GGACR/Zappa: Difference between revisions

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|name=f.S
|name=f.S
|image=GGAC_Zappa_ghost_fS.png
|image=GGAC_Zappa_ghost_fS.png
|caption=amamamamamamamama<br />
|caption=amamalongamamamamarangeamamamamamapokemamamamama
mamamamamamamama
|data=
|data=
  {{AttackData-GGACR
  {{AttackData-GGACR
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|name=2S
|name=2S
|image=GGAC_Zappa_ghost_2S.png
|image=GGAC_Zappa_ghost_2S.png
|caption=amamamamamamamama
|caption=moreamamamamamamamama
|data=
|data=
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  {{AttackData-GGACR
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|name=j.S
|name=j.S
|image=GGAC_Zappa_ghost_jS.png
|image=GGAC_Zappa_ghost_jS.png
|caption=amamamamamamamama
|caption=Now a useful combo tool.
|data=
|data=
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
Good damage filler in aerial combos, since Zappa's air combos generally don't end in knockdown. Combos from j.P and j.K, and combos into j.K and j.D for better conversion. It can also work as an air to air due to its arc and relatively large hitbox. Note that like all of Zappa's air ghost normals, it is not an overhead.
See notes *1, and *2
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  |frameAdv=
  |description=
  |description=
Chaining into consecutive j.S will lose the gatlings into j.K and j.D, and will not gain the horizontal range like Zappa's grounded ghost normals. Best for Air to Air and for creating some space, but Zappa generally does not want to spend much time airborne.


See notes *1, and *2
  }}
  }}
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|name=j.2S
|name=j.2S
|image=GGAC_Zappa_ghost_j2S.png
|image=GGAC_Zappa_ghost_j2S.png
|caption=amamamamamamamama
|caption=ehhhhhhhhhhhhhh...
|data=
|data=
  {{AttackData-GGACR
  {{AttackData-GGACR
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
Same animation as 2S in the air, more for space control and hitting people jumping up to intercept you since it's not an overhead. Can be used as a jump in if properly spaced due to its disjointed nature, but again, Zappa rarely wishes to be airborne, and not being an overhead hampers this move's utility. Chains into itself and j.S and j.H on hit, block, and whiff like the rest.


Level 1 Attack on block.
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|name=j.H
|name=j.H
|image=GGAC_Zappa_ghost_jH.png
|image=GGAC_Zappa_ghost_jH.png
|caption=splat
|caption=CROSSUP SPLATS
|data=
|data=
  {{AttackData-GGACR
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  |frameAdv=
  |frameAdv=
  |description=
  |description=
Excellent tool for crossup shenanigans since the hitbox will linger in place after Zappa moves past or airdashes back in front of the opponent, creating tricky mixup situations. It'll knock down and can also cover you during an aerial retreat, it just comes with the same risks as 2H. It's also very vulnerable for Zappa after use, particularly if you use it with no ghosts present, so don't go too crazy with it.
You'll recover with enough time to airdash if done out of a super jump, so consider that, too.
Floats opponent on hit (untechable for 22F). Level 2 Attack on block. See notes *1, *2, and *3.
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  |frameAdv=
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  |description=
  |description=
More or less just extensions of j.H(1) with the intent of putting more hitboxes in the way. If the opponent is hit by consecutive 2H's, they'll be able to tech rather than getting a guaranteed knockdown, so be wise and wary.
 
Floats opponent on hit (untechable for 22F). Level 2 Attack on block. See notes *1, *2, and *3.
  }}
  }}
}}
}}

Revision as of 08:52, 22 February 2017

Zappa
GGAC Zappa Portrait.png

Defense Modifier: x 1.00
Guts Rating: 2
Stun Resistance: 60
Prejump:
Backdash Time: 11
Backdash Invincibility: 10
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
  

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. Potentially infinite damage and pressure. Great cover and defensive options.
Triplets - Great zoning options. Controls a ludicrous amount of space. Decent pressure.
Raoh - Ludicrous damage. Excessive range and speed. Great cover and poking tools.

Weaknesses

General - Overall poor Anti-air. 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 - Very limited mixup. Zappa's poses make him vulnerable. Only lasts 15 seconds.


No Summon Normals

5P
GGAC Zappa 5P.png
A gentleman always extends for a friendly handshake.
9 HLF 5 2 6 +2 -
5K
GGAC Zappa 5K.png
Good move for going over things.
22 HLF 9 6 8 -2 -
c.S
GGAC Zappa cS.png
S-ko poke
26 HLF 8 6 18 -10 -
f.S
GGAC Zappa fS.png
Lunch always comes back to bite me
GGAC Zappa fSonground.png
Let's look at your presentation
30 HLF 13 9 10 -5 - 0 L 34 3 - - -
5H
GGAC Zappa 5H.png
All hands! Prepare for warp!
20x3 HF 22 3x6 12 -7 -
6P
GGAC Zappa 6P.png
Amazing poke. Dash into it if you're so inclined.
24 LF 11 3 18 -7 -
6H
GGAC Zappa 6H.png
Nn? Well use the Catapult!
50 HF 21 19 14 -14 -
5D
GGAC Zappa 5D.png
Tongue. Good, if telegraphed overhead.
17 HF 26 4 22 -9 -
Dead Angle Attack
GGAC Zappa 2H.png
Chomp
25 All 15 4 15 -5 -
2P
GGAC Zappa 2P.png
Could you lend me 200 yen?
12 HLF 5 3 9 -2 -
2K
GGAC Zappa 2K.png
Yes, I'm kneeling on the ground again!
16 LF 7 6 7 -1 -
2S
GGAC Zappa 2S.png
Recently the doll's hair grew back when I cut it!
26 HLF 11 9 12 -7 -
2H
GGAC Zappa 2H.png
Beefy chomp
60 HLF 15 5 14 0 -
2D
GGAC Zappa 2D.png
Sorry, was this seat taken?
30 LF 11 6 12 -4 -
j.P
GGAC Zappa jP.png
Go to anti-air
13 HA 6 6 9 - -
j.K
GGAC Zappa jK.png
Just great! Why doesn't anybody understand me?!
22 HA 10 11 18 - -
j.S
GGAC Zappa jS.png
IS THIS A DREAM I GOT FROM BAD RICE?!
32 HA 9 3 15 - -
j.H
GGAC Zappa jH.png
Crossups: just the start of them.
28 HA 12 2(1)2 12 - -
j.D
GGAC Zappa jD.png
Hurry, hold your breath!
44 HA 9 6 18+5 after landing - -


