GGACR/Zappa/Pros5: Difference between revisions

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* '''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.
* '''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''': Raou gives Zappa access to some very useful normals with far reaching hitboxes that 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''': 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.
* '''Amazing DP''': Raou's {{clr|3|214S}} 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 {{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.
* '''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.  
* '''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.  

Revision as of 17:31, 3 December 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 214S 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.