|
|
Line 96: |
Line 96: |
| *Tied with {{clr|1|2P}} for Zappa's fastest normal. | | *Tied with {{clr|1|2P}} for Zappa's fastest normal. |
| *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}} | | {| class="wikitable" style="float: centre;" |
| | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{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}} || Any |
| | |- |
| | | {{Clr|1|5P}}, {{Clr|1|2P}} || Triplets, Sword, Raoh |
| | |- |
| | | {{Clr|3|6S}} || Triplets |
| | |- |
| | | {{Clr|5|5D}}, {{Clr|5|2D}} || Any except Dog |
| | |} |
|
| |
|
| '''Additional Frame Data:''' ''Initial prorate 90%.'' | | '''Additional Frame Data:''' ''Initial prorate 90%.'' |
Line 133: |
Line 145: |
| *Floats on hit. | | *Floats on hit. |
| *Knocks down enemy on ground CH. | | *Knocks down enemy on ground CH. |
| [[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}} | | {| class="wikitable" style="float: centre;" |
| | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{Clr|1|6P}}, {{Clr|3|f.S}}, {{Clr|3|2S}}, {{Clr|4|5H}}, {{Clr|4|2H}} || Any |
| | |- |
| | | {{Clr|3|c.S}} || Any except Naked |
| | |- |
| | | {{Clr|3|6S}} || Triplets |
| | |- |
| | | {{Clr|4|6H}} || Naked and Sword |
| | |- |
| | | {{Clr|5|5D}}, {{Clr|5|2D}} || Any except Dog |
| | |} |
| </div> | | </div> |
| </div> | | </div> |
Line 167: |
Line 193: |
| *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}} | | {| class="wikitable" style="float: centre;" |
| | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{Clr|1|6P}}, {{Clr|3|f.S}}, {{Clr|3|2S}}, {{Clr|4|5H}}, {{Clr|4|2H}} || Naked and Dog |
| | |- |
| | | {{Clr|4|6H}}, {{Clr|5|5D}}, {{Clr|5|2D}} || Naked |
| | |} |
| </div> | | </div> |
| </div> | | </div> |
Line 206: |
Line 240: |
| *At a far enough range, this move changes to the grounded version of {{clr|3|f.S}}. Can be jumped cancelled into something like {{clr|2|j.K}} or {{clr|3|j.S}} if you're close enough. | | *At a far enough range, this move changes to the grounded version of {{clr|3|f.S}}. Can be jumped cancelled into something like {{clr|2|j.K}} or {{clr|3|j.S}} if you're close enough. |
| *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. |
| | {| class="wikitable" style="float: centre;" |
| | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{Clr|3|2S}}, {{Clr|4|5H}}, {{Clr|4|2H}} || Naked and Dog |
| | |- |
| | | {{Clr|4|6H}}, {{Clr|5|5D}}, {{Clr|5|2D}} || Naked |
| | |} |
|
| |
|
| '''Additional Frame Data:''' ''Spit reaches its maximum horizontal distance in 19F. If the 1st hit whiffs, it turns into Puddle.'' | | '''Additional Frame Data:''' ''Spit reaches its maximum horizontal distance in 19F. If the 1st hit whiffs, it turns into Puddle.'' |
Line 217: |
Line 260: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_5H.png|All hands! Prepare for warp! | | GGAC_Zappa_5H.png| |
| </gallery> | | </gallery> |
| |-| | | |-| |
Line 309: |
Line 352: |
| *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. | | *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. | | *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. |
| | {| class="wikitable" style="float: centre;" |
| | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{Clr|3|f.S}}, {{Clr|3|2S}}, {{Clr|4|5H}}, {{Clr|4|2H}}, {{Clr|4|6H}} || Any |
| | |- |
| | | {{Clr|2|2K}} || Sword |
| | |- |
| | | {{Clr|3|c.S}} || Any except Naked |
| | |- |
| | | {{Clr|3|6S}} || Triplets |
| | |- |
| | | {{Clr|5|5D}}, {{Clr|5|2D}} || Any except Dog |
| | |} |
|
| |
|
