|
|
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| </div> | | </div> |
| <div id="movelist-1" class="movelist"> | | <div id="movelist-1" class="movelist"> |
| ===Ground Normals=== | | ===Normal Moves=== |
| ===<big>{{clr|1|5P}}</big>=== | | ===<big>{{clr|1|5P}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
Line 74: |
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| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_5P.png|A gentleman always extends for a friendly handshake. | | GGAC_Zappa_5P.png|A gentleman always extends for a friendly handshake |
| </gallery> | | </gallery> |
| |-| | | |-| |
| Hitboxes = | | Hitboxes = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGXXACPR_Zappa_5P-Hitbox.png|Frames 5-6 | | GGXXACPR_Zappa_5P-Hitbox.png| |
| </gallery> | | </gallery> |
| </tabber> | | </tabber> |
Line 97: |
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| *Decent range and good speed make this an acceptable poke, and also make it good for tick throws and frame traps. | | *Decent range and good speed make this an acceptable poke, and also make it good for tick throws and frame traps. |
|
| |
|
| [[GGACR/Zappa/Frame_Data#No_Summon|Gatling Options]]: {{clr|1|6P}},{{clr|2|5K}},{{clr|2|2K}},{{clr|3|c.S}},{{clr|3|f.S}},{{clr|3|2S}},{{clr|4|5H}},{{clr|4|2H}},{{clr|4|6H}},{{clr|5|5D}},{{clr|5|2D}}
| | '''Additional Frame Data:''' ''Initial prorate 90%.'' |
| | |
| '''Additional Frame Data''' ''Prorates 90%.'' | |
| </div> | | </div> |
| </div> | | </div> |
Line 130: |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Zappa's {{clr|2|5K}} acts as a low crush, and an unorthodox poke.
| | A low crush and an unorthodox poke. |
| *Can chain into {{clr|4|2H}} for an air combo if it hits an enemy airborne. | | *Can chain into {{clr|4|2H}} for an air combo if it hits an enemy airborne. |
| *Floats on hit. | | *Floats on hit. |
| *Knocks down enemy on ground CH. | | *Knocks down enemy on ground CH. |
| [[GGACR/Zappa/Frame_Data|Gatling Options]]: {{clr|1|6P}},{{clr|3|f.S}},{{clr|3|2S}},{{clr|4|5H}},{{clr|4|2H}},{{clr|4|6H}},{{clr|5|5D}},{{clr|5|2D}}
| |
| </div> | | </div> |
| </div> | | </div> |
Line 168: |
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| *It's mostly delegated to combo filler. | | *It's mostly delegated to combo filler. |
| *Against crouching opponents combos into {{clr|4|2H}} with dash momentum. | | *Against crouching opponents combos into {{clr|4|2H}} with dash momentum. |
|
| |
| [[GGACR/Zappa/Frame_Data#No_Summon|Gatling Options]]: {{clr|1|6P}},{{clr|3|f.S}},{{clr|3|2S}},{{clr|4|5H}},{{clr|4|2H}},{{clr|4|6H}},{{clr|5|5D}},{{clr|5|2D}}
| |
| </div> | | </div> |
| </div> | | </div> |
Line 209: |
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| *The puddle knocks down opponent on hit. Great overall, with some deceptive range, and can be used in conjunction with the dog for an unblockable setup. | | *The puddle knocks down opponent on hit. Great overall, with some deceptive range, and can be used in conjunction with the dog for an unblockable setup. |
|
| |
|
| '''Additional Frame Data''' ''Spit reaches its maximum horizontal distance in 19F. If the 1st hit whiffs, it turns into {{clr|3|f.S}}(on ground).'' | | '''Additional Frame Data:''' ''Spit reaches its maximum horizontal distance in 19F. If the 1st hit whiffs, it turns into Puddle.'' |
| </div> | | </div> |
| </div> | | </div> |
Line 244: |
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| *The move has two FRC points during the 4th and 6th hitboxes. Since the move can only hit three times these will usually be after the active frames but if you do the move from further away you can FRC the 4th hit into an immediate 2K for a 50/50 that leads into a combo with dog support. | | *The move has two FRC points during the 4th and 6th hitboxes. Since the move can only hit three times these will usually be after the active frames but if you do the move from further away you can FRC the 4th hit into an immediate 2K for a 50/50 that leads into a combo with dog support. |
|
| |
|
| '''Additional Frame Data''' ''Hitstop 7F. Max 3 hits. FRC points at f31~33 and 37~39'' | | '''Additional Frame Data:''' ''Hitstop 7F. Max 3 hits. FRC timings: 31~33F, 37~39F.'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===<big>{{clr|5|5D}}</big>=== | | ===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
Line 254: |
Line 249: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_5D.png|Tongue. Good, if telegraphed overhead. | | GGAC_Zappa_5D.png|Good, if telegraphed overhead |
| </gallery> | | </gallery> |
| |-| | | |-| |
Line 278: |
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| *The most common followup out of {{clr|5|5D}} is to do an Impossible Dust with jD, land, and perform ({{clr|4|2H}}) Centipedes. | | *The most common followup out of {{clr|5|5D}} is to do an Impossible Dust with jD, land, and perform ({{clr|4|2H}}) Centipedes. |
|
| |
|
| '''Additional Frame Data''' ''CH state till end of recovery.'' | | '''Additional Frame Data:''' ''Zappa is in CH state for entire duration.'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===<big>{{clr|1|2P}}</big>=== | | ===<big>{{clr|1|6P}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
Line 288: |
Line 283: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_2P.png|Could you lend me 200 yen?
| | GGAC_Zappa_6P.png|Amazing poke, very low<br>to the ground |
| </gallery> | | </gallery> |
| |-| | | |-| |
| Hitboxes = | | Hitboxes = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGXXACPR_Zappa_2P-Hitbox.png|Frames 5-7
| | GGXXACPR_Zappa_6P-Hitbox.png| |
| </gallery> | | </gallery> |
| </tabber> | | </tabber> |
Line 303: |
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| {{#cargo_query:tables=MoveData_GGACR | | {{#cargo_query:tables=MoveData_GGACR |
| |fields=damage,guard,startup,active,recovery,onBlock,invuln,level | | |fields=damage,guard,startup,active,recovery,onBlock,invuln,level |
| |where=chara="Zappa" and input="2P" and type="normal" | | |where=chara="Zappa" and input="6P" and type="normal" |
| |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID | | |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID |
| }} | | }} |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *Another good, fast poke, {{clr|1|2P}} is a great combo starter, going into {{clr|2|2K}} into whatever. | | *An excellent move that's more suited to poking than anti-air due to its low to the ground hitbox. |
| *It's generally best to go into {{clr|2|2K}}, {{clr|5|2D}}, Centipedes when naked, or whatever combo you'd like when using a summon. | | *You'll be dashing into this move a lot, using it to start pressure or combos because of its invincibility and ability to jump cancel. |
| | *If used against jump ins, it'll usually make an opponent pass through you rather than hit them, but can be used in an emergency. {{clr|1|6P}} will be seeing a lot of use from you. |
|
| |
|
| '''Additional Frame Data''' ''Prorates 90%.'' | | '''Additional Frame Data''' ''Prorates 90%. Causes knockdown on ground CH.'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===<big>{{clr|2|2K}}</big>=== | | ===<big>{{clr|4|6H}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
Line 321: |
Line 317: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_2K.png|Hits low and moves Zappa forwards. Extremely important.
| | GGAC_Zappa_6H.png|Nn? Well use the Catapult! |
| </gallery> | | </gallery> |
| |-| | | |-| |
| Hitboxes = | | Hitboxes = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGXXACPR_Zappa_2K-1-Hitbox.png|Frames 7-9
| | GGXXACPR_Zappa_6H-1-Hitbox.png|Frames 21-?? |
| GGXXACPR_Zappa_2K-2-Hitbox.png|Frames 10-12
| | GGXXACPR_Zappa_6H-2-Hitbox.png|Frames ??-?? |
| | GGXXACPR_Zappa_6H-3-Hitbox.png|Frames ??-?? |
| | GGXXACPR_Zappa_6H-4-Hitbox.png|Frames ??-?? |
| | GGXXACPR_Zappa_6H-5-Hitbox.png|Frames ??-39 |
| </gallery> | | </gallery> |
| </tabber> | | </tabber> |
Line 337: |
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| {{#cargo_query:tables=MoveData_GGACR | | {{#cargo_query:tables=MoveData_GGACR |
| |fields=damage,guard,startup,active,recovery,onBlock,invuln,level | | |fields=damage,guard,startup,active,recovery,onBlock,invuln,level |
| |where=chara="Zappa" and input="2K" and type="normal" | | |where=chara="Zappa" and input="6H" and type="normal" |
| |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID | | |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID |
| }} | | }} |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *Yet another low profile Zappa poke, and among the better moves in Zappa's overall tookit. {{clr|2|2K}} hits low, goes under a lot of things, moves Zappa slightly forwards, and comes out at a decent speed. | | *Another one of Zappa's several overheads, this one is quite a bit more useful than {{clr|4|5H}}, but is still extremely unsafe and only meant to be used sparingly. |
| **The push forward is particularly important for compensating for Zappa's short range when naked, and particularly in Dog combos. | | *If you have the dog to cover your pressure, this move is excellent, but otherwise is seldom used. |
| *Its gatling routes change depending on your summon, so keep in mind that you'll have more options based on your current spirit. Definitely a good low option. | | *Note that it won't knockdown in the corner unless it lands as a counter hit. A tricky mixup you can use if you have the meter is to jump install into {{clr|4|6H}}, RC it on block (from far enough out) and airdash in. |
| | *On Counter Hit, you're going to lead into something mean, or as mean as you can get with naked Zappa. |
|
| |
|
| '''Additional Frame Data''' ''Prorates 80%.'' | | '''Additional Frame Data''' ''Zappa is airborne from 19~39f. Wall bounces on hit (untechable for 20F). Untechable for 60F on CH.'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===<big>{{clr|3|2S}}</big>=== | | ===<big>{{clr|1|2P}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
Line 356: |
Line 356: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_2S.png|Recently the doll's hair<br>grew back when I cut it!
| | GGAC_Zappa_2P.png|Could you lend me 200 yen? |
| </gallery> | | </gallery> |
| |-| | | |-| |
| Hitboxes = | | Hitboxes = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGXXACPR_Zappa_2S-1-Hitbox.png|Frames 11-13
| | GGXXACPR_Zappa_2P-Hitbox.png| |
| GGXXACPR_Zappa_2S-2-Hitbox.png|Frames 14-19
| |
| </gallery> | | </gallery> |
| </tabber> | | </tabber> |
Line 372: |
Line 371: |
| {{#cargo_query:tables=MoveData_GGACR | | {{#cargo_query:tables=MoveData_GGACR |
| |fields=damage,guard,startup,active,recovery,onBlock,invuln,level | | |fields=damage,guard,startup,active,recovery,onBlock,invuln,level |
| |where=chara="Zappa" and input="2S" and type="normal" | | |where=chara="Zappa" and input="2P" and type="normal" |
| |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID | | |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID |
| }} | | }} |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *Despite the slow speed, this has a good hitbox and does decent range | | *Another good, fast poke, {{clr|1|2P}} is a great combo starter, going into {{clr|2|2K}} into whatever. |
| *{{clr|3|2S}} will allow Zappa to combo into {{clr|4|2H}} against crouchers. Good on counter hit due to stagger, go ahead and dash into whatever.
| | *It's generally best to go into {{clr|2|2K}}, {{clr|5|2D}}, Centipedes when naked, or whatever combo you'd like when using a summon. |
|
| |
|
| '''Additional Frame Data''' ''Staggers on ground CH (max: 49F).'' | | '''Additional Frame Data:''' ''Initial prorate 90%.'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===<big>{{clr|4|2H}}</big>=== | | ===<big>{{clr|2|2K}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
Line 390: |
Line 389: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_2H.png|Beefy chomp
| | GGAC_Zappa_2K.png|Hits low and moves Zappa forwards. Extremely important |
| </gallery> | | </gallery> |
| |-| | | |-| |
| Hitboxes = | | Hitboxes = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGXXACPR_Zappa_2H-Hitbox.png|Frames 15-19
| | GGXXACPR_Zappa_2K-1-Hitbox.png|Frames 7-9 |
| | GGXXACPR_Zappa_2K-2-Hitbox.png|Frames 10-12 |
| </gallery> | | </gallery> |
| </tabber> | | </tabber> |
Line 405: |
Line 405: |
| {{#cargo_query:tables=MoveData_GGACR | | {{#cargo_query:tables=MoveData_GGACR |
| |fields=damage,guard,startup,active,recovery,onBlock,invuln,level | | |fields=damage,guard,startup,active,recovery,onBlock,invuln,level |
| |where=chara="Zappa" and input="2H" and type="normal" | | |where=chara="Zappa" and input="2K" and type="normal" |
| |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID | | |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID |
| }} | | }} |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *By itself, this move is nothing special, but when chained into, {{clr|4|2H}} is beastly. | | *Yet another low profile Zappa poke, and among the better moves in Zappa's overall tookit. {{clr|2|2K}} hits low, goes under a lot of things, moves Zappa slightly forwards, and comes out at a decent speed. |
| *It has an amazing hitbox, is jump cancellable, gatlings both to and from almost all of Zappa's normals, is safe on block, deals ridiculous damage, staggers, has a massive dizzy modifier and cranks the guard bar a ton. | | **The push forward is particularly important for compensating for Zappa's short range when naked, and particularly in Dog combos. |
| *Feel free to RC {{clr|4|2H}} on hit and go into another one or do some other silly combo of your choosing. *Note that the only moves that will successfully combo into this without meter are {{clr|1|6P}}, {{clr|3|c.S}}, and {{clr|3|2S}} against crouchers, and {{clr|2|5K}}, {{clr|1|6P}}, {{clr|3|c.S}}, and {{clr|3|2S}} on counter hit. | | *Its gatling routes change depending on your summon, so keep in mind that you'll have more options based on your current spirit. Definitely a good low option. |
|
| |
|
| '''Additional Frame Data''' ''Staggers on ground hit (max: 35F). Dizzy modifier x2.'' | | '''Additional Frame Data:''' ''Initial prorate 80%.'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===<big>{{clr|5|2D}}</big>=== | | ===<big>{{clr|3|2S}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
Line 424: |
Line 424: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_2D.png|Sorry, was this seat taken?
| | GGAC_Zappa_2S.png|Recently the doll's hair<br>grew back when I cut it! |
| </gallery> | | </gallery> |
| |-| | | |-| |
| Hitboxes = | | Hitboxes = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGXXACPR_Zappa_2D-1-Hitbox.png|Frames 11-13
| | GGXXACPR_Zappa_2S-1-Hitbox.png|Frames 11-13 |
| GGXXACPR_Zappa_2D-2-Hitbox.png|Frames 14-16
| | GGXXACPR_Zappa_2S-2-Hitbox.png|Frames 14-19 |
| </gallery> | | </gallery> |
| </tabber> | | </tabber> |
Line 440: |
Line 440: |
| {{#cargo_query:tables=MoveData_GGACR | | {{#cargo_query:tables=MoveData_GGACR |
| |fields=damage,guard,startup,active,recovery,onBlock,invuln,level | | |fields=damage,guard,startup,active,recovery,onBlock,invuln,level |
| |where=chara="Zappa" and input="2D" and type="normal" | | |where=chara="Zappa" and input="2S" and type="normal" |
| |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID | | |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID |
| }} | | }} |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *''Still'' another low profile Zappa normal, {{clr|5|2D}} is meant mostly for knockdown into Centipedes when naked, or knockdown with the Triplets. *By itself, though, it's not recommended to throw out alone. | | *Despite the slow speed, this has a good hitbox and does decent range |
| | *{{clr|3|2S}} will allow Zappa to combo into {{clr|4|2H}} against crouchers. Good on counter hit due to stagger, go ahead and dash into whatever. |
| | |
| | '''Additional Frame Data:''' ''Staggers on ground CH (max 49F).'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===<big>{{clr|1|6P}}</big>=== | | ===<big>{{clr|4|2H}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
Line 455: |
Line 458: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_6P.png|Amazing poke, very low<br>to the ground
| | GGAC_Zappa_2H.png|Beefy chomp |
| </gallery> | | </gallery> |
| |-| | | |-| |
| Hitboxes = | | Hitboxes = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGXXACPR_Zappa_6P-Hitbox.png|Frames 11-13
| | GGXXACPR_Zappa_2H-Hitbox.png| |
| </gallery> | | </gallery> |
| </tabber> | | </tabber> |
Line 470: |
Line 473: |
| {{#cargo_query:tables=MoveData_GGACR | | {{#cargo_query:tables=MoveData_GGACR |
| |fields=damage,guard,startup,active,recovery,onBlock,invuln,level | | |fields=damage,guard,startup,active,recovery,onBlock,invuln,level |
| |where=chara="Zappa" and input="6P" and type="normal" | | |where=chara="Zappa" and input="2H" and type="normal" |
| |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID | | |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID |
| }} | | }} |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *An excellent move that's more suited to poking than anti-air due to its low to the ground hitbox. | | *By itself, this move is nothing special, but when chained into, {{clr|4|2H}} is beastly. |
| *You'll be dashing into this move a lot, using it to start pressure or combos because of its invincibility and ability to jump cancel. | | *It has an amazing hitbox, is jump cancellable, gatlings both to and from almost all of Zappa's normals, is safe on block, deals ridiculous damage, staggers, has a massive dizzy modifier and cranks the guard bar a ton. |
| *If used against jump ins, it'll usually make an opponent pass through you rather than hit them, but can be used in an emergency. {{clr|1|6P}} will be seeing a lot of use from you. | | *Feel free to RC {{clr|4|2H}} on hit and go into another one or do some other silly combo of your choosing. *Note that the only moves that will successfully combo into this without meter are {{clr|1|6P}}, {{clr|3|c.S}}, and {{clr|3|2S}} against crouchers, and {{clr|2|5K}}, {{clr|1|6P}}, {{clr|3|c.S}}, and {{clr|3|2S}} on counter hit. |
|
| |
|
| '''Additional Frame Data''' ''Prorates 90%. Causes knockdown on ground CH.'' | | '''Additional Frame Data:''' ''Staggers on ground hit (max 35F). Dizzy modifier x2.'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===<big>{{clr|4|6H}}</big>=== | | ===<big>{{clr|5|2D}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
Line 489: |
Line 492: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_6H.png|Nn? Well use the Catapult!
| | GGAC_Zappa_2D.png|Sorry, was this seat taken? |
| </gallery> | | </gallery> |
| |-| | | |-| |
| Hitboxes = | | Hitboxes = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGXXACPR_Zappa_6H-1-Hitbox.png|Frames 21-??
| | GGXXACPR_Zappa_2D-1-Hitbox.png|Frames 11-13 |
| GGXXACPR_Zappa_6H-2-Hitbox.png|Frames ??-??
| | GGXXACPR_Zappa_2D-2-Hitbox.png|Frames 14-16 |
| GGXXACPR_Zappa_6H-3-Hitbox.png|Frames ??-??
| | </gallery> |
| GGXXACPR_Zappa_6H-4-Hitbox.png|Frames ??-??
| |
| GGXXACPR_Zappa_6H-5-Hitbox.png|Frames ??-39
| |
| </gallery> | |
| </tabber> | | </tabber> |
| </div> | | </div> |
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| {{#cargo_query:tables=MoveData_GGACR | | {{#cargo_query:tables=MoveData_GGACR |
| |fields=damage,guard,startup,active,recovery,onBlock,invuln,level | | |fields=damage,guard,startup,active,recovery,onBlock,invuln,level |
| |where=chara="Zappa" and input="6H" and type="normal" | | |where=chara="Zappa" and input="2D" and type="normal" |
| |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID | | |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID |
| }} | | }} |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *Another one of Zappa's several overheads, this one is quite a bit more useful than {{clr|4|5H}}, but is still extremely unsafe and only meant to be used sparingly. | | *''Still'' another low profile Zappa normal, {{clr|5|2D}} is meant mostly for knockdown into Centipedes when naked, or knockdown with the Triplets. *By itself, though, it's not recommended to throw out alone. |
| *If you have the dog to cover your pressure, this move is excellent, but otherwise is seldom used. | |
| *Note that it won't knockdown in the corner unless it lands as a counter hit. A tricky mixup you can use if you have the meter is to jump install into {{clr|4|6H}}, RC it on block (from far enough out) and airdash in.
| |
| *On Counter Hit, you're going to lead into something mean, or as mean as you can get with naked Zappa.
| |
| | |
| '''Additional Frame Data''' ''Zappa is airborne from 19~39f. Wall bounces on hit (untechable for 20F). Untechable for 60F on CH.''
| |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===Air Normals===
| |
| ===<big>{{clr|1|j.P}}</big>=== | | ===<big>{{clr|1|j.P}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Zappa's best air-to-air and air combo starter.
| | Zappa's best air-to-air and air combo starter. |
| *It's Zappa's fastest jumping normal, and combos into jK, jS, and jD easily. *When Zappa has any summon out, jP will cancel into itself. With Triplets, jP*N > djP*N > jD becomes a staple aerial combo. | | *It's Zappa's fastest jumping normal, and combos into jK, jS, and jD easily. *When Zappa has any summon out, jP will cancel into itself. With Triplets, jP*N > djP*N > jD becomes a staple aerial combo. |
| </div> | | </div> |
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| ==== ==== | | ==== ==== |
| *Has some of the best range of all of Zappa's jumping normals, but its speed and nature of its hitbox don't make for a particularly great aerial. | | *Has some of the best range of all of Zappa's jumping normals, but its speed and nature of its hitbox don't make for a particularly great aerial. |
| *It hits pretty far out and combos into {{clr|3j.S}} and {{clr|5|j.D}}, and back into {{clr|1|j.P}}, but not being jump cancellable hurts its utility. *It's a bit slow and is probably naked Zappa's best jump in whne properly timed, but Zappa is always better suited to summoning as soon as possible (and safely). | | *It hits pretty far out and combos into {{clr|3|j.S}} and {{clr|5|j.D}}, and back into {{clr|1|j.P}}, but not being jump cancellable hurts its utility. |
| | *It's a bit slow and is probably naked Zappa's best jump in when properly timed, but Zappa is always better suited to summoning as soon as possible (and safely). |
| </div> | | </div> |
| </div> | | </div> |
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| Hitboxes = | | Hitboxes = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGXXACPR_Zappa_jS-Hitbox.png|Frames 9-11 | | GGXXACPR_Zappa_jS-Hitbox.png| |
| </gallery> | | </gallery> |
| </tabber> | | </tabber> |
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| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_jH.png|Crossups: just the start of them. | | GGAC_Zappa_jH.png|Crossups: just the start of them |
| </gallery> | | </gallery> |
| |-| | | |-| |
| Hitboxes = | | Hitboxes = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGXXACPR_Zappa_jH-Hitbox.png|Frames 12-13, 15-16 | | GGXXACPR_Zappa_jH-Hitbox.png| |
| </gallery> | | </gallery> |
| </tabber> | | </tabber> |
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| *Wallbounces on counter hit, but {{clr|5|D}} sees its use mostly as an air combo ender for most of Zappa's summons, sans Dog and Raoh. | | *Wallbounces on counter hit, but {{clr|5|D}} sees its use mostly as an air combo ender for most of Zappa's summons, sans Dog and Raoh. |
|
| |
|
| '''Additional Frame Data''' ''Causes blowback (untechable on ground hit for 28F) on normal hit. Wall bounces on CH (untechable on ground hit for 60F). Additional 5F of recovery after landing.'' | | '''Additional Frame Data:''' ''Causes blowback (untechable on ground hit for 28F) on normal hit. Wall bounces on CH (untechable on ground hit for 60F).'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===Specials === | | ===Special Moves === |
| ===<big>Hello, Three Centipedes</big>=== | | ===<big>Hello, Three Centipedes</big>=== |
| <span class="input-badge">'''{{clr|1|236P}} with No Summon'''</span> | | <span class="input-badge">'''{{clr|1|236P}} with No Summon'''</span> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *The major staple of Zappa's gameplan, Centipedes are the most important tool in Zappa's arsenal. It is fully invul until past startup, removes OTG, knocks down, and grants Zappa a summon.
| | The major staple of Zappa's gameplan, Centipedes are the most important tool in Zappa's arsenal. It is fully invul until past startup, removes OTG, knocks down, and grants Zappa a summon. |
| *The most common usage is to knock the opponent down with xx > {{clr|5|2D}}, and then dash forward into Centipedes. Afterwards, you can link a {{clr|1|5P}} into a combo based on which summon you've been granted. | | *The most common usage is to knock the opponent down with xx > {{clr|5|2D}}, and then dash forward into Centipedes. Afterwards, you can link a {{clr|1|5P}} into a combo based on which summon you've been granted. |
| *On hit, Zappa will gain a single orb, and a summon based on the timer and your number of orbs. | | *On hit, Zappa will gain a single orb, and a summon based on the timer and your number of orbs. |
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| (Note that this occurs on frame 15 of the attack). | | (Note that this occurs on frame 15 of the attack). |
|
| |
|
| '''Additional Frame Data''' ''Fully invincible 1~13F. Knocks down opponent on hit (untechable for 60F). Throw invincible on recovery. +1 Soul on hit.'' | | '''Additional Frame Data:''' ''Knocks down opponent on hit (untechable for 60F). +1 Soul on hit.'' |
| </div> | | </div> |
| </div> | | </div> |
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| </div> | | </div> |
| <div id="movelist-2" class="movelist"> | | <div id="movelist-2" class="movelist"> |
| ===Ground Normals=== | | ===Normal Moves=== |
| :Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move. | | :Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move. |
| | :Can cancel first attack into followup version of the move on hit or block |
| :Zappa's {{clr|5|5D}}, {{clr|5|2D}}, and {{clr|5|j.D}} are replaced with the corresponding Dog Normals; Zappa himself does not attack. | | :Zappa's {{clr|5|5D}}, {{clr|5|2D}}, and {{clr|5|j.D}} are replaced with the corresponding Dog Normals; Zappa himself does not attack. |
| ::Dog is invincible while idle. | | ::Dog is invincible while idle. |
| ::If the dog idles for 300F, it enters sleep mode, 30F to wake up dog from sleep. | | ::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
| |
| ===<big>Awaken Dog</big>=== | | ===<big>Awaken Dog</big>=== |
| <span class="input-badge">'''{{clr|5|D}} while Sleeping Dog'''</span> | | <span class="input-badge">'''{{clr|5|D}} while Sleeping Dog'''</span> |
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| *On hit, it pushes the dog back slightly, and doesn't combo into itself if you use {{clr|5|5D}} again as a followup. Regardless, this move is still one of your most reliable dog moves. | | *On hit, it pushes the dog back slightly, and doesn't combo into itself if you use {{clr|5|5D}} again as a followup. Regardless, this move is still one of your most reliable dog moves. |
|
| |
|
| '''Additional Frame Data''' ''Low profile 1~6F, 48~50F, and 54~59F. Can only cancel into this attack from {{clr|5|5D}} or {{clr|5|2D}}. On block deals 2 chip damage.'' | | '''Additional Frame Data:''' ''Can only cancel into this attack from 5D or 2D. On block deals 2 chip damage.'' |
| </div> | | </div> |
| </div> | | </div> |
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| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_dog_6D.png|Lunging Bite. Excellent range. | | GGAC_Zappa_dog_6D.png|Lunging Bite. Excellent range |
| </gallery> | | </gallery> |
| |-| | | |-| |
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| *In addition, it places the dog airborne, allowing for {{clr|5|4D}}D, aerial {{clr|5|8D}}, or another {{clr|5|6D}} as a followup. On contact with the opponent, the dog will pop back about a third of the screen, but during this retreat animation, you can do a followup dog attack if {{clr|5|6D}} itself was not a followup. Knocks down on air hit, good after a {{clr|5|2D}}. | | *In addition, it places the dog airborne, allowing for {{clr|5|4D}}D, aerial {{clr|5|8D}}, or another {{clr|5|6D}} as a followup. On contact with the opponent, the dog will pop back about a third of the screen, but during this retreat animation, you can do a followup dog attack if {{clr|5|6D}} itself was not a followup. Knocks down on air hit, good after a {{clr|5|2D}}. |
|
| |
|
| '''Additional Frame Data''' ''Low profile on 1~13F and 34F~ (landing time after a hit or block). Feet invincible 14~33F. On hit or block, Dog performs rebound animation (total 61F). Pulls in opponent on air hit (untechable for 20F). On block deals 2 chip damage.'' | | '''Additional Frame Data:''' ''On hit or block, Dog performs rebound animation (total 61F). Pulls in opponent on air hit (untechable for 20F). On block deals 2 chip damage.'' |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|5|8D}}</big>=== | | ===<big>{{clr|5|8D}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| *After a rebounded {{clr|5|6D}} or {{clr|5|4D}}D, this can help reposition the dog against a grounded opponent, particularly in the corner, by intentionally whiffing it. Good for orbs if that's your goal. | | *After a rebounded {{clr|5|6D}} or {{clr|5|4D}}D, this can help reposition the dog against a grounded opponent, particularly in the corner, by intentionally whiffing it. Good for orbs if that's your goal. |
|
| |
|
| '''Additional Frame Data''' ''Low profile 1~4F and 44F onwards. Feet invincible 9~43F. Floats opponent on hit (untechable on ground hit for 28F). +1[0] Soul on hit. Followup has startup 10F when performed after {{clr|5|5D}} or {{clr|5|2D}}. Followup has startup 4F when performed after {{clr|5|6D}}, {{clr|5|8D}}, or {{clr|5|4DD}}. On block deals 2 chip damage.'' | | '''Additional Frame Data:''' ''Floats opponent on hit (untechable on ground hit for 28F). +1[0] Soul on hit. Followup has startup 10F when performed after 5D or 2D. Followup has startup 4F when performed after 6D, 8D, or 4DD. On block deals 2 chip damage.'' |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|5|2D}}</big>=== | | ===<big>{{clr|5|2D}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_dog_2D.png|Makes {{clr|4|2H}} proud. Good for orbs and leads to knockdown. | | GGAC_Zappa_dog_2D.png|Makes {{clr|4|2H}} proud. Good for orbs and leads to knockdown |
| </gallery> | | </gallery> |
| |-| | | |-| |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *The only dog normal that floats on hit, {{clr|5|2D}} is best for combo enders and even has uses in pressure. *It grants 3 orbs on hit and 1 on block, but its range requires you to be able to position to the dog well. | | *The only dog normal that floats on hit, {{clr|5|2D}} is best for combo enders and even has uses in pressure. |
| | *It grants 3 orbs on hit and 1 on block, but its range requires you to be able to position to the dog well. |
| *After landing it, you can guarantee a knockdown by doing {{clr|5|6D}} as a followup. | | *After landing it, you can guarantee a knockdown by doing {{clr|5|6D}} as a followup. |
| *In blockstrings, it has a high amount of blockstun, so use it to get back in. | | *In blockstrings, it has a high amount of blockstun, so use it to get back in. |
| *In AC, this move was unblockable, but it still has its uses and can make life hell for your opponents. | | *In AC, this move was unblockable, but it still has its uses and can make life hell for your opponents. |
|
| |
|
| '''Additional Frame Data''' ''Knocks down opponent on hit (untechable for 20F). [Blockstun 24F]. Chip damage x2 (11 damage on block). Follow-up version can only be done from {{clr|5|5D}} or {{clr|5|2D}}. +3[0] Souls on hit. +1[0] Souls on block'' | | '''Additional Frame Data:''' ''Knocks down opponent on hit (untechable for 20F). Chip damage x2 (11 damage on block). Follow-up version can only be done from 5D or 2D. +3[0] Souls on hit. +1[0] Souls on block.'' |
| </div> | | </div> |
| </div> | | </div> |
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| *You can follow up with {{clr|5|4DD}},{{clr|5|6D}}, or {{clr|5|8D}} if necessary. | | *You can follow up with {{clr|5|4DD}},{{clr|5|6D}}, or {{clr|5|8D}} if necessary. |
|
| |
|
| '''Additional Frame Data''' ''Dog is invincible during move. Can perform Followup Attack ({{clr|5|4DD}}) between 2~43F [2~16F frames before landing].'' | | '''Additional Frame Data:''' ''Dog is invincible during move. Can perform Followup Attack (4DD) between 2~43F [2~16F frames before landing].'' |
| </div> | | </div> |
| </div> | | </div> |
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| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_dog_4DD.png|Show them fear with overheads and unblockables. | | GGAC_Zappa_dog_4DD.png|Show them fear with overheads and unblockables |
| </gallery> | | </gallery> |
| |-| | | |-| |
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| *In order to reposition the dog near the opponent, you'll want to whiff a {{clr|5|6D}} late after the rebound, or go for an {{clr|5|8D}}, usually whiffing it if the opponent is already in hitstun. | | *In order to reposition the dog near the opponent, you'll want to whiff a {{clr|5|6D}} late after the rebound, or go for an {{clr|5|8D}}, usually whiffing it if the opponent is already in hitstun. |
|
| |
|
| '''Additional Frame Data''' ''Low profile on 1~12F and 37F~ on hit or block (after landing). Above feet invincible 13~36F. Initial prorate 75%. Dog performs rebound animation on hit or block. Slams down opponent on air hit (untechable for 12F). On block deals 2 chip damage.'' | | '''Additional Frame Data:''' '' Initial prorate 75%. Dog performs rebound animation on hit or block. Slams down opponent on air hit. On block deals 2 chip damage.'' |
| </div> | | </div> |
| </div> | | </div> |
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| </div> | | </div> |
| <div id="movelist-3" class="movelist"> | | <div id="movelist-3" class="movelist"> |
| ===Ground Normals=== | | ===Normal Moves=== |
| # 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).
| |
| # 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.
| |
| # 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.
| |
| # Can be cancelled into other moves too
| |
| ===<big>{{clr|3|c.S}}</big>=== | | ===<big>{{clr|3|c.S}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| *Can combo to {{clr|4|5H}}/{{clr|4|2H}} for knockdown/float. | | *Can combo to {{clr|4|5H}}/{{clr|4|2H}} for knockdown/float. |
|
| |
|
| '''Additional Frame Data''' ''Initial prorate 90%. Staggers opponent on Counter Hit(max 39F). See notes *1 and *2'' | | '''Additional Frame Data:''' ''Initial prorate 90%. Staggers opponent on CH (max 39F). See notes *1 and *2'' |
| ---- | | ---- |
| *Consecutive use of {{clr|3|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 {{clr|4|H}} and {{clr|5|D}}, and is more suited for poking and harrassment than combo tools after a single use. | | *Consecutive use of {{clr|3|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 {{clr|4|H}} and {{clr|5|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. | | *Pretty safe due to range and a low SD. |
|
| |
|
| '''Additional Frame Data''' ''Initial prorate 90%. Staggers opponent on Counter Hit (max 35F). Listed Frame Adv is from the 2nd hit. See notes *1 and *2'' | | '''Additional Frame Data:''' ''Initial prorate 90%. Staggers opponent on CH (max 35F). Listed Frame Adv is from the 2nd hit. See notes *1 and *2'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===<big>{{clr|3|6S}}</big>=== | | ===<big>{{clr|4|5H}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
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| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_ghost_6S.png|Ama * N in an arc
| | GGAC_Zappa_ghost_5H.png|GADAZADAZDAZADA |
| </gallery> | | </gallery> |
| |-| | | |-| |
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| <div class="attack-info"> | | <div class="attack-info"> |
| {| class="wikitable attack-data" | | {| class="wikitable attack-data" |
| {{CargoHeader-GGACR}} | | {{CargoHeader-GGACR|version=yes}} |
| |- | | |- |
| {{#cargo_query:tables=MoveData_GGACR | | {{#cargo_query:tables=MoveData_GGACR |
| |fields=damage,guard,startup,active,recovery,onBlock,invuln,level | | |fields=name,damage,guard,startup,active,recovery,onBlock,invuln,level |
| |where=chara="Zappa" and input="6S" and type="triplets" | | |where=chara="Zappa" and (input="5H" or input="5HH") and type="triplets" |
| |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID | | |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID |
| | |delimiter=\n{{!}}-\n |
| }} | | }} |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *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 {{clr|5|236D}} for a big amount of orbs and getting them off of you with some damage. | | *Slower normal amongst Zappa's triplets. Better for frame traps, and mostly sees use in {{clr|3|c.S}} > {{clr|4|5H}} relaunches after floating with a {{clr|4|2H}}. |
| *Press {{clr|3|6S}} again to perform a followup attack. See notes *1, *2 and *4. | | *Mostly meant for damage and filler in combos. It has the same hitstun and blockstun as {{clr|3|S}} normals, but generally launches the ghost out a bit farther from Zappa, making it better for combos where Zappa's been pushed away. |
| | *Since it has the cancel property of Zappa's ghosts, though, you can chain into {{clr|3|2S}} for mixup situations, which can create ambiguous situations when you start with this in conjunction with {{clr|4|6H}}. |
| | |
| | See notes *1 and *2 |
| | ---- |
| | *Has some good conversion properties since consecutive {{clr|4|5H}}'s will reach even farther out than {{clr|3|f.S}}(2,3). |
| | *You can then combo into {{clr|4|2H}} for ranged knockdowns, but be wary as going into this out of {{clr|3|f.S}} from too close or too deep in the corner will cause this to whiff. |
| | |
| | '''Additional Frame Data:''' ''Listed Frame Adv is from the 2nd hit. See notes *1 and *2.'' |
| </div> | | </div> |
| </div> | | </div> |
| ===<big>{{clr|4|5H}}</big>=== | | |
| | ===<big>{{clr|3|6S}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
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| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_ghost_5H.png|GADAZADAZDAZADA
| | GGAC_Zappa_ghost_6S.png|Ama * N in an arc |
| </gallery> | | </gallery> |
| |-| | | |-| |
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| <div class="attack-info"> | | <div class="attack-info"> |
| {| class="wikitable attack-data" | | {| class="wikitable attack-data" |
| {{CargoHeader-GGACR|version=yes}} | | {{CargoHeader-GGACR}} |
| |- | | |- |
| {{#cargo_query:tables=MoveData_GGACR | | {{#cargo_query:tables=MoveData_GGACR |
| |fields=name,damage,guard,startup,active,recovery,onBlock,invuln,level | | |fields=damage,guard,startup,active,recovery,onBlock,invuln,level |
| |where=chara="Zappa" and (input="5H" or input="5HH") and type="triplets" | | |where=chara="Zappa" and input="6S" and type="triplets" |
| |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID | | |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID |
| |delimiter=\n{{!}}-\n
| |
| }} | | }} |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *Slower normal amongst Zappa's triplets. Better for frame traps, and mostly sees use in {{clr|3|c.S}} > {{clr|4|5H}} relaunches after floating with a {{clr|4|2H}}. | | *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 {{clr|5|236D}} for a big amount of orbs and getting them off of you with some damage. |
| *Mostly meant for damage and filler in combos. It has the same hitstun and blockstun as {{clr|3|S}} normals, but generally launches the ghost out a bit farther from Zappa, making it better for combos where Zappa's been pushed away.
