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===Strengths=== | ===Strengths=== | ||
:General - Lots of low profile moves, including dash. Variety of overheads. Excellent Backdash. FB and Overdrive can get Raoh quickly. | :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. | :Naked - Summon has high invincibility and hits OTG. 2H is versatile. | ||
:Sword - Amazing Mixup potential (half-full screen overheads and lows). Decent damage output. Ranged normals. Full screen knockdown tools. | :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. | :Dog - Unblockable setups. Potentially infinite damage and pressure. Great cover and defensive options. Dog can take a hit for Zappa. | ||
:Triplets - Great zoning | :Triplets - Great zoning: controls a ludicrous amount of space. Extensive, safe pressure that makes it easy to react to reversals and bursts. | ||
:Raoh - Ludicrous damage. Excessive range and speed. Great cover and poking tools. | :Raoh - Ludicrous damage. Excessive range and speed. Great cover and poking tools. Very high chip damage. | ||
===Weaknesses=== | ===Weaknesses=== | ||
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|frameAdv=0 | |frameAdv=0 | ||
|description= | |description= | ||
Pretty standard punish starter. Doesn't have too much reach, but can be used sparringly as an anti-air, and to relaunch/link air combos. | |||
Zappa can gatling any of his ghost normals back into each other for as many ghosts as he currently holds, meaning up to three. However, c.S bypasses this and lets you start a ghost combo before going into this chain. This makes it a premiere combo tool, especially after a 236S FRC. Note that it cannot be gatling'd back into like the other ghost normals. You can end gatling strings with this too, as it's safe on block, to reset strings or set tick throws/frame traps. | |||
See notes *1 and *2 | |||
}} | }} | ||
}} | }} | ||
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|name=f.S | |name=f.S | ||
|image=GGAC_Zappa_ghost_fS.png | |image=GGAC_Zappa_ghost_fS.png | ||
|caption= | |caption=amama''long''amama''range''amama | ||
amamamama''poke''mamamama | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=0 | |frameAdv=0 | ||
|description= | |description= | ||
Now we're getting some range. Has the longest horizontal reach of Zappa's grounded ghost normals. Its hitbox more or less matches the lateral range of the arm, but vertically it hits low enough to connect with crouchers. Great for zoning and stuffing a lot of things, especially when whiffing other ghost normals. You can even use backdash f.S as an emergency AA if you time it. Can combo to 5H/2H for knockdown/float. | |||
Initial prorate 90%. Staggers opponent on Counter Hit(max 39F). See notes *1 and *2 | |||
}} | }} | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=-2 | |frameAdv=-2 | ||
|description= | |description= | ||
Consecutive use of f.S will extend the range further in a chain since the ghosts will position themselves farther with each use. Loses the ability to combo to H and D, and is more suited for poking and harrassment than combo tools after a single use. Pretty safe due to range and a low SD. | |||
Initial prorate 90%. Staggers opponent on Counter Hit (max 35F). Listed Frame Adv is from the 2nd hit. See notes *1 and *2 | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=6S | |name=6S | ||
|image=GGAC_Zappa_ghost_6S.png | |image=GGAC_Zappa_ghost_6S.png | ||
|caption= | |caption=Ama * N in an arc | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=-9 | |frameAdv=-9 | ||
|description= | |description= | ||
A move generally only seen in air combos, as its startup and awkward angle don't make it particularly useful for the Anti-Air purpose you'd imagine. It generally won't combo against grounded opponents either, so it's good if you want to chain into them and end with 236D for a big amount of orbs and getting them off of you with some damage. | |||
Press 6S again to perform a followup attack. See notes *1, *2 and *4. | |||
}} | }} | ||
}} | }} | ||
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|name=5H | |name=5H | ||
|image=GGAC_Zappa_ghost_5H.png | |image=GGAC_Zappa_ghost_5H.png | ||
|caption= | |caption=GADAZADAZDAZADA | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=-4 | |frameAdv=-4 | ||
|description= | |description= | ||
Slower normal amongst Zappa's triplets. Better for frame traps, and mostly sees use in c.S > 5H relaunches after floating with a 2H. | |||
Mostly meant for damage and filler in combos. It has the same hitstun and blockstun as S normals, but generally launches the ghost out a bit farther from Zappa, making it better for combos where Zappa's been pushed away. | |||
}} | }} | ||
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|name=6H | |name=6H | ||
|image=GGAC_Zappa_ghost_6H.png | |image=GGAC_Zappa_ghost_6H.png | ||
|caption= | |caption=Very Very Frightening! | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=+4 | |frameAdv=+4 | ||
|description= | |description= | ||
Absurdly fast overhead, especially considering its damage. Will deal roughly 80 points of damage or more if you let all three hits rock. Has a great amount of range and will push back the opponent farther the more hits you allow. If you RC the First or second hit, you'll be able to continue the combo and generally deal a knockdown. Despite that you cannot combo into this move or gatling into it from ghost normals, you can gatling into it from a 5P or 6P, the former of which self cancels with the ghosts, and the latter gatlings to and from c.S, leading to a scary mixup when in range. Fantastic tool, just note that you'll get fewer hits when you have few. | |||
After Zappa turns his back, all of the currently present triplets attack. Zappa's body has the same recovery, regardless of # of triplets. See notes *1 | |||
}} | }} | ||
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|name=2S | |name=2S | ||
|image=GGAC_Zappa_ghost_2S.png | |image=GGAC_Zappa_ghost_2S.png | ||
|caption= | |caption=moreamamamamamamamama | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=0 | |frameAdv=0 | ||
|description= | |description= | ||
A short ranged low which by itself has less range than 2K, but doesn't have a prorate. This is useful since although you can't gatling into Zappa's overhead, you have plenty of options to force the opponent to sit instead of trying to jump out. 2S increases Zappa's number of lows to '''four''' when he has triplets, so this will make them stay honest. Gatlings into all other ghost normals (sans c.S), but will not combo into H normals. Completely safe on block. | |||
See notes *1 and *2 | |||
}} | }} | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=-2 | |frameAdv=-2 | ||
|description= | |description= | ||
Excellent to use in pressure further due to the behavior of ghosts starting normals from farther away the longer you are in a chain of them. Just like 2S(1), you can't combo into other normals besides f.S or another 2S if you have one, but you can still combo into 236S and continue pressure/combos. Still relatively safe on block. | |||
Listed Frame Adv is from the 2nd hit. See notes *1 and *2. | |||
}} | }} | ||
}} | }} | ||
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|name=2H | |name=2H | ||
|image=GGAC_Zappa_ghost_2H.png | |image=GGAC_Zappa_ghost_2H.png | ||
|caption= | |caption=SPLAT | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=+2 | |frameAdv=+2 | ||
|description= | |description= | ||
Knockdown and pressure tool that works best after a c.S or other short gatling before S and H. It'll put them close to you and do a small amount of damage, less than 2D, but it also has frame advantage of block, making Zappa's ghost pressure scarier than it already is. You can also link a c.S on hit to relaunch if you want to get a kill or just get them off of you. However, note that using 2H temporarily disables the ghost you use for longer than simply launching them, since you did just blow it up. | |||
Floats opponent on hit (untechable for 22F). Level 2 Attack on block. See notes *1, *2, and *3. | |||
}} | }} | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=0 | |frameAdv=0 | ||
|description= | |description= | ||
Works just as well after f.S(1) and 5H(1,2), as well as after 2H(1). Delaying your explosions can work as a frame trap, but the cost is pretty high since you'll be out of ghosts for a while, You can still link a c.S afterwards, and the knockdown will work from farther out than your standard 2D range, so keep this option in your pocket. | |||
Floats opponent on hit (untechable for 24F). Level 2 Attack on block. Listed Frame Adv from the 2nd hit. See notes *1, *2, and *3 | |||
}} | }} | ||
}} | }} | ||
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|name=j.S | |name=j.S | ||
|image=GGAC_Zappa_ghost_jS.png | |image=GGAC_Zappa_ghost_jS.png | ||
|caption= | |caption=Now a useful combo tool. | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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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 | |||
}} | }} | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv= | |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= | |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= | |caption=CROSSUP SPLATS | ||
|data= | |data= | ||
{{AttackData-GGACR | {{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. | |||
}} | }} | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv= | |frameAdv= | ||
|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. | |||
}} | }} | ||
}} | }} | ||
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|name=c.S | |name=c.S | ||
|image=GGAC_Zappa_raoh_cS.png | |image=GGAC_Zappa_raoh_cS.png | ||
|caption= | |caption=THUNDER AND LIGHTNING | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
Line 1,272: | Line 1,312: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData |
Revision as of 08:59, 22 February 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 and hits OTG. 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. Dog can take a hit for Zappa.
- Triplets - Great zoning: controls a ludicrous amount of space. Extensive, safe pressure that makes it easy to react to reversals and bursts.
- Raoh - Ludicrous damage. Excessive range and speed. Great cover and poking tools. Very high chip damage.
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 |
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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
- 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 |
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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
- 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 |
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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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- 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 |
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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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Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
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Damage/Combo System •
Gauges •
Misc •