Oiboi
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You can also combo off Sword swipe counterhit FRC anywhere on the screen, into anything like 5S 2HS JI combo. Swordswipe is a great move against a majority of the cast, and it's safe on whiff due to the FRC, so having combo options off it is really important (Though sword combos are more or less 'custom', I've seen so many variations it's not even funny, so just practice and put stuff together until you get something you like). Oh, and also, wouldn't it be better to end air combos with j.s or j.hs into sword spin?
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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?
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I'm in for whatever. Once I start feeling better, we'll get some stuff going (Still not sure what's causing it still ) either here or down there with you guys. Still working my stuff, so I might be able to record a few things on my awful webcam.
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Try Again?: In most situations, you should be able to backdash out. If he does the S Beast, you might be in trouble, but in certain situations you can pass through it. Tiamat: Because jumping is not safe. If you IAD, MAYBE you can get to him before he's able to block/attack, but your seriously putting yourself in unnecessary risk, because he can just FRC next time he does it. It's not going to make him stop. Also, unless you FD jump on reaction, it's likely that the beast will hit you. And unless your stuck in the corner, beast will push you away from Testament, therefore, you'd be mostly safe anyways because you'd be out of range on block. I'm assuming your referring to corner pressure because I'm not sure why testament would spam HS beast midscreen. And again, even if he has frame advantage, it's not safe for him to spam HS Beast when he's out of tension. Jumping is not safe, not for Zappa, you can try it and it might work every now and then, but that doesn't mean that they're not going to learn from it. Edit: To clarify, it is sometimes good to get out of certain setups by 1 frame jumping and FD'ing. It's tension expensive, but it will render unblockable setups useless for the most part. Just look out for tickthrows and airgrabs. You can get into the air if you want, but it's not safe. You can get through most of the startup on the ground, which is MUCH safer, and much more effective in punishing it.
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Your missing the point. This is a form of punishment; If it doesn't work, he's less likely to try it again when you punish his followup. Under no circumstances should zappa get into the air against testament unless he has an air combo going. Seriously, His air normals are just going to whiff entirely and get beat severely. It's foolish to think otherwise, even Raou will get beat in the air. If you want to ignore the forward beast, just run past and 5k/Summon through the FRC followup (6P works at a close distance). Otherwise, block and punish the followup. Frame advantage indicates he can move before you, not that he's going to spam a hundred forward beasts before you can do anything.
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Neutral is better than in a combo. And even if he FRC's, if you block, he has nothing to work with. Hell, you can even sit there FBing every beast and attack he throws at you until he's out of tension and then punish. Just because he has frame advantage doesn't mean he can just throw out another HS beast, it just means he can attack before you can; Which isn't the end all-be all of the match if you don't do something stupid.
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Better option: Wait for the Forward beast to hit your guard, rush in and punish (6P or 5K, unsummon, c.S Sword, dog, ANYTHING as long as it'll beat out his defensive attack). Jumping into the air is BAD, ESPECIALLY vs. Testament. He'll just badlands/gravedigger you. Don't do it.
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Tiamat: Oh, your probably right. I can't remember, I didn't catch the guys name, so... Note: You can't be grabbed out of wakeup if you do not reversal. REVERSAL=GRAB (at least with zappa). Make them whiff the command grab and use a grab of your own/punish. (Yes, this is true. Look up frame data: At about 7-9 frames, you can reversal. If you do not, you have ~11 frames of full invulnerablity, which can be lengthened if you use Zappa's beastly backdash. So, if you try to attack, you WILL get grabbed if there depending on it. IF YOU DO NOT REVERSAL, You're safe.) So obviously, Doing nothing is the safest option (Japs do this too, they NEVER fall for DP or throw bait).
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Try Again: It was several months back, I played Zappa. All I remember is a big black guy whose dog was really nice to see in action, I had several mirror matches (Sorry if I'm coming off as racist lol). Wakeup summon is... Well, honestly, I do it more than I should. Dangief seems to do it a lot too. It's an option, albeit a very risky one. Works if you don't have tension but the opponent is definitely going for an attack. Otherwise, block/backdash and punish. (I'm serious, wakeup summon isn't as bad as it sounds, but prepared to take the punishment if it doesn't work) Normals are just asking to get beat the hell up. You have more frames of invulnerablity if you don't go for a reversal, so just blocking is always the safest option. If your fighting eddie, your screwed already for getting knocked down. Sorry, lol. Also, you might not believe me, but I've sometimes gotten wakeup Sword specials and such off. After playing so long, I can sometimes 'tell' when I'm getting a certain summon, even when the timer isn't on the right second (Though that can definitely help you). Works for a DP, but uh... even less reliable than wakeup summon. Don't depend on this.
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I think I've fought you before, man. Summon is not throw-invincible. Overdrive is (recovery is not). Look at the frame data if you don't believe me. lol
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I'm kind of new to I-No still, but I got a little bit of experience against him. My points are probably invalid due to inexperience with I-No, but I have general Vs. Venom info, so maybe it won't all be pointless. His pressure is definitely frustrating to deal with. If you don't have tension, don't expect to stop blocking once he's on offense. From a distance, H/VCL will help stuff ball setups/launches, Note will help change pressure if you can throw it out before Venom hits you. Seems that throwing out HCL when he's trying to pressure helps (watch for the gaps in pressure, when he goes for stinger aim is when this would work) if you time it right. If you have more than a slight knowledge of Venom, you can usually guess which setup/launches he's going to go for, so try doing Strokes/HCL's to punish once you think you know what he's going to do. Definitely his pressure is the toughest part of this match. Sorry that it's not much, but I'm still learning I-No
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Take it from me: No zappa player ever lands unsummon c.S, especially off 2K. This isn't a big issue. If it's missing from any other summon, that may be an issue, but as people have only noted it being taken from the unsummon, it's not a huge issue.
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That is a great idea. All I've got is a really low quality webcam though. I can produce some low-quality stuff for examples, I suppose, but it sometimes gets too bad to make anything out. I'll see what I can manage.
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It seems that the popularity of Zappa has been growing, so I've decided to go ahead and start working on a "Advanced" Guide for Zappa. I won't describe any basics or properties of moves unless it's a specific strategy/setup, or if a certain move has characteristics not normally described. Since this is an advanced guide, I will be assuming that any and all opponents are using advanced tactics as well, and therefore will be providing a few 'circumstantial' strategies; As in, assuming that your opponent is intelligent and skilled enough to punish or use certain tricks. As always, feel free to add comments and info, and ask questions, but I'll try to limit the information to only advanced techniques, so please don't get offended if it's not included UNSUMMON -------------------------------- First, as usual, let's start with naked/unsummon Zappa. There's not a whole lot of fanciful stuff he can do without a summon, however, he has one of the best anti-strike moves in the game without a summon: His summon move. Timed right, it can defeat nearly any strike-based move in the game, so long as it's not a poke or projectile (And even then, the range is usually good enough that if your placed correctly, it will still connect). The trick to using the summon, however, is to never use it outside of a combo or a hit, because the recovery is far too long and very punishable on miss or block. It's good to go for Counterhits with, but don't get predictable or over confident. Using the summon in a combo is a very safe way to use the Summon move, because not only is a hit confirmed, but you get more damage, and if they burst, the summon will usually keep you safe, as well as give you a summon to continue pressure. Even when I fight someone like Potemkin, who many consider to be safe to summon from a distance, I go for combos into summon. The reason is that if you 'free' summon, as I like to refer to it, he can simply slidehead you out of recovery. Many characters have some way of covering distance or using a fast projectile to attack from nearly across the entire screen to punish a free summon, so it's not advisable. The few times a free summon is admissable, is perhaps off a Airgrab into OTG Summon, or other forms of knockdown. But what I prefer to do is f.S 66 2K 2D 236P, or some variation of this. The way to do it is to see if the f.S hits before doing the combo/pressure; if you go into pressure without realizing it hasn't hit yet, Don't summon, because the opponent will simply punish you. Obviously, Naked Zappa is all about the Summon, as most of his moves do not have the range, priority, and frame advantage necessary to keep him safe in this mode. GHOSTS/TRIPLETS ------------------------- Next, we'll move on to the ghosts. Assuming you get the ghosts after a summon hit, the first thing you want to do is 236P for the vertical ghost toss. This is because as soon as the enemy stands up, theres a ghost on top of them, allowing you to pressure or mixup from there. This works well for baiting DP's if you stand close enough to trick them. If this hit lands, the opponent will be haunted, giving you opportunities to do even more pressure and unblockable setups. If the ghost didn't land, try for mixups and pressure until you can trick them (While the P Toss is coming down, you can do 6P if their gaurding high; sometimes