| | *Press {{clr|3|6S}} again to perform a followup attack. See notes *1, *2 and *4. |
| *Since it has the cancel property of Zappa's ghosts, though, you can chain into {{clr|3|2S}} for mixup situations, which can create ambiguous situations when you start with this in conjunction with {{clr|4|6H}}. | | </div> |
| | </div> |
|
| |
|
| See notes *1 and *2
| | ===<big>{{clr|4|6H}}</big>=== |
| ----
| |
| ;2nd, 3rd hit
| |
| *Has some good conversion properties since consecutive {{clr|4|5H}}'s will reach even farther out than {{clr|3|f.S}}(2,3).
| |
| *You can then combo into {{clr|4|2H}} for ranged knockdowns, but be wary as going into this out of {{clr|3|f.S}} from too close or too deep in the corner will cause this to whiff.
| |
| | |
| '''Additional Frame Data''' ''Listed Frame Adv is from the 2nd hit. See notes *1 and *2.''
| |
| </div>
| |
| </div>
| |
| | |
| ===<big>{{clr|4|6H}}</big>=== | |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
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| *Fantastic tool, just note that you'll get fewer hits when you have few. | | *Fantastic tool, just note that you'll get fewer hits when you have few. |
|
| |
|
| '''Additional Frame Data''' ''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'' | | '''Additional Frame Data:''' ''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.'' |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|3|2S}}</big>=== | | ===<big>{{clr|3|2S}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| *A short ranged low which by itself has less range than {{clr|2|2K}}, but doesn't have a prorate. | | *A short ranged low which by itself has less range than {{clr|2|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. | | **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. |
| *{{clr|3|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 {{clr|3|c.S}}), but will not combo into {{clr|4|H}} normals. *Completely safe on block. | | *{{clr|3|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 {{clr|3|c.S}}), but will not combo into {{clr|4|H}} normals. |
| | *Completely safe on block. |
|
| |
|
| ---- | | ---- |
| ;2nd, 3rd hit
| |
| *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. | | *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 {{clr|3|2S}}(1), you can't combo into other normals besides {{clr|3|f.S}} or another {{clr|3|2S}} if you have one, but you can still combo into {{clr|3|236S}} and continue pressure/combos. | | *Just like {{clr|3|2S}}(1), you can't combo into other normals besides {{clr|3|f.S}} or another {{clr|3|2S}} if you have one, but you can still combo into {{clr|3|236S}} and continue pressure/combos. |
| *Still relatively safe on block. | | *Still relatively safe on block. |
|
| |
|
| '''Additional Frame Data''' ''Listed Frame Adv is from the 2nd hit. See notes *1 and *2.'' | | '''Additional Frame Data:''' ''Listed Frame Adv is from the 2nd hit. See notes *1 and *2.'' |
| </div> | | </div> |
| </div> | | </div> |
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| *You can also link a {{clr|3|c.S}} on hit to relaunch if you want to get a kill or just get them off of you. However, note that using {{clr|4|2H}} temporarily disables the ghost you use for longer than simply launching them, since you did just blow it up. | | *You can also link a {{clr|3|c.S}} on hit to relaunch if you want to get a kill or just get them off of you. However, note that using {{clr|4|2H}} temporarily disables the ghost you use for longer than simply launching them, since you did just blow it up. |
|
| |
|
| '''Additional Frame Data''' ''Floats opponent on hit (untechable for 22F). Level 2 Attack on block. Deals 3 chip damage on block. See notes *1, *2, and *3.'' | | '''Additional Frame Data:''' ''Floats opponent on hit (untechable for 22F). Level 2 Attack on block. Deals 3 chip damage on block. See notes *1, *2, and *3.'' |
| ---- | | ---- |
| ;2nd, 3rd hit
| |
| *Works just as well after {{clr|3|f.S}}(1) and {{clr|4|5H}}(1,2), as well as after {{clr|4|2H}}(1). | | *Works just as well after {{clr|3|f.S}}(1) and {{clr|4|5H}}(1,2), as well as after {{clr|4|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 {{clr|3|c.S}} afterwards, and the knockdown will work from farther out than your standard {{clr|5|2D}} range, so keep this option in your pocket. | | *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 {{clr|3|c.S}} afterwards, and the knockdown will work from farther out than your standard {{clr|5|2D}} range, so keep this option in your pocket. |
|
| |
|
| '''Additional Frame Data''' ''Floats opponent on hit (untechable for 24F). Level 2 Attack on block. Deals 3 chip damage on block. Listed Frame Adv from the 2nd hit. See notes *1, *2, and *3'' | | '''Additional Frame Data:''' ''Floats opponent on hit (untechable for 24F). Level 2 Attack on block. Deals 3 chip damage on block. Listed Frame Adv from the 2nd hit. See notes *1, *2, and *3.'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===Air Normals===
| |
| ===<big>{{clr|3|j.S}}</big>=== | | ===<big>{{clr|3|j.S}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_ghost_jS.png|Now a useful combo tool. | | GGAC_Zappa_ghost_jS.png|Now a useful combo tool |
| </gallery> | | </gallery> |
| |-| | | |-| |
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| See notes *1, and *2 | | See notes *1, and *2 |
| ---- | | ---- |
| ;2nd, 3rd hit
| |
| *Chaining into consecutive {{clr|3|j.S}} will lose the gatlings into {{clr|2|j.K}} and {{clr|5|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. | | *Chaining into consecutive {{clr|3|j.S}} will lose the gatlings into {{clr|2|j.K}} and {{clr|5|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. |
|
| |
|
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| *Chains into itself and {{clr|3|j.S}} and {{clr|4|j.H}} on hit, block, and whiff like the rest. | | *Chains into itself and {{clr|3|j.S}} and {{clr|4|j.H}} on hit, block, and whiff like the rest. |
|
| |
|
| '''Additional Frame Data''' ''Level 1 Attack on block.'' | | '''Additional Frame Data:''' ''Level 1 Attack on block.'' |
| </div> | | </div> |
| </div> | | </div> |
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| *You'll recover with enough time to airdash if done out of a super jump, so consider that, too. | | *You'll recover with enough time to airdash if done out of a super jump, so consider that, too. |
|
| |
|
| '''Additional Frame Data''' ''Floats opponent on hit (untechable for 22F). Level 2 Attack on block. Deals 3 chip damage on block. See notes *1, *2, and *3.'' | | '''Additional Frame Data:''' ''Floats opponent on hit (untechable for 22F). Level 2 Attack on block. Deals 3 chip damage on block. See notes *1, *2, and *3.'' |
| ---- | | ---- |
| ;2nd, 3rd hit
| |
| *More or less just extensions of {{clr|4|j.H}}(1) with the intent of putting more hitboxes in the way. | | *More or less just extensions of {{clr|4|j.H}}(1) with the intent of putting more hitboxes in the way. |
| *If the opponent is hit by consecutive {{clr|4|2H}}'s, they'll be able to tech rather than getting a guaranteed knockdown, so be wise and wary. | | *If the opponent is hit by consecutive {{clr|4|2H}}'s, they'll be able to tech rather than getting a guaranteed knockdown, so be wise and wary. |
|
| |
|
| '''Additional Frame Data''' ''Floats opponent on hit (untechable for 22F). Level 2 Attack on block. Deals chip damage (3 damage per hit). See notes *1, *2, and *3.'' | | '''Additional Frame Data:''' ''Floats opponent on hit (untechable for 22F). Level 2 Attack on block. Deals chip damage (3 damage per hit). See notes *1, *2, and *3.'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===Specials=== | | ===Special Moves=== |
| ===<big>Please Don't Come Back</big>=== | | ===<big>Please Don't Come Back</big>=== |
| <span class="input-badge">'''{{clr|1|236P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} with Triplets'''</span> | | <span class="input-badge">'''{{clr|1|236P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} with Triplets (Air OK)'''</span> |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
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| <div class="attack-info"> | | <div class="attack-info"> |
| {| class="wikitable attack-data" | | {| class="wikitable attack-data" |
| {{CargoHeader-GGACR|version=yes}} | | {{CargoHeader-GGACR}} |
| |- | | |- |
| {{#cargo_query:tables=MoveData_GGACR | | {{#cargo_query:tables=MoveData_GGACR |
| |fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level | | |fields=damage,guard,startup,active,recovery,onBlock,invuln,level |
| |where=chara="Zappa" and name="Please Don't Come Back" and type="triplets" | | |where=chara="Zappa" and input="236K" and type="triplets" |
| |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID | | |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID |
| |delimiter=\n{{!}}-\n | | |delimiter=\n{{!}}-\n |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *A versatile move that gives the Triplets the ability to control a grand amount of the screen. Each version launches one of the ghosts near Zappa at a different arc depending on the button, and on hit, the ghost will possess the opponent if one isn't already haunting them.
| | A versatile move that gives the Triplets the ability to control a grand amount of the screen. Each version launches one of the ghosts near Zappa at a different arc depending on the button, and on hit, the ghost will possess the opponent if one isn't already haunting them. |
| *Its FRC point at 10~11f circumvents its long recovery, and can be used to extend combos and guarantee a knockdown into another mixup situation. Just make sure a ghost is nearby when being used, or Zappa will simply go into a vulnerable animation without launching a hitbox. Extremely useful. | | *Its FRC point at 10~11F circumvents its long recovery, and can be used to extend combos and guarantee a knockdown into another mixup situation. Just make sure a ghost is nearby when being used, or Zappa will simply go into a vulnerable animation without launching a hitbox. Extremely useful. |
| | | ---- |
| **{{clr|1|P}} Version:
| | {{clr|1|P}} version shoots a ghost straight up off screen, which then homes in on the opponent's horizontal position right over their head. |
| **Shoots a ghost straight up off screen, which then homes in on the opponent's horizontal position right over their head.
| | *Great for oki immediately following a sweep, for turtling opponents, and for harrassing characters trying to play keepaway in the air. |
| **Great for oki immediately following a sweep, for turtling opponents, and for harrassing characters trying to play keepaway in the air.
| | '''Additional Frame Data:''' ''Startup 15F. Changes horizontal position changes to match that of the opponent on 37F. For the ground version, startup of 53F to hit a standing opponent (tested on Sol). Lasts for 2 bounces off the floor (78F when performed on the ground).'' |
| '''Additional Frame Data''' ''Lasts for 2 bounces off the floor (78F when performed on the ground).'' | | ---- |
| | | {{clr|2|K}} version drops a ghost that bounces forward a few times. |
| **{{clr|2|K}} Version:
| | *Great for oki, for covering a jump in (with an FRC), or for landing a ghost OTG if you feel like it. |
| **Drops a ghost that bounces forward a few times. Great for oki, for covering a jump in (with an FRC), or for landing a ghost OTG if you feel like it.
| | *Will bounce higher based on the height from which you executed the drop. |
| **Will bounce higher based on the height from which you executed the drop.
| | '''Additional Frame Data:''' ''Lasts for 3 bounces off the floor (49F for ground version).'' |
| '''Additional Frame Data''' ''Lasts for 3 bounces off the floor (49F for ground version).'' | | ---- |
| | | {{clr|3|S}} version shoots a ghost straight ahead of Zappa, probably the most used version. |
| **{{clr|3|S}} Version:
| | *It goes the entirety of the field and zones the opponent completely. |
| **Shoots a ghost straight ahead of Zappa, probably the most used version. **It goes the entirety of the field and zones the opponent completely.