Triplet Normals

1: If Zappa doesn't have any Triplets with him when you input the move, all the frames that would normally result in a ghost attack turn into recovery. (No attack).
2: Input for 2nd attack allowed anytime after the 2nd frame of startup of the 1st hit. Input for 3rd attack allowed anytime after the 1st frame of startup of the 2nd hit.
3: Knocks down opponent on ground hit. Triplet disappears after attack. Triplet disappears for 104F, after which they stay in place for 122F before returning. Collect the triplet by touching them.
4: Can be cancelled into other moves too
c.S
GGAC Zappa ghost cS.png
amamamamamamamama
20 HLF 6 2 12 0 -
f.S
GGAC Zappa ghost fS.png
amamalongamamamamarangeamamamamamapokemamamamama
20 HLF 9 7 7 0 - 20 HLF 10 7 9,11 -2 -
6S
GGAC Zappa ghost 6S.png
Ama * N in an arc
28 HLF 14 6 20 -9 -
5H
GGAC Zappa ghost 5H.png
GADAZADAZDAZADA
25 HLF 14 5 13 -4 - 25 HLF 15 5 15,17 -6 -
6H
GGAC Zappa ghost 6H.png
Very Very Frightening!
30x3 HF 16 5(3)5(10)5 8 +4 -
2S
GGAC Zappa ghost 2S.png
moreamamamamamamamama
18 LF 5 6 6 0 - 18 LF 6 6 8,10 -2 -
2H
GGAC Zappa ghost 2H.png
SPLAT
25 All 14 9 14 +2 - 25 All 14 9 16 0 -
j.S
GGAC Zappa ghost jS.png
Now a useful combo tool.
25 All 10 5 21 - - 25 All 11 5 21 - -
j.2S
GGAC Zappa ghost j2S.png
ehhhhhhhhhhhhhh...
18 All 7 6 8 - -
j.H
GGAC Zappa ghost jH.png
CROSSUP SPLATS
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 DOGGIE
- - - - 30 total - -
5D
GGAC Zappa dog 5D.png
Skull Vomit. Reliable combo and pressure tool
20 HLF[All] 16[16] 8 36[60] - -
6D
GGAC Zappa dog 6D.png
Lunging Bite. Excellent range.
20 HLF[All] 17[17] 12 17[24 after landing] - -
8D
GGAC Zappa dog 8D.png
Tail DP
20 All[All] 10[see note] 12 31[24 after landing] - -
2D
GGAC Zappa dog 2D.png
Makes 2H proud. Good for orbs and leads to knockdown.
45 HLF 36[36] 4 22[46] - -
4D
GGAC Zappa dog 4D.png
RETREAT
- - - - total 59[24 after landing] - -
4DD
GGAC Zappa dog 4DD.png
Show them fear with overheads and unblockables.
20 HA[All] 13[13] until landing 40 [24 after landing] - -


Sword Normals

Sword normals will push the sword farther away from Zappa with each use.
This keeps going until the sword is a little farther than half screen away.
If Zappa is farther from the opponent than this distance, the sword will not advance laterally.
On hit or block, despite the sword's position, Zappa is still pushed back.
Doing nothing with the sword for about a second will make it return to his position.
c.S
GGAC Zappa sword cS.png
Your first bloody slash
36 All 5 4 14 -4 -
f.S
GGAC Zappa sword fS.png
Your real first bloody slash
30 All 8 2 19 -4 -
5H
GGAC Zappa sword 5H.png
Dig into 'em
35x2 All 9 2(10)3 16 0 -
6H
GGAC Zappa sword 6H.png
Ridiculous
29,15 see note 13 24,6 2 +4 -
2S
GGAC Zappa sword 2S.png
Rip into their shins.
22 LF 9 3 15 -4 -
2H
GGAC Zappa sword 2H.png
I'LL SHOW YOU THE POWER OF MY STAND
30x2 All 7 14,8 9 +2 -
j.S
GGAC Zappa sword jS.png
WHICH WAY DO I BLOCK
26 HA 7 3 18 - -
j.H
GGAC Zappa sword jH.png
SWORDS DON'T BEND THAT WAY
32 HA 9 9 15 - -


Raoh Normals

c.S
GGAC Zappa raoh cS.png
ZAP
40 HLF 10 11 0 +6 -
f.S
GGAC Zappa raoh fS.png
Lightning Hand. Good for pokes and pressure starting.
36 HLF 9 6 16 -5 -
5H
GGAC Zappa raoh 5H.png
Lightning spear. Ranged low.
48 LF 13 9 13 -3 -
6H
GGAC Zappa raoh 6H.png
The Sight of Pain
76 HLF 17 6 24 -11 -
5D
GGAC Zappa raoh 5D.png
YOUR HEAD IS OPEN
30 HF 24 5 8 +4 -
2S
GGAC Zappa raoh 2S.png
Ranged low chop
36 LF 7 3 11 0 -
2H
GGAC Zappa raoh 2H.png
THUNDER HAND
68 LF 19 8 12 -1 -
j.S
GGAC Zappa raoh jS.png
2S but aerial
35 HA 7 3 15 - -
j.H
GGAC Zappa raoh jH.png
RAOH HAS NO WEAKNESSES
45 HA 16 6 13 - -


