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[AC] Johnny vs Zappa

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ZAPPA MATCHUP INFORMATION

MATCHUP FAVOR

6-4, Zappa's favor.

Brief Summary: Johnny has farther range in general unless Zappa has ghosts, you're reduced to using specific pokes due to his small hitbox, if he gets ghosts/dog you're in trouble, sword is generally stupid easy. Raou hits you once and you lose, same as always. Johnny in general is bad and Zappa is pretty good. Johnny sucks against runaway/projectile play, so try not to let him back off and fill the screen with annoying ghost shit. It's hard for Johnny to fight the dog because he has no really great options for killing it and staying safe, and if he gets you in the corner with the dog there's a decent chance you either need to blow tension/burst or die.

More to come!...? You can help!

POKING GAME

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Strategy

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Specific Punishes

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Setups/baits

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Knowledge

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A real easy way around Zappa's Ghost Summon is: 1) If he tries any low pokes (which honestly would be stupid), you can easily poke him with K, 2K, or 2HS. Trust when I say his 2S, is not a good poke. 2) His best pokes are on the top which would be Far S, you can simply 6P into an IAD or dash in for a Mist finer combo. 3) If you have a lvl 2 MF, as soon as he releases his ghost, just hit him with it. 4) If he is playing the "I'm a mid-air cunt throwing down the ghosts game", 2 things that I do is either 236 P each ghost, or IB each ghost going up to him and then throw him. 5) The great thing about when he tries to pressure you is that if he has to run in the ghost have to delay. A more experienced Zappa would 5K, 2K, or 5P which the usually pokes can handle. 6) A great thing also that works like a charm is that if you 2D him you can hit him with 2 coins instead of one. Which is great for the fact that if he decides to rush in with the haunted "rock", the Mist finer deflects the rock and hits him for easy damage. The greatest advantage I believe he has is if he 2Ds you into 236 P, he can easily go high or low (and his 6P goes right through the OD). That is about the only thing you really would have to worry about honestly. When he is throwing all the ghosts around you can just take them apart one by one. I personally don't have a problem dodging them so I don't know about being locked down by him.

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Hmm ok well just some responses I have to that in general. 1.) I'm slightly confused by your statement here. Zappa shouldn't be trying low pokes at range anyways because he has no considerable low pokes with the ghost at range. Most of them are meant for close range abuse. 2.) While 6Ping a Ghost f.S is certainly an option, I wouldn't call it..super common or anything because you really have to predict it's coming and do it at the EXACT same time he does his f.S, and if you guess wrong you may eat a ghost projectile which is what puts Johnny in SUPER deep shit. I also wouldn't say this option even remotely shuts down Zappa's f.S, as it will beat pretty much every other poke Johnny has. 3.) I am generally against any kind of strategy involving LV2 eating through projectile based pressure, because it's unreliable(such as the argument of MFing Sol through Gunflames which is a huge gamble). MF, even level 2, isn't that fast where it's easy to LV2 projectiles on reaction, and this is certainly not an option while you're being pressured or while he's far away, it would only really work if you're in decent proximity to him and he tosses out a ghost. Another problem would but that unless you're near the corner, MF2Mid isn't netting you anything and MF2Low has somewhat short range/not good hitbox for beating projectiles. 4.) Which is true, and is generally what I do to gain tension, but you're also not gaining any kind of advantage by doing this except gaining tension. I also don't get the throw part. It's not like if you IB each ghost you get to throw him for free :p. In my experience, even when you get up to him you're not on any considerable advantage. 5.) His repressure works fine, not sure what you're talking about. His Ghost pressure, aside from like corner Dog pressure, is the tightest pressure he has. 6.) I never use level 3, ever personally. The only time I use it is when I accidentally get it via my opponent not blocking my coin pressure. Just preference though as I prefer my coins for other things instead of aiming for level 3.