| | **p close, it's great for pressure and as a combo tool when FRC'd. Lasts until it reaches the edge of the screen. |
| **Up close, it's great for pressure and as a combo tool when FRC'd. Lasts until it reaches the edge of the screen. | | ---- |
| | | {{clr|4|H}} version shoots a ghost at an upwards arc. |
| **{{clr|4|H}} Version:
| | *Good for close opponents trying to jump out, or far opponents trying to approach from the air. |
| **Shoots a ghost at an upwards arc. Good for close opponents trying to jump out, or far opponents trying to approach from the air.
| | '''Additional Frame Data:''' ''Lasts until it hits the floor (46F for ground version).'' |
| '''Additional Frame Data''' ''Lasts until it hits the floor (46F for ground version).'' | |
|
| |
|
| '''All Versions''' ''Attack level 2. CH state till end of recovery. Hit stop 13. If Zappa has no ghosts, nothing is fired and has a total animation length of 49F. Total length for the air version: 41F. Deals 2 chip damage on block . See notes *2, *3.<br /> | | '''All Versions:''' ''Zappa is in CH state for entire duration. If Zappa has no ghosts, nothing is fired and has a total animation length of 49F. Total length for the air version: 41F. Deals 2 chip damage on block. See notes *2, *3. |
| P version has 15F of startup, on frame 37 the ghost's horizontal position changes to match that of the opponent then drops straight down, for the ground version, startup of 53F to hit a standing opponent (tested on Sol).''
| |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===<big>Please Don't Come Back</big>=== | | ===<big>Please Don't Come Back</big>=== |
| <span class="input-badge">'''{{clr|5|236D}} with Triplets'''</span> | | <span class="input-badge">'''{{clr|5|236D}} with Triplets (Air OK)'''</span> |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
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| *Launches all ghosts Zappa currently has available, in the arcs of the {{clr|2|K}}, {{clr|4|H}}, and {{clr|3|S}} versions of the move, with ascending priority, meaning that with only one ghost, you'll launch only in the {{clr|3|S}} arc. | | *Launches all ghosts Zappa currently has available, in the arcs of the {{clr|2|K}}, {{clr|4|H}}, and {{clr|3|S}} versions of the move, with ascending priority, meaning that with only one ghost, you'll launch only in the {{clr|3|S}} arc. |
| *Useful if the opponent is in the air, as it has a tendency to connect all three hits and knock down the opponent if they're close enough. | | *Useful if the opponent is in the air, as it has a tendency to connect all three hits and knock down the opponent if they're close enough. |
| *It launches the ghosts more from the position of the last ghost used in a normal chain, meaning that they all are launched closer to the opponent. Its FRC point at 16~17f is later than the {{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} versions, so be sure to learn that since Zappa will be without cover once he uses the move. | | *It launches the ghosts more from the position of the last ghost used in a normal chain, meaning that they all are launched closer to the opponent. Its FRC point at 16~17F is later than the other versions, so be sure to learn that since Zappa will be without cover once he uses the move. |
|
| |
|
| '''Additional Frame Data''' ''Attack Level 2. CH state during recovery. Hitstop 13F. Active frames are the same as the {{clr|2|K}}, {{clr|3|S}}, and {{clr|4|H}} versions> Frame Adv varies depending on number of ghosts remaining:[ 3 ghosts ({{clr|2|K}},{{clr|3|S}},{{clr|4|H}}): -10, 2 ghosts ({{clr|3|S}},{{clr|4|H}}): -11, 1 ghost ({{clr|3|S}}): -12 ]. Total length for air version: 49F. Deals 2 chip damage per hit on block. See notes *2 and *3.'' | | '''Additional Frame Data:''' ''Zappa is in CH state for entire duration. Active frames are the same as the K, S, and H versions. Frame Adv varies depending on number of ghosts remaining: [3 ghosts (K, S, H): -15, 2 ghosts (S, H): -16, 1 ghost (S): -17]. Total length for air version: 54F. Deals 2 chip damage per hit on block. See notes *2 and *3.'' |
| </div> | | </div> |
| </div> | | </div> |
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| **This is extremely useful if the opponent is applying pressure but is still haunted, as items will spawn even if Zappa is blocking. Keep this in mind, and you can easily figure out how to break out of pressure. | | **This is extremely useful if the opponent is applying pressure but is still haunted, as items will spawn even if Zappa is blocking. Keep this in mind, and you can easily figure out how to break out of pressure. |
| *All three items deal 0 chip damage. | | *All three items deal 0 chip damage. |
| | | ---- |
| *The banana will float on hit. It will come from the upper corner of the screen behind Zappa, so it will take a short amount of time to reach the opponent. Since it knocks down, you can go into an air combo on hit if close enough. It will also ignore OTG. | | *The banana will float on hit. It will come from the upper corner of the screen behind Zappa, so it will take a short amount of time to reach the opponent. Since it knocks down, you can go into an air combo on hit if close enough. It will also ignore OTG. |
| ---- | | ---- |
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| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
| <tabber>
| |
| Images =
| |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_RecallTriplets.png|Here goes. POWER SAVE MODE! | | GGAC_Zappa_RecallTriplets.png|Here goes. POWER SAVE MODE! |
| </gallery> | | </gallery> |
| |-|
| |
| Hitboxes =
| |
| <gallery widths="210px" heights="210px" mode="nolines">
| |
| </gallery>
| |
| </tabber>
| |
| </div> | | </div> |
| <div class="attack-info"> | | <div class="attack-info"> |
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| *Very useful for getting lingering ghosts back to your arsenal, but it must be used cautiously due to the lengthy recovery time. | | *Very useful for getting lingering ghosts back to your arsenal, but it must be used cautiously due to the lengthy recovery time. |
| *Zappa is in a counter hit state during use, so again, be careful. | | *Zappa is in a counter hit state during use, so again, be careful. |
| *Each ghost has a specific ID, which is the queue the ghosts are ordered in when you first summon them (#1 being closest to Zappa and #3 being the furthest). Every time Zappa performs a ghost attack, the ghost that is used is the ghost at the front of the queue (at first, this is ghost #1, but this will change as explained later). When Zappa expends a ghost from {{clr|1|236P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} or {{clr|4|j.H}}/{{clr|4|2H}}, the ghost at the front of the queue is used and the other ghosts 'shift up' so that the next ghost moves to the front of the queue. Whenever Zappa collects a ghost, either through {{clr|1|214P}} or manually picking them up, that ghost travels to the back of the queue. However, it keeps its ID. Whenever multiple ghosts are expended, {{clr|1|214P}} will recall the ghost with the LOWEST ID. In other words, if ghosts #1 and #2 are out, {{clr|1|214P}} will first recall ghost #1. The next will recall ghost #2. Keep in mind that this completely disregards the order in which you actually used the ghosts. This is especially important when the opponent is haunted. For example, if ghost #1 is on the opponent, ghost #2 is floating in the field, and ghost #3 is with Zappa, then the recall will call the ghost off the opponent (ghost #1) and end the haunting. However, if ghost #2 is on the opponent and ghost #1 is floating in the field, then the recall will call the ghost floating in the field (ghost #1), leaving the haunting intact. It may be important to keep track of how you have been using your ghosts in order to avoid prematurely ending a haunting on an opponent. | | *Each ghost has a specific ID, which is the queue the ghosts are ordered in when you first summon them (#1 being closest to Zappa and #3 being the furthest). <div class="mw-collapsible mw-collapsed" data-expandtext="More" data-collapsetext="Thats too much"> |
| | **Every time Zappa performs a ghost attack, the ghost that is used is the ghost at the front of the queue (at first, this is ghost #1, but this will change as explained later). |
| | **When Zappa expends a ghost, the ghost at the front of the queue is used and the other ghosts 'shift up' so that the next ghost moves to the front of the queue. |
| | **Whenever Zappa collects a ghost, either through {{clr|1|214P}} or manually picking them up, that ghost travels to the back of the queue. However, it keeps its ID. |
| | **Whenever multiple ghosts are expended, {{clr|1|214P}} will recall the ghost with the LOWEST ID. In other words, if ghosts #1 and #2 are out, {{clr|1|214P}} will first recall ghost #1. The next will recall ghost #2. |
| | **Keep in mind that this completely disregards the order in which you actually used the ghosts. This is especially important when the opponent is haunted. |
| | **For example, if ghost #1 is on the opponent, ghost #2 is floating in the field, and ghost #3 is with Zappa, then the recall will call the ghost off the opponent (ghost #1) and end the haunting. However, if ghost #2 is on the opponent and ghost #1 is floating in the field, then the recall will call the ghost floating in the field (ghost #1), leaving the haunting intact. |
| | **It may be important to keep track of how you have been using your ghosts in order to avoid prematurely ending a haunting on an opponent. |
|
| |
|
| '''Additional Frame Data''' ''Triplets begin returning on 18F. Recalling a Haunting Triplet ends Haunting. Zappa is in CH state from 1~20F.'' | | '''Additional Frame Data:''' ''Triplets begin returning on 18F. Recalling a Haunting Triplet ends Haunting. Zappa is in CH state from 1~20F.'' |
| </div> | | </div> |
| </div> | | </div> |
| | | ===Notes=== |
| | # 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). |
| | # 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. |
| | # 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. |
| | # Can be cancelled into other moves too |
| </div> | | </div> |
| <div id="movelist-4" class="movelist"> | | <div id="movelist-4" class="movelist"> |
|
| |
|
| ===Ground Normals=== | | ===Normal Moves=== |
| :Sword normals will push the sword farther away from Zappa with each use. | | :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. | | :This keeps going until the sword is a little farther than half screen away. |
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| ==== ==== | | ==== ==== |
| *Sword Zappa's main punish starter, due to its damage and gatling options. It has the quickest startup of all of Zappa's sword normals, but is probably one of the least used due to the nature of the sword itself. | | *Sword Zappa's main punish starter, due to its damage and gatling options. It has the quickest startup of all of Zappa's sword normals, but is probably one of the least used due to the nature of the sword itself. |
| *However, the fact that it forces standing on hit can allow for Zappa's combo game to widen slightly, so keep that in mind. | | *Forces standing on hit allowing for Zappa's combo game to widen slightly, so keep that in mind. |
| *Jump Cancellable
| |
| | |
| '''Additional Frame Data''' ''Forces opponent into stand state on hit.''
| |
| </div> | | </div> |
| </div> | | </div> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *A major distance poking tool which will probably see more use as a combo starter than {{clr|3|c.S}} since you'll run your mixup game with the sword from a distance.
| | A major distance poking tool which will probably see more use as a combo starter than {{clr|3|c.S}} since you'll run your mixup game with the sword from a distance. |
| *F.S pushes the sword forward about 1/8th of the screen, completely laterally, which is good for covering options without committing to raising or dropping the sword's height. *Although it has good gatling options, it has a high amount of recovery, so be careful. | | *Pushes the sword forward about 1/8th of the screen, completely laterally, which is good for covering options without committing to raising or dropping the sword's height. |
|
| | *Although it has good gatling options, it has a high amount of recovery, so be careful. |
| | |
| | '''Additional Frame Data:''' ''Initial prorate 90%.'' |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|4|5H}}</big>=== | | ===<big>{{clr|4|5H}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| Good damage and two hits can make this a powerful tool for ending combos into Swipe, especially when Zappa is being pushed out too far to continue any combos. It reaches pretty far in neutral (about a 1/4 of the screen by the second hit), and has surprisingly little recovery, though its active frames still lend to Zappa being vulnerable. | | Good damage and two hits can make this a powerful tool for ending combos into Swipe, especially when Zappa is being pushed out too far to continue any combos. |
| | *It reaches pretty far in neutral (about a 1/4 of the screen by the second hit), and has surprisingly little recovery, though its active frames still lend to Zappa being vulnerable. |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|4|6H}}</big>=== | | ===<big>{{clr|4|6H}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| {{clr|4|6H}} will usually raise the sword a bit before dropping downwards at a 45 degree angle, towards the opponent. Keep this in mind, as if the sword is too high and the opponent is grounded, they may be able to low profile the move and escape your pressure, and it may whiff if used improperly. Its best uses are generally after a {{clr|3|f.S}}, {{clr|3|2S}}, or {{clr|4|2H}}(1), leading to mixup or continuing a combo. | | {{clr|4|6H}} will usually raise the sword a bit before dropping downwards at a 45 degree angle, towards the opponent. Keep this in mind, as if the sword is too high and the opponent is grounded, they may be able to low profile the move and escape your pressure, and it may whiff if used improperly. Its best uses are generally after a {{clr|3|f.S}}, {{clr|3|2S}}, or {{clr|4|2H}}(1), leading to mixup or continuing a combo. |
|
| |
|
| Startup to hit crouching opponent is 22F (tested on Sol). Opponent must guard HF from 13~28F, All from 29~36F, and LF from 37F onwards. Max 2 hits. Untechable for 18F. | | '''Additional Frame Data:''' ''Startup to hit crouching opponent is 22F (tested on Sol). Hits high 13~28F, mid 29~36F, and low from 37F onwards. Max 2 hits. Untechable for 18F.'' |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|3|2S}}</big>=== | | ===<big>{{clr|3|2S}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_sword_2S.png|Rip into their shins. | | GGAC_Zappa_sword_2S.png|Rip into their shins |
| </gallery> | | </gallery> |
| |-| | | |-| |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| Zappa's only ranged low, but a ranged low is a blessing for anybody who gets one. {{clr|3|2S}} will drop the sword's height on use, perfect for comboing into {{clr|4|2H}} and ensuring that your grounded sword combos connect. However, note that {{clr|3|2S}} does not hit low if the sword is not at its default grounded height. It still has its uses when its not, but opponents who are aware won't need to worry about Zappa's mixup as heavily. | | Zappa's only ranged low, but a ranged low is a blessing for anybody who gets one. |
| | *Will drop the sword's height on use, perfect for comboing into {{clr|4|2H}} and ensuring that your grounded sword combos connect. |
| | *Note that {{clr|3|2S}} does not hit low if the sword is not at its default grounded height. It still has its uses when its not, but opponents who are aware won't need to worry about Zappa's mixup as heavily. |
|
| |
|
| Must only be blocked low if the Sword attack comes out at its default grounded height.
