. Good Raohs will always cover themselves with Darkness Anthem. most likely trying to land the upper straight up, 2s(low), or 5D(high) into the upper, or a j.HS. The nasty is that j.HS doesn't have to be CH to go into his loop.

Posted

played alot of Zappa lately.

Vs. Raoh: . Raohs game is mostly based of poking and scoring counter hits. Good Raohs will always cover themselves with Darkness Anthem. most likely trying to land the upper straight up, 2s(low), or 5D(high) into the upper, or a j.HS. The nasty is that j.HS doesn't have to be CH to go into his loop.

How do you get rid of Raoh? Is it possible to rush down a Zappa with Raoh option? If Zappa suffers a direct hit, does he dissapear like the other summons?

Posted

IB j.HS then Throw. Roah still has to respect Dizzy's Oki game. also a whiffed Upper is a free combo. that thing has hella recovery.

Posted

Raoh will stay out for 15 second, just try not to get killed by that time, and if i didn't mistaken, he got 4x chip damage modifier... if u can't lock him down, stay away!

Posted

Raoh will stay out for 15 second, just try not to get killed by that time, and if i didn't mistaken, he got 4x chip damage modifier... if u can't lock him down, stay away!

So there's a time limit to Roah summon....thank goodness. Still 15 seconds is a long time in a fighting game. I'd rather rush down instead.

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