ky0n01 Posted July 27, 2008 Posted July 27, 2008 lol nearly forgot about this thread... Here's some I recently recorded on my crappy webcam with my friend: http://www.youtube.com/watch?v=4oWX8Wz0XIg http://www.youtube.com/watch?v=cfi-gbMdjFc http://www.youtube.com/watch?v=7gSNQXgdHYk I have more, but I haven't uploaded them yet. Expect more soonish:psyduck: hmm i don't know how to play zappa but.. I noticed that you were always getting hit by balls bec you always charge straight up. There were a lot of times were you can air throw him and oki summon bec he just jump too much. And you should just stick to him bec venom sux with pressure. And i noticed that you weren't abusing KSN summon 1-9 frame invulnerability to escape pressure. vs anji don't forget that fuujin h has only less than half invulnerability of the animation. you can bait him to use it and punish it with a low. in general situations, you should probably play a zoning game against anji until you drive him to a corner for a pressure game(dog?) or use ghost for a zone i dont know lol you can screw up anji's buttefly setup via slashback/ib/fd the butterfly then backdash. or you can just summon before or after the butterfly hits you
Oiboi Posted July 27, 2008 Posted July 27, 2008 hmm i don't know how to play zappa but.. I noticed that you were always getting hit by balls bec you always charge straight up. There were a lot of times were you can air throw him and oki summon bec he just jump too much. And you should just stick to him bec venom sux with pressure. And i noticed that you weren't abusing KSN summon 1-9 frame invulnerability to escape pressure. vs anji don't forget that fuujin h has only less than half invulnerability of the animation. you can bait him to use it and punish it with a low. in general situations, you should probably play a zoning game against anji until you drive him to a corner for a pressure game(dog?) or use ghost for a zone i dont know lol you can screw up anji's buttefly setup via slashback/ib/fd the butterfly then backdash. or you can just summon before or after the butterfly hits you Oh, you should probably ignore those vids, I always play terrible on camera without exception. What the hell is KSN? And zoning against Anji doesn't really do anything, his poke range is enough to keep Zappa on defense forever, so getting in his face is better.
ky0n01 Posted July 28, 2008 Posted July 28, 2008 Oh, you should probably ignore those vids, I always play terrible on camera without exception. What the hell is KSN? And zoning against Anji doesn't really do anything, his poke range is enough to keep Zappa on defense forever, so getting in his face is better. sorry i thought your notation for summon is ksn.
Oiboi Posted July 28, 2008 Posted July 28, 2008 sorry i thought your notation for summon is ksn. Huh? Where did you get that? I still don't know what KSN is supposed to stand for...
ky0n01 Posted July 28, 2008 Posted July 28, 2008 Huh? Where did you get that? I still don't know what KSN is supposed to stand for... sorry it was supposed to be ksm lol Konnichiwa Sanbiki no Mukade
Phrekwenci Posted July 28, 2008 Posted July 28, 2008 We'd rather just type "summon". Even though it's a bit ambiguous as it could mean the current possession, the move to get the possession, or getting a possession after a recovery.
Oiboi Posted July 28, 2008 Posted July 28, 2008 Or you know, at least using the translation. Zappa's moves are phrases/terms that are kind of meant to be translated to english; half of them are already english (Edguy, Darkness Anthem, etc.). So, yeah.
Dangief Posted July 29, 2008 Posted July 29, 2008 I call it Centipedes. And I would prefer keeping it to english here because then we all know what is being talked about. I'm sure that whatever Zappa's moves translate to is hilarious, but Sword Swipe or Summon makes more sense. And every time you hit with Edguy, ask them where all the clowns are. Bonus points if you get it.
HellSap Posted August 28, 2008 Posted August 28, 2008 http://nl.youtube.com/results?search_query=hellsap&search_sort=video_date_uploaded woot, my evo matches with clear failed execution!!! I liked the part in the vid against nerina where I got 5s 3 times instead of 236s. The good pad I was borrowing was taken back. Other than that, check it out! wooh.
Phrekwenci Posted August 28, 2008 Posted August 28, 2008 There was so many places with Raoh where I see the Darkness Anthem hit and I'm like "Rush DOWN!" and you don't move. I get the same problem sometimes. And I noticed you do the sword rush follow-up a lot. Are you counting on the delay to hit?
HellSap Posted August 28, 2008 Posted August 28, 2008 Depending on the characters that can punish it or not. the first one I see them actually correctly punish it, I usually stop. Most characters were blocking a lot, fearing zappa getting more orbs, so they didn't stop it as much as needed. I fucking hate my execution inabilities, I bought myself a new pad after getting back from evo, but I should have done it before. (I'm totally not going to rely on using a stick at a good level)
Zoogstin Posted October 15, 2008 Posted October 15, 2008 Here are my latest vids. This is loser's finals. http://www.youtube.com/watch?v=_YkYREBHoHA
Oiboi Posted October 15, 2008 Posted October 15, 2008 Here are my latest vids. This is loser's finals. http://www.youtube.com/watch?v=_YkYREBHoHA Pretty good fights overall. I'd only suggest doing more throws. That 6HS 1hit RC 2K combo with the ghosts was nice.
Phrekwenci Posted October 16, 2008 Posted October 16, 2008 Here are my latest vids. This is loser's finals. http://www.youtube.com/watch?v=_YkYREBHoHA 00:51 - looks like you got scared when Baiken attacks the dog after it lunged. This is screaming fre counter-hit for you. A nice 2HS behind the dog would have been good news here. 2:42 - Ok, it looks like you did what I just asked for here! 4:20 - Fucking mindreader! 4:59 - I'd be mashing P in the air here. 6:57 - If I was playing here, when I hit them with the summon while they are high in the air I always do 5P, 5S. By the time I use 5S I figure out what summon I have and still have them airborne. Here you have the ghosts so I would have continued with 5HS, 236HS to haunt them immediately. The dog is obviously the worst one in this situation because the 5S will probably be the close animation and might not hit correctly. You might want to option select a bit here and include D in the inputs. 8:29 - When you have everyone in the corner like that, the double dog attack you should be using is 6D, 4D, D not 6D, D. Maybe this was an input error in the match but I just want to make sure. The way it was done here would have put the dog too far back to continue pressure. The only time I do 6D, D is when I'm in the middle of the field and actually connecting with attacks. I'll finish with the overdrive if I have the tension for damage and to reset the summon (because the dog will finish too far back for effective use). 8:39 - An attempt at a throw wall bounce follow-up with the sword. I feel what seems to work the best here is 2P, 5S, 2HS etc. Good work overall though, just some additional things. With the sword I always use the combo 2K, 5HS. I get rid of the 5S because I wiff it constantly on the offensive. You seem to connect here a lot but that's because you are already on top of the opponent. And with Raoh one of the best things to do (and you realized this later on) is to throw. People are immediately expecting the offensive and are ready to block. Obviously this is Baiken's strength with the blocking because she can turn the pressure around immediately.
vedasisme Posted May 2, 2009 Posted May 2, 2009 Hi guys, new Zappa here. I've been fooling around with Zappa for a little while now, but only recently got to record some matches of me getting owned by a Dizzy player. What I need to get down is the rhythm of how Zappa works in his different forms; I get the feeling I'm not utilizing the right pokes or something. Well anyway, here are the vids: http://www.youtube.com/watch?v=ooEVtZwaynY http://www.youtube.com/watch?v=xELrb1IuMSs
Phrekwenci Posted May 2, 2009 Posted May 2, 2009 Hi guys, new Zappa here. http://www.youtube.com/watch?v=ooEVtZwaynY http://www.youtube.com/watch?v=xELrb1IuMSs I can't really comment on much because you didn't really do much. You have a long way to go. You need to figure out the stipulations of each move and how they affect you and the opponent. For example, there was a counter-hit sword swipe near the corner in the first video, begging for an air combo, and you just kind of sat there.
vedasisme Posted May 2, 2009 Posted May 2, 2009 What should my focus be for the time being, then? Should I try turning on counter hits in practice mode and grabbing combos?
HellSap Posted May 3, 2009 Posted May 3, 2009 learn what combos into what. I saw close s 236 s... why not s, hs, swipe for knockdown? very little good pokes... I saw 2h used in a poor way. lack of 5k poking. every knockdown you got you just stood there and let dizzy wakeup, work on oki. if you have ghosts jump crossup hs or something learn what beats what. also react better to your own summons. look for the noise clues and go from there, be prepared with the 3 options and then go for it when you hear the cue. sword - when to dp. when to space with 5s dog - when youre on them, keep up the pressure. learn a block string that keeps them stuck, I saw 5d and then nothing... you stood there. let the dog take a hit and then not even punish them for it ghosts - learn when to use the crossup hs, when k toss is useful, when d toss is useful (I use it when I have 2, then it does the s / hs toss) and learn some combos. if you can get in with a s, s toss frc you can followup into knockdown. other than that, block more. fighting against dizzy is hella annoying.
Umareru Posted May 3, 2009 Posted May 3, 2009 Hi Veda, i saw your videos, you definitely need a lot of work. But don't worry, we all start somewhere I guess you still haven't got used to the game. There are some basic gameplay elements you are missing, especially FD in the air. For Zappa related issues, i highlighted some areas you need work in: 0:10 - You picked the rotten banana colour! Sorry, not constructive. But makes me lol. 0:29 - Bad poke attempt. fS or firing ghosts would be better options. Also, super jumping out of the corner and covering yourself with either K or P ghost tosses are valid options. 0:33 - This part made me cringe. Dizzy has no wake up options aside from her overdrives. If you score a knockdown, rush that shit down. 0:36 - You have to learn how to combo on reaction better. No way to get better aside from practicing more. Especially so for a random character like Zappa, you have to be ready to pull out an air combo anytime! 0:39 - I'm only gonna say this once, but your okizeme needs work. crouching within grabbing range of your enemy on wakeup is never a good idea. Ghosts have good pressure options, but you have to keep pressuring when you get those knockdowns! For some of your other oki, i noticed you like using mid P and K on wakeup. This is not a good idea. Go low or high, mix that shit up! 0:54 - I would have personally used the spit(fS) here, shes just begging to trip on it and eat a free summon combo. It may not seem like much, but the spit is a great option against many characters. Try and implement it more. 0:58 - Thats a so-so anti air which just screwed you over. 2HS is superior in many ways, covers alot of ground and huge air combo, CH or not. 1:17 - Thats a really weak ghost combo. Dont use so many Ps, it prorates like hell. get some S and fS in there too. 1:25 - If i got the dog in such a sweet position, it would have been match and point for the dizzy, especially since she has no burst. Thats an easy setup for a combo ending in the dog bite, leading to unlimited dog bite unblockable setups in the corner. Refer to the tutorial vids to see what i mean. 2:01 - Ugh, that happens alot to me too. Its such a familiar scene it hurts. Well, dont get too close on wakeup. Characters like testament and dizzy with huge grab range will tear you apart. 2:13 - Someone mentioned it, free sword CH combo here. Would have easily knocked a good chunk off her hp. 2:18 - Mix it up a little. Sometimes do a low sweep with 2S, or a high with 6HS after connecting with 226S. Or run forward and throw him, if hes being a big wussy. 2:20 - ...Oh boy. The sword spinning move depends on how you are jumping at the time. Jumping straight up does... that. Get a good running jump or IAD. 3:02 - Wasted a game ending combo. Pick her up with 236S > K, then proceed to tearing her asunder with a good air combo ending with Edguy. Don't feel bad though, that dizzy player is probably just as bad as you are, its just that Dizzy is a much easier to use character than Zappa. (Yes, you heard me.) What i would recommend is looking at the combo tutorial vids, and learn to execute at least the basic ones of each summon. Then work on your Ghost FRCs, which are crucial to the ghost game. Also, do a few runs in arcade mode and make those combos muscle memory, and work on finding the best pokes for the best situations. Ugh... This is way too lengthy because my girlfriend refused to go out with me today. Oh well. Think i'll go run a few combos on my PS2, i've been getting kinda rusty too. I hope that helps!
vedasisme Posted May 3, 2009 Posted May 3, 2009 Wow, thanks for such thorough advice, even though I didn't give you guys much to work with. I'm definitely going to go through and work on execution and combos. I promise the next time I post vids, I'll have something better...and I'll also have a better color, haha.