| | '''Additional Frame Data:''' ''Initial prorate 90%.'' |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|4|2H}}</big>=== | | ===<big>{{clr|4|2H}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Excellent Anti-Air and extremely versatile all around, {{clr|4|2H}} will propel the sword upward and out about 1/3 screen on, use, working as two hits and forcing anybody in the air to take a seat.
| | Excellent Anti-Air and extremely versatile all around, {{clr|4|2H}} will propel the sword upward and out about 1/3 screen on, use, working as two hits and forcing anybody in the air to take a seat. |
| *Its hitbox is very large and difficult for a lot of characters to manuever around, and will make opponents think twice about trying to get around the sword from the air. | | *Its hitbox is very large and difficult for a lot of characters to manuever around, and will make opponents think twice about trying to get around the sword from the air. |
|
| |
| *In combos, {{clr|4|2H}} shows its use by being a major combo and pressure tool. | | *In combos, {{clr|4|2H}} shows its use by being a major combo and pressure tool. |
| **Its hitstun is extremely high and works in conjunction with {{clr|3|j.S}}, {{clr|4|6H}}, and its jump cancel to work in a scary mixup situation. On the first hit, you can jump cancel and delay a {{clr|3|j.S}} to start some of Zappa's longer sword combos, or go into {{clr|4|6H}} > Swipe on hit to knock the opponent down and gain two orbs. | | **Its hitstun is extremely high and works in conjunction with {{clr|3|j.S}}, {{clr|4|6H}}, and its jump cancel to work in a scary mixup situation. On the first hit, you can jump cancel and delay a {{clr|3|j.S}} to start some of Zappa's longer sword combos, or go into {{clr|4|6H}} > Swipe on hit to knock the opponent down and gain two orbs. |
| **If the opponent is airborne in your combos, {{clr|4|2H}} will generally chase them up high enough to score another Swipe for more damage. Great move all around. | | **If the opponent is airborne in your combos, {{clr|4|2H}} will generally chase them up high enough to score another Swipe for more damage. Great move all around. |
|
| |
|
| '''Additional Frame Data''' ''Zappa is in CH state during recovery. Frame Adv is -12 if 2nd hit misses opponent.'' | | '''Additional Frame Data:''' ''Zappa is in CH state for entire duration. Frame Adv is -12 if 2nd hit misses opponent.'' |
| </div> | | </div> |
| </div> | | </div> |
| ===Air Normals===
| | |
| ===<big>{{clr|3|j.S}}</big>=== | | ===<big>{{clr|3|j.S}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *This normal is the defining feature of what propelled Zappa and the sword to the top of the tier list. With proper usage, Zappa gets access to a near ''full screen, 11 frame overhead'', which leads to good damage and knockdown with only 25% meter.
| | This normal is the defining feature of what propelled Zappa and the sword to the top of the tier list. With proper usage, Zappa gets access to a near ''full screen, 11 frame overhead'', which leads to good damage and knockdown with only 25% meter. |
| *J.S tends to see most of its use after {{clr|4|2H}} due to it being one of Zappa's few jump cancellable sword normals, but on oki, it's just as scary when used in conjunction with {{clr|3|2S}}. | | *Tends to see most of its use after {{clr|4|2H}} due to it being one of Zappa's few jump cancellable sword normals, but on oki, it's just as scary when used in conjunction with {{clr|3|2S}}. |
| *It '''will''' put fear into your opponents, so take advantage of it. | | *It '''will''' put fear into your opponents, so take advantage of it. |
|
| | |
| '''Additional Frame Data''' ''Initial prorate 85%.'' | | '''Additional Frame Data:''' ''Initial prorate 85%.'' |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|4|j.H}}</big>=== | | ===<big>{{clr|4|j.H}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Mainly a combo tool and occasional crossup tool.
| | Mainly a combo tool and occasional crossup tool. |
| *{{clr|4|j.H}}'s FRC point at 9~11f allows for Zappa's extended air combos and will force the opponents to think twice about when to block low if used properly. | | *FRC point allows for Zappa's extended air combos and will force the opponents to think twice about when to block low if used properly. |
| *If you dash over the opponent and use {{clr|4|j.H}} while the sword is close to you, the delay in its placement will keep the sword behind, acting for a gimmicky crossup which you generally won't get much damage out of, but can be useful for breaking guards every now and then. You'll be using this for damage more than anything. | | *If you dash over the opponent and use {{clr|4|j.H}} while the sword is close to you, the delay in its placement will keep the sword behind, acting for a gimmicky crossup which you generally won't get much damage out of, but can be useful for breaking guards every now and then. You'll be using this for damage more than anything. |
|
| |
|
| '''Additional Frame Data''' ''Initial prorate 90%.'' | | '''Additional Frame Data''' ''Initial prorate 90%. FRC timing 9~11F.'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===Specials=== | | ===Special Moves=== |
| ----
| |
| ===<big>This Has Gotta Hurt</big>=== | | ===<big>This Has Gotta Hurt</big>=== |
| <span class="input-badge">'''{{clr|3|236S}} with Sword'''</span> | | <span class="input-badge">'''{{clr|3|236S}} with Sword'''</span> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Important move, as it brings the sword back to Zappa's position immediately. Punishable on hit by some characters if it doesn't counterhit but the threat of the followup can make the enemy scared to go for a punish. The frc point 1~3 frames after making contact lets you start/continue a combo on hit or perform a 50/50 mixup on block.
| | Important move, as it brings the sword back to Zappa's position immediately. |
| *If the move connects on its last active frame it will not have an frc point or followup but the recovery will only be 13 frames making the move plus on block. | | *Punishable on hit by some characters if it doesn't counterhit but the threat of the followup can make the enemy scared to go for a punish. The FRC point after making contact lets you start/continue a combo on hit or perform a 50/50 mixup on block. |
| | *If the move connects on its last active frame it will not have an FRC point or followup but the recovery will only be 13 frames making the move plus on block. |
| *Avoid FRC'ing this move with the H button, as if you miss you'll likely get the very unsafe followup instead. | | *Avoid FRC'ing this move with the H button, as if you miss you'll likely get the very unsafe followup instead. |
| *Note that you can hold 4 or 6 to change the distance traveled by the move. | | *Note that you can hold 4 or 6 to change the distance traveled by the move. |
|
| |
|
| '''Additional Frame Data''' ''Staggers opponent on ground CH (max 43F). Zappa has 28F recovery on hit or block, 13F recovery on whiff. FRC Point on f1~3 only if the move connects. Can cancel into followup from 12F of recovery onwards on hit or block. +1 Soul on hit. On block deals 2 chip damage.'' | | '''Additional Frame Data:''' ''Staggers opponent on ground CH (max 43F). Zappa has 28F recovery on hit or block, 13F recovery on whiff. FRC timing on 1~3F after the move connects. Can cancel into followup from 12F of recovery onwards on hit or block. +1 Soul on hit. On block deals 2 chip damage.'' |
| ---- | | ---- |
| *The followup is only guaranteed when the first hit of {{clr|3|236S}} counter hits, or when you have meter to cancel. Otherwise, the two moves will not combo. | | *The followup is only guaranteed when the first hit of {{clr|3|236S}} counter hits, or when you have meter to cancel. Otherwise, the two moves will not combo. |
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| **Be careful, as you ''will'' be punished if it is blocked. | | **Be careful, as you ''will'' be punished if it is blocked. |
|
| |
|
| '''Additional Frame Data''' ''Knocks down opponent on hit. Zappa is in CH state during recovery. +3 Souls on hit. On block deals 5 chip damage.'' | | '''Additional Frame Data:''' ''Knocks down opponent on hit. Zappa is in CH state for entire duration. +3 Souls on hit. On block deals 5 chip damage.'' |
| </div> | | </div> |
| </div> | | </div> |
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| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_ochitoite.png|Getting real murderous with that DP. | | GGAC_Zappa_ochitoite.png|Getting real murderous with that DP |
| </gallery> | | </gallery> |
| |-| | | |-| |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Formerly a reversal, this move will return the sword to Zappa and deal a fair amount of damage. The hit itself will follow the sword, meaning that if you use this move while the sword is away from Zappa, the hitbox will move from the sword towards Zappa, but will only be active for a short period of time.
| | This move will return the sword to Zappa and deal a fair amount of damage. |
| | *The hit itself will follow the sword, meaning that if you use this move while the sword is away from Zappa, the hitbox will move from the sword towards Zappa, but will only be active for a short period of time. |
| *Due to this, you should try to use its FRC point at 13~16f it to make it safe. | | *Due to this, you should try to use its FRC point at 13~16f it to make it safe. |
| **On hit, you can FRC it and continue to combo, as the sword will maintain its position from where you FRC'd it. **Conversely, RC'ing the move will still have the sword return to Zappa's position, so your followup combos will change, and may be more effective should you choose to burn 50% over 25%. | | **On hit, you can FRC it and continue to combo, as the sword will maintain its position from where you FRC'd it. |
| | **Conversely, RC'ing the move will still have the sword return to Zappa's position, so your followup combos will change, and may be more effective should you choose to burn 50% over 25%. |
| *Sword {{clr|4|623H}} also has a good amount of upper body invul, so you can use it to get opponents off of you from the air if the sword is nearby. You may want to cancel into this after a short close string ({{clr|1|2P}}{{clr|2|2K}}{{clr|5|2D}}) to get the sword back to your position without compromising your knockdown. | | *Sword {{clr|4|623H}} also has a good amount of upper body invul, so you can use it to get opponents off of you from the air if the sword is nearby. You may want to cancel into this after a short close string ({{clr|1|2P}}{{clr|2|2K}}{{clr|5|2D}}) to get the sword back to your position without compromising your knockdown. |
|
| |
|
| '''Additional Frame Data''' ''Upper body invincible 1~11F. Throw invincible on 12F. Floats opponent on hit (untechable for 26F). Initial prorate 90%. +2 Souls on hit. On block deals 5 chip damage.'' | | '''Additional Frame Data:''' ''Floats opponent on hit (untechable for 26F). Initial prorate 90%. +2 Souls on hit. On block deals 5 chip damage.'' |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>Come Close, and I'll Kill You</big>=== | | ===<big>Come Close, and I'll Kill You</big>=== |
| <span class="input-badge">'''{{clr|4|63214H}} with Sword'''</span> | | <span class="input-badge">'''{{clr|4|63214H}} with Sword'''</span> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *The most used special with sword. It grants 2 orbs on hit, and knocks down opponents in the corner.