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I will clarify for you. 1) I said that 2S wasn't a great poke, not that his lows aren't good. 2S unless under immediate pressure is a bad option running back into the fray with. It may be 5 frames start up but unless the player is close, it really doesn't mean jackshit because when I play Zappas I usually 5K them out of 2S when they try to run back in for pressure. Even when I play with Zappa that is a concern for me running back in on someone. 2) First I wasn't talking about any other one of Johnny's pokes, I was just talking about 6P. Second to make a long story short, I have never been hit by Zappa's F. S during my 6P, EVER. I don't know how you got hit but I really don't understand unless you did it super early. Also its not hard to predict when he'll do it. At Mid range its a spectacular poke, and throwing a ghost would be real dumb at that range unless they knew something about the player's pattern that they would predict that. If you don't FRC it, you are asking for a free hit. If you do FRC it, you just lost 25% tension unless you plan on running in and doing that at mid range everytime is a real waste of tension. 3) Lvl 2 Mf is slow?!?! I have no problem hitting him out of throwing out the ghosts. Also anytime a Zappa in the corner is being locked down 8/10 chance he will throw a ghost. With that I usually do a lvl 2 mf-KJT-KJ FRC-DB FRC-J.D-Land- J.K-J.S-J.K-J.S-J.D-Ensenga for decent damage. Just because its not your preference to use it doesn't make it a bad idea. Also anywhere where you know he will throw the ghosts, I think its a great idea to shut that down as soon as possible with a free combo attached. 4) The IBing idea I was talking about honestly is kind of sketchy, I can admit that but I have done it a couple of times to make him stop. I could say I don't 100% recommend it but its interesting to use against him. 5) Are you saying to me that it is actually a smart idea to run in pressing any move involving S, or HS with Zappa's ghosts? They all delay because they are behind him and leave him open for a CH. Unless he has tension for a ghost throw, I really don't see where the threat lies. If he comes in, doing his normal pokes most all of them can get shutdown by Johnny's 2D with the right space and timing (which is not hard to achieve). 6) Also I love lvl 3 MF that shit is like one of the best moves in the game for me, personally. I get it when I prefer it in a situation but besides that I usually rock with the lvl 2 MF. What I say, I say with too much experience on (not to belittle or come off over cocky, just with a lot of confidence). With fighting a really good Zappa, for hours on end I have a really good idea on how to handle that situation. The Dog is more of my problem honestly to me because the person I play with is really good at manipulating the Dog and good at planning when to kill it so that he could hit with the centipedes. I have some decent ideas of handling it but I usually never fight his ghost for more than 10 seconds before I hit him or any other Zappa for that matter. Lastly another good tip at close range (not throw range close) if he decides to let all the ghosts go all at once, you can coin him but you'll take a hit.

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I will clarify for you.

1) I said that 2S wasn't a great poke, not that his lows aren't good. 2S unless under immediate pressure is a bad option running back into the fray with. It may be 5 frames start up but unless the player is close, it really doesn't mean jackshit because when I play Zappas I usually 5K them out of 2S when they try to run back in for pressure. Even when I play with Zappa that is a concern for me running back in on someone.

You're saying Zappa's 2S is a bad poke and is only good if he has you under immediate pressure, which is true, but I'm not sure why this would be a counterpoint against Zappa because it's unlikely he'll use 2S as a poke. I don't even see 2S used much anymore, he should generally start his repressure with punches and kicks.

2) First I wasn't talking about any other one of Johnny's pokes, I was just talking about 6P. Second to make a long story short, I have never been hit by Zappa's F. S during my 6P, EVER. I don't know how you got hit but I really don't understand unless you did it super early. Also its not hard to predict when he'll do it. At Mid range its a spectacular poke, and throwing a ghost would be real dumb at that range unless they knew something about the player's pattern that they would predict that. If you don't FRC it, you are asking for a free hit. If you do FRC it, you just lost 25% tension unless you plan on running in and doing that at mid range everytime is a real waste of tension.

The problem is that unless you're a mind reader or the ONLY thing your opponent spams is f.S, you're not going to be 6Ping it with any consistency. It's not that I'm getting hit by Zappa's f.S during my 6P, it's that I'm not using it much period because unless I predict the shit out of him it's not really a good idea. Johnny's 6P beats tons of things, but the problem is that most of the time it requires you to A. be in a good spot and B. predict the opponent. Good spot is not likely when Zappa outranges you and zones you with ghosts. 6P stuffing f.S also only works if you get into Johnny's sweet spot which is not easy against Zappa.

Also I have no idea what you mean about Zappa tossing a ghost being a bad idea at mid range. What reliable options does Johnny have against Zappa's 236S for example?