this will catch them, as even advanced players get tricked by the appearance of the P toss, making them think it's an overhead. If they do gaurd low, 5D or 6HS are good overhead options, and can trick people very easily, especially if you do a basic rushdown hit such as 6P or 5k). Once you have a ghost on them, watch for items. Understanding when and where the items will come can help, even if you are not certain which one will come, you can see them and usually react fast enough to take advantage of them. For instance, lets say a banana comes out. You can 66 9 j.HS before you pass over the opponent, Land and rush them again, doing 6P 6HS to push them into the banana. Since it's a low, and 6HS is an overhead, it becomes an unblockable. RC the 6HS if you want to combo off it, but I prefer to toss a P Ghost and reset for pressure. Alternatively, if the Banana lands behind them, you simply have to pressure them into it with 6HS (This is more likely, as the banana tends to land that far back). The golfball and flowerpot, however, work more as pressure and combo extenders. The method for this is to rush in with 6P or 5K, and whether on hit or not, do c.S f.S 2S/5HS "Toss". The "Toss" is where you put in the ghost toss that would connect; If the 6P or 5K are Counterhit, the opponent is lifted off the ground, and ultimately, you have to leave out the 2S and are forced to do a HS toss (if you FRC, an air combo is possible, but it won't do much). However, on block or normal hit, you can do a semi-infinite with the ghosts. You can do the above combo, S toss FRC 66 repeat; If you watch for the golfball and flowerpot, it is in fact possible to not have to FRC if timed right. The timing is ridiculously strict, but it's an amazing method to put on great pressure or damage. If you'd like to see this in action, look up Nang-In's videos on youtube, as his ghosts have to be the best I've ever seen. The Running Toss FRC: A little trick I picked up is to throw a Ghost toss, then do 6FRC6. The timing is incredibly strict and fast, but if done properly you can inch closer during the 'endless' ghost combo, as well as put on terrifying pressure when crossing the screen (Like doing it while running, if you do it fast enough, it's almost like you don't even stop to throw it). SWORD ----------------------------- For the Sword, let's again assume that you have just gotten a knockdown from a summon. The sword can not set up, per se, but it is possible to still trick people with it, as it is exceptionally fast, has great range, and has a good mixup. As okizemi, the only real thing it has is the sword uppercut. Timed right, it should beat out any grab attempt or DP (Aside from Sol's, but it can still defeat it if you execute fast enough off the clash). If this connects, you can FRC for a combo (Counterhit is much easier to combo off of, but normal hit is possible as well). The general combo off a DP is DP FRC 2HS (1hit) into air combo. If the move is blocked, however, your in a bit of a predicament. The only way to make the move safe is if you FRC; if you don't, it has a very long recovery which is very easy to punish. The sword's FRC's are Zappa's most difficult FRC's, the Sword slide in particular. Look up frame data if you like, but the only way to really learn them is to just keep practicing. One way to make the sword slide easier to learn is to do it in a combo, so that the timing is always the same (Like c/f.S 2D 236S FRC f.S 2HS [1hit] JC air combo). However, the Sword slide is very safe on block if you learn the FRC, and makes the move pretty nice to use if you can do it reliably. Other than orbs, the sword slide doesn't really have much use, with so-so damage and not much combo opportunities (unless you use FRC or RC, there is no combo, simply put). The Swordswipe is one of the easiest FRC's for the sword, as it's right as it connects. This makes it a splendid move to use for combos, as you can FRC and continue the combo off the wallbounce, and if it's a Counterhit, you can even combo before the opponent is even launched. The damage is nice and it gives an orb, and the range is amazing. Just don't use this in mirror matches or when a Sol is doing grand viper, as it'll whiff. Experiment with the sword to make up your own combos. I've seen plenty different kinds, so it all comes down to how creative you can get. Other than the sword slide mixup (when the sword passes the opponent on block, you can do 2S or j.HS when it's coming back to try to trick the opponent) and 6HS, the sword can't mixup or setup very well. However, it's damage output and combo ability is on par with the Dog, if used properly (But it's a difficult summon to use). DOG ------------------------- The Dog is arguably one of the best summons for Zappa. Many people say they prefer it over Raou in many matchups, because of the pressure and unblockables. Assuming once again you have gotten the dog off of a summon, use 6D to place the dog beyond the opponent. Careful not to get wakeup grabbed, use a mix of rushdown and 5D to place immediate pressure on them, or if you prefer and have it set up properly, use 2D and pressure to get them into an unblockable combo. I like to do 2HS