| '''Additional Frame Data''' ''Prorates 90%. Causes knockdown on ground CH.'' | | '''Additional Frame Data''' ''Prorates 90%. Causes knockdown on ground CH.'' |
Line 381: |
Line 439: |
| *Another good, fast poke, {{clr|1|2P}} is a great combo starter, going into {{clr|2|2K}} into whatever. | | *Another good, fast poke, {{clr|1|2P}} is a great combo starter, going into {{clr|2|2K}} 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. | | *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:''' ''Initial prorate 90%.'' | | {| class="wikitable" style="float: centre;" |
| </div> | | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{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}} || Any |
| | |- |
| | | {{Clr|1|5P}}, {{Clr|1|2P}} || Triplets, Sword, Raoh |
| | |- |
| | | {{Clr|4|6H}} || Sword |
| | |- |
| | | {{Clr|5|5D}}, {{Clr|5|2D}} || Any except Dog |
| | |} |
| | |
| | '''Additional Frame Data:''' ''Initial prorate 90%.'' |
| | </div> |
| </div> | | </div> |
|
| |
|
Line 415: |
Line 487: |
| **The push forward is particularly important for compensating for Zappa's short range when naked, and particularly in Dog combos. | | **The push forward is particularly important for compensating for Zappa's short range when naked, and particularly in Dog combos. |
| *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. | | *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. |
| | {| class="wikitable" style="float: centre;" |
| | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{Clr|1|6P}}, {{Clr|3|c.S}}, {{Clr|3|f.S}}, {{Clr|3|2S}}, {{Clr|4|2H}} || Any |
| | |- |
| | | {{Clr|4|5H}}, {{Clr|4|6H}} || Sword |
| | |- |
| | | {{Clr|5|5D}}, {{Clr|5|2D}} || Any except Dog |
| | |} |
|
| |
|
| '''Additional Frame Data:''' ''Initial prorate 80%.'' | | '''Additional Frame Data:''' ''Initial prorate 80%.'' |
Line 426: |
Line 509: |
| 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_2S.png| |
| </gallery> | | </gallery> |
| |-| | | |-| |
Line 449: |
Line 532: |
| *Despite the slow speed, this has a good hitbox and does decent range | | *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. | | *{{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. |
| | {| class="wikitable" style="float: centre;" |
| | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{Clr|4|5H}}, {{Clr|4|2H}} || Naked and Dog |
| | |- |
| | | {{Clr|3|f.S}}, {{Clr|5|5D}}, {{Clr|5|2D}} || Naked |
| | |} |
|
| |
|
| '''Additional Frame Data:''' ''Staggers on ground CH (max 49F).'' | | '''Additional Frame Data:''' ''Staggers on ground CH (max 49F).'' |
Line 460: |
Line 552: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_2H.png|Beefy chomp | | GGAC_Zappa_2H.png| |
| </gallery> | | </gallery> |
| |-| | | |-| |
Line 483: |
Line 575: |
| *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. | | *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. |
| *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. | | *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. |
| | {| class="wikitable" style="float: centre;" |
| | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{Clr|1|5P}}, {{Clr|1|2P}}, {{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|6H}} || Naked and Dog |
| | |- |
| | | {{Clr|5|5D}}, {{Clr|5|2D}} || Naked |
| | |} |
|
| |
|
| '''Additional Frame Data:''' ''Staggers on ground hit (max 35F). Dizzy modifier x2.'' | | '''Additional Frame Data:''' ''Staggers on ground hit (max 35F). Dizzy modifier x2.'' |
Line 515: |
Line 616: |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *''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.
