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Line 893: |
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| |name=j.H | | |name=j.H |
| |image=GGAC_Zappa_sword_jH.png | | |image=GGAC_Zappa_sword_jH.png |
| |caption=SWORDS DON'T BEND THAT WAY
| |
| |data= | | |data= |
| {{AttackDataHeader-GGReload}} | | {{AttackDataHeader-GGReload}} |
Line 900: |
Line 899: |
| {{!}}- | | {{!}}- |
| {{Description|7|text= | | {{Description|7|text= |
| Mainly a combo tool and occasional crossup tool, j.H's FRC allows for Zappa's extended air combos and will force the opponents to think twice about when to block low if used properly. If you dash over the opponent and use 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.
| | Occasional crossup tool. If you dash over the opponent and use 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. |
| | |
| Initial prorate 90%. FRC timing 9~11F.
| |
| }} | | }} |
| }} | | }} |
| | |
| ===Specials=== | | ===Specials=== |
| ====== ====== | | ====== ====== |
Zappa
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- Movement Options
- Double Jump, 1 Air Dash, Dash Type: Run
Colors
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P
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K
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S
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H
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D
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Start
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Normal
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SP
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|
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Overview
- Zappa's game design is one of the most unique in fighting games. Zappa psuedo-randomly summons spirits to change his fighting style drastically, and to help him gather orbs to summon an even greater ally: Raoh.
Each of Zappa's summons gives him a different playstyle and set of tools to work with, from zoning, to spacing, to rushdown. Zappa's general strategy is to get a summon, play based on that summon's style, and gain orbs. Once Zappa gains 8 orbs, he can summon Raoh, inflicting lethal damage for 15 seconds. Zappa players will have to learn the ins and outs of each of his playstyles, resulting in Zappa having five times as many matchups as normal characters.
Strengths and Weaknesses
Strengths |
Weaknesses
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- Lots of low profile moves, including dash
- Variety of overheads
- Excellent Backdash
- Access to 50 Tension can get Raoh quickly
- Sword
- Decent damage output
- Ranged normals
- Dog
- Unblockable setups
- Infinites (until the enemy bursts).
- Great defensive options. Dog can take a hit for Zappa
- Triplets
- Great zoning - controls a ludicrous amount of space
- Extensive, safe pressure
- Raoh
- Ludicrous damage
- Extreme range and speed
- Great poking tools
- Amazing DP
- Very high chip damage
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- Very steep learning curve
- Overall poor Anti-Airs
- No Summons
- No reliable reversals outside backdash/DAA
- Terrible damage and range
- Sword
- Moves are a bit slow
- Extremely limited options if opponents get past sword
- Dog
- Higher execution requirements.
- Zappa loses knockdown tools in some matchups
- Dog takes 30 frames to "activate"
- Triplets
- Slow moves
- Randomized item drops can screw up your combos
- Raoh
- Very limited mixup
- Zappa's poses make him vulnerable
- Only lasts 15 seconds
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Character Specific Mechanics
Summons
- Zappa has the ability to summon one of 4 familiars which will augment his playstyle significantly by replacing his specials and normals.
Zappa's forms are in brief:
- Naked Zappa - Zappa will start each round in this default state. This state is also his weakest form.
- Dog - Replaces his Dust button with a familiar which can act autonomously from Zappa.
- Triplets - Grant Zappa long range specials and augmented normals which are great for keep-away. Triplets also create random items on hit to harass the opponent.
- Sword - Grants Zappa strong damage output and access to a 13 frame overhead that turns into a low.
- Raoh - Raoh only appears when Zappa has 8 orbs. Raoh has amazing damage, reach, and speed, but is balanced by very poor mixups.
Orbs
- Zappa has a unique resource called Orbs which he gains by hitting enemies with certain moves.
Orbs will be shown as balls of light which float in a circle around Zappa's body. Zappa's special moves will grant Zappa with a number of orbs if they successfully hit, depending on the move. Zappa will start each round with 0 orbs, and can have a maximum of 8 orbs. When Zappa has 8 orbs, his next summon special will summon Raoh who is a unique summon that only lasts 15 seconds.
Special Cancelable 5D
Zappa is one of the only two characters in the game who can special cancel 5D.
Naked Moves
Normals
5P
5P
A gentleman always extends for a friendly handshake.
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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9
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Mid
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SJR
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5
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2
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6
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+2
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Tied with 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.
Gatling Options: 6P,5K,2K,cS,fS,2S,5H,2H,6H,5D,2D
Prorates 90%.
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5K
cS
cS
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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26
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Mid
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SJR
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8
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6
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18
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-10
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Good combo starter, but otherwise cS doesn't stand out in neutral. It's mostly delegated to combo fille.
- Against crouching opponents combos into 2H with dash momentum.
