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Line 1,693: |
Line 1,693: |
| |frameAdv=+7 | | |frameAdv=+7 |
| |description= | | |description= |
| | Amazing. Darkness Anthem is used for combos, oki, and scaring your opponent into making the wrong decision. By itself, this move deals a good amount of hitstun, is plus on block, is untechable on air hit, deals FOUR times normal chip damage, hits twice, and leads to huge damage, just like the rest of Raoh's moveset. Of course, this is just the base of its functionality. Darkness Anthem's strength lies heavily in its followups. |
| | |
| | Knocks down opponent on air hit. Can cancel into Followup Attack from 24~35F. Darkness anthem projectile is still active after inputting the Followup Attack. Chip damage x4. Max 2 hits. Projectile appears on 23F. |
| }} | | }} |
| {{AttackData-GGACR | | {{AttackData-GGACR |
Line 1,709: |
Line 1,712: |
| |frameAdv=+7 | | |frameAdv=+7 |
| |description= | | |description= |
| | Nearly identical to the grounded version, Air Darkness Anthem has the same followups and utility, with the main difference being its combo potential. You can use air Darkness Anthem after a j.H to hold them in the air, and continue your combos. This works midscreen with dash momentum, as well as in the corner. This is extremely useful for Dust combos, or those starting with j.H or 2H. |
| | |
| | Can cancel into Followup Attack from 2~35F. Followup Attack starts up on 36F. Projectile appears on 23F. Listed Frame Adv is from TKing attack (startup 28F, total 50F). |
| }} | | }} |
| {{AttackData-GGACR | | {{AttackData-GGACR |
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Line 1,731: |
| |frameAdv=0 | | |frameAdv=0 |
| |description= | | |description= |
| | Darkness Anthem's followups only add ultility to the already powerful move, turning them into a nearly full screen projectile based on the input. Every single version launches the opponent high on hit with enough untechable time to knock down. This usually allowing room to go into 6H loop. |
| | |
| | -P followup shoots the projectile straight forwards, going full screen. Great for pressure.<br /> |
| | -K followup shoots at a downwards angle, hitting low profile attempts, and removing OTG on hit, making it staple for 6H loop.<br /> |
| | -S followup shoots at an upwards angle, catching jump out attempts and resetting pressure.<br /> |
| | -H followup goes forwards like P, but much more slowly, making it better for close range pressure.<br /> |
| | All air followups are the same, and can be used for similar loops. |
|
| |
|
| | Knocks down opponent on hit. Zappa is in CH state during recovery. Chip damage x0.375. Max 1 hit. Darkness Anthem Attack disappears on 13F (if it hasn't already). |
| }} | | }} |
| }} | | }} |
| | |
| ====== ====== | | ====== ====== |
| {{MoveData | | {{MoveData |
Overview
Zappa is one of the most unique characters among Guilty Gear's strange cast, possessed by a myriad of spirits that he utilizes to fight, although he's really just some poor sap of an exchange student from Australia.
Each of Zappa's summons gives him a different playstyle and set of tools to work with, from zoning, to spacing, to rushdown. Zappa's general strategy is to get a summon, play based on that summon's style, and gain orbs. Once Zappa gains 8 orbs, he can summon Raoh, inflicting lethal levels of damage for about 15 seconds! Zappa players will have to learn the ins and outs of each of his playstyles, resulting in Zappa having five times as many matchups as normal characters.
Strengths
- General - Lots of low profile moves, including dash. Variety of overheads. Excellent Backdash. FB and Overdrive can get Raoh quickly.
- Naked - Summon has high invincibility. 2H is versatile.
- Sword - Amazing Mixup potential (half-full screen overheads and lows). Decent damage output. Ranged normals. Full screen knockdown tools.
- Dog - Unblockable setups. Good damage output. Great cover and defensive options.
- Triplets - Great zoning options. Decent pressure.
- Raoh - Ludicrous damage. Excessive range and speed. Great cover and poking tools.
Weaknesses
- General - Not the fastest character. Only reliable reversal costs meter. Requires excessive matchup knowledge.
- Naked - Terrible damage and range. Near worthless without a summon.
- Sword - Linger can screw up your combos. Extremely limited options if opponents get past sword.
- Dog - Higher execution requirements than other summons. Zappa loses knockdown tools in some matchups.
- Triplets - Slow moves. Poor damage. Random item drops can screw up your combos.
- Raoh - Extremely limited mixup. Raoh increases Zappa's hurtbox. Only lasts 15 seconds.
No Summon Normals
5P
A gentleman always extends for a friendly handshake.
|
|
5K
Good move for going over things.
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|
f.S
Lunch always comes back to bite me Let's look at your presentation
|
30
|
HLF
|
13
|
9
|
10
|
-5
|
-
|
0
|
L
|
34
|
3
|
-
|
-
|
-
|
|
5H
All hands! Prepare for warp!
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|
6P
Amazing poke. Dash into it if you're so inclined.
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|
6H
Nn? Well use the Catapult!
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|
5D
Tongue. Good, if telegraphed overhead.
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|
2P
Could you lend me 200 yen?
|
|
2K
Yes, I'm kneeling on the ground again!
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|
2S
Recently the doll's hair grew back when I cut it!
