GGACR/Zappa/Pros5: Difference between revisions

From Dustloop Wiki
< GGACR‎ | Zappa
mNo edit summary
No edit summary
Line 2: Line 2:
| intro = {{Character Label|GGACR|Zappa|24px}} is five characters in disguise as one who overwhelms the opponent with bizarre hitboxes, hurtboxes, and moves with unique properties.
| intro = {{Character Label|GGACR|Zappa|24px}} is five characters in disguise as one who overwhelms the opponent with bizarre hitboxes, hurtboxes, and moves with unique properties.
| pros =
| pros =
* '''Ludicrous damage''': With 50% meter and a {{clr|3|214S}} starter close to the corner Raoh is capable of nearly one shotting most characters. Even outside of this situation he does enough damage that often even a single confirm is enough to close out a round.
* '''Ludicrous damage''': With 50% meter and a {{clr|3|214S}} starter close to the corner Raou is capable of dealing close to an entire health bar's worth of damage. Even outside of this situation he does enough damage that often even a single confirm is enough to close out a round.
* '''Strong Normals''': Raoh gives Zappa access to some very useful normals which can be used for poking, frame traps, and extended pressure.
* '''Strong Normals''': Raou gives Zappa access to some very useful normals with far reaching hitboxes that can be used for poking, frame traps, and extended pressure.
* '''Amazing DP''': Raoh's {{clr|3|241S}} is one of the best invincible reversals in the game, coming out on frame 4 and reaching almost to the top of the screen.
* '''Amazing DP''': Raou's {{clr|3|241S}} is one of the best invincible reversals in the game, coming out on frame 4 and reaching almost to the top of the screen with an air-unblockable mountain of a hitbox.
* '''Very high chip damage''': Raoh's {{clr|3|236S}} projectile and {{clr|3|632146S}} super both do highly increased chip damage, forcing the opponent to choose between losing their meter or taking significant damage.  
* '''High Threat Projectiles''': Raou's {{clr|3|236S}} followups are air unblockable and lead into a full combo on hit, which combined with their multiple trajectories and large hitboxes makes them a threatening screen presence.
* '''Very high chip damage''': Raou's {{clr|3|236S}} projectile and {{clr|3|632146S}} super both do highly increased chip damage, forcing the opponent to choose between losing their meter or taking significant (sometimes fatal) damage.  
| cons =
| cons =
* '''Only lasts 15 seconds''': After 15 seconds Raoh disappears, leaving Zappa summonless.  
* '''Only lasts 15 seconds''': After 15 seconds Raou disappears, leaving Zappa summonless.  
* '''Limited mixup''': Raoh's only option for a grounded overhead is his {{clr|5|5D}}, which despite it's high reward and + frames on block is still very reactable at 24 frames. This means that Raoh can sometimes struggle to open an opponent up before he disappears.
* '''Limited mixup''': Raou's only option for a grounded overhead is his {{clr|5|5D}}, which despite it's high reward and + frames on block is still very reactable at 24 frames. This means that Raou can sometimes struggle to open an opponent up before he disappears.
* '''Enlarged hurtboxes''': Although Raoh's normals are quite powerful, they also expand Zappa's hurtbox significantly, meaning they can sometimes be counterpoked if he is not careful with them.
* '''Enlarged hurtboxes''': Although Raou's normals are quite powerful, they also expand Zappa's hurtbox significantly and make him vulnerable to counterpokes.
|tablewidth=100
|tablewidth=100
}}<section end="Content" />
}}<section end="Content" />

Revision as of 20:04, 21 November 2022

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

Pros
Cons
  • Ludicrous damage: With 50% meter and a 214S starter close to the corner Raou is capable of dealing close to an entire health bar's worth of damage. Even outside of this situation he does enough damage that often even a single confirm is enough to close out a round.
  • Strong Normals: Raou gives Zappa access to some very useful normals with far reaching hitboxes that can be used for poking, frame traps, and extended pressure.
  • Amazing DP: Raou's 241S is one of the best invincible reversals in the game, coming out on frame 4 and reaching almost to the top of the screen with an air-unblockable mountain of a hitbox.
  • High Threat Projectiles: Raou's 236S followups are air unblockable and lead into a full combo on hit, which combined with their multiple trajectories and large hitboxes makes them a threatening screen presence.
  • Very high chip damage: Raou's 236S projectile and 632146S super both do highly increased chip damage, forcing the opponent to choose between losing their meter or taking significant (sometimes fatal) damage.
  • Only lasts 15 seconds: After 15 seconds Raou disappears, leaving Zappa summonless.
  • Limited mixup: Raou's only option for a grounded overhead is his 5D, which despite it's high reward and + frames on block is still very reactable at 24 frames. This means that Raou can sometimes struggle to open an opponent up before he disappears.
  • Enlarged hurtboxes: Although Raou's normals are quite powerful, they also expand Zappa's hurtbox significantly and make him vulnerable to counterpokes.