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.
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
- Naked/General - Moves with high invincibility, lots of low profile moves, variety of overheads.
- Sword - Decent damage output, ranged normals.
- Dog - Unblockable setups, ridiculous 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
- Naked/General - Poor damage and range without summons, not the fastest character, requires excessive matchup knowledge.
- Sword - Moves are a bit slow, poor pressure options.
- Dog - Higher execution requirements than other summons, Zappa loses knockdown tools in some matchups.
- Triplets - Slow moves, poor damage, random items can screw up your combos.
- Raoh - Extremely limited mixup, Raoh increases Zappa's hurtbox.
Guts Rating: 2
Defense Modifier: x1.00
Stun Resistance: 60
Movement Options: 1 Double Jump/Air Dash, Run-Type Dash
Move List
- See also: Zappa Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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f.S on ground |
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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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Ghost Normal Attacks
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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- 1: If Zappa doesn't have any ghosts 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 2nd frame of startup of the 2nd hit.
- 3: Causes knockdown on ground hit. Ghost disappears after attack. Ghost stays disappeared for 104F, after which they stay in place for 122F before returning. (Collect the ghosts by touching them).
Sword Normal Attacks
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 Normal Attacks
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
Throw |
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Air Throw |
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Special Moves
Konnichiwa Sanbiki no Mukade 236P with No Summon |
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Dog Attack (Neutral) 5D with Dog |
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Dog Attack (Forward) 6D with Dog |
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Dog Attack (Somersault) 8D with Dog |
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Dog Attack (Bite) 2D with Dog |
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Dog Attack (Jump) 4D with Dog |
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Follow-up Attack during 4D, 5D |
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Sono Mama Kaette Konaide Kudasai (j.)236P/K/S/H with Ghosts |
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Sono Mama Kaette Konaide Kudasai 236D or j.236D with Ghosts |
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Curse Items |
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Itasou, the iuka Itai 236S with Sword |
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Ochitoite Kudasai 623H with Sword |
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Chikazuku to Yukimasu 63214H with Sword |
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Hai, Kaerimasu j.236H with Sword |
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Darkness Anthem 236S with Raoh |
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Last Edguy 214S with Raoh |
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- 1: Listed frame data is for the dog. Data listed in [ ] is for follow-up attack version of the move. Dog is invincible while idle. If the dog idles for 300F, it enters sleep mode, 30F to wake up dog from sleep. If a Dog Attack hits or is blocked, can perform follow up attack versions of other Dog Attack attacks on any of the following frames. The last 24 frames of the recovery of follow-up versions of Dog Attack attacks are invincible.
- 2: Ghost haunts the opponent on hit. Haunting lasts 481F, after which Ghost returns. On block or when negating a projectile, Ghost disappears for 101F, after which it loiters for 23F before returning to Zappa. If the ghost 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. Ghosts can be picked up while loitering. Launched ghosts disappear immediately if Zappa is hit.
- 3: Gains +1 soul 1 frame after a successful hit and activates Haunt mode. The ghost that hit the opponent will haunt him for 481F before returning. Haunt mode causes a random item (golf ball, banana peel, or Hachiue) to be thrown at the opponent on frames 1F,121F, 241F and 361F of Haunt mode.
To do: Check the move names, commands, WARNING: All Ghost notes are guesses and have not been checked, and fill in errata.
Force Breaks
Regiashou wa Koko Kara 214D |
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Overdrives
Umareru!! 632146H |
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Bellows Malice 632146S with Raoh |
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Instant Kill
Kowai yo~ During IK Mode 236236H |
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Strategy
Offense
Defense
Combos
Alternate Color Chart
P | K | S | H | D | |
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AC | |||||
EX | |||||
Slash | |||||
#R |
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- File:GGAC Justice Icon.png Justice [★]
- File:GGAC Kliff Undersn Icon.png 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
• HUD •
Controls •
Frame Data & System Data
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc