Greetings one and all. Since it appears that Gamecombos has taken a sabatical for the moment, I thought I’d try and help out with the lack of Zappa loving going on here at srk. It might be a little while, but I’m going to try and get as much of the info from my old guide up here. Any help is most welcome as it has been a couple months since I’ve gotten my hands on the game.
Ok, here are some important things when you’re naked.
PRIORITY ONE IS GET A SUMMON! Without a summon your normal moves are even slower (try 2p). The combos I have listed are the ones I use, but I am sure there is room for improvement and more damage, I almost always try to get the hit with Centipedes for the 3 souls.
The best tools for this are:
6P: Forward invincibility and a low hit, gattlings into other moves. One of your best leading pokes.
----6P,2k,5s,2s xx 236p
2K: Your second choice as it has better range and speed than most of his other pokes. He is also considered crouching (which is slightly taller than dashing) during this move allowing him to dodge some things.
----2k,2s,2D xx 236p
Depending on the situation, don’t forget to just summon on the other side of the screen if the 3 souls aren’t worth it.
5k: This is about as good as you will get for initial mixup. This move is invicible to low strikes, excellent for people who think Zappa is only low hits and try to sweep/2p him to shut him down. This will cleanly beat any low hit (including Hair Sled, Stun Dipper, and Grand Viper) and allow you to combo into Centipedes. This is also his best summonless anti-air.
5s: While not as good as the big 3 for getting your centipedes, this move is important none the less. The puke has amazing priority and will usually clash more than get beat. You can use this clash to try and sneak in a 2HS (risky), but mostly use to stuff rushins when you have the time, I still prefer 5k myself.
6HS: Your best overhead and decent antiair if you have the time. This move packs a lot of priority and damage, and can be chained off a 6P for a bit of a mixup. The downside is that you can’t do anything after it (working on that) and the recovery afterwards. The recovery is badm but he also has that weird “on the groun” property like Dizzy has on her sweep that will make some things whiff. While not perfect, I have found this move to be a lot more useful as of late. If for nothing other than the fact that people don’t expect overheads from Zappa.
2HS: The infamous head. The double stun damage is great, as is stagger. In XX, stay away because it is nearly imposible to land (although safe on block) and isn’t that useful. # on the other hand has made this move evil. It can be gattling out of into any other normal, allowing for continuation of pressure, mixup, and extra damage. IT also seems to actually be able to combo off of 6P,2s,2HS sometimes, anyways it is still safe on block (+2 I believe) and can lead to a dead character if you land it. The startup can get you killed though, still use it with caution.
----some ground chains to come
Remember, you aren’t going to win anything without a summon, so getting it is more important than damage until you get it. At the same time don’t forget the tools you have, Zappa has a lot of really weird properties on his moves, you must learn to use them to the best of their abilities.
Zappa owns your soul for free!