GGACR/Zappa/Pros4

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< GGACR‎ | Zappa
Revision as of 22:36, 2 December 2022 by Oppositeofdecay (talk | contribs)

 Zappa  Zappa is five characters in disguise as one who overwhelms the opponent with bizarre hitboxes, hurtboxes, and moves with unique properties.

Pros
Cons
  • Fully Disjointed: Sword has a unique property in that it does not have a hurtbox, which makes it extremely effective in neutral and invalidates many options that the opponent might otherwise use to escape pressure such as burst, dp, or dead angle and allows spaced Sword normals to be fully reversal safe during combos and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
  • Strong Zoning: Because the sword can reach roughly 3/4ths of the screen, Zappa can use it to zone out opponents with very little risk to himself, especially versus characters with subpar mobility.
  • Amazing High-Low Mixup: When Zappa obtains Sword he gains access to some very strong high-low mixup tools such as his 6P>2K gatling (which is exclusive to Sword), 6H (a 13f overhead that turns into a low later on in the move), 2S (a ranged low), and his j.S (which hits high and can be used as an instant overhead). These tools allow Zappa to keep his opponent guessing from all ranges.
  • Plethora of Strong Tools: Sword gives Zappa a variety of useful tools that allow him to move across the screen quickly, anti-air, extend pressure, and recall sword. In addition to this, every Sword special has an FRC point to make it safe or to extend pressure/combos.
  • Oppressive Corner Pressure: Sword has some of the strongest corner pressure in the game. When an opponent is forced into the corner Zappa can use Come Close, and I'll Kill You (also known as Swipe) to cause a hard knockdown. This allows Zappa's to keep pressuring the opponent after every corner combo and force Zappa's opponent to work to get out of his pressure.
  • Dead Zone': Due to the sword lingering in place after completing a move, poor placement or exploitable gaps in pressure will allow an opponent to get between Zappa and the Sword. Once this happens Zappa's options become much more limited, as he will either have to go for a risky option such as Please Fall (DP), run away, or rely on his P and K normals to bail him out.
  • Highly Committal Normals: Sword normals such as 2H (37f), 5H (39f), and 6H(45f) are all moves with high total frame counts that leave Zappa completely vulnerable should the opponent avoid them.
  • Limited Access to Knockdowns: Although Zappa retains his 2D allowing him to KD midscreen when close to the opponent, Sword normals and specials generally do not result in hard knockdown unless the opponent is grounded and in the corner.
  • Other limitations: All sword normals build 0 guard bar and are air-blockable without FD unlike most grounded moves in the game.