Gatling Options: 6P,fS,2S,5H,2H,6H,5D,2D
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fS
fS
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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30
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Mid
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SR
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13
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9
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7
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-2
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Easily one of Zappa's best normals, hitting for good damage and with the highest range out of Zappa's notable normal attacks. Activates at a surprisingly close range, and can combo into 2S or 2D if you're close enough, allowing Zappa to go into Centipedes if naked, or into other setups with the Dog. At a far enough range, this move turns into a harmless puddle. Can be jumped cancelled into something like j.K or j.S if you're close enough.
Spit reaches its maximum horizontal distance in 19F.
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5H
5H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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20*3
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High
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R
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22
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3*6
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12
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-7
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One of the weirdest moves in the game: a six hitbox overhead that's unsafe on hit. Amazing when used in conjunction with the Dog, otherwise a bit risky without meter. By itself you won't get much from it. Use it to go for the kill.
Lower body invincible 22~39F. Hitstop 7F. Max 3 hits.
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5D
5D
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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17
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High
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SR
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23
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4
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22
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-9
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Another interesting move, Zappa's dust is easy to see, but comes out relatively quickly, has both throw and lower body invincibility, and is the one of the only two Dusts in the game that can be special cancelled! The most common followup out of 5D is to do an Impossible Dust with jD, land, and perform (2H) Centipedes.
10-33 invincible to throws. Lower body invincibility 18-37F. CH state till end of recovery.
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2P
2P
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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12
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Mid
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SJR
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5
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3
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9
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-2
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Another good, fast poke, 2P is a great combo starter, going into 2K into whatever. It's generally best to go into 2K, 2D, Centipedes when naked, or whatever combo you'd like when using a summon.
Low profile 1F onwards. Prorates 90%.
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2K
2K
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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16
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L
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SR
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7
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6
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7
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-1
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Yet another low profile Zappa poke, and among the better moves in Zappa's overall tookit. 2K hits low, goes under a lot of things, moves Zappa slightly forwards, and comes out at a decent speed. 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.
Prorates 80%.
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2S
2S
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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26
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Mid
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SR
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11
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9
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12
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-7
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Nothing great by itself, but it has decent range and will allow Zappa to combo into 2H against crouchers. Like cS, it's mostly combo filler. Has some...odd patterns in its low profile states. Good on counter hit, go ahead and dash into whatever.
1-4,9-10,20-21,26-31 low stance. Staggers on ground CH (max: 49F).
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2H
2H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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60
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Mid
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SJR
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15
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5
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14
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±0
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By itself, this move is nothing special, but when chained into, 2H is beastly. 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, cranks the guard bar a ton, and does chip damage. Feel free to RC 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 6P, cS, and 2S against crouchers, and 5K, 6P, cS, and 2S on counter hit.
Staggers on ground hit (max: 35F). Dizzy modifier x2.
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2D
2D
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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30
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L
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SR
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13
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6
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12
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-4
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Still another low profile Zappa normal, 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.
10-20 low stance.
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6P
6P
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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24
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Low
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SJR
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11
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3
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18
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-7
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An excellent move that's more suited to poking than anti-air due to its low to the ground hitbox. 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. 6P will be seeing a lot of use from you.
1-13 above the knees invincibility. Prorates 90%. Causes knockdown on ground CH.
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6H
6H
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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50
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High
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R
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21
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19
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26
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-26
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Another one of Zappa's several overheads, this one is quite a bit more useful than 5H, but is still extremely unsafe and only meant to be used sparingly. If you have the dog to cover your pressure, this move is excellent, but otherwise is seldom used. Note that it won't knockdown in the corner unless it lands as a counter hit. A tricky mixup you can use if you have the meter is to jump install into 6H, RC it on block (from far enough out) and airdash in. On Counter Hit, you're going to lead into something mean, or as mean as you can get with naked Zappa.
Zappa is airborne from 19~39F. Low profile 44~49F. 50-57 invincible above the feet. Wall bounces on hit (untechable for 20F). Untechable for 60F on CH.
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Air Normals
jP
jP
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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13
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High, Air
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SJR
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6
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6
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9
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-
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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.
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jK
jK
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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22
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High, Air
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SR
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10
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11
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18
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-
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Has some of the best range of all of Zappa's jumping normals, but its speed and nature of its hitbox don't make for a particularly great aerial. It hits pretty far out and combos into jS and jD, and back into jP, but not being jump cancellable hurts its utility. It's a bit slow and is probably naked Zappa's best jump in whne properly timed, but Zappa is always better suited to summoning as soon as possible (and safely).
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jS
jS
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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32
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High, Air
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SJR
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9
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3
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15
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-
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More combo filler. Delegated to combos and pretty much that when Zappa is naked. Has worse horizontal reach than jK, but some height to its hitbox, and is just fast enough to work in air combos. You'll mainly see it used after jP into jD, or after 2H air hit combos.
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jH
jH
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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28
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High, Air
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SR
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12
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2
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12
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-
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This move will almost never hit anybody in front of you, because the hitbox is entirely behind Zappa, making this a great crossup tool. 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.
Maximum 1 hit.
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jD
jD
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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40
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High, Air
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SR
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9
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6
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18+5L
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-
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Has a tricky crossup hitbox and wallbounces on counter hit, but jD sees its use mostly as an air combo ender for most of Zappa's summons, sans Raoh. It does pretty good damage, has some better range amongst Zappa's moveset, and is especially useful overall. Probably tied with jP for Zappa's most used aerial.
Floats opponent on hit. Wall bounces on CH (untechable on ground hit for 60F).
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Specials
Hello, Three Centipedes 236P with No Summon
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
|
20
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Mid
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R
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10
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4
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20
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-12
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The major staple of Zappa's gameplan, Centipedes are the most important tool in Zappa's arsenal. It is fully invul until past startup, removes OTG, knocks down, and grants Zappa a summon. The most common usage is to knock the opponent down with xx > 2D, and then dash forward into Centipedes. Afterwards, you can link a 5P into a combo based on which summon you've been granted.
On hit, Zappa will gain a single orb, and a summon based on the timer and your number of orbs.
If the singles digit on the round's timer is:
-0, you get the sword.
-1, you get the dog.
-2, you get the ghosts.
-If you have 8 orbs, you get Raoh.
(Note that this occurs on frame 15 of the attack).
Fully invincible 1~13F. Knocks down opponent on hit (untechable for 60F). Removes OTG status on opponent on hit. +3 Souls on hit.
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Universal Mechanics
Ground Throw
Saliva
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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50
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Throw: 45 Pixels
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-
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-
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-
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-
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-
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Unusual ground throw with shorter range than average to compensate for Zappa's mobility. Throws the opponent opposite of the direction your threw them in. Wallbounces and usually knocks down. You can usually followup with OTG summon when naked, or link a 5P into a combo when near the corner.
Wall bounces opponent on hit (untechable for 60F). Forced prorate 50%.
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Air Throw
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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60
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Throw: 110 Pixels
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-
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-
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-
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-
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-
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A good airthrow which leads to guaranteed OTG Centipedes if you time it correctly. Because you'll get j.H if you whiff, you generally want to OS with j.P+H, which is a much safer option. One of your most reliable AA options due to the nature of Zappa's randomness.
Knocks down on hit. Forced prorate 50%.
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Dead Angle Attack
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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25
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All
|
R
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15
|
4
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15
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-5
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Using the same animation as 2H, Zappa's Dead Angle is a decent gtfo move, with a big hitbox and decent speed. It's obviously unsafe, but that's how it goes with most DAAs.
1-20 invincible. 21-31 invincible to throws. Causes knockdown on ground hit. Prorates 50%.
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Triplet Moves
Normals
- 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).
- 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
c.S
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
|
Frame Adv.
|
36
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Mid
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SJR
|
6
|
2
|
19
|
-7
|
Pretty standard punish starter. Doesn't have too much reach, but can be used sparringly as an anti-air, and to relaunch/link air combos.
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, 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 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.
See note 1.
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f.S
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Damage
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Guard
|
Cancel
|
Startup
|
Active
|
Recovery
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Frame Adv.
|
22
|
Mid
|
SJR
|
9
|
7
|
17
|
-7
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Now we're getting some range. Has the longest horizontal reach of Zappa's grounded ghost normals. Its hitbox more or less matches the lateral range of the arm, but vertically it hits low enough to connect with crouchers. Great for zoning and stuffing a lot of things, especially when whiffing other ghost normals. You can even use backdash f.S as an emergency AA if you time it. Can combo to 5H/2H for knockdown/float.
Initial prorate 90%. Staggers opponent on Counter Hit (max 39F).
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5H
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Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
50
|
Mid
|
SJR
|
14
|
5
|
21
|
-9
|
Slower normal amongst Zappa's triplets. Better for frame traps, and mostly sees use in c.S > 5H relaunches after floating with a 2H. Mostly meant for damage and filler in combos. It has the same hitstun and blockstun as 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 2S for mixup situations, which can create ambiguous situations when you start with this in conjunction with 6H.
See note 1.
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|
6H
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
36*3
|
High
|
R
|
14
|
5(3)5(10)5
|
8
|
+4
|
Absurdly fast overhead, especially considering its damage. Will deal roughly 80 points of damage or more if you let all three hits rock. Has a great amount of range and will push back the opponent farther the more hits you allow. Its animation and startup time are also eerily similar to 5H's, which can be cancelled into 2S as a low, creating a very ambiguous mixup situation.
