GGACR/Zappa/Resources

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< GGACR‎ | Zappa
 Zappa


Preface

This page is Zappa's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.

For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:

  • Character Discord pins
  • Links or transcriptions of external personal documents and / or Dustloop User Docs
  • Tech videos, especially from Twitter hashtags
  • One-off or niche combo routes
  • Set-ups (for pressure, mix-ups, okizeme, or setplay)
  • Video analyses of matches and sets
If more opinionated works are posted, such as match-up charts, it is highly recommended that you include accreditation to the creator and any other important specifics (such as ordering or et cetera), so that readers can evaluate the sourcing. To readers, also note that this means you should consume at your own discretion. Not all strategy or reasoning may be fully explained, tested, or viable, so either be sure to ask the creators any questions (if possible), or do your own research in training mode.
Community Links
Match Replays

Documents

You can embed links to external documents or User Docs here.


Videos

You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.


Plain Text

You can write your own content here, or post transcriptions of content from potentially impermanent sources here.

Zappa Backdash is 11f duration, so to chain backdashes frame perfectly you would need to input 4 every 6 frames. This means that the optimal backdashing tempo is right around 600 bpm. For reference this is what that sounds like: https://www.youtube.com/watch?v=o9R87ccH8-g If you play on keyboard there are online tools that will tell you the bpm of your key presses: https://www.beatsperminuteonline.com/


Information about linking after Zappa 4H throw vs opponents that are flush in the corner, numbers are for if you're at point blank range and the real window will be more lenient the further away you throw them from (for example Testament becomes possible to combo if you throw them from further away).

Pot: Very Easy+ 5P/2P 6f, LE 8f

Faust: Very Easy 5P/2P 5f, LE 7f

Axl: Easy 5P/2P 4f, LE 6f

Bridget: Easy 5P*/2P 4f, LE 6f

I-No: Easy 5P/2P 4f, LE 6f

ABA: Easy 5P 3f, 2P 4f, LE 6f

Justice: Medium 5P/2P 3f, LE 5f

Baiken: Medium 5P*/2P 3f, LE 5f

Jam: Medium 5P 2f, 2P 3f, LE 5f

May: Medium~Hard 5P/2P 2f, LE 4f

Zappa: Hard 5P/2P 1f, LE 3f

Kliff: Hard 5P/2P 1f, LE 3f

Chipp: Hard 5P/2P 1f, LE 3f

Slayer: Hard 5P/2P 1f, LE 3f

Millia: Hard 5P/2P 1f, LE 3f

Sol: Hard 5P/2P 1f, LE 3f

HOS: Hard 5P/2P 1f, LE 3f

Anji: Hard 2P 1f, LE 3f

Ky: Hard 2P 1f, LE 3f

Robo: Hard 2P 1f, LE 3f

Eddie: Hard 2P 1f, LE 3f

Dizzy: Hard~Very Hard 2P 1f, LE 2f

Venom: Very Hard LE 2f

Johnny: Very Hard LE 2f

Testament: IMPOSSIBLE

Asterisk means that 5p combos from throw but doesn't link into jP due to low height


Information on who can get hit by 5D when dog is flush in the corner

Note 1: Standing heavy hit reel happens when you use 5K or fS, with a few strange exceptions

Note 2: I didn't test 6D except for in a few cases, generally it is easier to hit with than 5D if dog is facing the corner and harder to hit with if the dog is facing out.

Note 3: Characters are ordered based on how powerful this exact position is vs them.


Dog facing corner:

Justice
Faust
Potemkin

Baiken (hit reel, stand block)

Dizzy (cr hit reel, st heavy hit reel, st block)
Eddie (cr hit reel, st heavy hit reel, st block)

Chipp (st heavy hit reel tight timing, 6D can hit all hit reel, st block)

Testament (hit reel)

Slayer (cr hit reel, st heavy hit reel)
I-no (cr hit reel, st heavy hit reel)
Venom (cr hit reel, st heavy hit reel)

Johnny (cr hit reel, 6D can hit st heavy hit reel)

Kliff (st heavy hit reel, st block)

Anji (cr hit reel, st heavy hit reel)
ABA (cr hit reel, st light hit reel)

Sol (st hit reel)
HOS (st hit reel)

Zappa (st heavy hit reel)
Jam (st heavy hit reel, 6D can hit all)
Axl (st heavy hit reel)
May (st heavy hit reel)
Millia (st heavy hit reel tight timing)

Robo (stand block)
Ky (stand block)

Bridget (N/A)

Dog facing out of corner:
Faust
Potemkin

Testament (block, hit reel)
Justice (block, hit reel)


Baiken (st hit reel, block)
May (block, st hit reel)
Eddie (st heavy hit reel tight timing, block)

Zappa (hit reel, cr block)

Sol (st hit reel, crouch block)
HOS (st hit reel, crouch block)

Millia (block)

Axl (hit reel, st block)

Chipp (cr hit reel, st heavy hit reel, st block)

Johnny (hit reel)
Dizzy (hit reel)
Kliff (hit reel)

Robo (cr hit reel, st heavy hit reel tight timing)
Ky (cr hit reel, st heavy hit reel tight timing)
Venom (cr hit reel, st heavy hit reel tight timing)

Slayer (cr hit reel, st heavy hit reel)

Anji (cr hit reel, st light hit reel)

Bridget (st hit reel)

I-no (st heavy hit reel)

Jam (N/A)
ABA (N/A)


Usually having the dog in the corner facing out is better if 5D can connect with crouch blocking opponents as it gives you nearly unlimited blockstring pressure, but in other cases the dog facing the corner is often better as you only need to connect a single 5D (or 6D if you need to) in order to push the dog out enough to hit everyone consistently.


Characters where Dog facing the corner is better:
Johnny Dizzy Kliff I-no

Chipp Venom

Slayer Anji ABA

Axl Jam

Dog facing out of corner is better:
Faust Pot Test Justice Baiken* May Eddie Zappa Sol HOS

Millia

Ky Robo

Bridget

Depreciated Resources


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