| | ''Still'' another low profile Zappa normal. |
| | *Meant mostly for knockdown into Centipedes when naked, or knockdown with the Triplets. |
| | *Not recommended to throw out alone. |
| | {| class="wikitable" style="float: centre;" |
| | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{Clr|4|6H}} || Raoh |
| | |} |
| </div> | | </div> |
| </div> | | </div> |
Line 547: |
Line 657: |
| ==== ==== | | ==== ==== |
| 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. |
| | *With Triplets, jP*N > djP*N > jD becomes a staple aerial combo. |
| | {| class="wikitable" style="float: centre;" |
| | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{Clr|2|j.K}}, {{Clr|3|j.S}}, {{Clr|4|j.H}} || Any |
| | |- |
| | | {{Clr|1|j.P}} || Any except Naked |
| | |- |
| | | {{Clr|3|j.2S}} || Triplets |
| | |- |
| | | {{Clr|5|j.D}} || Any except Dog |
| | |} |
| </div> | | </div> |
| </div> | | </div> |
Line 557: |
Line 681: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_jK.png|Just great! Why doesn't anybody understand me?! | | GGAC_Zappa_jK.png| |
| </gallery> | | </gallery> |
| |-| | | |-| |
Line 581: |
Line 705: |
| *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 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). | | *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). |
| | {| class="wikitable" style="float: centre;" |
| | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{Clr|1|j.P}}, {{Clr|3|j.S}} || Any |
| | |- |
| | | {{Clr|3|j.2S}} || Triplets |
| | |- |
| | | {{Clr|5|j.D}} || Raoh |
| | |} |
| </div> | | </div> |
| </div> | | </div> |
Line 590: |
Line 725: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_jS.png|IS THIS A DREAM I GOT FROM BAD RICE?! | | GGAC_Zappa_jS.png| |
| </gallery> | | </gallery> |
| |-| | | |-| |
Line 613: |
Line 748: |
| *Has worse horizontal reach than {{clr|2|j.K}}, but some height to its hitbox, and is just fast enough to work in air combos. | | *Has worse horizontal reach than {{clr|2|j.K}}, but some height to its hitbox, and is just fast enough to work in air combos. |
| *You'll mainly see it used after {{clr|1|j.P}} into {{clr|5|j.D}}, or after {{clr|4|2H}} air hit combos. | | *You'll mainly see it used after {{clr|1|j.P}} into {{clr|5|j.D}}, or after {{clr|4|2H}} air hit combos. |
| | | {| class="wikitable" style="float: centre;" |
| | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{Clr|2|j.K}}, {{Clr|4|j.H}} || Naked and Dog |
| | |- |
| | | {{Clr|5|j.D}} || Naked |
| | |} |
| </div> | | </div> |
| </div> | | </div> |
Line 646: |
Line 789: |
| *This sees its use, in addition to jump in crossup setups, mostly in Dog loops to keep opponents in the Dog's range when combo'ing from midscreen. | | *This sees its use, in addition to jump in crossup setups, mostly in Dog loops to keep opponents in the Dog's range when combo'ing from midscreen. |
| *Can only hit a maximum of 1 hit. | | *Can only hit a maximum of 1 hit. |
| | {| class="wikitable" style="float: centre;" |
| | |+ [[GGACR/Zappa/Frame_Data#Gatling Table|Gatling Options]] |
| | |- |
| | ! Normals !! Summon |
| | |- |
| | | {{Clr|5|j.D}} || Naked |
| | |} |
| </div> | | </div> |
| </div> | | </div> |
Line 655: |
Line 805: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_jD.png|What's for breakfast? | | GGAC_Zappa_jD.png| |
| </gallery> | | </gallery> |
| |-| | | |-| |
Line 676: |
Line 826: |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *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 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 Frame Data:''' ''Causes blowback on hit (untechable on ground hit for 28F). Wall bounces on CH (untechable on ground hit for 60F).'' |
| </div> | | </div> |
| </div> | | </div> |
Line 977: |
Line 1,127: |
| <div id="movelist-3" class="movelist"> | | <div id="movelist-3" class="movelist"> |
| ===Normal Moves=== | | ===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). |
| | :For followup attacks 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. |
| | :Followup version of the attacks cannot gatling into non-triplet move. |
| | |
| ===<big>{{clr|3|c.S}}</big>=== | | ===<big>{{clr|3|c.S}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
Line 1,005: |
Line 1,159: |
| *Zappa can gatling any of his ghost normals back into each other for as many ghosts as he currently holds, meaning up to three. However, {{clr|3|c.S}} bypasses this and lets you start a ghost combo before going into this chain. This makes it a premiere combo tool, especially after a {{clr|3|236S}} FRC. | | *Zappa can gatling any of his ghost normals back into each other for as many ghosts as he currently holds, meaning up to three. However, {{clr|3|c.S}} bypasses this and lets you start a ghost combo before going into this chain. This makes it a premiere combo tool, especially after a {{clr|3|236S}} FRC. |
| *Note that it cannot be gatling'd back into like the other ghost normals. You can end gatling strings with this too, as it's safe on block, to reset strings or set tick throws/frame traps. | | *Note that it cannot be gatling'd back into like the other ghost normals. You can end gatling strings with this too, as it's safe on block, to reset strings or set tick throws/frame traps. |
| | | [[GGACR/Zappa/Frame_Data#Triplet|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} |
| See notes *1 and *2
| |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|3|f.S}}</big>=== | | ===<big>{{clr|3|f.S}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
Line 1,038: |
Line 1,192: |
| *Great for zoning and stuffing a lot of things, especially when whiffing other ghost normals. You can even use backdash {{clr|3|f.S}} as an emergency AA if you time it. | | *Great for zoning and stuffing a lot of things, especially when whiffing other ghost normals. You can even use backdash {{clr|3|f.S}} as an emergency AA if you time it. |
| *Can combo to {{clr|4|5H}}/{{clr|4|2H}} for knockdown/float. | | *Can combo to {{clr|4|5H}}/{{clr|4|2H}} for knockdown/float. |
| | | [[GGACR/Zappa/Frame_Data#Triplet|Gatling Options]]: {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} |
| '''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 CH (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 39F, followup 35F). Listed Frame Adv for followup is from the 2nd hit.'' |
| </div> | | </div> |
| </div> | | </div> |
Line 1,077: |
Line 1,230: |
| *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. | | *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}}. | | *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}}. |
| | | [[GGACR/Zappa/Frame_Data#Triplet|Gatling Options]]: {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|4|5H}}, {{clr|4|2H}} |
| 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). | | *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. | | *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.'' | | '''Additional Frame Data::''' ''Listed Frame Adv for follolwup is from the 2nd hit.'' |
| </div> | | </div> |
| </div> | | </div> |
Line 1,112: |
Line 1,264: |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *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.
| | 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. |
| *Press {{clr|3|6S}} again to perform a followup attack. See notes *1, *2 and *4. | | *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. |
| | *Still has followup attacks like the rest. |
| | [[GGACR/Zappa/Frame_Data#Triplet|Gatling Options]]: {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}} |
| </div> | | </div> |
| </div> | | </div> |
Line 1,148: |
Line 1,302: |
| *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:''' ''All of the currently present triplets attack. Zappa's body has the same recovery, regardless of # of triplets.'' |
| </div> | | </div> |
| </div> | | </div> |
Line 1,182: |
Line 1,336: |
| *{{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. | | *{{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. | | *Completely safe on block. |
| | | [[GGACR/Zappa/Frame_Data#Triplet|Gatling Options]]: {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|3|6S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} |
| ---- | | ---- |
| *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. |
Line 1,188: |
Line 1,342: |
| *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 for followup is from the 2nd hit.'' |
| </div> | | </div> |
| </div> | | </div> |
Line 1,221: |
Line 1,375: |
| *It'll put them close to you and do a small amount of damage, less than {{clr|5|2D}}, but it also has frame advantage of block, making Zappa's ghost pressure scarier than it already is. | | *It'll put them close to you and do a small amount of damage, less than {{clr|5|2D}}, but it also has frame advantage of block, making Zappa's ghost pressure scarier than it already is. |
| *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. |
| | | [[GGACR/Zappa/Frame_Data#Triplet|Gatling Options]]: {{clr|4|2H}} |
| '''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.''
| |
| ---- | | ---- |
| *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 22F, followup 24F). Level 2 Attack on block. Deals 3 chip damage on block. Listed Frame Adv for followup is from the 2nd hit. See notes *1.'' |
| </div> | | </div> |
| </div> | | </div> |
Line 1,260: |
Line 1,413: |
| *Combos from {{clr|1|j.P}} and {{clr|2|j.K}}, and combos into {{clr|2|j.K}} and {{clr|5|j.D}} for better conversion. | | *Combos from {{clr|1|j.P}} and {{clr|2|j.K}}, and combos into {{clr|2|j.K}} and {{clr|5|j.D}} for better conversion. |
| *It can also work as an air to air due to its arc and relatively large hitbox. Note that like all of Zappa's air ghost normals, it is not an overhead. | | *It can also work as an air to air due to its arc and relatively large hitbox. Note that like all of Zappa's air ghost normals, it is not an overhead. |
| | | [[GGACR/Zappa/Frame_Data#Triplet|Gatling Options]]: {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|3|j.2S}}, {{clr|4|j.H}}, {{clr|5|j.D}} |
| See notes *1, and *2
| |
| ---- | | ---- |
| *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. | | *Air followup versions will not gain the horizontal range like Zappa's grounded ghost normals. |
| | | *Best for Air to Air and for creating some space, but Zappa generally does not want to spend much time airborne. |
| See notes *1, and *2
| |
| </div> | | </div> |
| </div> | | </div> |
Line 1,297: |
Line 1,448: |
| *Can be used as a jump in if properly spaced due to its disjointed nature, but again, Zappa rarely wishes to be airborne, and not being an overhead hampers this move's utility. | | *Can be used as a jump in if properly spaced due to its disjointed nature, but again, Zappa rarely wishes to be airborne, and not being an overhead hampers this move's utility. |
| *Chains into itself and {{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. |
| | [[GGACR/Zappa/Frame_Data#Triplet|Gatling Options]]: {{clr|3|j.S}}, {{clr|3|j.2S}}, {{clr|4|j.H}} |
|
| |
|
| '''Additional Frame Data:''' ''Level 1 Attack on block.'' | | '''Additional Frame Data:''' ''Level 1 Attack on block.'' |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|4|j.H}}</big>=== | | ===<big>{{clr|4|j.H}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
Line 1,331: |
Line 1,484: |
| *It's also very vulnerable for Zappa after use, particularly if you use it with no ghosts present, so don't go too crazy with it. | | *It's also very vulnerable for Zappa after use, particularly if you use it with no ghosts present, so don't go too crazy with it. |
| *You'll recover with enough time to airdash if done out of a super jump, so consider that, too. | | *You'll recover with enough time to airdash if done out of a super jump, so consider that, too. |
| | | [[GGACR/Zappa/Frame_Data#Triplet|Gatling Options]]: {{clr|4|j.H}} |
| '''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.''
| |
| ---- | | ---- |
| *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 3 chip damage on block. See notes *1.'' |
| </div> | | </div> |
| </div> | | </div> |
Line 1,359: |
Line 1,511: |
| <div class="attack-info"> | | <div class="attack-info"> |
| {| class="wikitable attack-data" | | {| class="wikitable attack-data" |
| {{CargoHeader-GGACR}} | | {{CargoHeader-GGACR|version=yes}} |
| | |- |
| | {{AttackVersion|name=236P}} |
| | {{#cargo_query:tables=MoveData_GGACR |
| | |fields=damage,guard,startup,active,recovery,onBlock,invuln,level |
| | |where=chara="{{SUBPAGENAME}}" and input="236P" and type="triplets" |
| | |format=template|template=CargoBody-GGACR|named args=yes|order by=_ID |
| | }} |
| |- | | |- |
| | {{AttackVersion|name=236K/S/H}} |
| {{#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="236K" and type="triplets" | | |where=chara="{{SUBPAGENAME}}" and input="236K" |
| |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
| |
| }} | | }} |
| |} | | |} |
Line 1,374: |
Line 1,533: |
| {{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. | | {{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. |
| *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:''' ''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).'' |
| ---- | | ---- |
| {{clr|2|K}} version drops a ghost that bounces forward a few times. | | {{clr|2|K}} version drops a ghost that bounces forward a few times. |
Line 1,389: |
Line 1,548: |
| '''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:''' ''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. | | '''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. |
| </div> | | </div> |
| </div> | | </div> |
Line 1,423: |
Line 1,582: |
| *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. | | *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:''' ''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.'' | | '''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.'' |
| </div> | | </div> |
| </div> | | </div> |
|
| |
|
| ===<big>Curse Items</big>=== | | ===<big>Curse Items</big>=== |
| | <span class="input-badge">'''Automatic after haunting'''</span> |
| <div class="attack-container"> | | <div class="attack-container"> |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
Line 1,455: |
Line 1,615: |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *The moment an opponent gets possesed by a ghost, one of the three items will launch towards the target.