with 2D, as it has twice the dizzy modifier, not to mention that it acts as a meaty and really helps crank gaurdbar/damage. Once the 2D has hit, any assortment of combo and pressure setups are available. For instance, you could do a crossover j.HS 2D so that even if they try to jump, they will still be hit, or do f.S 2D in the corner to lock them down. It is possible to get an auto summoned dog from faint. Although not exactly reliable, wait for your opponent to try something while fainted then counter them with the dog (8D is invincible, so try for that more often than not. 4D is also invincible for the backflip, but may not cover you in the case of being fainted). However, the place the dog shines is when you use it for setups. The trick is setting it up properly; thanks to the new chaining in AC, you can 6D 6D on block or hit and place the dog behind the opponent, all the while using pressure to keep them from countering as the dog recovers. Once it does, you can do 5D to continue pressure, then wait for it to end and do 2D to start unblockable. Also, although I see it used less nowadays, 4D D and a low hit will result in an unblockable hit. I've found that using it with f.S is a good method, as it's easy to combo from. Dog combos are more or less limited. It's certainly possible to do an 'infinite' on some characters, , but the damage becomes garbage after just a few reps, so I prefer to stick to 2HS 2D into extended ground-to-air combo. The damage is nice, and I can usually get a knockdown or setup for more unblockables. However, like the sword, it all comes down to preference and skill. Just try to get as good a combo as you can. RAOU ----------------------- And finally, Raou. The big blue lightning guy. Raou's combos are one of the only ones in the games that can defeat full health people even when their guard bar is at normal levels, and also the only one capable of taking off huge chunks of health just by pressuring. Although he does not have much in the way of setups or mixups, it's very easy to simply crush the opponents guard and defeat them with chipp damage. First, let's discuss what to do after the summon. In most cases, you will only be able to charge a Darkness Anthem on top of them as they wake up. But in some cases, for instance a 'half' instant raou combo (Summon RC into another Summon will push them higher than normal, so if you have 8 orbs on the second summon you can do more), it's possible to do Edguy RC into combo. Let's say that the opponent blocked, so now you have to resort to pressure. Even though you have Raou, don't get cocky; many characters have methods of countering some of Raou's moves. For instance, Sol can Grand viper under 6HS, and Anji can Fuujin through the P toss of Darkness Anthem. However, there are ways to counter those, like tossing a K DA at Sol if he tries a grand viper, or using the K toss on Anji (both will hit). For pressure, in most cases, you want to keep on them. Darkness anthem is a very versatile move, allowing you to hit anyone who tries to jump out of the way or use a technique to slide under it. If they have full tension and are just FD'ing everything, use Bellow's Mallice twice. Although you will be out of tension, so will your opponent, and you can use Darkness anthem to chip them to death. If you do get a hit, Raou can combo nearly any move. Edguy RC will be your favorite combo extender, and causes so much damage it should be illegal. Using the standard Raou combo with this and you can usually defeat anyone in one combo, even Potemkin, by the time Raou comes out. For instance, one technique I like to use is 6HS K DA 6HS K DA 66 Edguy RC 66 (until your up against the wall, underneath the opponent) Edguy, then timed carefully a Darkness anthem K toss. This will pick them back up, and used well can give you more Edguy hits than a standard combo. I've even been able to do Edguy RC and run all the way across the screen, and do a Darkness anthem underneath the opponent on the other side that I had hit them. This method works on everyone, but it has varying difficulties for different characters (For instance, Slayer is particularly difficult to catch, while Baiken is very easy). Using the unsummon: This is quite a difficult matter. The Unsummon is a particularly odd move; It's an overhead, unsummon's, gives one orb, and costs 25% tension as an Force Break. However, it's one of the fastest overheads in the game, and has deceivingly long range (but not too long of a range, it hits just beyond the 'ring' of orbs around Zappa). It has no invincible frames, which is odd for a move from Zappa, which makes it pretty much useless to use as a defensive technique. It's main use is obviously as mixup, but it can also function to some extent in combos. For instance, 2D 2HS c.S 8D 214D, 66 236P for OTG summon hit, which gives 7 orbs in just this combo alone. If you had gotten a summon hit for the dog, you would have Raou after this combo. Obviously pretty nice to use in a pinch or when you feel like you want Raou, and does work to some extent with other summons, but the dog is the easiest and best option. ---------------------- Abare (Or, the ability to combo after 'random' hits) Zappa's ability to abare is variable to which summon he gets. From Best to Worst in terms of Abare, 1: Dog 2: Raou 3: Sword 4: Ghosts The reason being is that ANY hit will open the opponent up for dog set ups, and any hit that Raou gets gatlings/cancels into a special move. The sword can combo particularly well also, but the ghosts have pretty strict chains and are limited to less damage. Naked/unsummon isn't listed, but it's abare is more or less limited to a few hits then summon. --------------------------- Mixup Zappa has arguably some of the best mixups in the game, though this ability varies for each summon. Again, from best to worst: 1: Dog 2: Sword 3: Ghosts 4: Naked 5: Raou Dog is listed as the best because you have the naked 5HS and 6HS, both overheads, 4D D which is an overhead as well, and 2D which is an unblockable, allowing you to effectively defeat any option of defense. The sword I listed as the second best option of mixup for 6HS overhead, but more importantly the Sword slide mixup options that are applicable for nearly any matchup. The ghosts have standard dust and 6HS as overhead options, 6HS being a very strong normal, and having the banana low hit alongside this really helps. Unsummon is 4th because it lacks reliable mixup without using tension, forcing you to FRC 5HS or RC 6HS to produce any kind of real mixup, especially at the start of a match. And of course, Raou, who has the most limited mixup for Zappa, with all of his ground hits being low or mid hits, except for 5D. --------------------------------- I recently had a discussion with a friend, and decided to detail something that I believe seems to be such a difficult part of using Zappa: Range of effectiveness. For most characters, the range of effectiveness is more or less constant, with few exceptions. However, Zappa's range varies greatly from summon and situations involved. Naked/unsummon: Mid to short range. This is largely due to the importance that f.S now plays in getting a poke in. Aside from that and 6HS, being close is very important (And thus, why he is very susceptible to grabs in this mode). Due to the summon move, useful in both offensive and defensive situations. Ghosts: Very strange. At first, you will probably use them as Longe range type, and then move in for short range combos that push you to mid, and with Toss FRC combos, move back to short range. This Short-Mid repitition can repeat several times. Mostly Defensive play due to the fact that the moves have rather long startup, but can lockdown very well once anything connects, blocked or hit. Sword:VERY short range. It can hit to mid, even long ranges at times, however, it is most useful and damaging and gives much more abare opportunities at short range. Keeping this in mind, air and defensive play is generally not very rewarding damage wise, as DP is the only option for defense and even then, it costs tension to make it safe. Dog: Seemingly anywhere. Depending on where, who, and what the opponent is doing in relation to yourself AND the dog (instead of just the 1v1 usual setup), you can effectively work from long, mid, and short range. Works very well defensively and offensively. Raou: Mid to Long range. Several of Raou's moves miss at a very short range, so trying to keep your opponent between the Darkness anthem charge and your 6HS maximum range is best. Offensive mostly, though Edguy beats ANYTHING, hands down. --------------------------------- SPECIAL CANCELLING DUST: A little trick that Zappa has that no other character has is special cancelling 5D. It should be noted that everyone can Jump cancel, but ONLY Zappa can Special Cancel (inputting a special move as 5D connects). While this may seem just a simple bonus, it actually has some interesting uses. The most basic and useful is definitely 5D into Summon move, especially as a pressure and mixup tactic. It can also work when you've knocked your opponent down and get within grab range to make them whiff a throw attempt (Since it has grab invulnerability starting at the 13th frame). This tactic works particularly well with the Sword, because you can do a sword move (Slide or DP) to score an orb, then as they tech you can anti air them very easily. This has no use with the dog, but it works somewhat well with the ghosts, and to some extent can create impossible dust situations. Raou allows this to be used for combos VERY well (Throw DA on wakeup, 5D them) since as soon as 5D connects you can cancel into Edguy/DA S toss to set up impossible dust situations. Learning this minor trick can open up many possibilities that aren't immediately understandable, especially considering the nature of Zappa's dusts, so play with it and discover how it can help your playstyle. ------------------------ Edit: Added Abara and Mixup info. More to come later. Edited Edit: Added some more organization and tips on the ghost FRC run. Edit Edit Edit: Added Range of effectiveness data. Editx4: Added Dust Special cancelling This is all for now. I'll add more later when I can think better (Damn wisdom teeth... ). Feel free to add comments, suggestions, etc. I understand this isn't that impressive yet, but it's a start, so bare with me.
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I don't usually use JI with the sword anymore, since like you said, the damage scaling isn't as good... But I do like to do extended ground combos into air combos. Like, 66 6P(Deep) c.S f.S 2S 2HS (1hit) 63214HS FRC 66 (this part is character specific, depending on size and hit box you won't be able to get as many hits) c/f.S (whichever works) [if c.S, get another f.S] 2HS (1hit) [You can usually do another swordswipe FRC into air combo, but usually only IAD or a short one, so I usually just JC] and then whatever air combo you want. This is a good combo on Potemkin, since it can work as a burst bait to some extent, and is pretty long, which makes it frustrating, and the damage isn't too bad either. Some more stuff with Raou: Darkness anthem picks Baiken up from a very long range when she's in groundslide, making her very easy to catch her with it. Edguy shenanigans are go!
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Here's some more up-to-date and not-so-scrubby-from-me matchup info (Yeah, I was being a silly scrub earlier =D) So I've learned that Slashbacking nearly any hit in one of Eddie's pressure strings almost immediately ruins his pressure and game plan. The reason is because all of Eddie's strings and attacks have a distinct and predictable pattern to them. Therefore, you can reliably land slashbacks (with some practice, of course) since you already know when the hit will land. The options afterward should be obvious, but I'll go over them just for good measure. Naked/Unsummon: -While this would normally be "OH SHI--" time in the match, Slashback-> Summon = WIN. -Need I say more? Once you get a summon, get pressure and don't let up; Eddie's defense is pretty much garbage, particularly against Zappa since he can't drunkard shade any of his projectiles. Keep the pressure and you'll be fine, since little eddie goes away whenever anything touches eddie, blocked or non. Ghosts: -If you lost pressure with ghosts, you need more practice. Simply put, anyways. -However, if you REALLY need pressure back, P toss FRC and FD to keep your ass safe. It might work if you don't mess up. Sword: -This will be difficult to keep pressure on, but FRC's and pokes will help. -Don't make mistakes! The resulting pain will be humiliating! Dog: -Unblockables for the win! Just as Eddie has wakeup unblockable traps, so do you once you get the dog. Raou: -If you get Raou out, your doing everything fine probably. Or, maybe not, since you lost a summon. Depends on if you wanted that to happen. -Pressure and pain. More or less. Don't let him get little eddie. So I've had trouble dealing with wakeup unblockables from Eddie. The issue is that even if you COULD SB one hit, then the other... You can't SB for 10 frames after wakeup. So you really gotta interrupt pressure before the knockdown, or you can say goodnight to the match. It's vital that you get pressure and keep it. The biggest problem is that you can't easily keep pressure after a summon because only the dog has a surefire wakeup option. It's kind of like forcing eddie to make 2 mistakes for you to win; and that's if your perfect. If your not perfect... Well, it could take up to 20 mistakes for you to win.