3) Lvl 2 Mf is slow?!?! I have no problem hitting him out of throwing out the ghosts. Also anytime a Zappa in the corner is being locked down 8/10 chance he will throw a ghost. With that I usually do a lvl 2 mf-KJT-KJ FRC-DB FRC-J.D-Land- J.K-J.S-J.K-J.S-J.D-Ensenga for decent damage. Just because its not your preference to use it doesn't make it a bad idea. Also anywhere where you know he will throw the ghosts, I think its a great idea to shut that down as soon as possible with a free combo attached.

It is slow. 5H comes out in 12F. MFL2 Mid and High come out in 10, and Low comes out in 11. That's a pretty slow counter to execute, unless you think 5H is a fast poke.

Why in god's name would Zappa throw a ghost if he's being locked down in the corner while he has ghosts? OD, I could understand, or DAA, but ghosting in the middle is hella random. I think it's more likely that he would jump and j.H quickly as Johnny has very little that can stop that. Let alone him being locked down while he has ghosts in the corner is somewhat unlikely. The combo you listed isn't even optimal. That's 50% tension for damage you could have otherwise obtained for free and recoined in the process. Again, this argument is assuming you predict Zappa perfectly.

It's not my preference because it's unreliable, especially so against Zappa. I would rather toss out level 2 when I'm sure it's going to connect than throw it out on a gamble.(Not to mention avoid Proration)

4) The IBing idea I was talking about honestly is kind of sketchy, I can admit that but I have done it a couple of times to make him stop. I could say I don't 100% recommend it but its interesting to use against him.

Main problem being it doesn't really get you anywhere. You just kinda gain tension while he runs away and gets his ghost back, looking for an opportunity to rush in. It's a bad situation to be in, regardless.

5) Are you saying to me that it is actually a smart idea to run in pressing any move involving S, or HS with Zappa's ghosts? They all delay because they are behind him and leave him open for a CH. Unless he has tension for a ghost throw, I really don't see where the threat lies. If he comes in, doing his normal pokes most all of them can get shutdown by Johnny's 2D with the right space and timing (which is not hard to achieve).

The point is that Zappa doesn't start his pressure with ghost moves. Ghost Projectile FRC->Dash->any punch or kick-> blah? My point is he has plenty of normals while in ghost mode that do not rely on the ghosts being there immediately. When I say Ghosts are a problem, I mean the Ghost summon in general, not just the Ghost pokes and projectiles.

6) Also I love lvl 3 MF that shit is like one of the best moves in the game for me, personally. I get it when I prefer it in a situation but besides that I usually rock with the lvl 2 MF.

To each their own I guess!

What I say, I say with too much experience on (not to belittle or come off over cocky, just with a lot of confidence). With fighting a really good Zappa, for hours on end I have a really good idea on how to handle that situation. The Dog is more of my problem honestly to me because the person I play with is really good at manipulating the Dog and good at planning when to kill it so that he could hit with the centipedes. I have some decent ideas of handling it but I usually never fight his ghost for more than 10 seconds before I hit him or any other Zappa for that matter.

I play against a decent Zappa, and most of the things you describe to me would not work with any kind of consistency. I mean no offense by that. Which Zappa do you play against?

On occaision and on a prediction? Sure, they're decent options if I happen to read my opponent, but generally I don't like relying on gambles(IE wasting level 2's, throwing out ODs at odd spots, Jackhounding from afar) because most of those options cost you a level 2 MF, or tension, both of which Johnny needs desperately for both mixups and his ASSURED options to do big damage in AC. Tossing out gambles means you're tossing your other options out the window, and if that gamble doesn't work it's an enormous waste.

Lastly another good tip at close range (not throw range close) if he decides to let all the ghosts go all at once, you can coin him but you'll take a hit.

Zappa I play against never throws all the ghosts at once, it's wasteful.

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I will try my best to explain my side one last time if you want to talk about this more I suggest you IM so that we don't clutter this thread with our debate.

You're saying Zappa's 2S is a bad poke and is only good if he has you under immediate pressure, which is true, but I'm not sure why this would be a counterpoint against Zappa because it's unlikely he'll use 2S as a poke. I don't even see 2S used much anymore, he should generally start his repressure with punches and kicks.

First off, that is what I was saying. LOL

The problem is that unless you're a mind reader or the ONLY thing your opponent spams is f.S, you're not going to be 6Ping it with any consistency. It's not that I'm getting hit by Zappa's f.S during my 6P, it's that I'm not using it much period because unless I predict the shit out of him it's not really a good idea. Johnny's 6P beats tons of things, but the problem is that most of the time it requires you to A. be in a good spot and B. predict the opponent. Good spot is not likely when Zappa outranges you and zones you with ghosts. 6P stuffing f.S also only works if you get into Johnny's sweet spot which is not easy against Zappa.

Also I have no idea what you mean about Zappa tossing a ghost being a bad idea at mid range. What reliable options does Johnny have against Zappa's 236S for example?

6P works for me, of course, when I see it coming I don't just throw out on the random hoping that he'll do it. I do it because it beats the move out clean with little consequence if missed unless you have a super Zappa player on your hands.

It is slow. 5H comes out in 12F. MFL2 Mid and High come out in 10, and Low comes out in 11. That's a pretty slow counter to execute, unless you think 5H is a fast poke.

Why in god's name would Zappa throw a ghost if he's being locked down in the corner while he has ghosts? OD, I could understand, or DAA, but ghosting in the middle is hella random. I think it's more likely that he would jump and j.H quickly as Johnny has very little that can stop that. Let alone him being locked down while he has ghosts in the corner is somewhat unlikely. The combo you listed isn't even optimal. That's 50% tension for damage you could have otherwise obtained for free and recoined in the process. Again, this argument is assuming you predict Zappa perfectly.

It's not my preference because it's unreliable, especially so against Zappa. I would rather toss out level 2 when I'm sure it's going to connect than throw it out on a gamble.(Not to mention avoid Proration)

I didn't mention anything about using 5H. Even though Lvl 2 MF does come out in 10 frames that is more than enough time to hit him with it during his ghost throw. The reason you would throw a ghost from the corner is because if you OD which is dead obvious I usually divine blade it, or if they decide to J.HS I usually hit with the lvl 2 MF (with a counterhit sometimes too). DAA is a good idea though besides that I think its a good way for your opponent to back up from you. Also the combo that I listed does well for me and is optimal in a situation where a lvl 2 mf is unlikely. I use the combo for 50%, I don't think is bad, recoining is safe but if I decide to recoin I would usually try to MSJH for the mist setup which is fucking slow as fuck (I yearn for the Slash days of the mist setup) and he has a couple of good options on the wake up that could throw your whole shit off. I rather the combo with a bit of proration because its a lot better than hoping for a good Mist setup. Lastly I wouldn't throw out the lvl 2 MF if it were a gamble, I throw it out when I know I'll get results not just on a whim of the moment guess.

The point is that Zappa doesn't start his pressure with ghost moves. Ghost Projectile FRC->Dash->any punch or kick-> blah? My point is he has plenty of normals while in ghost mode that do not rely on the ghosts being there immediately. When I say Ghosts are a problem, I mean the Ghost summon in general, not just the Ghost pokes and projectiles.

I think we are disagreeing to agree because you are saying a lot of things that I think you miscommunicated from what I wrote.

I play against a decent Zappa, and most of the things you describe to me would not work with any kind of consistency. I mean no offense by that. Which Zappa do you play against?

On occaision and on a prediction? Sure, they're decent options if I happen to read my opponent, but generally I don't like relying on gambles(IE wasting level 2's, throwing out ODs at odd spots, Jackhounding from afar) because most of those options cost you a level 2 MF, or tension, both of which Johnny needs desperately for both mixups and his ASSURED options to do big damage in AC. Tossing out gambles means you're tossing your other options out the window, and if that gamble doesn't work it's an enormous waste.

Zappa I play against never throws all the ghosts at once, it's wasteful.

A lot of the things I said I have been able to use consistently, I think you may have the idea that I am just throwing these moves out but without a doubt I use these moves when I am guaranteed results. I play against Rudy's Zappa from NY, he is on youtube so you could guage how well he plays from his videos.

The only options that I mentioned a lvl2 mf or tension was when he throws the ghost in a close range or in the corner. All the other suggests didn't have much risk involved. I agree that tension has to be reserved but the way you are saying it, your Johnny play sounds a little too reserved for my taste but that is just my percept.

Lastly throwing all three ghosts as an okizeme is a great option that could lead into a dust or low. The ghosts come back a lot faster also that is my opinion.

Anymore about this idea you could get me on AIM, we could at least come with an agreement that could be beneficial for everyone to get something from.

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I am not sure exactly why he says that sword is easy. I think that at times if the person uses the sword right you can be getting a one way ticket to get on the Rape Train. I do agree that it is easy for me to disable the summon because I tend to trade hits a lot with Johnny's F.S or beating him out with a well placed coin.

He has a lot of fights but basically just look at this one. I didn't look at the fight personally but just look from the related videos there: http://www.youtube.com/watch?v=CNrsaw7_uAY&feature=related

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It's GENERALLY easy because it doesn't give Zappa anything particularly devastating or difficult to deal with as far as Johnny goes, whereas the ghost and dog present far bigger problems due to zoning...which is generally what Johnny isn't good against. Sure, it's possible for Zappa to get all nasty with the Sword, but that's the case with anything. Sol can technically get all nasty on me without tension, but it doesn't mean it's a great situation for him. The sword has some decent mixups/damage/pokes, but as far as the 3 summons go it's most definitely his weakest against Johnny, because it forces him to pretty much poke and get close to Johnny and that's what Johnny WANTS to do. Whereas with the dog and ghosts he gets zoning, and projectiles, both of which Johnny is bad against. Maybe "stupid easy" is the wrong way to put it in terms of the match, but in regards to the other summons it really is. I'd moreso say the sword doesn't do anything particularly dangerous that isn't standard and it's pretty easy to trade with/get rid of, or even lock Zappa down while he has it. If he gets the dog or ghosts it becomes a lot more difficult to keep him in place, and they give Johnny much bigger problems in neutral situations as well. I'm open to hearing opinions on why the Sword should be considered more difficult, I've personally never had any problems with it, and in most matches I see it doesn't stay out that long against Johnny because it's too easy for Johnny to trade or even beat him up close with the Sword. Compared to the ghost/dog, it's pretty easy.

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Alright for anyone that has the pesky problem of not being able to punish Zappa because when you do a lvl 2 MF S he flies right behind you and neither J.K or J.S (is too slow) to hit him. At a close distance if you really can't hit him just do a late 5S, and you can air combo off of that. If you don't know now you know.

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Alright for anyone that has the pesky problem of not being able to punish Zappa because when you do a lvl 2 MF S he flies right behind you and neither J.K or J.S (is too slow) to hit him.

A simple combo like K > HS > MF-S(2) > forward > S© > jP > jK > jS > dJ > jS > jHS > KJ FRC... work perfectly

At a close distance if you really can't hit him just do a late 5S, and you can air combo off of that. If you don't know now you know.

if your are close, if you perform gatling like K > S > HS you will be not very close finally and you"ll able to do a classic combo.

If not you can do MF-K(2) > KJT~KJ FRC > Land > S© > Air combo

Depend your position on the screen.

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A simple combo like K > HS > MF-S(2) > forward > S© > jP > jK > jS > dJ > jS > jHS > KJ FRC... work perfectly

HUH!?!? MF-S(2) > Forward, what the hell is forward?

if your are close, if you perform gatling like K > S > HS you will be not very close finally and you"ll able to do a classic combo.

If not you can do MF-K(2) > KJT~KJ FRC > Land > S© > Air combo

Depend your position on the screen.

I don't understand why you would quote me if the last combo you said had nothing to do with what I was talking about. Secondly if you do, do K-S-HS, he wouldn't be close to you, if he wasn't already close to you. What I mean is that if you are face to face with him and you don't slow down the gatling considerably, he will fly over your head. But if you are not face to face with him, he will be in the optimal range. I was simply addressing what to do if he flies over your head, I don't understand the quoting on either comments.

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HUH!?!? MF-S(2) > Forward, what the hell is forward?

During Zappa or some others char are flying over your head, you hold 6 to replace Johnny in an optimal position to combot.

I don't understand why you would quote me if the last combo you said had nothing to do with what I was talking about. Secondly if you do, do K-S-HS, he wouldn't be close to you, if he wasn't already close to you. What I mean is that if you are face to face with him and you don't slow down the gatling considerably, he will fly over your head. But if you are not face to face with him, he will be in the optimal range. I was simply addressing what to do if he flies over your head, I don't understand the quoting on either comments.

Why are you so nerve ? :rolleyes:

"What I mean is that if you are face to face with him and you don't slow down the gatling considerably, he will fly over your head"

What means this sentence ? why he will fly over your head ? Why do you use MF-S2 face to face ? It's wholly useless.

My quote is not untrue. Explain all you want to know.

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Chill out guys.

When people don't understand each other, it is best to ask for a rephrasing than jumping to conclusion and get irritated, hateful and such.

Let's not forget Johnny players are gentlemen. :v:

A3Religion, in your case (being close to your opponent), if your back j.K does not touch Zappa when he goes behind you, you wait a tidbit so that JO turns and face ZA then jump and hit with the j.K FACING, not as a cross-up.

EDIT : nah, no need to walk forward, that was for the "walk forward then c.S > aircombo" part, I mixed things up.

Or you can try to use another gatling to place yourself in a better spot so that your combo connects, that may be what Camo wanted to say.

With proper spacing and timing though you can connect on Zappa either a j.K then continue the combo or c.S then aircombo.

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Why are you so nerve ? :rolleyes:

"What I mean is that if you are face to face with him and you don't slow down the gatling considerably, he will fly over your head"

What means this sentence ? why he will fly over your head ? Why do you use MF-S2 face to face ? It's wholly useless.

My quote is not untrue. Explain all you want to know.

On many occasions, he flies over head even if you are considerable far from with just a bare MF lvl 2, and what I simply said was to do a late 5S. If you go on fight with yourself you can but I don't fight with guys online who think they need to prove something. What I am saying does work and that is what I consistently use. What I was trying to explain was, why would you quote me as if I was saying something wrong rather than just add your own way of doing it.

Look I'm well passed to old to be fighting about fighting game strategies online with someone overseas. Its like the new adage says "Arguing online is like playing in the Special Olympics, even if you win your still retarded." So its alright Mitsurugi, I do appreciate you trying to keep the peace though.

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www.youtube.com/watch?v=U4s_QJnwKfw (5-7 coins) player experience is high, but he has no technique.

This guy should have lost.

Watch how much momentum he loses by not being thankful for having COINS in the first place. (holding onto coins = boring match and no technique required and no pressure = easy lose for JO players)

www.youtube.com/watch?v=9jYVSgipROo same dude right, GOOD PLAYER except he didn't throw coins, makes his match a (4+ coins category)

www.youtube.com/watch?v=hnuX9rB2QzQ (8+ coins)

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I guess I'll posthumously shoot off in this thread.

First off, this shit is like 7-3 at best. It's not a matter of if Zappa gets the dog, it's a matter of when.

While all of Zappa's summons are hard for Johnny to deal with, it's really the dog that seals the deal. You can fight tooth and nail against the ghost/sword and even start to win, it doesn't matter one bit once he gets the dog.

That being said, here's my tips for fighting Zappa.

VS NAKED

1) DO NOT PLACE MEATIES OVER ZAPPA. If he wakes up with the dog you are FUCKED. All he has to do is block confirm and press D. This applies to any time Zappa is getting up from a knockdown. Just bite the bullet and let him do what he wants, because nothing you're getting off of a meaty 2S/3HS is worth losing the match.

2) Don't get hit by summons.

VS DOG

1) Pick a different character (not joking)

2) If you must try to hit him or the dog, the best way to do it is with either 2P/2K/2S or to jump and DB FRC with an air normal on the way down if needed. Coins aren't advisable because even if you do hit the dog, often times Zappa will just run up and hit you anyways. Besides, unlike Little Eddie, the dog is only active when it's actually doing something. Most of the time, you're just wasting your coins because the dog isn't getting hit and Zappa's already gotten in and killed you.

3) Once he hits you your only way out is a Burst, or maybe a lucky Dead Angle if he fucks up his blockstring. Failing that, mash 2P and pray.

VS GHOSTS

1) Instant block everything.

2) Get comfortable anti-airing him when he throws ghosts in the air by either using Upper Mistfiner or airthrowing him.

3) Don't mind getting hit by small shit because that's what it takes to force your way in. Ideally, you're going to go for damage once you do.

VS SWORD

1) Don't press any buttons. Your pokes lose and that's that.

2) Get comfortable with blocking low immediately after walking forward, because that's how you're getting in.

3) Don't get hit by anything because if you're fighting a Zappa that knows JI sword combos, you're gonna die in two hits.

VS RAOH

1) Block low.

2) FD if he goes for stupid chip damage shit.

3) If he throws a fireball, Mist Stance (Dash) Jackhound right through it.

Honestly, this isn't even a matchup worth fighting. Once he gets the dog it's over; there's no way to tangibly improve your chances of getting out of dog pressure. For the sake of revenge, you should pick Baiken instead and do her FB counter and disable his D button. ;)

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