| | The moment an opponent gets possesed by a ghost, one of the three items will launch towards the target. |
| *Each of the three has a different set of properties, but one of the three will be randomly launched at 1F, 121F, 241F, and 361F of Haunting. | | *Each of the three has a different set of properties, but one of the three will be randomly launched at 1F, 121F, 241F, and 361F of Haunting. |
| **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. |
| ---- | | ---- |
| *The golf ball deals a good amount of damage, but bounces slowly across the floor until it makes contact. You can react very easily to this and plan your combos accordingly.
| | The golf ball deals a good amount of damage, but bounces slowly across the floor until it makes contact. You can react very easily to this and plan your combos accordingly. |
| ---- | | ---- |
| *The flowerpot is the fastest item, as it will hone in on the opponent when spawned, and will plummet the opponent down on air hit. It will tack on damage pretty quickly.
| | The flowerpot is the fastest item, as it will hone in on the opponent when spawned, and will plummet the opponent down on air hit. It will tack on damage pretty quickly. |
| </div> | | </div> |
| </div> | | </div> |
Line 1,503: |
Line 1,663: |
| </div> | | </div> |
| ===Notes=== | | ===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. | | # 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 | | # Haunts opponent on hit for 481F. See more [[{{PAGENAME}}/Frame_Data#Triplets|here]]. |
| </div> | | </div> |
| <div id="movelist-4" class="movelist"> | | <div id="movelist-4" class="movelist"> |
Line 1,543: |
Line 1,701: |
| *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. |
| *Forces standing on hit allowing 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. |
| | [[GGACR/Zappa/Frame_Data#Gatling_Table|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 1,574: |
Line 1,733: |
| *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. | | *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. | | *Although it has good gatling options, it has a high amount of recovery, so be careful. |
| | [[GGACR/Zappa/Frame_Data#Gatling_Table|Gatling Options]]: {{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:''' ''Initial prorate 90%.'' |
Line 1,606: |
Line 1,766: |
| 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. | | 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. | | *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. |
| | [[GGACR/Zappa/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}} |
| </div> | | </div> |
| </div> | | </div> |
Line 1,670: |
Line 1,831: |
| *Will drop the sword's height on use, perfect for comboing into {{clr|4|2H}} and ensuring that your grounded sword combos connect. | | *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. | | *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. |
| | [[GGACR/Zappa/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} |
|
| |
|
| '''Additional Frame Data:''' ''Initial prorate 90%.'' | | '''Additional Frame Data:''' ''Initial prorate 90%.'' |
Line 1,705: |
Line 1,867: |
| **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. |
| | [[GGACR/Zappa/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}} |
|
| |
|
| '''Additional Frame Data:''' ''Zappa is in CH state for entire duration. 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.'' |
Line 1,738: |
Line 1,901: |
| *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. |
| | [[GGACR/Zappa/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}} |
|
| |
|
| '''Additional Frame Data:''' ''Initial prorate 85%.'' | | '''Additional Frame Data:''' ''Initial prorate 85%.'' |
Line 1,772: |
Line 1,936: |
| *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%. FRC timing 9~11F.'' | | '''Additional Frame Data:''' ''Initial prorate 90%. FRC timing 9~11F.'' |
| </div> | | </div> |
| </div> | | </div> |
Line 1,828: |
Line 1,992: |
| 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| |
| </gallery> | | </gallery> |
| |-| | | |-| |
Line 1,960: |
Line 2,124: |
| *Powerful normal which leads into damage and pressure. Its hitstun is high enough that you can combo into {{clr|4|6H}} against most standing characters, and its activation range is a bit deceptive. | | *Powerful normal which leads into damage and pressure. Its hitstun is high enough that you can combo into {{clr|4|6H}} against most standing characters, and its activation range is a bit deceptive. |
| *It is on the slower side, however, and at this range, Zappa's P and K normals do still have their place. | | *It is on the slower side, however, and at this range, Zappa's P and K normals do still have their place. |
| | [[GGACR/Zappa/Frame_Data#Gatling_Table|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> |
| | |
| ===<big>{{clr|3|f.S}}</big>=== | | ===<big>{{clr|3|f.S}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
Line 1,992: |
Line 2,158: |
| *Can be combo'd into {{clr|3|2S}} and {{clr|4|5H}} for combo continuations and pressure. | | *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. |
| | [[GGACR/Zappa/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} |
| </div> | | </div> |
| </div> | | </div> |
| | |
| ===<big>{{clr|4|5H}}</big>=== | | ===<big>{{clr|4|5H}}</big>=== |
| <div class="attack-container"> | | <div class="attack-container"> |
Line 2,000: |
Line 2,168: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_raoh_5H.png|Lightning spear. Ranged low. | | GGAC_Zappa_raoh_5H.png|Lightning spear. Ranged low |
| </gallery> | | </gallery> |
| |-| | | |-| |
Line 2,024: |
Line 2,192: |
| 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. |
| | [[GGACR/Zappa/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} |
|
| |
|
| '''Additional Frame Data:''' ''Knocks down opponent on ground hit.'' | | '''Additional Frame Data:''' ''Knocks down opponent on ground hit.'' |
Line 2,124: |
Line 2,293: |
| |} | | |} |
| ==== ==== | | ==== ==== |
| *Good ranged low poke that doesn't reach as far as {{clr|4|5H}}, but starts much faster and combos into {{clr|4|5H}}, or goes into {{clr|5|5D}} or another option for frame traps.
| | Good ranged low poke that doesn't reach as far as {{clr|4|5H}}, but starts much faster and combos into {{clr|4|5H}}, or goes into {{clr|5|5D}} or another option for frame traps. |
| | |
| | [[GGACR/Zappa/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} |
| </div> | | </div> |
| </div> | | </div> |
Line 2,158: |
Line 2,329: |
| *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. | | *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. |
| | [[GGACR/Zappa/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}} |
|
| |
|
| '''Additional Frame Data:''' ''Floats opponent on hit (untechable for 28F).'' | | '''Additional Frame Data:''' ''Floats opponent on hit (untechable for 28F).'' |
Line 2,169: |
Line 2,341: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_raoh_jS.png|{{clr|3|2S}} but aerial | | GGAC_Zappa_raoh_jS.png|2S but aerial |
| </gallery> | | </gallery> |
| |-| | | |-| |
Line 2,191: |
Line 2,363: |
| Excellent jump in due to its range and low hitbox. | | 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. | | *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. |
| | [[GGACR/Zappa/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}} |
|
| |
|
| '''Additional Frame Data:''' ''Untechable for 16F.'' | | '''Additional Frame Data:''' ''Untechable for 16F.'' |
Line 2,227: |
Line 2,400: |
| *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. |
| | [[GGACR/Zappa/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}} |
|
| |
|
| '''Additional Frame Data:''' ''Ground bounces opponent on hit (untechable for 36F).'' | | '''Additional Frame Data:''' ''Ground bounces opponent on hit (untechable for 36F).'' |
Line 2,343: |
Line 2,517: |
| *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:''' ''FFloats 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:''' ''Floats 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 version is just as damaging, but less useful than the grounded version. |
Line 2,398: |
Line 2,572: |
| <div class="attack-gallery"> | | <div class="attack-gallery"> |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_throw.png|Saliva | | GGAC_Zappa_throw.png| |
| </gallery> | | </gallery> |
| </div> | | </div> |
Line 2,450: |
Line 2,624: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_2H.png|Chomp | | GGAC_Zappa_2H.png| |
| </gallery> | | </gallery> |
| |-| | | |-| |
Line 2,519: |
Line 2,693: |
| Images = | | Images = |
| <gallery widths="210px" heights="210px" mode="nolines"> | | <gallery widths="210px" heights="210px" mode="nolines"> |
| GGAC_Zappa_632146H.png|And this is where it gets weird. | | GGAC_Zappa_632146H.png|And this is where it gets weird |
| </gallery> | | </gallery> |
| |-| | | |-| |