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|
2D
Sorry, was this seat taken?
|
|
j.K
Just great! Why doesn't anybody understand me?!
|
|
j.S
IS THIS A DREAM I GOT FROM BAD RICE?!
|
|
j.H
Crossups: just the start of them.
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|
j.D
Hurry, hold your breath!
|
44
|
HA
|
9
|
6
|
18+5 after landing
|
-
|
-
|
|
Triplet Normals
f.S
amamamamamamamama
|
20
|
HLF
|
9
|
7
|
7
|
0
|
-
|
20
|
HLF
|
10
|
7
|
9,11
|
-2
|
-
|
|
5H
amamamamamamamama
|
25
|
HLF
|
14
|
5
|
13
|
-4
|
-
|
25
|
HLF
|
15
|
5
|
15,17
|
-6
|
-
|
|
6H
amamamamamamamama
|
30x3
|
HF
|
16
|
5(3)5(10)5
|
8
|
+4
|
-
|
|
2S
amamamamamamamama
|
18
|
LF
|
5
|
6
|
6
|
0
|
-
|
18
|
LF
|
6
|
6
|
8,10
|
-2
|
-
|
|
2H
amamamamamamamama
|
25
|
All
|
14
|
9
|
14
|
+2
|
-
|
25
|
All
|
14
|
9
|
16
|
0
|
-
|
|
j.S
amamamamamamamama
|
25
|
All
|
10
|
5
|
21
|
-
|
-
|
25
|
All
|
11
|
5
|
21
|
-
|
-
|
|
j.H
splat
|
25
|
All
|
19
|
9
|
17
|
-
|
-
|
25
|
All
|
15
|
9
|
17
|
-
|
-
|
|
Dog Normals
- Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move.
- Zappa's 5D, 2D, and j.D are replaced with the corresponding Dog Normals; Zappa himself does not attack.
- Dog is invincible while idle.
- If the dog idles for 300F, it enters sleep mode, 30F to wake up dog from sleep.
- Can cancel first attack into followup version of the move on hit or block
Awaken Dog D while Sleeping Dog
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|
5D
|
20
|
HLF[All]
|
16[16]
|
8
|
36[60]
|
-
|
-
|
|
6D
|
20
|
HLF[All]
|
17[17]
|
12
|
17[24 after landing]
|
-
|
-
|
|
8D
|
20
|
All[All]
|
10[see note]
|
12
|
31[24 after landing]
|
-
|
-
|
|
2D
|
45
|
HLF
|
36[36]
|
4
|
22[46]
|
-
|
-
|
|
4D
|
-
|
-
|
-
|
-
|
total 59[24 after landing]
|
-
|
-
|
|
4DD
|
20
|
HA[All]
|
13[13]
|
until landing
|
40 [24 after landing]
|
-
|
-
|
|
Sword Normals
6H
|
29,15
|
see note
|
13
|
24,6
|
2
|
+4
|
-
|
|
Raoh Normals
Throws
Specials
Hello, Three Centipedes 236P with No Summon
|
|
Please Don't Come Back 236P/K/S/H with Triplets
|
16
|
All
|
9
|
see notes
|
total 39
|
-6
|
-
|
|
Please Don't Come Back 236D with Triplets
|
16x3
|
All
|
11
|
see notes
|
total 47
|
see notes
|
-
|
|
Curse Items
|
0
|
LF
|
-
|
99
|
-
|
-
|
-
|
30
|
All
|
38
|
--
|
--
|
-
|
-
|
25
|
All
|
1
|
43
|
-
|
-
|
-
|
|
I Was Lonely After All... 214P in Haunt Mode
Here goes. POWER SAVE MODE!
|
|
This Has Gotta Hurt 236S with Sword
|
20
|
HLF
|
12
|
16
|
13
|
-12
|
-
|
45
|
HLF
|
9
|
12
|
26
|
-24
|
-
|
|
Please Fall 623H with Sword
|
|
Come Close, and I'll Kill You 63214H with Sword
|
|
Coming Through j.236H with Sword
|
24xN
|
All
|
12
|
till landing
|
23 after landing
|
-
|
-
|
|
Darkness Anthem 236S or j.236S with Raoh
DEEEIIIIYAAAAA
|
35x2
|
HLF
|
25
|
18
|
8
|
+7
|
-
|
35x2
|
HLF
|
25
|
18
|
26
|
+7
|
-
|
50
|
HLF
|
15
|
34(2)20
|
total 38
|
0
|
-
|
|
Last Edguy 214S or j.214S with Raoh
WHAT AN AMATEUR
|
80
|
HLF
|
4
|
12
|
37
|
-30
|
-
|
80
|
All
|
4
|
12
|
3 after landing
|
-35
|
-
|
|
Force Breaks
Etiquette Starts Here 214D
This is "Elegance"
|
|
Overdrives
Birth!! 632146H
And this is where it gets weird.
|
|
Bellows Malice 632146S with Raoh
STFU
|
40x10
|
HLF
|
5+10
|
27
|
total 37
|
+13
|
-
|
|
Instant Kill
I'm Scared... During IK Mode 236236H
TURN OFF THE TV
|
Fatal
|
30 pixels
|
4+1
|
35
|
10
|
-
|
-
|
|
Click [★] for character's full frame data