| | The most used special with sword. It grants 2 orbs on hit, and knocks down opponents in the corner. |
| *Swipe works after {{clr|4|2H}} and {{clr|4|6H}}(1) to knock them down and rerun the vortex, but note that when the opponent is not in the corner, they will be able to tech after the wallbounce. | | *Swipe works after {{clr|4|2H}} and {{clr|4|6H}}(1) to knock them down and rerun the vortex, but note that when the opponent is not in the corner, they will be able to tech after the wallbounce. |
| *Swipe will also move the sword slightly forward, but is good for maintaining pressure if the sword is at its max range. | | *Swipe will also move the sword slightly forward, but is good for maintaining pressure if the sword is at its max range. |
| | | *The FRC point can be used to extend combos and make the move safer in case it whiffs, but is also useful for forcing a mixup situation in unexpected scenarios. |
| *The FRC point at 17~20f can be used to extend combos and make the move safer in case it whiffs, but is also useful for forcing a mixup situation in unexpected scenarios. | |
| **Out of the corner though, you may want to avoid ending your combos with this and simply go for resets instead. | | **Out of the corner though, you may want to avoid ending your combos with this and simply go for resets instead. |
|
| |
|
| '''Additional Frame Data''' ''Wall bounces opponent on hit (untechable on ground hit for 28F). On block deals 3 chip damage.'' | | '''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable on ground hit for 28F). On block deals 3 chip damage. FRC timing 17~20F.'' |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>Coming Through</big>=== | | ===<big>Coming Through</big>=== |
| <span class="input-badge">'''{{clr|4|j.236H}} with Sword'''</span> | | <span class="input-badge">'''{{clr|4|j.236H}} with Sword'''</span> |
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| ==== ==== | | ==== ==== |
| *Interesting move with a very large hitbox, that will track the sword to Zappa's position when used in the air. It does a moderate amount of damage and can be used for some silly combos, but mainly sees use as returning the sword to Zappa while airborne. | | *Interesting move with a very large hitbox, that will track the sword to Zappa's position when used in the air. It does a moderate amount of damage and can be used for some silly combos, but mainly sees use as returning the sword to Zappa while airborne. |
| *When used, the sword's spin will create a large hitbox that moves towards Zappa, and can catch people trying to get from the sword to you, as it is active during the entirety of Zappa's air time. It is incredibly unsafe and will lose to most {{clr|1|6P}}s, so be wary, and be ready to use its FRC point at 1~2f after landing when you hit the ground. | | *When used, the sword's spin will create a large hitbox that moves towards Zappa, and can catch people trying to get from the sword to you, as it is active during the entirety of Zappa's air time. |
| | *It is incredibly unsafe and will lose to most {{clr|1|6P}}s, so be wary, and be ready to use its FRC point when you hit the ground. |
|
| |
|
| '''Additional Frame Data''' ''Floats opponent on hit (untechable for 24F). Sword first hits below Zappa. Sword starts spinning on hit or block (1 full revolution takes 8F). Hitstop 6F. On block deals 3 chip damage per hit.'' | | '''Additional Frame Data:''' ''Floats opponent on hit (untechable for 24F). Sword first hits below Zappa. Sword starts spinning on hit or block (1 full revolution takes 8F). Hitstop 6F. On block deals 3 chip damage per hit. FRC timing 1~2F after landing.'' |
| </div> | | </div> |
| </div> | | </div> |
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| </div> | | </div> |
| <div id="movelist-5" class="movelist"> | | <div id="movelist-5" class="movelist"> |
| ===Ground Normals=== | | ===Normal Moves=== |
| ===<big>{{clr|3|c.S}}</big>=== | | ===<big>{{clr|3|c.S}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_raoh_fS.png|Lightning Hand. Good for pokes and pressure starting. | | GGAC_Zappa_raoh_fS.png|Lightning Hand. Good for pokes and pressure starting |
| </gallery> | | </gallery> |
| |-| | | |-| |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *An overall good move balancing speed and range in Raoh's arsenal. Can be combo'd into {{clr|3|2S}} and {{clr|4|5H}} for combo continuations and pressure.
| | An overall good move balancing speed and range in Raoh's arsenal. |
| | *Can be combo'd into {{clr|3|2S}} and {{clr|4|5H}} for combo continuations and pressure. |
| *Also good for tacking in a bit of damage at the end of {{clr|4|6H}} loop into Last Edguy. | | *Also good for tacking in a bit of damage at the end of {{clr|4|6H}} loop into Last Edguy. |
| </div> | | </div> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Tied with {{clr|4|6H}} for Raoh's longest reach, {{clr|4|5H}} is an excellent ranged low which works well to end, start, and link combos.
| | Tied with {{clr|4|6H}} for Raoh's longest reach, {{clr|4|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. | | *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. |
|
| |
|
| '''Additional Frame Data''' ''Knocks down opponent on ground hit.'' | | '''Additional Frame Data:''' ''Knocks down opponent on ground hit.'' |
| </div> | | </div> |
| </div> | | </div> |
| ===<big>{{clr|4|6H}}</big>=== | | |
| | ===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
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| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_raoh_6H.png|The Sight of Pain
| | GGAC_Zappa_raoh_5D.png|YOUR HEAD IS OPEN |
| </gallery> | | </gallery> |
| |-| | | |-| |
| Hitboxes = | | Hitboxes = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGXXACPR_Zappa_Raoh_6H-1-Hitbox.png|Frames 17-19
| | GGXXACPR_Zappa_Raoh_5D-1-Hitbox.png|Frames 24-26 |
| GGXXACPR_Zappa_Raoh_6H-2-Hitbox.png|Frames 20-22
| | GGXXACPR_Zappa_Raoh_5D-2-Hitbox.png|Frames 27-28 |
| </gallery> | | </gallery> |
| </tabber> | | </tabber> |
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| {{#cargo_query:tables=MoveData_GGACR | | {{#cargo_query:tables=MoveData_GGACR |
| |fields=damage,guard,startup,active,recovery,onBlock,invuln,level | | |fields=damage,guard,startup,active,recovery,onBlock,invuln,level |
| |where=chara="Zappa" and input="6H" and type="raoh" | | |where=chara="Zappa" and input="5D" and type="raoh" |
| |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID | | |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID |
| }} | | }} |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *Pivotal combo tool. {{clr|4|6H}}'s damage is comparable to Last Edguy, and causes floorslide on hit, looping into D.Anthem (K) followup and back.
| | Raoh's only grounded overhead, but its speed, range, and Frame Advantage make it frightening. |
| **This combo usually works as xx > [(dash) {{clr|4|6H}} > {{clr|1|236P}},K] * 2-4.
| | *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 {{clr|5|5D}}. |
| *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.
| | *You can go for the usual Impossible Dust {{clr|5|j.D}} and land into a longer combo usually dealing 50%+, or go for the harder Last Edguy version. Use this. |
| | |
| '''Additional Frame Data''' ''Slides opponent on hit (untechable for 65F, slides for 50F). Attack is fully extended on 20F.''
| |
| </div> | | </div> |
| </div> | | </div> |
| ===<big>{{clr|5|5D}}</big>=== | | |
| | ===<big>{{clr|4|6H}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
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| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_raoh_5D.png|YOUR HEAD IS OPEN
| | GGAC_Zappa_raoh_6H.png|The Sight of Pain |
| </gallery> | | </gallery> |
| |-| | | |-| |
| Hitboxes = | | Hitboxes = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGXXACPR_Zappa_Raoh_5D-1-Hitbox.png|Frames 24-26
| | GGXXACPR_Zappa_Raoh_6H-1-Hitbox.png|Frames 17-19 |
| GGXXACPR_Zappa_Raoh_5D-2-Hitbox.png|Frames 27-28
| | GGXXACPR_Zappa_Raoh_6H-2-Hitbox.png|Frames 20-22 |
| </gallery> | | </gallery> |
| </tabber> | | </tabber> |
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| {{#cargo_query:tables=MoveData_GGACR | | {{#cargo_query:tables=MoveData_GGACR |
| |fields=damage,guard,startup,active,recovery,onBlock,invuln,level | | |fields=damage,guard,startup,active,recovery,onBlock,invuln,level |
| |where=chara="Zappa" and input="5D" and type="raoh" | | |where=chara="Zappa" and input="6H" and type="raoh" |
| |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID | | |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID |
| }} | | }} |
| |} | | |} |
| ==== ==== | | ==== ==== |
| #Raoh's only grounded overhead, but its speed, range, and Frame Advantage make it frightening.
| | Pivotal combo tool. |
| *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 {{clr|5|5D}}. | | *Damage is comparable to Last Edguy, and causes floorslide on hit, looping into Darkness Anthem (K) followup and back. |
| *You can go for the usual Impossible Dust {{clr|5|j.D}} and land into a longer combo usually dealing 50%+, or go for the harder Last Edguy I.Dust. Use this.
| | **This combo usually works as xx > [(dash) {{clr|4|6H}} > {{clr|1|236P}}~{{clr|2|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. |
| | |
| | '''Additional Frame Data:''' ''Slides opponent on hit (untechable for 65F, slides for 50F). Attack is fully extended on 20F.'' |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|3|2S}}</big>=== | | ===<big>{{clr|3|2S}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|4|2H}}</big>=== | | ===<big>{{clr|4|2H}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Extremely slow move meant for frame traps and jump out attempts, and occasional combo filler due to its damage.
| | 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. | | *Nothing combos into it due to its startup, but it has a huge verical range, and can combo into Darkness Anthem and its followups when close enough. |
| *Useful against some characters as a punish starter, usually midscreen. | | *Useful against some characters as a punish starter, usually midscreen. |
|
| |
|
| '''Additional Frame Data''' ''Floats opponent on hit (untechable for 28F).'' | | '''Additional Frame Data:''' ''Floats opponent on hit (untechable for 28F).'' |
| </div> | | </div> |
| </div> | | </div> |
| ===Air Normals===
| | |
| ===<big>{{clr|3|j.S}}</big>=== | | ===<big>{{clr|3|j.S}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Excellent jump in due to its range and low hitbox. You can gatling to and from {{clr|2|j.K}} for airdash combos, or into {{clr|4|j.H}} for a launch against an already airborne opponent.
| | Excellent jump in due to its range and low hitbox. |
| | *You can gatling to and from {{clr|2|j.K}} for airdash combos, or into {{clr|4|j.H}} for a launch against an already airborne opponent. |
|
| |
|
| '''Additional Frame Data''' ''Untechable for 16F.'' | | '''Additional Frame Data:''' ''Untechable for 16F.'' |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|4|j.H}}</big>=== | | ===<big>{{clr|4|j.H}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Alternative jump in option that launches on hit and works well for punishes.
| | Alternative jump in option that launches on hit and works well for punishes. |
| *It leads into D.Anthem air loops, and {{clr|4|6H}} loops in the corner. | | *It leads into Darkness Anthem air loops, and {{clr|4|6H}} loops in the corner. |
| *Its hitbox reaches very low to the ground, and ground bounces on air hit, lending itself to loops. | | *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. | | *You can use it to cover a wide amount of vertical space in front of you, especially during an aerial backdash. |
|
| |
|
| '''Additional Frame Data''' ''Ground bounces opponent on hit (untechable for 36F).'' | | '''Additional Frame Data:''' ''Ground bounces opponent on hit (untechable for 36F).'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===Specials=== | | ===Special Moves=== |
| ----
| | |
| ===<big>Darkness Anthem</big>=== | | ===<big>Darkness Anthem</big>=== |
| <span class="input-badge">'''{{clr|3|236S}} (Air OK) with Raoh'''</span> | | <span class="input-badge">'''{{clr|3|236S}} with Raoh (Air OK)'''</span> |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Amazing. Darkness Anthem is used for combos, oki, and scaring your opponent into making the wrong decision.
| | 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. | | *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. | | *Of course, this is just the base of its functionality. Darkness Anthem's strength lies heavily in its followups. |
|
| |
|
| '''Additional Frame Data''' ''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 (17 damage per hit on block). Max 2 hits. Projectile appears on 23F.'' | | '''Additional Frame Data:''' ''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 (17 damage per hit on block). Max 2 hits. Projectile appears on 23F.'' |
| ---- | | ---- |
| *The air version is nearly identical to the grounded version, Air Darkness Anthem has the same followups and utility, with the main difference being its combo potential. | | *The air version is 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 {{clr|4|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 {{clr|4|j.H}} or {{clr|4|2H}}. | | *You can use air Darkness Anthem after a {{clr|4|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 {{clr|4|j.H}} or {{clr|4|2H}}. |
|
| |
|
| '''Additional Frame Data''' ''Can cancel into Followup Attack from 2~35F. Followup Attack starts up on 36F. Chip damage x4 (17 damage per hit on block). Max 2 hits. Projectile appears on 23F. Listed Frame Adv is from TKing attack (startup 28F, total 50F). '' | | '''Additional Frame Data:''' ''Can cancel into Followup Attack from 2~35F. Followup Attack starts up on 36F. Chip damage x4 (17 damage per hit on block). Max 2 hits. Projectile appears on 23F. Listed Frame Adv is from TKing attack (startup 28F, total 50F).'' |
| </div> | | </div> |
| </div> | | </div> |
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| *Darkness Anthem's followups only add ultility to the already powerful move, turning them into a nearly full screen projectile based on the input. | | *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 {{clr|4|6H}} loop. | | *Every single version launches the opponent high on hit with enough untechable time to knock down. This usually allowing room to go into {{clr|4|6H}} loop. |
|
| |
| **{{clr|1|P}} followup shoots the projectile straight forwards, going full screen. Great for pressure. | | **{{clr|1|P}} followup shoots the projectile straight forwards, going full screen. Great for pressure. |
| **{{clr|2|K}} followup shoots at a downwards angle, hitting low profile attempts, and removing OTG on hit, making it staple for {{clr|4|6H}} loop. | | **{{clr|2|K}} followup shoots at a downwards angle, hitting low profile attempts, and removing OTG on hit, making it staple for {{clr|4|6H}} loop. |
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| All air followups are the same, and can be used for similar loops. | | All air followups are the same, and can be used for similar loops. |
|
| |
|
| '''Additional Frame Data''' ''Knocks down opponent on hit. Zappa is in CH state during recovery. Chip damage x3 (18 damage on block). Max 1 hit. Darkness Anthem Attack disappears on 13F (if it hasn't already).'' | | '''Additional Frame Data:''' ''Knocks down opponent on hit. Zappa is in CH state during recovery. Chip damage x3 (18 damage on block). Max 1 hit. Darkness Anthem Attack disappears on 13F (if it hasn't already).'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===<big>Last Edguy</big>=== | | ===<big>Last Edguy</big>=== |
| <span class="input-badge">'''{{clr|3|214S}} (Air OK) with Raoh'''</span> | | <span class="input-badge">'''{{clr|3|214S}} with Raoh (Air OK)'''</span> |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Pants-shitting. Last Edguy is a Dragon Punch rivaling the strength and terror of Volcanic Viper, with 4 frame startup, enormous vertical and horizontal range, '''eighty''' base damage (opponents are thankful it is no longer like AC, where it was '''a whole one-hundred'''), and enough hitstun to usually knock down.
| | Pants-shitting. Last Edguy is a Dragon Punch rivaling the strength and terror of Volcanic Viper. |
| | *4 frame startup, enormous vertical and horizontal range, '''eighty''' base damage, and enough hitstun to usually knock down. |
| *Gives Zappa a reliable wakeup option and is especially useful in combos. RC'ing it leads to even higher damage than Raoh normally gets, and you can do hilarious damage with full tension by doing 5-6 of these in a single combo. Turn Zappa's terror back on them. | | *Gives Zappa a reliable wakeup option and is especially useful in combos. RC'ing it leads to even higher damage than Raoh normally gets, and you can do hilarious damage with full tension by doing 5-6 of these in a single combo. Turn Zappa's terror back on them. |
|
| |
|
| '''Additional Frame Data''' ''Fully invincible 1~4F. Strike invincible 5~7F. Floats opponent on hit (untechable for 60F). Zappa is in CH state during recovery. Chip damage x0. Attack is fully extended on 10F.'' | | '''Additional Frame Data:''' ''FFloats opponent on hit (untechable for 60F). Zappa is in CH state during recovery. Chip damage x0. Attack is fully extended on 10F.'' |
| ---- | | ---- |
| *Air version is just as damaging, but less useful than the grounded version. Air Last Edguy works more or less the same, but will cut Zappa's air momentum on use, and is even less safe on block due to the added recovery.
| | Air version is just as damaging, but less useful than the grounded version. |
| | *Works more or less the same, but will cut Zappa's air momentum on use, and is even less safe on block due to the added recovery. |
| *It might be useful to end air combos if it will kill, but otherwise it's not particularly useful. | | *It might be useful to end air combos if it will kill, but otherwise it's not particularly useful. |
|
| |
|
| '''Additional Frame Data''' ''Listed Frame Adv is from TKing attack (startup 7F). Fully invincible 1~4F. Strike invincible 5~7F. Floats opponent on hit (untechable for 60F). Zappa is in CH state during recovery. Chip damage x0. Attack is fully extended on 10F.'' | | '''Additional Frame Data:''' ''Listed Frame Adv is from TKing attack (startup 7F). Floats opponent on hit (untechable for 60F). Zappa is in CH state during recovery. Chip damage x0. Attack is fully extended on 10F.'' |
| </div> | | </div> |
| </div> | | </div> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *A terrifying overdrive which has just as much utility on block as on hit. Bellows Malice hits several times for high amounts of damage, and has a low enough recovery that you can follow it up pretty easily.
| | A terrifying overdrive which has just as much utility on block as on hit. |
| **However, it has a large deadzone in front of Zappa, so instead of a reversal, it's better used from further away, usually around 1/3 to 1/2 screen. *Excellent for ending Raoh's longer combos if you have the meter. | | *Bellows Malice hits several times for high amounts of damage, and has a low enough recovery that you can follow it up pretty easily. |
| | **However, it has a large deadzone in front of Zappa, so instead of a reversal, it's better used from further away, usually around 1/3 to 1/2 screen. |
| | *Excellent for ending Raoh's longer combos if you have the meter. |
| *Inversely, on block, this move absolutely tears through opponents. Each hit deals double and a half chip damage, draining opponents' health and cranking their guard bar to flashing if they don't FD, and eating more than half their tension bar if they do. | | *Inversely, on block, this move absolutely tears through opponents. Each hit deals double and a half chip damage, draining opponents' health and cranking their guard bar to flashing if they don't FD, and eating more than half their tension bar if they do. |
| *Use Bellows Malice wisely with Raoh and he becomes even more dangerous. | | *Use Bellows Malice wisely with Raoh and he becomes even more dangerous. |
|
| |
|
| '''Additional Frame Data''' ''Fully invincible 1~5F. Knocks down opponent on hit. Zappa is in CH state during recovery. Hitstop 7F. Chip damage x2.5 (12 damage per hit on block).'' | | '''Additional Frame Data:''' ''Knocks down opponent on hit. Zappa is in CH state during recovery. Hitstop 7F. Chip damage x2.5 (12 damage per hit on block).'' |
| </div> | | </div> |
| </div> | | </div> |
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| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
| <tabber>
| |
| Images =
| |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_throw.png|Saliva | | GGAC_Zappa_throw.png|Saliva |
| </gallery> | | </gallery> |
| |-|
| |
| Hitboxes =
| |
| <gallery widths="210px" heights="210px" mode="nolines">
| |
| </gallery>
| |
| </tabber>
| |
| </div> | | </div> |
| <div class="attack-info"> | | <div class="attack-info"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Throws the opponent opposite of the direction your threw them in. Wallbounces and usually knocks down. You can sometimes followup with OTG summon when naked, or link a {{clr|1|5P}} into a combo when near the corner.
| | Throws the opponent opposite of the direction your threw them in. Wallbounces and usually knocks down. |
| | *You can sometimes followup with OTG summon when naked, or link a {{clr|1|5P}} into a combo when near the corner. |
|
| |
|
| '''Additional Frame Data''' ''Wall bounces opponent on hit (untechable for 60F). Forced prorate 50%.'' | | '''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 60F). Forced prorate 50%.'' |
| </div> | | </div> |
| </div> | | </div> |
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| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
| <tabber>
| |
| Images =
| |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_airThrow.png|Free OTG Summons | | GGAC_Zappa_airThrow.png|Free OTG Summons |
| </gallery> | | </gallery> |
| |-|
| |
| Hitboxes =
| |
| <gallery widths="210px" heights="210px" mode="nolines">
| |
| </gallery>
| |
| </tabber>
| |
| </div> | | </div> |
| <div class="attack-info"> | | <div class="attack-info"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *A good airthrow which leads to guaranteed OTG Centipedes if you time it correctly.
| | A good airthrow which leads to guaranteed OTG Centipedes if you time it correctly. |
| *Because you'll get {{clr|4|j.H}} if you whiff, you generally want to OS with {{clr|1|j.P}}+{{clr|4|H}}, which is a much safer option. | | *Because you'll get {{clr|4|j.H}} if you whiff, you generally want to OS with {{clr|1|j.P}}+{{clr|4|H}}, which is a much safer option. |
| *One of your most reliable AA options due to the nature of Zappa's randomness. | | *One of your most reliable AA options due to the nature of Zappa's randomness. |
|
| |
|
| '''Additional Frame Data''' ''Knocks down on hit. Forced prorate 50%.'': | | '''Additional Frame Data:''' ''Knocks down on hit. Forced prorate 50%.'' |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>=== | | ===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Using the same animation as {{clr|4|2H}}, Zappa's Dead Angle is a decent gtfo move, with a big hitbox and decent speed.
| | Using the same animation as {{clr|4|2H}}, Zappa's Dead Angle is a decent gtfo move, with a big hitbox and decent speed. |
| *Unsafe at close range, but that's how it goes with most DAAs. | | *Unsafe at close range, but that's how it goes with most DAAs. |
| *Will combo into run up {{clr|1|236P}} if it knocks down on regular hit, but not on counter hit. | | *Will combo into run up {{clr|1|236P}} if it knocks down on regular hit, but not on counter hit. |
| '''Additional Frame Data''' ''1-20 invincible. 21-31 invincible to throws. Causes knockdown on ground hit. Prorates 50%.'' | | '''Additional Frame Data:''' ''Causes knockdown on ground hit. Initial prorate 50%.'' |
| </div> | | </div> |
| </div> | | </div> |
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| *Its range is slightly farther than {{clr|5|5D}}, and can be combo'd after {{clr|5|2D}} or {{clr|3|S}} attacks, as well as thrown out in a string. Great move. | | *Its range is slightly farther than {{clr|5|5D}}, and can be combo'd after {{clr|5|2D}} or {{clr|3|S}} attacks, as well as thrown out in a string. Great move. |
|
| |
|
| '''Additional Frame Data''' ''Slams down and knocks down opponent on hit. Ground bounces opponent and fully untechable on CH. Zappa is in CH state during recovery. Removes Zappa's current summon on 1F. +2 Soul on hit. Deals 3 chip damage.'' | | '''Additional Frame Data:''' ''Slams down and knocks down opponent on hit. Ground bounces opponent and fully untechable on CH. Zappa is in CH state during recovery. Removes Zappa's current summon on 1F. +2 Soul on hit. Deals 3 chip damage.'' |
| </div> | | </div> |
| </div> | | </div> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *Excellent for damage and orbs, but very wonky as a reversal, despite its beefy invincibility, due to its incredibly slow startup after the flash.
| | Excellent for damage and orbs, but very wonky as a reversal, despite its beefy invincibility, due to its incredibly slow startup after the flash. |
| *You can combo into it fairly easily, mainly after {{clr|5|2D}}, and dash up with OTG Centipedes afterwards as usual. However, using this as a wakeup option, while more reliable than hoping for normal Centipedes, will only work if the opponent has committed to a lengthy oki option. | | *You can combo into it fairly easily, mainly after {{clr|5|2D}}, and dash up with OTG Centipedes afterwards as usual. However, using this as a wakeup option, while more reliable than hoping for normal Centipedes, will only work if the opponent has committed to a lengthy oki option. |
| *Note that it will also remove Zappa's current summon, including Raoh. Use this move wisely. | | *Note that it will also remove Zappa's current summon, including Raoh. Use this move wisely. |
|
| |
|
| '''Additional Frame Data''' ''Fully invincible 1~19F. Strike invincible 20~21F. Knocks down opponent on hit. Hitstop 7F. Removes Zappa's current summon (if he has one) on 1F. +1 Soul per hit. 5 Chip Damage per hit.'' | | '''Additional Frame Data:''' ''Knocks down opponent on hit. Hitstop 7F. Removes Zappa's current summon on 1F. +1 Soul per hit. 5 Chip Damage per hit.'' |
| </div> | | </div> |
| </div> | | </div> |
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| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
| <tabber>
| |
| Images =
| |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_IK1.png|TURN OFF THE TV | | GGAC_Zappa_IK1.png|TURN OFF THE TV |
| GGAC_Zappa_IK2.png| | | GGAC_Zappa_IK2.png| |
| </gallery> | | </gallery> |
| |-|
| |
| Hitboxes =
| |
| <gallery widths="210px" heights="210px" mode="nolines">
| |
| </gallery>
| |
| </tabber>
| |
| </div> | | </div> |
| <div class="attack-info"> | | <div class="attack-info"> |
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| |} | | |} |
| ==== ==== | | ==== ==== |
| *VERY VERY FRIGHTENING
| | VERY VERY FRIGHTENING |
| '''Additional Frame Data''' ''IK Mode activation: 76F. Strike invincible 1~5F'' | | |
| | '''Additional Frame Data:''' ''IK Mode activation time 76F.'' |
| </div> | | </div> |
| </div> | | </div> |