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This is probably the only matchup for zappa where I'll say your playstyle is the major factor. The reason being, in most every other matchup I can think of, just playing Zappa has advantages and disadvantages immediately. However, with Potemkin, it's very dependant on your playstyle (and subsequently your opponents, but most pot's have a more or less 'uniform' style of play). If you LOVE to zone and turtle, Pot's in trouble unless you make a mistake and he gets a pot buster. If you LOVE to rush... Good luck. You better be damn good to rush on pot. That's not to say rushing doesn't work. In fact, I love to rush, and I'm terrible at anticipating throws when I'm on defense (one of my biggest faults ), but I can usually keep a safe distance if I pay attention during rushdown. The trick? Naked/Unsummon: -f.S! This is your go-to poke vs Pot PERIOD. ALWAYS throw this out full range. Throw it out past full range to bait 5HS from Pot. Throw it out when he starts going for Hammerfall (at full range, you'll be able to count it as a hit and connect with another to counter it). -f.S! AGAIN! Yes, it really is that vital. The range will keep you safe from Pot buster. Unless he's in block or hit stun, you better be near or past full range. -After f.S run in for BnB into summon combo. Ghosts: -Not sure why you guys say ghosts are bad for this matchup, unless you refuse to zone with them... Alternatively, you can use a mix of rushdown and zoning (There's a certain distance that Potemkin can't exactly do much to you when you have the ghosts). You can toss ghosts and use f.S and 5/6HS to play with his head/hit confirm into a combo (Yes, the ghosts have combos, and they actually deal decent damage). Sword: -5HS. 6HS to an extent as well. Swordswipe, DP. -That's pretty much it, aside from combos. Dog: -It's been said. Raou: -LOLWUT. All pot players think there invincible (not exactly, but you get my point). Defense isn't exactly there strongest point, as they'll always go for a Pot Buster if they think they see an opening. Bait it with Edguy (wait) RC. It's hilarious to see a Pot players face when they get tricked into a counter hit off pot buster ("OMG RAOU IS SO BROKEN WTF!!!!!") -While Raou has a limited mixup, it will often catch most Pot players anyways. Regardless, Chip damage is always nice, and he's huge, so Bellow's Mallice is definitely an option (What's he gonna do, hammerfall? Judge Gauntlet? Seriously, Pot can't get away from that. Even FDB gets beat since it takes too long to start up on reaction). -Raou works splendidly with this matchup. Just get creative: tick throws, trick them with a really fast j.P, whatever. Misc: Did I mention combos? Combos are vital to Pot. Milk any hit for all it's worth. Again, this matchup is very player dependant. I saw first hand how differently Zappa can be played at FRXI, so it's also unlikely for any players to learn how to fight you specifically just by seeing other zappa's playing.
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Sweet deal, thanks Mamation. Just wondering, I know like, at least 2 people recorded my tournament match vs Kenji, can anyone who has that upload it? Or do I gotta wait for the DVD to come out? Totally gonna get it either way, but I can't wait to show my friends how badly I got handled:gonk:
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Ah, yeah, that was me. I caught glimpses of your zappa, good stuff :3 We all play really differently though. Just goes to show how many ways there are to play Zappa, huh? Good point. Still, I suck at tourneys since I choke, so he's better than me automatically
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I've never seen Dangiefs, but I've seen WonderTonic's. Fubarduck gets props just for that 10 second perfect on chipp... lol
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Yeah, gotta watch out for the crossups (If you keep moving a lot, the momentum will help throw him off), but during pressure strings, generally not even the k Stomp will crossover. So unless it's obvious, you don't generally have to worry about crossovers mid pressure string.
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I was referring to gaurd point moves. Gaurd, counter, rape My bad, meant 3P. And I said 2K because it's fast and has the range to hit while he's doing the fake taunt; You have to alot time to realize it's not 3P, you see, or else it's just free combos for anji all day. Besides, 5K won't counter Anji's 2D, it'll just whiff and Anji'll keep going like nothing happened. And That's probably a better tactic, but I got in the habit of summoning into it a while back, and it worked, so I didn't bother learning anything else. Still, IB is probably better/safer.
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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.
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Posted my take on the match. As usual, tips/comments/questions/shenanigans welcome.
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Kenji's Zappa was nice, but his anji was pretty nasty scary too. He had that auto gaurd counter stuff perfect, handled me once on my rushdown with it (Got him back with the dog though =D). Like I said though, f.S plays games with Anji at full/near full range, because it nearly drops straight down at the end, making it get the slip when they whiff a autogaurd (Or they go for the autogaurd and you come in with 6P to beast). I might take a break from tournies for a while myself, though. There fun, but I humiliate myself at every single one =/ Gotta stop choking, I'm seriously not this bad. Well, I may as well be:vbang: