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Zoogstin

Zappa Love: Series Renovation. AC Edition!!!!

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Okay guys I took into my hands to go over all of the Zappa love threads and completely update them to AC. Its long overdo. I individually went to through every move and made sure that they are properly described in their AC states. I also added combos as well as general strategies about how the summons should be played. Many details are more in-depth than they were before. I also tried to give more details on how to use the dog, which brings me to a perplexing question. I remember there being a really in-depth guide to how to use the dog. Where the heck did that go? So anyways I'm about to post all of the changes that I made. Look around for any mistakes but for the most part I would suggest deleting whats in the older threads and copying and pasting what I have here. You'll notice that what I have is still in the same format and order as when Dangief did the orginals. Hope you like them!! This extends to the second page for those of you whose settings have this. I'm still correcting this. I see that there are still some stuff I want to put in. Still open to suggestions about whats here.

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Here are the basics of Zappa without a summon. Note that for now this refers to AC.

By the way. OKIZEME means doing some action while your opponent is getting up.

First love of Zappa- SUMMONS!

While we will discuss things you can do and combos and whatnot without a summon, it is imperetive that you are always trying to get a summon and orbs if you can.

Second love of Zappa- RAOH!

8 orbs = Raoh at next summoning. Raoh does lots and lots of damage. Get him ASAP.

Normals of note

5P- simple punch. Good for setting up tick throws. As in running up to an opponent, doing 5P wait for the blockstun to go away and then throw immediately. Tied with 2P as being the fastest move Zappa has.

6P- (upper body inv. 1-2, above knees inv. 3-13)- Hits low, jump cancelable weird invinciblity and pose make it a great poke that will go through near anything that hits just above mid level. Also good anti-air with proper spacing. Gattlings into what it needs to and causes knockdown on CH. This is one of your bread and butter moves.

5K- (feet inv. 1-22)- The other half of your rushing pokes. Goes over most low hitting moves, causes knockdown on CH and gattlings into the other moves.

2K- Fast, low hitting move. Good range because it advances and is low enough to go under a lot of things. This is one of your main combo starters.

2P- Fastest move Zappa has. This is also one of Zappa’s main combo starters, chain it into 2K always and go from there.

5S- Good priority and the best range of Zappa's pokes. Now the puddle at the end hits low and staggers on normal hit. However this second hit does no damage, so be sure to run in and combo into Centipedes! You can also throw them if you know that they won’t get then in time. The close version of this move is jump cancel-able.

2HS- Don't use this on its own please. Jump cancellable. It is only worth mentioning because of the big damage, stagger, and dizzy damage. Also one of the few normals that Zappa has that does chip damage. Combos after close S on crouching opponents only. You will see how to combo into it later.

5HS- Overhead. But you can be thrown afterwards... if it HITS. Can't be cancelled. Don't ever ever ever use it without the Dog. Now has an FRC at the end to make it a little more useful, but not much. FRC it to combo after it or to save yourself from punishment.

6HS- Overhead. Slow startup, but great priority and all once it's already out. Use with the dog only. It does cause knockdown on hit mid screen. It does not knockdown off of a wall bounce in the corner unless it’s a counter hit.

5D- (inv. to throws after frame 7, lower body inv. after 15) Very fast dust, one of the fastest, but telegraphed as all getup, but worth noting the weird invunerabilities and the fact that it is the only Dust that can be canelled into special moves.

jK- Best range of air moves. Combos into jS.

jP-Fastest and best priority of jump moves. Combos into jK, jS and jD

jHS- Crossup only, but great backwards range.

jD-Works as a tricky crossup. Wall bounces on counter hit. Good combo in ender for unsummon Zappa

Special Move

236P- CENTIPEDES -(3 orbs on hit)(inv. to strikes 1-9)(knockdown) - This is it. How you get your summons. You should always try to combo into this move as it gives 3 orbs, it also works as anti-rushdown, but can still trade (this is not always a bad thing as we will see). Note that you can get random summons when you are hit as well. For the most part, the summons are random but you can also time your summon to choose which one you want. When playing, look at the timer. Based off of what the number in the 1-digit spot is determines what summon you get:

2: Ghosts

1: Dog

0: Sword

3-9: random.

So if the timer is at 80 and you summon, you get the sword. If its 82 you get the ghosts. 11 you get the dog. =D

Force Break

214D- The Dance -(overhead, 1 orb and knockdown on hit)(unsummons current ghost) - This new addition to Zappa's aresnal is a real asset. It comes out fast, around 16 frames if I remember, hits overhead and knocks down to usually allow an OTG Centipedes for 3 more orbs for a total of 4. Now you have legit mixup, they guess wrong... you get Raoh assuming you have enough orbs. Getting the OTG Centipedes after the forcebreak is a little difficult and the difficulty depends on the characters you are fighting. Some may be impossible to pull this off on. To see which characters are easier or harder than others go here:

http://dustloop.com/forums/showpost.php?p=141682&postcount=7 (currently broken link. Hopefully this will change once we get a new post of the chart)

Overdrive

632146HS- SCARY! - (1-21 inv.)- Average OD. Multipule hits can take care of Eddie, etc, and the range is good as well. Does great damage, but I would only recommend comboing into it if you are trying to finish them off as there are better uses of tension. Best use is if you need to be sure of having a wakeup move. What makes this move decent is the sheer number of invincibility it has on it. An entire Exe Beast from Testament and more could go right through him.

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ZAPPA LOVES TO RUN

Zappa has a unique run in that he gets VERY low to the ground when he runs. You can use this to go under pokes (such as Pot's 5S, Faust 5S, Ky's Fireballs, Sol's Riot Stomp, Jam's Dragon Kicks) and hit with a summon. His height also makes it a great anti-air option. Run under a character to make them miss you then AA them as you choose. This does take a good knowledge of what you can and cannot get under, but it is good stuff. Getting the opponent used to having to deal with low stuff is key in your mixup of landing a CH 5k or an overhead since they will likely have to use a few specific moves to deal with it. The only way to really learn though is through practice against others.

-Backdash-

Zappa's backdash is FAST. And only has one vulnerable frame at the end. Keep this in mind if you need to get away or anticipate a quick move. Only downside is that it's short, only 8 frames of invulnerability.

-Other-

Remember, unless you are getting Raoh or you properly time it, the summon you get will be random. Also you might get one when you are hit or knocked down, so don't always count on having Centipedes as a wakeup. You can use option select to better your odds, but patience is imperetive when playing Zappa. So is knowing all of your summons and how to use them. Remember, Zappa is mixing you up just as much as the opponent.

COMBOS

Basics:

2p - 2k - 2D x 236P

2k - 5s - 2D x 236P

6P - 5S - 2D x 236P

-Basically mix up your lead attack and do a short string into Centipedes so that you are still in range.

Air Combo:

jK - jS (jc) jS - jD

jP - jK - jS (jc) jK - jS - jD (this one is tougher and more character/spacing situational)

Instant Raoh:

2p - 2k x 236P (RC) 66 5P x 236P (RC) 66 5P x 236P

whatever - 2D x 236P (RC) 66 5P x 236P (RC) 66 5P x 236P

-Dash has to be primed before RC. You can do 2HS instead of 5P for a lot more damage, but the timing is much more strict

Big Damage:

{CH}5K - 2HS (jc) Air combo

{CH}6P - 2HS (jc) Air combo

{CH}5K/6P - 2HS x 236P (RC) Air combo

Other:

236P {trades} OTG 236P *Six orbs

Throw {wallbounce} 2HS - 236P [(RC) Aircombo]

Throw {wallbounce} 236P (RC) 66 5P X 236P (RC) 66 5P x 236P

Airthrow {low to ground} OTG 236P

IAD jS - jD {low to ground} 2HS - 236P [(RC) Aircombo]

That's about it. No need to get fancy when Zappa is naked.

ZAPPA OWNS YOUR SOULS FOR FREE!

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Zappa loves the ghosts (aka 3 Stooges or Triplets) because:

They give him great lockdown, mix-up, damage, and range. There also are three of them to keep him company. The ghosts are very well rounded. They are good for zoning and corner pressure. I'm going to say this straight off: Learn the FRC points of his ghost throws!!! This will give you better pressure and combo ability. Plus it will save from getting hit by your opponent during your recovery. You'll love them when you hit your opponent with the ghost throws. All of the crap that starts falling on to your opponent (golf ball, bannana peel, and flower pot) will enhance your pressure and combo ability, as well as disrupt opponents who are attacking you at the moment. Every now and then one of objects will mess up your combos but that downside is negated by all of their benefits. For the Ghost throws (all ghost throws give you 1 orb):

Normals of note:

5P- Yes, 5P. It now chains into itself on the ground.

5S- Great range, stagger on CH. This is your poke. Close version of this move is jump cancelable.

2S- Hits low, though you can't just mash it anymore. I personally love doing 2S after a running cross-over because it looks like the ghost is high, but hits low.

jS- slow aerial move. Combos into jHS however. Really hard to combo into and it also shouldn’t be used on its own. If you get a counterhit off of 5S you can Instant air dash and combo into it that way and then perform j.HS into a follower.

jHS- Ghost explosion. This move has such a ridiculous hitbox/active frames and causes knockdown on any hit. It can be used for cross-ups, defense, or just being really annoying. The ghost's best normal. If you knock your opponent down, as they get up you can jump to the other side of them and do this move to cross them up. If they see it coming jump over them then double jump backwards or backdash backwards to swith sides again an then to j.hs

2HS- Another ghost explosion, but not as versatile because you are on the ground. Still a great hitbox and stays around forever. One of the few normals that Zappa has that does chipp damage. Use in pressure strings.

6HS- Overhead, 3 hits with all the ghosts. Most damaging normal in the game (99 to Sol). Great in mix-ups and safe on block.

Special Move

236S- GHOST PROJECTILE (straight) [1 orb]- Fires off a ghost straight forward, can be FRC'd. If the opponent is hit they are haunted, which is one of the most annoying things to have happen to you in the game. Use during combos or blocks strings (make sure you FRC to continue them) as well as when you and your opponent are on opposite sides of the screens to enhance your turtling and zoning. This also puts a hamper on their zoning as well.

236HS- GHOST PROJECTILE (arc) [1 orb]- Same as above, but done at an upwards arc. Both versions can be done in the air.

236K- GHOST PROJECTILE (ground)[1 orb]- Drops a ghost down at an angle that then bounces 3 times. The height of the bounce is determined by the height that you tossed it. Use as an okizeme after a knock down or to prevent you opponent from attacking you from the ground while you are in the air. Also makes for decent zoning if you are far away because dropping them from a high altitude increases their bounce height making them more difficult (but by no means impossible) to get around.

236P- GHOST PROJECTILE (homing)[1 orb]- Tosses ghost straight up, then after a while it comes straight down where the opponent is. The enemy can run to avoid this, but its still an okay zoning move. However, it is great against characters that are turtling against you. This and 236s are great for hitting opponents who are zoning on the other side of the screen. Good for okizeme immediately after a 2D. Use this also when you opponent is right above you or is just too high for you to reach period (like Bridget).

236D- GHOST PROJECTILE (all)[1-3 orbs]- Up to all three of the ghosts are launched at once. The order if you have less that all three is S-HS-K. So if you only have 2, you get the straight and high ghosts. Great pressure tool and good to combo into off of a sweep. Good for corner pressure as well as a defensive move for when you know your opponent is going to try to run in on you but you aren't quite sure if they are going run in or jump in. Each successful hit gives you one orb but only the first ghost will stick to the opponent. If a ghost does hit, it will haunt the opponent for a bit longer. Unlike the other ghost throws that stick around long enough for 3 random objects to come out, the D throw will stick around for 4 random objects to come on the screen.

*Haunting*

When haunted, random items will appear to obstruct your foe. They are:

Flowerpot- low damage, but an overhead

Golfball- Most damaging, bounces around

Banana peel- No damage, low-hitting knockdown

Your basic game with the ghosts centers around using the range until you have a chance to go in and either jack up the guard bar or get a knock down so you can start screwing with them with jHS. Getting the guard bar flashing is no problem with the ghosts, just watch for those dps. Really they are the zoning tools of choice, control that space!

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Combos

5K - 5S - 5S - 5HS x 236S {FRC and you can dash in to repeat or do something else}

jHS - 5K - 5S (jc) jP (jc) jp - jD {236HS if in corner}

jHS - 5S - 5HS (jc) jP (jc) jp - jD {236HS if in corner}

-There are other things you can do off of the jHS, but this always works anywhere

jHS - 5S x 236S

-If the opponent is really far away after hitting jHS

jHS - 5K - 5S (jc) jP (jc) wait for tech and Airthrow

5K - 2S - 2S -2S - 5HS x 236S

5d (homing jump) j.d - j.d - j.s - j.k - j.p - (jc) jpx3 j.d 236hs/p (Zappa's standard dust combo)

Basic Corner Lockdown

5K - 5S (jc) jHS {repeat}

-This is the basic lockdown, people can superjump or dp or DAA, ect. out of it, so make sure to mix it up with some 2S or overheads and such keep them guessing and get the guard bar up then make them hurt.

2P - 2K - c5S - f5S - 236(FRC) {repeat} ( c. means close and f. means far)

2P - 2K - cS - 2HS - 5S (this is a frame trap) - 236D. If the opponent is still blocking, run up and mash 5P until you get atleast one ghost back and then continue your pressure. Until then that is all you can do.

Poke with 5S. In block strings, when you come to 5S you can just poke this at them. Do it no more than 3 times so you opponent doesn’t catch on. Whats good about this is that you are trying to bait them into attacking so you can get a counter hit. They may also try to jump and this move will catch them and then you can follow up with a HS or D ghost throw. If the opponent continues to block then continue your blockstring. Another block string is after 5S is to IAD (instant air dash) and j.HS (two HS’s are preferred if you have enough ghosts).

As you can see, you keep the combos fairly simple with the ghosts, do your damage then knock them down and/or haunt them. Any fancy combos are just that.... fancy. The ghosts do very little damage.

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Zappa loves the sword because:

It gives him some good priority pokes, gets orbs like no one's business, and is a good zoning/defence weapon. The sword has great damage potential as well as excellent mix-up and crossup potential. When you have it use it for rushdown if you are already close to your opponent only. If you are far away, don't just go running at your opponent from full screen. Just be patient. Approach slowly if possible. If not just use the sword's good pokes and defensive tools and wait for your opponent to mess up.

Normals of Note

5P- IT chains into itself on the ground now.

2S- Hits low and fast. Good poke.

HS- Now hits fast and far, making it a viable poke!

2HS- Fast and has a HUGE hitbox for anti-air. Now 2 hits and JCable. Just don't miss with it or the recovery will hurt you.

6HS- Overhead then a low hit. Works great as a meaty, but be careful as the 2nd hit is only a lvl1 attack so it doesn't really combo into much.

jS- When IADing backwards this is an excellent, fast way to cover yourself. JCable!

jHS- Great priority, can be used as a cross-up. The angle beats most 6P's and stuff a lot of other moves as well. Not the best jump in move because you could potentially do it too soon and get thrown when you land whether you hit the opponent or not.

Special Moves

236S(HS) - SWORD RUSH [1 orb/ 3 orbs for extension]- A good fast rushing move that you can tack onto the end of your strings. It causes stagger on CH, which is the only guaranteed way to land the extension afterwards on the ground, so fish for counterhits with it. IF you don't do the extension (which is very punishable) you can mix up other moves as the sword is on it's way back to you. Now much safer in Slash, read more on 236S mixup later.

623HS- BLOODY UPPERCUT (1-12 inv.)[1 orb]- Standard uppercut, but with great vertical reach. FRCable to make it completely safe. Strong combos after FRC, especially CH. Unfortuntely, unlike other characters with uppercuts, you can't abuse this move on wake up because you have no way of guaranteeing that you'll get the sword after getting up. Zappa is random after all.

63214HS- SWORD SWIPE [1 orb ]- Great range makes this a good poking tool. It's safe on block. Now wall bounces for much stronger followup with FRC and can be combed into off of S©, HS, and 2HS. Actually a big improvement.

236HS[air]- SWORD SPIN (knockdown)- Makes you spin through the air with the sword as a HUGE hitbox of high priority. Works great as an ender to air combos or on its own to help win air battles. Also note that you can RC it into an aircombo because of the knockdown. Unfortunately you cannot abuse this move without tension because if the opponent blocks it or you miss them, you have to worry about Zappa's recovery when he lands leaving him open to die pretty much. So if you do not successfully hit the opponent hope that they blocked it so you can RC it. Use sparingly outside of combos.

Basically with the sword you have to keep in a little closer and use your mix-ups to get what damage you can and keep on them. Gather orbs, gather orbs, gather orbs!

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Combos

5K - 5S - 5HS x 236S

5K - 2S - 2D x 236S {(RC) jP - jK - jP (jc) jP - jD

2k c.s 5hs(1 or 2 hit depending on how far the opponent is) 63214HS

(in corner)2k c.s 5hs 63214hs(FRC) 66 2/5s 2hs (1 hit) jc.S jc.S j.D/hs 236hs

2k c.s 623hs(FRC) j.k js jcs j.d/hs

63214hs(counter hit) 66 2/5s 2hs (1 hit) jc.s jc.s j.d/hs 236hs (you can let 2hs hit twice but 236hs may or may not hit.)

2HS(sjc) Aircombo

2HS xx 623H (FRC) x Aircombo

6P - 6HS x 236S/63214HS

623HS (FRC) Air combo

2K - 6P - 6HS x 236S/63214HS

Throw -wallbounce- 5S - 2HS x air combo

5D (homing jump) jD - jD - js - jk - js - jck - js - jD

-standard sword dust combo.

**Air combos!**

Basic Air Combo- sjP, sjK, sjS, sjD

Basic Air Combo- jS, jcS, jD/H 236HS

CH 623H (FRC) 5S(sji) 2HS(sjc) sjP, sjK,sjS(jc), jS, jD

623H (FRC) 2HS(sjc) sjP, sjK, sjS, sjD

Mix-ups

2k-6HS- 2k hits low but when you throw out 6HS the can potentially hit them with an overhead. Some crouching characters can block the overhead on reaction. But for characters with higher crouching hit-boxes this is acts as an instant overhead. After you make the first hit with 6HS, follow it with 63214HS. FRC the sword swipe if you are in the corner and then go into an air combo.

j.HS

-After knocking down an opponent, run at them and just as they get up jump over them with jHS. This acts as an overhead and cross-up.

-If your opponent starts to catch on then instead jump over them then air dash backwards back to the orginal side that you were on and hit them with jHS.

-To screw them up even more, jump over them with jHS, FRC it, then air dash backwards and do another jHS. Your opponent will have to be coordinated to block both attacks.

After a 236S

After performing the 236s, whether the opponent blocks it or not, you can go into mix ups (note that with an exception of the hs follow up zappa cannot perform any other move or motion until the sword is fully extended behind the opponent. Keep this in mind when you are timing when to do his mixups. Also remember that he is vulnerable so if you opponent suspects that you are going to pause to do the follow up they can rush in to attack:

-2S

To try and catch them with a low hit

-2HS xx Swipe

If you think they will jump. *Credit to Ukyo

-623HS

To hit them out of an attempt to punish you. With 25% tension, this is usually your best choice

-6HS or jHS

Try and land an overhead. JHS is the faster of the two. 6HS only works as an overhead if you are really close to the opponent.

-hs followup or another 236s

Okay so your opponent thinks that you're going to pause to attack. So as soon as you perform the first 236S they want to run in and attack right? Wrong!!!! Catch them off guard with a hs follow up. Its preferred that you have tension to follow up a successful hit with an air combo. And even though you have to pause to perfom another 236s you still may be able to hit your opponent before they reach and you have a good chance of getting a counter hit.!!!

-Run forward and do something: okay so your opponent is all confused. He doesn't know if you're going to pause or immediately follow up with HS. Plus he doesn't know whether to block high or low. At then this point you can just run up and either perform a new block string starting with 2k c.s or you can run up and throw them or do a 5D. There is also an FRC point during 236s that you can perform to start immediate pressure.

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Zappa loves the Dog because:

It makes him into a poor man's Eddie with unblockables, great pressure strings, rediculous traps and such. The Bite alone makes the Dog a formidable weapon in the right hands, and besides... he's cute! The dog without a doubt is the hardest off all of Zappa's summons to learn. But its effective. The dog is good for mid and close range combat. Also use him for rushdown. If you are controlling the match and have more health than you opponent then you can also just stand back with the dog on the opposite side of the screen away from your opponent and force them to come to you.. This is risky on their part. So why is the dog good?

-unblockable setups

-good excellent mid-screen pressure

-nasty corner pressure...VERY nasty corner pressure

-can take a hit for you so you can run in on your opponent and combo into a 236p for more orbs

-If you're caught in a block strings from your opponent then you can control the dog separately and hit the opponent so they get off of you.

-A good dog is just scary and the opponent may not be as aggressive.

-unless the dog is attacking, the dog is completely invincible unlike Eddie's little Eddie.

The dog is hard to play because of needing to position it at the right place at the right time. The dog also has very little priority. It may trade hits with the opponent's attack but most of the time the dog will just get taken out by the opponent's move. On top of that comboing with the dog is semi-free style. You have to figure out which combo or blockstring is appropriate for that particular time. In many cases, however, there is more than one answer. So hear are the dog's moves all of which are good.

Dog Tricks

5D- basic poke move. The dog's skull is regurgitated out and hits the opponent. Very good range. This move is great because the dog doesn't move (unless opponent is in the corner then push back takes in). A good way of getting the opponent off of you. Also this the dogs primary move to use when you have the opponent in the corner. You'll probably use this move more often than his other moves but just barely. Keep in mind that if the dog is literally standing in the middle of the dog this move will not hit. It chains into all of the dog's attacks. You get no orbs from this move.

6D- Lunge. The Dog jumps forwards, making this it's best ranged move. Be aware that it does a little backflip if it makes contact with the opponent and it can be hit during this time, very important move for positioning the Dog. You can chain 4D D and 6D and 8D with this. Once again no orbs.

4D, D- Backflip. The Dog flips backwards, then dives forward on the second button press. This move is an overhead, which can catch people off guard and be used as an unblockable. Chains into 6D, 4D D, and

8D- AA kick.[1 orb] Dog does a sort of uppercut with it's legs, goes more or less straight up and pretty high. Good as Anti-air and for setting up/extending air combos

2D- THE BITE![3 orbs] Big unblockable bite. Slow to start up, but this move causes the pain and puts fear in the hearts of you opponent. You must, must, must learn how to put this into blocked strings and set it up over a downed opponent. It will knock down all grounded opponents except for really light characters like Millia, and Bridget.

*5HS is good now. Really good. Since you can cover the recovery with the Dog it becomes a viable overhead option for mix-up.

Note: As you should know the dog and attack twice in succession. Whenever the dog does this, once it recovers from the last move it shakes for a brief moment and is vulnerable and unusable. Also the second attack isn't as good as it would be if used alone. Look over this list to see what happens when these moves are used as the second attack:

8D: No orbs, The opponent can recover extremely quickly making it difficult for follow ups.

2D: No orbs. Bite is NO LONGER UNBLOCKABLE but rather a lvl 5 or lvl 6 move (can't remember).

The dog's other moves seem to be unaffected but they may have less hit stun, I'm not sure.

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Combos

5K - 5S -5D 2HS

-An example of using the Dog to extend your ground strings and combo into 2HS.

4D,D - 6P/2K{unblockable} 5s - 5s -6D

-Basically do what you can after the unblockable, unfortunately there is no way to knock down

5K - 5S -8D (jc) jP - jK - jS (jc) jS - 8D

Any string that they block - 2D - 2HS (jc) jP - jK - jS (jc) jS - 8D

2D - 6HS (mid screen so the opponent goes into a knockdown.

(crouching opponents only)5HS - 5D - c5S - 2HS - 5D - 66 - c5S - 2HS - 5D - 66 - c5S - 2HS - 4D D- 66 - 2k - c5S - 2D - 2HS. 2D should be the last move that hits. This will go into knockdown for most characters. For characters with narrower hit boxes, take out an extra c5S - 2HS

As mentioned before, comboing with do is pretty free style. You'll eventually be able to pull of 15 plus hit combos with the dog MID-SCREEN!!! Watch videos for some good examples.

Tech throw opportunities:

8D- whether you combo into 8D or get a random (non counter hit) hit you can run under the opponent jump and throw them just as they tech

2D - jHS- to clear things up. Let’s say you somehow manage to air throw the opponent straight on top of the dog. While the opponent is on the ground perform 2D. Time it so that the bite hits just as the opponent gets up. But right before it hits you are already jumping on the other side of the opponent. After the 2D hits press hard slash. Run under the opponent after you land and go for the tech throw.

Note: Sometimes the dog’s other moves may randomly hit an opponent while airborne. Every now and then 5D or 6D might hit an opponent as they try to jump. Train yourself to see this and run in for the tech throw as they recover

Corner Block stings with the dog:

To start off, I find 2p - 2k - 5D to be the best way to start off things because this allows you to tell whether you hit the opponent or not and you can go from there. Its not necessary all of the time though.

2p - 2k - c5S - f5S- 6D - 66 - 2p - 2k - cS - fS- 6D (repeat) Good opportunity for frame traps. 6D should be used when 5D doesn’t reach. After the first 6D, the dog will no longer be able to hit with 5D (unless you link its 6D with 8D or 4D D)

2k - c5S - 2HS - 2k - 5/8D - 66 - c5S - 2HS - 2k- 5/8D - (repeat 66 - c5S - 2HS - 2k- 5/8D) This block string is pretty tight and leaves little room for the opponent to do anything. While 5D is your primary move for keeping the opponent on lockdown, 8D is to move the dog forward to make up for the push back that 5D has in the corner. Make sure you do 8D while the dog is still able to connect with it. Otherwise it will whiff and give the opponent opportunity to escape. If the dog is too far for 8D then use another block sting. This also keeps the dog close so when the opponent’s guard meter goes up, it’ll be close enough to perform a 2D (which will be a counter hit) and you can then follow up with 2 2HS’s and then get hit by another 2D all before they hit the ground.(both counter hits). Many characters will be dizzied by just those 3 hits.

2k - c5S -2HS - 2K - 5D - 66 - 2k - c5S - 2HS - 2k - 5D - 2k - c5S -2HS - 2k - 6D - 4D D (reset). Again use 5D until the dog is too far then perform 6D - 4D D. This puts the dog right in front of the opponent and it actually puts the dog in 2D range should you choose to use it. If not, then continue the block string. Remember the dog shakes for a bit when after doing a 2 moves so make sure you block string after the 6D - 4D D is long enough for the dog to recover.

Unblockable setups:

4D D and 2K connecting at the same time- 4D D hits high and 2K hits low. Instant win!!! You can combo into afterwards into c5S - f5S. If you opponent is in the corner then you can also perform 5D after the f5S and continue your combo or start another block string.

(corner only) 5S - 2D (repeat) - Corner bite trap. Understand that the second part of the spit move should hit the opponent before the 2D finishes. The puddle is incredibly meaty so there is very little the opponent can do. Reversal dragon punches can get out of it but you will be at a distance will be able to punish the opponent. This does not work on light characters. You can try to tech throw them ,however ,if they try to recover.

(corner only) 2S or 2HS - 2D: 2S and 2HS are very meaty. And are easier to use as okizeme than 5S. However, they are not as safe. Use on characters who don't have good reversal wakeup moves like, Eddie, and Testament.

(mid screen only) After a successful knockdown jHS - 2D - land - 5/2p - 669 - 6D - jHS - 2D - land - 5/2p (repeat). Hilarious loop. Takes a little bit of coordination. Remember after a knockdown you want to jump on the other side of the opponent and hit with jHS as they are getting up. You in put the 2D command and then hit with 5 or 2p. The 2D should hit after 5/2p knocking the opponent down. You then and the dog then run up to the downed opponent and you jump behind them and attack with jHS again and repeat the whole process. The lower you hit with jHS the better. Your 5 or 2p will hit the opponent that much sooner so they won’t be able to escape between hits. If done perfectly some characters will have no way of getting out of this.

A lot of what you do with the dog depends on spacing, so getting the dog in position is key. Half of it is knowing what combo to use, and half is knowing how to make them up based on the situation. Cover eachother and pressure them until the can't stand it, then give them the pain with corner combos, bite traps and the like.

Key notes. You and the dog have to back each other up when approaching the opponent. When you want to rush down the opponent, have the dog advance with you so that it can take the hit for you from your opponent and you can get in and combo into another summon. During the dog’s vulnerable times protect it with 5S. This spit shoots far enough to keep you safe as wells a provide protection for the dog.

ZAPPA OWNS YOUR SOULS FOR FREE!

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Zappa loves Raoh because:

He does INSANE damage, doesn't go away when Zappa gets hit, has the craziest uppercut ever, and turns Zappa into a force to really be feared for 15 seconds.

Normals of Note:

5S- Huge range, good damage, chains into 5HS and then pain!

2S- Hits low and has excellent reach and damage.

5HS- Slow to start up but still a great poke because it’s a low hitting move that has half screen range!!! Can be combed from S or 2S and can be followed by 236S, K to pick the opponent back up off the ground into death.

2HS- Hits low, really high, floats the opponent for a bit, good to throw into mix-ups every now and then. Allows for tensionless and damage juggles.

6HS- Incredible range, damage, and it ground slides so you can pick them back up! The core of his main corner combo, and ok every now and then at random.

jS- Downward attack blows through 6P's if for some reason you are in the air.

jHS- awesomeness of this move is beyond words but I’ll try anyways. This move ground bounces and leads into some incredibly flashy and damaging combos. The only thing that was nerfed about this move was its aerial recovery. It no longer chains into itself. So don’t use this move as a jump in move unless you’re low to the ground just in case it gets blocked. Otherwise you’re just gonna get thrown.

5D- New dust animation is tied for the second fastest dust in the game (not including Dragon Install Sol). Good reach and still cancelable, so it works great in mix-up.

Special Moves

236S -DARKNESS ANTHEM - Fireball that stays in place unless you hit P/K/S. Without the extensions it gives you a silly amount of frame advantage. Good to use as okizeme on non-dragon punching characters. Darkness Anthem and all of its follow ups have to be FD’D in the air by your opponents if they don’t want to eat them for lunch. This also does a crazy amount of chip damage (4x normal chip damage to be exact thanks Zerite). Almost as much as what it would do if it just simply hit the opponent.

236S,P- This the follow up of Darkness Anthem. It just shoots the orb straight out towards the opponent. Standard pressure move if there is too much distance between you and the opponent. Launches the opponent upward for to combo after but also still goes into a knockdown if you can’t reach them. Be warned that Ky’s stun dipper, Sol’s 2D and Grand Viper, and I-No’s Hug the Tree moves all go under this. None of the follow ups go full screen.

236S,K- This is the downward follow up. Same properties as the P but shoots at a downward angle. All the moves that I mentioned from Ky, Sol, I-no are now negated. =) This is also the follow up of choice to use when your opponent just hits the ground as this move will PICK THEM BACK UP and you can then follow up with a beastly combo. The easiest ways to combo into this is from 5HS, 6HS, or 214S(RC).

236S,S- Same properties as the other two but shoots upward. Now while this one in particular is hard to combo into it makes a great surprise attack. Many people who are at a distance want to jump over Darkness Anthem, namely the P and K follow-ups. Just randomly throw out the S version and watch them jump right in it from sheer fear. I guarantee it will happen you’ll get somebody with this. To bait this properly you send out a lot of P and k follow-ups until they start jumping to avoid them. Then throw out some S follow-ups for more mix-ups. Combo into WIN when it hits.

214S -LAST EDGY(1-7 inv.)- Insane uppercut. Does 100 damage!! Hits in 4 frames. And it's hitbox is enourmous! Just be sure that you can RC it for safety or to set up the loop. Even though this is the second fastest move in the game its recovery is one of the worst in the game. This move barely prorates at all, so after using nothing but 5 Last Edgy’s in a row in a combo, you'll take off easily atleast 90% of your opponent’s health. Often times your opponent wouldn’t have enough life left by the time you got this combo on them to survive anyways.

Overdrive

632146S- Bellows Malice(1-5 inv.) - Covers almost the whole screen and does really nice damage. Almost takes the guard bar to flashing on block. Does so much chip (x2 more chip damage than normal) that you cannot FD the whole thing twice in a row (for killing them off at low health). But for the most part your tension should be spent on RC's. Can be comboed after 6HS and for some characters 5HS.

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Combos

The Raoh combo:

*(near the corner)214S(RC) 6HS x 236S,K 66 - {repeat 6HS X 236S,K 66}

-For future references we’ll call this the 6HS loop.

(incorner)214S (RC) 214S 214S(RC) 214S 214S

-If you have full tension this is by the far fastest way and I’d say more infamous way dealing ridiculous damage to your opponent. This is a move to be feared. Depending on if you simply started this combo as posted or from another move as well as depending on the amount of tension you have, the number and 214S’s and RC’s will vary with this combo. Regardless, for future references we’ll call this “Edgy spam”

(mid screen) 214(RC) 66 214(RC) 66 214S

-If you manage to make it to a corner, you can get off one more 214S after the third one for more damage. Once again, in general we’ll call this “Edgy spam”

*214S (RC) 6HS loop

*5D wait 214S[iD] 6HS loop/Edgy Spam

*5D 8 9 jD[iD] 6HS loop/Edgy Spam

*2S - 5HS - 236S,K jS - jHS - 214S/Edgy spam/6HS loop (if near the corner)

214S(RC) 669 jHS - land - jS - jHS - land - 214S

2HS - 236S,P/S - 2H - 5S - 214S

5S - 5HS x 632146HS

-Does not work on all characters

Throw -wallbounce- 5S x 214S (RC) 6HS loop/Edgy Spam

Any random 236S,P hit - 214S (RC) 6HS loop/Edgy Spam

Block strings:

5S - 2S x 236S

2S 66 2S 66 2S…

6HS x 632146HS

-Gets the meter flashing, but because of tension usage, use sparingly.

If I can give one word of advice on Raoh, it's to not rush blindly thinking you are invincible because you have the big glowing blue guy. Always cover yourself with a Darkness Anthem, and be sure to mix things up and try to bait out dps and such. There will be times when you are playing a smart opponent and depending on your distance and situation, Roah may not be able to do anything besides just chill and either wait your opponent to mess up or sadly just keep on throwing out Darkness Anthems until Raoh disappears. Don't forget about your throw, as people may start to turtle up however. Now get them in that combo and finish them off!

*5HS into 236S,K and the 6HS loop is character specific. To find out which characters they work on go here:

http://dustloop.com/forums/showpost.php?p=141682&postcount=7 (currently broken link. Hopefully this will change once we get a new post of the chart)

ZAPPA OWNS YOUR SOULS FOR FREE!

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Just a minor correction, I think the 632146S Raoh overdrive is called Bellows Malice, but I could be just making it up. Sounds awesome regardless :)

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Heya, under 2h ghosts you should put it does chip damage even though its technically a normal and succeptable to axl's physical counter. Dunno if that was in the older versions or not, since we just recently noticed it. And I haven't really bothered noticing on j.hs with the ghosts either, or if the dogs still chip. And apparently theres a chip damage modifier on the raoh fireball / super? *shrug*

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Anyone mind explaining what chip damage is? Sounds like ranged attacks, but can anyone go into some detail or seekret GG math?

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Darkness anthem does 4x normal chip damage. Bellows Malice does 2x normal chip damage. These moves aren't just flashy. They kill blocking opponents and eat all of their tension if FD'd. On Hit they have combo follow up. These are designed as finishers. Unsummon 5HS does chip damage. Excellent Guide.

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are you sure their guard gauge wasn't flashing or something? Because everything does a little chip when it's flashing. I just find it really hard to believe that the Cartwheel does chip. I mean.... it doesn't do anything else useful without the Dog...

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are you sure their guard gauge wasn't flashing or something? Because everything does a little chip when it's flashing. I just find it really hard to believe that the Cartwheel does chip. I mean.... it doesn't do anything else useful without the Dog...

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Yeah I killed someone with it on accident and we were all like "LOL WUT?"

Regular moves do chip damage if the gaurd bar is cranked up though, right? So it's likely that thats what happened... though I could be totally wrong regardless and it does do chip, I'm not sure. It would make the move a bit better if it's true.

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I've tested the 5HS for chip damage and it doesn't do chip damage - at least not on normal guard bar. Ditn't think about flashing guard bar, as I've never known it alters chip damage properties at all. :psyduck: Other than that, big props for the thread, Zoogstin. Something like this was really needed here. :cool:

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Still correcting things here and there. Should I mention what okizeme means? Also thanks for all the love. This thread has been getting a lot of views.:yaaay:

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