blipples Posted May 4, 2009 Posted May 4, 2009 Umareru pretty much gave you some pretty solid advice for this match up so i won't say much. Pretty much any air grab or grab leads into a free summon gate. I seen a few that you missed. another thing is that zappa has pretty much no game on wake up, grab them if they get to close or backdashing are pretty much your only options. Summon gate is good occassionally but is easily baitable and you get punished hard for it if it doesn't land. Sadly jumping with zappa in general is a bad thing, especially with naked zappa. Usually if you jump in the air, you are going to get beat out which is why his air grab is sick. Also, when it comes to FRC on the ghost tosses, it is a very crucial part of the ghost game but don't over do it. I try to minimalize it due to the fact it literally will drain your tention if it is overused, making it a very bad thing. Being able to react to situations is a huge part of playing zappa due to the fact he has four forms not including raoh that can randomly occur due to e-summons. This can either make or break your game. Also, if possible, always try to summon gate out of a combo. A basic combo to use is 2p 2k 2h 236p. Also utilize you f.s as much as possible, it is an amazing move than can give you a free summon gate not to mention a ridiculous amount of control forcing your opponent to bend to your liking. I would suggest getting down the basic mechanics of the game before going for huge combos though. knowing what each of a characters moves do be it a special, overdrive, or whatever is easily one of the best things you can do. Zappa is easily a difficult character to learn but just stick with it. It is definitely worth it in the long run.
Umareru Posted May 4, 2009 Posted May 4, 2009 Also, if possible, always try to summon gate out of a combo. A basic combo to use is 2p 2k 2h 236p. 2k doesn't link into 2HS, right? 2HS being the big head bite. It only will link on a crouching opponent. I think that combo is a good hit confirm combo, like if you see hes not blocking, do 2p 2k 2d 236p, if he blocks, do 2p 2k 2HS. Sometimes, people mash on punch or something if they are expecting you to suddenly whip out a dust or go for a tick throw, the 2HS will beat those attempts and give big stagger and damage, with or without CH. Zappa is easily a difficult character to learn but just stick with it. It is definitely worth it in the long run. So true. There is no better feeling than losing badly, then suddenly pulling raou out of nowhere and then proceeding to beat your opponent's face in for a turnabout KO.
Phrekwenci Posted May 4, 2009 Posted May 4, 2009 Agreed, your BnB combo for a summon is 2P (or 5P), 2K, 2D, 236P. The best thing to do is to learn the spacing for the 5Sf so that when you do it, it will be a puddle on the ground (for a low hitting stagger). From there, you can run in and BnB. You'll have a better chance on reacting if they will block or not. Not to mention, I believe you can still do the 2D, 236P RC, 2HS JC, jK, jS JC, jK, jS, (jD) combo in AC from this if you have tension. I remember doing it a lot in #R but, I keep forgetting to go for it now so I don't know if it still works from there.
blipples Posted May 4, 2009 Posted May 4, 2009 2k doesn't link into 2HS, right? 2HS being the big head bite. It only will link on a crouching opponent. I think that combo is a good hit confirm combo, like if you see hes not blocking, do 2p 2k 2d 236p, if he blocks, do 2p 2k 2HS. Sometimes, people mash on punch or something if they are expecting you to suddenly whip out a dust or go for a tick throw, the 2HS will beat those attempts and give big stagger and damage, with or without CH. So true. There is no better feeling than losing badly, then suddenly pulling raou out of nowhere and then proceeding to beat your opponent's face in for a turnabout KO. As far as i know, the only thing that will combo into 2hs is c.s as far as i know. 2hs is very useful but i dont like to rely on it at all, for me it is one of those moves i use sparingly. I actually use it for a summon combo if i get the CH on 6p. 6p CH 2hs 236p. It is just one of things you just use if it ever comes up in a match. The damage output is a bit better than the normal BnB and you still get your orbs. Phrekwenci: Eh, i'm not really sure if it works any more but i would say it isn't really worth it. I mean it would be cool to know to end a match in a flashy manner but if you have the tension to perform an RC out of the BnB, in my opinion, i think it is better to go for the extra 3 orbs from the instant raoh combo. The damage you get from getting raoh out would be far greater than that combo, not to mention the knock down you get is really useful.
HellSap Posted June 12, 2009 Posted June 12, 2009 Check out my awesome shaky cam vids!!!!111 http://www.youtube.com/watch?v=_65TZhDTAYg http://www.youtube.com/watch?v=BKqJwn1KwiA
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