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Phrekwenci

Zappa Love+R (the theoretical AC+R thread)

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According to this new video, we have two new changes so far:

1) His overdrive gives him an orb for each hit that connects.

2) Raoh has air fireballs. <- this just looks silly

Maybe they'll answer my prayers and make the 236S with the sword have some sort of advantage for once.

EDIT: I missed the thread in the Guilty Room that listed the rest of the changes from the new site (currently not working).

- 236H (sword mode) : FRC now possible right after landing <-this is probably the air move, this may be sort of useful to make it safer

- 236S (Raoh mode) : now possible airborne

- 214S (Raoh mode) : now possible airborne <-now that SOUNDS silly

- Icons added for each summon <-that's cute

- 632146H gives one orb per hit

Edited by Phrekwenci

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SOOOOO Hype!!! I have a feeling Zappa might get nerfed overall considering how crazy Mitsurugi's Zappa does in Japan. I'm definitely scared of dog nerfs but only time will tell.

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Location tests begin today. Let's compile all news we get into this thread.

That sword spin FRC is something I wanted but never thought I'd get. The icons are perfect for when you're waking up in the corner and can't tell if you have ghosts, or if you tech in the air and get dog. His overdrive now has an actual use apart from the silly invincibility, so that's nice. I'm just loling at the Raoh buffs. Who asked for those? I'll take them gladly, but shit's gonna get bonkers real quick. I guess it'll help with his rush down game if j.s is special cancellable.

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shit's gonna get bonkers real quick

My sentiments exactly. I'm not complaining but air DA and Edguy isn't going to change much. And I think the sword needs more than just that FRC in order to get him into a stable spot on the tier list. Making the swordslide viable would help a lot, and balancing the damage/comboability on the sword in general a bit would really make it fit in with his other summons. It feels like it's supposed to deal a lot of damage/combo often but it's output is sparse compared to most characters. The only saving grace is that the swords mixup is -okay-, not that great.

I feel the ghosts and dog are perfect. Raou is just fine, he does his job fine. The sword was never really that good though, even back in XX. Like it was an afterthought, almost. But I guess we'll see where they go with the changes for it... The swordspin should now be a viable option, but I feel like making zappa's air game better is defeating the purpose lol.

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...in order to get him into a stable spot on the tier list.

Wasn't Zappa's latest ranking bottom of B tier? I thought Robo-Ky, ABA, and Zappa were moved up awhile ago.

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Yea, he's B-tier but I agree with Oiboi. All of his summons are fine except the sword. I think we should have different follow-ups from 236S instead of leaving us open to attack. Hell, maybe that rumored counter-move from a while back could have been one.

But sans a dream character, the changes are fine. Actually, the Raoh changes are dripping with lol.

EDIT: I just went and checked the location test thread and they are reporting a few new things.

Less of a chance to summon the dog.

Dog goes to sleep when attacked. <-HATE

Sword 2HS can hover over (I don't think this is a change, I think people just haven't seen it before)

EDIT: Someone posted a link to this, here's the translation:

Zappa

Hello centipede of three animals - Increase rigidity. (no idea what this could mean)

Possessed sword - Extended dwell time of sword techniques use various sword. (this probably explains the hover 2HS being reported)

Sword 2HS - After the operation, so that rigid sword. (again, don't know what the use of the word rigid is)

And we will approach (623HS sword) - Soul accumulates two (two souls for sword uppercut)

What, I mean painful sore (63214HS sword) - To accumulate two souls. (two souls for sword swipe)

Possessed dog - Possession immediately after the operation is impossible. (this sounds like if you summon and immediately hit D, you can't use the dog)

Born - Increase according to the number of soul hits. Speed ​​occur? (no idea)

Edited by Phrekwenci

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Dog going to sleep when attacked is fair enough. Being able to turtle Zappa in the corner is bullshit, we can all agree on that. Waking up in the corner with dog and sitting there blocking until I can 2D away to freedom? Not fair, but I'm gonna miss it xD

Super change sounds like it hits more horizontally rather than the sharp arc down it current has.

The second one could either be the 2HS hover or it could be read as an increase in time to special cancel or increase to hit stun.

I dunno. Holding H to keep the sword spinning at the end of the move sounds stupid.

Double souls for swipe and uppercut? LOL

What the hell is Born? That can't be summon, because we already get +3 souls for that. +4 would be dumb, and making it multiple hits seems like an odd choice.

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What the hell is Born? That can't be summon, because we already get +3 souls for that. +4 would be dumb, and making it multiple hits seems like an odd choice.

I just threw the original Japanese characters into Google Translate and looked for other translations. It seems that it also means 'spawned', so maybe it does have to do with summoning?

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Yeah the dog going into sleep state sucks but it is fair. I will certainly miss it. Here are more legible changes:

Zappa:

- j.236H (sword mode): FRC now possible right after landing, now knocks enemy up on hit for followup combos.

- Darkness Anthem (236S, Raoh mode): now possible airborne.

- Last Edguy (214S, Raoh mode): now possible airborne.

- Icons added above tension bar for each summon.

- 632146H gives one orb per hit, maximum of 4 orbs.

- Smaller chance to summon Dog (?)

- When Dog gets hit in neutral state, he sleeps.

- Sword 2H stays in place for a bit after the animation.

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I just threw the original Japanese characters into Google Translate and looked for other translations. It seems that it also means 'spawned', so maybe it does have to do with summoning?

I just thought of something, complete speculation though: the recovery time of summoning (born/spawn?) increases depending on the number of souls acquired. That would be nice so we aren't sitting ducks if our summon is blocked.

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Here, this should help us out:

Phrekwenci: Zappa changes as below from what I read:

Summon recovery increased

Sword moves cause the sword to stay hovered longer

Sword 2HS: after move ends, there is recovery on the sword

Sword 623HS and 63214HS give 2 orbs on hit

Cannot control dog immediately after summon

Centipede overdrive gives orbs equivalent to number of hits, seems to start up faster?

FYI, 硬直=recovery

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I think all of the nerfs are fair except for the increased recovery of the summon. The people I fight always know how to punish it.

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It's already incredibly unsafe on block, I don't see why they need to make it more so. I'm worried about these sword changes. I'm probably the only Zappa who actually likes the sword summon and I can't tell if this "hovering longer" thing means more recovery or more active frames. I can hope for the latter, it's not like anyone was bitching that sword was OP.

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It's already incredibly unsafe on block, I don't see why they need to make it more so.

Maybe this is to make it harder to combo after? I don't have that much trouble on anti-air hits and the like. Then again, I disagree with the idea that this would be a bad thing. Zappa's damage without summon is pretty ass, and the ways to combo after it without meter are very, very few.

Also, I love sword summon! The new FRC on spintowin made my week. Uh... the 'hovering longer' thing might just be that the sword stays out there longer, since I know it lets you attack regardless of sword position. Sadly, I think your hitbox stays extended in the sword as well. I'm not sure if it still does after the attack or not.

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I'm probably the only Zappa who actually likes the sword summon

Lol don't flatter yourself. I love the sword too. It got so good in AC. I'm going to assume/hope that the new hovering properties will be a buff.

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For those who were asking, "Born" is Zappa's Overdrive with the centipedes, where he shouts "Umareru!" which means "I'm born!". He also shouts "Shijou saidai no akumu" sometimes when he does it, which means "History's worst nightmare".

Zappa changes wise... I see loads of buffs for the sword, and overall everything looks more geared towards helping him get Raou more easily. I can certainly see Zappa sword corner combos ending in his overdrive, leading to a big number of orbs. Plus, combos with air edguy and darkness anthem should be nasty.

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I can't picture how Darkness Anthem will be useful with its air version. I can't wait to see its applications.

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Changes for the new loketest are up but in Japanese below. I'm throwing them in Google Translate:

* ZAPPA - Possessed

Change list

憑依状態アイコン

憑依状態がテンションゲージ上部に表示されるようになりました。 無憑依状態

遠距離立ちS

硬直時間が 3F 増加しました。

しゃがみS

遠距離立ち S へのガトリングコンビネーションルートが追加されました。

カウンターヒット時のよろけ時間が 5F 延長されました。

ヒット時の ノックバック が大きくなりました。

空中投げ

全てのキャラクターに ダウン追い打ち が可能になりました。

こんにちは3匹のムカデ

1~13Fの間が 全身無敵 になりました。

ダウン引き剥がし効果 が付与されました。

ヒット時の霊魂増加数が 3個 → 1個 になりました。

礼儀作法はここから

硬直時間が 2F 短くなりました。攻撃判定が大きくなりました。

産まれる!!

霊魂が 1ヒット あたり 1個 増えるようになりました。(最大数は 4個 です) 犬憑依状態

犬攻撃全般

犬が向いている方向に 相手がノックバック するようになりました。

派生版の性能 が 通常版 と同様の性能になりました。

出現時

犬出現時に 30F の硬直時間が追加されました。

ただし、この間は 犬には喰らい判定 がありません。

犬攻撃 (噛み付き)

ガードが可能になりました。

ガードされた時でも 霊魂が1つ増えるようになりました。

基底ダメージ補正 が削除されました。

攻撃Lvが 5 → 3 になりました。

ヒット時に その場にダウン するようになりました。

犬攻撃 (ジャンプ)

ジャンプ中に → + D および ↑ + D が出せるようになりました。

追加攻撃 (← + D → D)

→ + D や ↑ + D や ← + D や → + D の跳ね返り等から出した場合は ← + D を経由しないで出せるようになりました。

空中の相手にヒットした際に 相手を地面に叩きつける ようになりました。

犬攻撃 (サマーソルト)

攻撃判定が 真上 → 少し斜め上 になりました。

ヒット時の吹き飛び方向が 真上 → 少し斜め上 になりました。

犬攻撃 (突進)

空中ヒット時に 相手を前方に吹き飛ばす ようになりました。

ダウン復帰不能時間が 12F → 20F になりました。

38

幽霊憑依状態

ラオウ憑依ゲージ

ラオウ憑依中に残り憑依時間を示すゲージが表示されるようになりました。

ガトリングコンビネーションルート

▼一部の通常技を自由に組み合わせて出せる、特殊なガトリングルートが追加されました。

これに該当する通常技、制限は以下の通りです。 【地上技】遠距離S、しゃがみS、→ + S、立ちHS、しゃがみHS 【空中技】ジャンプS、ジャンプ ↓ + S、ジャンプHS

【制限】

①最初に出した攻撃を含め、計3回まで連続して技を出すことが出来ます。 ②しゃがみHSとジャンプHSからは、同じ技以外の通常技に派生する事は出来ません。

ジャンプS

攻撃判定の発生が 4F 早くなりました。また、攻撃力が 25 になりました。

ジャンプS (2段目、3段目)

攻撃判定の発生が 4F 早くなりました。

ヒット または ガード で攻撃Lvが変化していた仕様を攻撃レベル 3 に統一しました。

ジャンプ ↓ + S

新規の追加技です。

遠距離 S

攻撃判定が少し小さくなりました。

攻撃距離が短くなりました。

攻撃力が 15 → 20 になりました。

遠距離 S (2段目、3段目)

攻撃力が 20 になりました。攻撃Lvが 3 になりました。硬直時間が 4F 増加しました 。

しゃがみS

攻撃力が 18 になりました。

しゃがみS (2段目)

攻撃力が 18 になりました。攻撃Lvが 2になりました。硬直時間が 2F 増加しました。

しゃがみS (3段目)

攻撃力が 18 になりました。攻撃Lvが 2になりました。硬直時間が 4F 増加しました。

→ + S

新規の追加技です。

立ちHS (2段目)

攻撃力が25 になりました。

ヒット または ガード で攻撃Lvが変化していた仕様を攻撃レベル 3 に統一しました。

硬直時間が 4F 増加しました。

立ちHS (3段目)

攻撃力が 25 になりました。

ヒット または ガード で攻撃Lvが変化していた仕様を攻撃レベル 3 に統一しました。

硬直時間が 8F 増加しました。

しゃがみ HS (2段目)

硬直時間が 4F 増加しました。

しゃがみ HS (3段目)

硬直時間が 8F 増加しました。

→ + HS

攻撃力が 36 → 30 になりました。

不幸モード

不幸モード中に再度「そのまま帰って来ないで下さい」をヒットさせた際に、最初に憑依していた幽霊を帰還させ、二匹目が取り憑くようになりました。

やっぱり帰ってきて下さい

新規の追加技です。

不幸モード中のバナナ

ダウン引き剥がし効果 を付与しました。

ガードバランス減少値が -7 → -5 になりました。

ダウン復帰不能時間が 14F → 20F になりました。 剣憑依状態

39

剣攻撃全般

攻撃後に 剣がその場に一定時間停滞 するようになりました。

「近づくと逝きます」とその他の剣を使った通常技が、空中 ガードが可能になりました。

しゃがみ S

地上から出す しゃがみS よりも剣が高い位置だった場合、立ちガードが可能になりました。

遠距離 S

ジャンプキャンセルが出来なくなりました。

しゃがみ S

基底ダメージ補正 85% が追加されました。

ジャンプ S

基底ダメージ補正 85% が追加されました。

ジャンプ HS

基底ダメージ補正 90% が追加されました。

はい、通ります

フォースロマンキャンセル に対応しました。受付Fは着地後の 1~2F です。

痛そう、っていうか痛い

突進中にレバーを前後に入力することでスピードの調整が可能になりました。

落ちといて下さい

対打撃無敵 → 上半身無敵 になりました。

ヒット時の霊魂の増加数が 1 → 2になりました。

近づくと逝きます

ヒット時の霊魂の増加数が 1 → 2になりました。 ラオウ憑依状態

ダークネスアンセム

追加入力にHS版が追加されました。

空中ダークネスアンセム

新規の追加技です。

空中ラストエドガイ

新規の追加技です。

ラストエドガイ

ダメージが 100 → 80 になりました。

* ZAPPA - Possessed

Change list

Possessed state icon

Possessed state is now displayed at the top of the tension gauge. Possessed by non-state

Standing long-distance S

Time has been increased rigidity 3F.

S crouching

Standing long-distance route to the S combination Gatling has been added.

Stagger time when the hit counter has been extended 5F.

Knock back when hit is now larger.

Air throw

Final blow-down is now available to all characters.

Hello centipede of three animals

Between 1 ~ 13F is now invincible body.

Effect has been peeled off down grant.

Increase the number of souls at the time of each hit is now three → 1.

Manners from here

Rigid time has been reduced 2F. Attack roll was greater.

Born! !

Soul is now one more per hit. (The maximum is four) possessed state dog

General dog attack

Opponent will now knock back toward the dog is facing.

Performance of the derivative version is now similar performance to normal version.

Occurrence

Rigidity time of 30F has been added to the dog when appearance.

However, during which the dog does not have a judgment devour.

Dog attack (bite)

It is now possible to guard.

Soul is now, even when it is one more guard.

Compensation base damage has been removed.

Lv attack is now 5 → 3.

Now down to the spot when hit.

Dog attack (jump)

→ + D ↑ + D during the jump and is now patience.

Additional attack (← + D → D)

→ +, etc. If you bounce out of the D + and D ↑ + D or ← + D → and is now without going through the Daseru ← + D.

Now strikes the opponent to the ground when you hit the opponent in the air.

Dog attack (somersault)

Attack roll is now on the diagonal just above a little →.

Fukitobi direction when the hit is now on the diagonal just above a little →.

Dog attack (rush)

Now when you hit your opponent blow air forward.

Down time of no return is now 12F → 20F.

38

Ghost possessed state

Possession gauge Raoh

Gauge that indicates the time remaining in possession possession Raoh is now displayed.

Gatling Combination root

▼ Daseru any combination of some of the regular technique, a special route Gatling has been added.

Usually applicable to this technique, the limit is as follows. S - Jump HS aerial tricks, jump ↓ + S, jump HS S, → + S, HS Standing, squatting technique [s distance above ground, crouching

[Limit]

You can include a first attack began ①, tricks out continuously until a total of three times. HS and HS from the jump, you can usually derived technique other than the same technique can not be crouching ②.

Jump S

4F was faster generation of attack roll. In addition, the attack force is now 25.

Jump S (the second stage, third stage)

4F was faster generation of attack roll.

Level 3 was unified to attack the specification has changed in the guard or attack hit Lv.

Jump ↓ + S

Add New technology is.

Distance S

Attack roll is now slightly smaller.

Attack distance has been reduced.

Attack power is now 15 → 20.

Distance S (the second stage, third stage)

Attack power is now 20. Lv attack is now 3. Time has been increased rigidity 4F.

S crouching

Attack power is now 18.

Crouching S (second stage)

Attack power is now 18. Lv 2 attack is now. Time has been increased rigidity 2F.

Crouching S (third stage)

Attack power is now 18. Lv 2 attack is now. Time has been increased rigidity 4F.

→ + S

Add New technology is.

Standing HS (second stage)

Attack power is now 25.

Level 3 was unified to attack the specification has changed in the guard or attack hit Lv.

Time has been increased rigidity 4F.

Standing HS (tier 3)

Attack power is now 25.

Level 3 was unified to attack the specification has changed in the guard or attack hit Lv.

Time has been increased rigidity 8F.

Crouching HS (second stage)

Time has been increased rigidity 4F.

Crouching HS (third stage)

Time has been increased rigidity 8F.

→ + HS

Attack power is now 36 → 30.

Unhappy mode

When it is hit again "Please do not come back as it is" in the mode, unfortunately, is the feedback had been possessed by the first ghost, now takes two animals possessing eyes.

Please come back Yappari

Add New technology is.

Banana in the mode of misfortune

Was granted the peeling effect down.

Guard balance decrease in value is now -7 → -5.

Down time of no return is now 14F → 20F. State possessed sword

39

General sword attack

Ken is now in place to stagnation period of time after the attack.

Usually moves with the sword and the other "and we will approach" will air guard is now available.

S crouching

If the sword was the location is higher than the S out of the ground crouching, standing guard is now available.

Distance S

Can no longer jump canceled.

S crouching

85% base damage correction has been added.

Jump S

85% base damage correction has been added.

Jump HS

90% base damage correction has been added.

Yes, as

Corresponding to the Roman force was canceled. F is 1 ~ 2F reception after landing.

I mean painful, painful

Adjustment of speed is now possible by entering the lever back and forth in a rush.

Please put down

→ upper body invincible invincible now to blow.

The increased number of souls when a hit is now 1 → 2.

And we will approach

The increased number of souls when a hit is now 1 → 2. Possessed state Raoh

Darkness Anthem

HS version has been added to the additional input.

Darkness air anthem

Add New technology is.

Rasutoedogai air

Add New technology is.

Rasutoedogai

Damage is now 100 → 80.

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Dustloop user "coolest" gave us a translation

zappa

now gets a possession icon above the tension bar

-unsummon

f.S

added 3f to recovery

2S

can be gattled into from f.S

stagger from counterhit increased by 5f

gets larger knockback

air throw

can connect attacks after on all characters

konnichiwa sanbini no mukade

fullbody invincibility from 1-13f

can otg

increases soul count by 1

reigisahou wa koko kara

recovery shortened by 2f

larger hitbox

-dog

umareru!!

when in dog possession, increases soul by one each hit (limit is 4)

dog attack (all)

opponent will get knocked back in the direction of the dog's orientation

all variations have their properties standardized

dog appearance has a 30 frame recovery

however, it cannot be hit in this period

dog attack (bite)

can now be guarded

when guarded, increases soul by 1

proration removed

attack level reduced to 3

knocks opponent down on the spot

dog attack (jump)

able to do 6D or 8D during this move

followup attack

can be done after 6/8/4D rebound(?)

when opponent is hit on air, knocks them into ground

dog attack (somersault)

vertical hitbox slightly slanted

blows opponent away diagonally

dog attack (rush)

when opponent is hit on air, blows them away

untechable time from 12 to 20f

-ghost

has a special gattling combination 'route' where zappa gets free chains

*does not apply to the following normals*

f.S, 2S, 6S, 5H, 2H, j.S, j.2S, j.H

restrictions:

1. can gattle the same normal 3 times

2. from a 2H or j.H, other than themselves, no proration applies to other normals

j.S

startup faster by 4f

damage now 25

j.S (2nd, 3rd hit)

startup faster by 4f

attack levels turned to 3

j.2S

new move

f.S

smaller hitbox

shorter range

damage from 15 to 20

f.S (2nd, 3rd hit)

startup faster by 4 frames

attack levels turned to 3

2.S

damage now 18

2.S (2nd)

damage now 18, attack level 2, recovery +2

2.S (3rd)

damage now 18, attack level 2, recovery +4

6S

new

5H(2nd)

damage: 25

atk lvl 3

recovery +4

5H(3rd)

damage: 25

atk lvl 3

recovery +8

2H (2nd)

recovery +4

2H(3rd)

recovery +8

6H

damage from 25 to 30

haunt mode

when using 'sono mama kaette konaide kudasai' during haunt mode, youll get the ghosts you started with, with 2 ghosts haunting the opponent (?)

'yappari kaete kudasai'

new move

banana

can otg

reduces guard bar by -5

untechable time now 20f

-sword

after attacking, sword will now stay on the spot

chikazuku to yukimasu and other normals that use sword can be airblocked

2S

can be blocked standing if sword is placed higher than default position (when crouching)

85% proration

c.S

can not be jump canceled

j.S

85% proration

j.H

90% proration

hai, kaerimasu

frc-able from 1-2f

itasou, tte iuka itai

can control speed by holding stick forward or backward

ochitoite kudasai

gets upper invincibility

+2 souls

chikazuku to yukimasu

+2 souls

-raoh

when raoh appears, a gauge shows its duration

darkness anthem

has a new HS version

air darkness anthem

new

air last edogai

new

last edogai

damage reduced from 100 to 80

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Well...shit. They made a mess of Zappa until we get our hands on him to see what the hell they did.

New ghost normals and proration change on j.h and 2H is nice.

Naked f.s has more recovery, which sucks.

Naked 2S got a minor buff and is still an underrated move.

AIR THROW > SUMMON GUARANTEED FUCK YES

ONE SOUL FROM SUMMON!? <--------------------------------- This is single handedly the worst thing that could happen to Zappa.

I'm guessing Reigisahou is unsummon? A decent buff there, puts it at +4 on block I believe.

The super soul bonus only happens if you have dog out? Lame.

Dog bite is blockable no longer prorates, and gives +1 soul on block/3 on hit. Not sure if good trade, but the unblockable nerf was expected.

The sword changes suck (can block 2H in the air without FD? WTF), the ghost changes could make them the best summon depending on how the new moves work, and Raoh is not as ToD as he was. 20% damage nerf on uppercut sucks, but I'm actually bummed out about the Raoh timer. I loved my opponent not knowing when Raoh was going to run out, it's part of the fear.

God I hope they didn't fuck Zappa over entirely :[

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Let's look at the bright side with some of this stuff. It seems that the summon will win where it used to trade hits (except for the last active frame) due to the new fullbody invincibility from 1-13f. So, it's like a DP. I just wonder when the icon will appear during a recovery summon. I'm sure we've all thrown a ghost into the air on wake-up thinking we'll wake up naked.

For the dog, yeah it's nerfed. The only thing that MIGHT be interesting is the way the new properties work together. The new 8D seems to "blow opponent away diagonally" but maybe using the followup attack immediately afterward will lead to something interesting since it knocks them into the ground. Imagine like in the VS games, you do an air combo and the final hit knocks the opponent to the ground, maybe into an assist which continues the combo. Now think about the dog doing the air combo and Zappa being the assist. I might be dreaming, but I HAVE A DREAM.

Ghosts seem to be nerfed the least. We'll need to see what the new j2S and 6S moves do.

I understand why the sword normals can be blocked in the air because it seems you could literally control the air space above you while still being on the ground. Although I kind of wish we have so negative edge shenanigans with the sword in that case. Think about pressing and holding a sword normal, using the controller to move the sword into the location you wanted to hit, and then releasing to attack.

Raoh is TRaohOL.

Maybe someone can explain this better but the sword somersault move (hai, kaerimasu) says it has an FRC point on 1-2f, but that is still part of it's start-up, right? Or does that mean it's FRC-able during the beginning of the active frames. The first loketest said you were able to FRC the recovery, so maybe something was lost in translation?

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I am hype for the extensive changes given to the game overall, but man on paper it seems like zappa got the shaft. Though like phrek says, things could be improving for the better depending on how the new properties of of the summons. With the opponent being knocked back with orientation with the dog, there should be opportunities for some crazy midscreen pressure.

Naked far S having additional recovery will make it harder to follow up after an unblockable (4D->D + Low Spit) but it seems they are leaning away from a lot of unblockables in this game anyway.

Dog nerfs were seen coming, and I guess it will call for some new dog gameplay rather than 'push to corner -> knockdown in corner -> rape in a dark alley' although I loved rape in a dark alley. Follow up attack immediately after 8D and 6D could lead to some mean stuff provided follow-up maintains its overhead properties.

The increased knockback from hitting airborne opponents with dog could be nice for safer dog positioning provided theres some small increase in untech time.

Ghosts seems really beefy, and with the damage increase, I am hoping it will end up being an AC ghost movelist + #R ghost damage =D.

"when using ‘sono mama kaette konaide kudasai’ during haunt mode, you’ll get the ghosts you started with, with 2 ghosts haunting the opponent"... so now we can double haunt? That is friggin lovely along with minor banana buffs (one could only hope for overhead flowerpots, but that'd be ridiculous). Does this mean we will have 2-3 ghosts available with a double haunt?

I'm kinda torn on sword's changes . Airblocking sword standing normals without FD is beat. That was my single favorite thing about the sword along with 2H counter hit combos.

"after attacking, sword will now stay on the spot"... I wonder if this will allow for full blockstrings on return trips from the sword, I really want to see what can be done with this, I have a bad feeling this will end up leaving Zappa open more often than anything.

With that said, I am really excited just to learn a new Zappa regardless of his overall standing. Enough theorizing from me for now, I'm ready to play

Maybe someone can explain this better but the sword somersault move (hai, kaerimasu) says it has an FRC point on 1-2f, but that is still part of it's start-up, right? Or does that mean it's FRC-able during the beginning of the active frames. The first loketest said you were able to FRC the recovery, so maybe something was lost in translation?

My only guess is that it may be used like Sol's Bandit FRCs in which it will be used to maintain upward momentum in aircombos, it would be tricky at first considering the timing is similar to Robo-Ky's H. If we are lucky maybe we got two FRC points.

Edited by WonderTonic

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Based from the changes I feel that Zappa will still be a very strong character. Maybe not as good as AC Zappa, who was all types of lolz. But The dog pressure still seems to be there. Even though I'm incredibly sad to see the developers FINALLY address the problems that made the dog retarded he still seems to be very strong.

As we all know, if the dog is hit when it is in its neutral state it will go to sleep, but does this apply to projectiles as well. I see this as a problem against characters like Ky.

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