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|name=c.S | |name=c.S | ||
|image=GGAC_Zappa_raoh_cS.png | |image=GGAC_Zappa_raoh_cS.png | ||
|caption=ZAP | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=+6 | |frameAdv=+6 | ||
|description= | |description= | ||
Powerful normal which leads into damage and pressure. Its hitstun is high enough that you can combo into 6H against most standing characters, and its activation range is a bit deceptive. It is on the slower side, however, and at this range, Zappa's P and K normals do still have their place. | |||
}} | }} | ||
}} | }} | ||
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|name=f.S | |name=f.S | ||
|image=GGAC_Zappa_raoh_fS.png | |image=GGAC_Zappa_raoh_fS.png | ||
|caption=Lightning Hand. Good for pokes and pressure starting. | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=-5 | |frameAdv=-5 | ||
|description= | |description= | ||
An overall good move balancing speed and range in Raoh's arsenal. Can be combo'd into 2S and 5H for combo continuations and pressure. Also good for tacking in a bit of damage at the end of 6H loop into Last Edguy. | |||
}} | }} | ||
}} | }} | ||
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|name=5H | |name=5H | ||
|image=GGAC_Zappa_raoh_5H.png | |image=GGAC_Zappa_raoh_5H.png | ||
|caption=Lightning spear. Ranged low. | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=-3 | |frameAdv=-3 | ||
|description= | |description= | ||
Tied with 6H for Raoh's longest reach, 5H is an excellent ranged low which works well to end, start, and link combos. Against a good portion of the cast, you can link into a Darkness Anthem (K) followup in order to lengthen combos. Otherwise, you use it to knock down, get in, and run the train. | |||
Knocks down opponent on ground hit. | |||
}} | }} | ||
}} | }} | ||
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|name=6H | |name=6H | ||
|image=GGAC_Zappa_raoh_6H.png | |image=GGAC_Zappa_raoh_6H.png | ||
|caption=The Sight of Pain | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=-11 | |frameAdv=-11 | ||
|description= | |description= | ||
Pivotal combo tool. 6H's damage is comparable to Last Edguy, and causes floorslide on hit, looping into D.Anthem (K) followup and back. This combo usually works as xx > [(dash) 6H > 236P,K] * 2-4. Its vertical range can catch jump outs, but its a bit risky due to its startup, and many characters can crouch under it when used too close. | |||
Slides opponent on hit (untechable for 65F, slides for 50F). Attack is fully extended on 20F. | |||
}} | }} | ||
}} | }} | ||
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|name=5D | |name=5D | ||
|image=GGAC_Zappa_raoh_5D.png | |image=GGAC_Zappa_raoh_5D.png | ||
|caption=YOUR HEAD IS OPEN | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=+4 | |frameAdv=+4 | ||
|description= | |description= | ||
Raoh's only grounded overhead, but its speed, range, and Frame Advantage make it frightening. It takes so few points from the Guard Bar that it leads to horrifying damage on hit, so this will always keep the opponent on their toes, and can still be special cancelled just like Zappa's regular 5D. You can go for the usual Impossible Dust j.D and land into a longer combo usually dealing 50%+, or go for the harder Last Edguy I.Dust. Use this. | |||
}} | }} | ||
}} | }} | ||
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|name=2S | |name=2S | ||
|image=GGAC_Zappa_raoh_2S.png | |image=GGAC_Zappa_raoh_2S.png | ||
|caption=Ranged low chop | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=0 | |frameAdv=0 | ||
|description= | |description= | ||
Good ranged low poke that doesn't reach as far as 5H, but starts much faster and combos into 5H, or goes into 5D or another option for frame traps. | |||
}} | }} | ||
}} | }} | ||
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|name=2H | |name=2H | ||
|image=GGAC_Zappa_raoh_2H.png | |image=GGAC_Zappa_raoh_2H.png | ||
|caption=THUNDER HAND | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=-1 | |frameAdv=-1 | ||
|description= | |description= | ||
Extremely slow move meant for frame traps and jump out attempts, and occasional combo filler due to its damage. Nothing combos into it due to its startup, but it has a huge verical range, and can combo into D.Anthem and its followups when close enough. | |||
Floats opponent on hit (untechable for 28F). | |||
}} | }} | ||
}} | }} | ||
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|name=j.S | |name=j.S | ||
|image=GGAC_Zappa_raoh_jS.png | |image=GGAC_Zappa_raoh_jS.png | ||
|caption=2S but aerial | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Excellent jump in due to its range and low hitbox. You can gatling to and from j.K for airdash combos, or into j.H for a launch against an already airborne opponent. | |||
Untechable for 16F. | |||
}} | }} | ||
}} | }} | ||
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|name=j.H | |name=j.H | ||
|image=GGAC_Zappa_raoh_jH.png | |image=GGAC_Zappa_raoh_jH.png | ||
|caption=5D but...aerial | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Alternative jump in option that launches on hit and works well for punishes. It leads into D.Anthem air loops, and 6H loops in the corner. Its hitbox reaches very low to the ground, and ground bounces on air hit, lending itself to loops. You can use it to cover a wide amount of vertical space in front of you, especially during an aerial backdash. | |||
Ground bounces opponent on hit (untechable for 36F). | |||
}} | }} | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
== Throws == | == Throws == | ||
====== ====== | ====== ====== |
Revision as of 22:35, 24 January 2017
Zappa |
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Defense Modifier: x 1.00
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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 |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Triplet Normals
c.S |
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f.S |
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6S |
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5H |
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6H |
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2S |
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2H |
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j.S |
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j.2S |
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j.H |
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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 |
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6D |
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8D |
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2D |
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4D |
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4DD |
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Sword Normals
c.S |
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f.S |
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5H |
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6H |
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2S |
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2H |
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j.S |
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j.H |
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Raoh Normals
c.S |
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f.S |
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5H |
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6H |
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5D |
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2S |
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2H |
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j.S |
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j.H |
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Throws
Ground Throw |
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Air Throw |
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Specials
Hello, Three Centipedes 236P with No Summon |
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Please Don't Come Back 236P/K/S/H with Triplets |
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Please Don't Come Back 236D with Triplets |
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Curse Items |
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I Was Lonely After All... 214P in Haunt Mode |
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This Has Gotta Hurt 236S with Sword |
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Please Fall 623H with Sword |
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Come Close, and I'll Kill You 63214H with Sword |
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Coming Through j.236H with Sword |
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Darkness Anthem 236S or j.236S with Raoh |
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Last Edguy 214S or j.214S with Raoh |
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Force Breaks
Etiquette Starts Here 214D |
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Overdrives
Birth!! 632146H |
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Bellows Malice 632146S with Raoh |
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Instant Kill
I'm Scared... During IK Mode 236236H |
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- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •