Jump to content

Zoogstin

Members
  • Content count

    1,742
  • Joined

  • Last visited

Posts posted by Zoogstin


  1. Hey Phrek, GG's online is horrible, I live in Georgia and you live in New York. This sounds like a horrible idea but maybe we could get some matches in as well when you get power back. It would be nice to fight against another experienced Zappa player. We've been playing for years so it would be nice to see where we're at (minus the rust). If the connection is even remotely bad (which it probably will be) we can stop.


  2. You have to think Zappa's 6P differently. His 6P is a great anti-air, I use it all the time, but not in the way that you think. If you anti-air with Zappa's 6P 9 times out of 10 it won't hit your opponent until they land. At best you'll catch them off guard when they land and you can go into a ground combo, at worst they'll block it. BOTH of these situations are good because you are put at an advantage. Every time you successfully anti-air with it you turn the tables and now you're all of a sudden putting on the pressure. Zappa's 6P won't get you air combos but instead ground combos.

    The only time 6P will get you an aircombo is on counter-hit which I fish for alot. Zappa easily has one of the most versatilbe 6P's in the game because its really great against ground normals as well. There are a lot of mid to high ground moves that Zappa's 6P will beat thus getting your a counter hit.

    If Zappa has no summon you would obviously combo into his summon

    Sword:

    Normal hit from 6P:

    6P - 5S - 5HS (2 hit)

    6P - 5S - 5HS (1 hit) - 63214HS

    Counter hit 6P:

    6P - 5S - 2HS (1 hit) - jc.K - jS. - dj.S - j.HS/D

    Ghosts:

    On normal hit 6P:

    6P - 5S - 2S - 5HS - 236S (you can frc to continue the combo)

    On counter-hit 6P:

    6P - 5S - 5HS - 236HS (you can frc to continue into an air combo)

    As far as air-to-air moves, his j.P is respectable for catching your opponent of guard or through anticipating your opponents next move. Other than that remember one Zappa has the sword, j.S and j.HS become really good air-to-air tools.


  3. Yeah now I remember they did remove the unblockable bite but I also remembered they made the bite a ridiculously low level now. I actually think Lvl. 4 or 5 is too high compared to what they actually made it. I hope they didn't follow through with that though. Besides that I'm sad 2H stagger is gone. Dog still looks very threatening and the of course his other summons keep getting better every version.


  4. Actually I just realized that the spit change is a nerf. I think it is in response to the dog's unblockable bit (or did they take that out)? Zappa's in Japan will often use the last part of the f.S to keep the opponent in blockstun long enough to get hit by the dog's 2D. However now, if the opponent gets hit by the spit and gets put in the air, when the dog bites them they might be able to tech before they hit the ground.


  5. Yeah I noticed all of those. The dog does look slower interms of startup and recovery frames. And the sword whiffs do have my concerned although as a whole the sword does appear stronger. I am happy about the spit knocking down. Also did anybody notice how Zappa's summon otg's? If the opponent is knocked down and the Zappa hits him/her with a summon they get knocked up as if they were standing rather then put them in quick tech state. The means if we have meter we can get full combos off of a naked airthrow. BUFF!!!!

×