Throws

Ground Throw
GGAC Zappa throw.png
Saliva
60 36 pixels - - - - -
Air Throw
GGAC Zappa airThrow.png
Free OTG Summons
60 88 pixels - - - - -


Specials

Hello, Three Centipedes
236P with No Summon
GGAC Zappa konnichiwa.png
Konnichiwa!
20 HLF 10 4 20 -12 -
Please Don't Come Back
236P/K/S/H with Triplets
GGAC Zappa SonoMama.png
The all-purpose projectile
16 All 9 see notes total 39 -6 -
Please Don't Come Back
236D with Triplets
GGAC Zappa SonoMamaD.png
Lots of burping going on here
16x3 All 11 see notes total 47 see notes -
  • 2: Triplet haunts the opponent on hit. Haunting lasts 481F, after which Triplet returns.
-On block or when negating a projectile, Triplet disappears for 101F, after which it loiters for 23F before returning to Zappa.
-If the Triplet fails to hit anything, the total time it spends disappeared is 23F for the P and K versions, 2F for the S and H versions, after which it loiters in place for 122F before returning to Zappa.
-Triplets can be picked up while loitering.
-Launched Triplets disappear immediately if Zappa is hit.
  • 3: +1 Soul 1F after a successful hit and activates Haunting.
-The ghost that hit the opponent will haunt him for 481F before returning.
-Haunting causes a random item (golf ball, banana, or Potted Plant) to be thrown at the opponent on 1F, 121F, 241F, and 361F of Haunting.
Curse Items
Fill the screen with bullshit
GGAC Zappa banana.png
*Trombone*
GGAC Zappa golfball.png
*Burp*
GGAC Zappa hachiue.png
*Crash*
0 LF - 99 - - - 30 All 38 -- -- - - 25 All 1 43 - - -
I Was Lonely After All...
214P in Haunt Mode
GGAC Zappa RecallTriplets.png
Here goes. POWER SAVE MODE!
- - - - 28 total - -
This Has Gotta Hurt
236S with Sword
GGAC Zappa itasou.png
Joust!
20 HLF 12 16 13 -12 - 45 HLF 9 12 26 -24 -
Please Fall
623H with Sword
GGAC Zappa ochitoite.png
Getting real murderous with that DP.
40 HLF 10 9 29 -21 -
Come Close, and I'll Kill You
63214H with Sword
GGAC Zappa 63214H.png
I TOLD YOU I'D SWIPE, BUT YOU DIDN'T BELIEVE ME
30 All 17 4 16 -1 -
Coming Through
j.236H with Sword
GGAC Zappa hai.png
A screenful of hitbox
24xN All 12 till landing 23 after landing - -
Darkness Anthem
236S or j.236S with Raoh
GGAC Zappa darkness.png
DEEEIIIIYAAAAA
GGAC Zappa darknessFollowup.png
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
GGAC Zappa edogai.png
WHAT AN AMATEUR
80 HLF 4 12 37 -30 - 80 All 4 12 3 after landing -35 -


Force Breaks

Etiquette Starts Here
214D
GGAC Zappa regaishou.png
This is "Elegance"
30 HF 16 5 11 +3 -


Overdrives

Birth!!
632146H
GGAC Zappa 632146H.png
And this is where it gets weird.
40x4 HLF 1+11 8 30 -15 -
Bellows Malice
632146S with Raoh
GGAC Zappa 632146S.png
STFU
40x10 HLF 5+10 27 total 37 +13 -


Instant Kill

I'm Scared...
During IK Mode 236236H
GGAC Zappa IK1.png
TURN OFF THE TV
GGAC Zappa IK2.png
Fatal 30 pixels 4+1 35 10 - -