If you RC the first or second hit, you'll be able to continue the combo and generally deal a knockdown. Despite that you cannot combo into this move or gatling into it from ghost normals, you can gatling into it from a 5P or 6P, the former of which self-cancels with the ghosts, and the latter gatlings to and from c.S, leading to a scary mixup when in range. Fantastic tool, just note that you'll get fewer hits when you have few.
After Zappa turns his back, all of the currently present triplets attack. Zappa's body has the same recovery, regardless of # of triplets. See note 1.
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|
2S
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
20
|
Low
|
CSR
|
5
|
6
|
16
|
-8
|
A short ranged low which by itself has less range than 2K, but doesn't have a prorate. This is useful since although you can't gatling into Zappa's overhead, you have plenty of options to force the opponent to sit instead of trying to jump out. 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 c.S), but will not combo into H normals. Completely safe on block.
See note 1.
|
|
2H
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
32
|
All
|
-
|
17
|
9
|
15
|
+7
|
Knockdown and pressure tool that works best after a c.S or other short gatling before S and H. It'll put them close to you and do a small amount of damage, less than 2D, but it also has frame advantage of block, making Zappa's ghost pressure scarier than it already is. You can also link a c.S on hit to relaunch if you want to get a kill or just get them off of you. However, note that using 2H temporarily disables the ghost you use for longer than simply launching them, since you did just blow it up.
Floats opponent on hit (untechable for 22F). Level 2 Attack on block. See notes 1 and 2.
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|
Air Normals
j.S
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
50
|
High, Air
|
SR
|
14
|
5
|
21
|
-
|
Good damage filler in aerial combos, since Zappa's air combos generally don't end in knockdown. Combos from j.P and j.K, and combos into j.K and 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.
See note 1.
|
|
j.H
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
32
|
High, Air
|
-
|
14
|
9
|
17
|
-
|
Excellent tool for crossup shenanigans since the hitbox will linger in place after Zappa moves past or airdashes back in front of the opponent, creating tricky mixup situations. It'll knock down and can also cover you during an aerial retreat, it just comes with the same risks as 2H. 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.
Floats opponent on hit (untechable for 22F). Level 2 Attack on block. See notes 1, 2, and 3.
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|
Specials
Please Don't Come Back 236S/H with Triplets
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
24
|
All
|
F
|
9
|
-
|
Total 39
|
-4
|
A versatile move that gives the Triplets the ability to control a grand amount of the screen. Each version launches one of the ghosts near Zappa at a different arc depending on the button, and on hit, the ghost will possess the opponent if one isn't already haunting them. Its FRC circumvents its long recovery, and can be used to extend combos and guarantee a knockdown into another mixup situation. Just make sure a ghost is nearby when being used, or Zappa will simply go into a vulnerable animation without launching a hitbox. Extremely useful.
S version shoots a ghost straight ahead of Zappa, probably the most used version. It goes the entirety of the field and zones the opponent completely. Up close, it's great for pressure and as a combo tool when FRC'd. Lasts until it reaches the edge of the screen.
H version shoots a ghost at an upwards arc. Good for close opponents trying to jump out, or far opponents trying to approach from the air. Lasts until it hits the floor (46F for ground version).
Attack level 2. CH state till end of recovery. Hit stop 13. FRC timing 10~11F. If Zappa has no ghosts, nothing is fired and has a total animation length of 49F. Total length for the air version: 41F. See notes *2 and *3.
|
|
Curse Items
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Banana
|
0
|
Low
|
-
|
-
|
79
|
-
|
-
|
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. 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.
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.
|
Golf Ball
|
40
|
All
|
-
|
-
|
-
|
-
|
-
|
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.
|
Potted Plant
|
25
|
All
|
-
|
-
|
34
|
-
|
-
|
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.
|
|
Dog Moves
Normals
- Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move.
- Zappa's 5D, 2D, and j.D are replaced with the corresponding Dog Normals; Zappa himself does not attack.
- Dog is invincible while idle.
- If the dog idles for 300F, it enters sleep mode, 30F to wake up dog from sleep.
- Can cancel first attack into followup version of the move on hit or block
Awaken Dog D while Sleeping Dog
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
The dog is an overall great summon, but is difficult to use due to its execution requirements and understanding of it. When not attacking, it is invulnerable, but if it doesn't move for 6 seconds, it goes to sleep, making it vulnerable. This can be a blessing in disguise, as the dog will sponge a hit for Zappa whenever it is vulnerable.
Waking up the dog works with any D move, but it will take 30 frames for it to wake up and attack, keeping its vulnerability. Keep this in mind when you have the Dog out.
|
|
5D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
25
|
Mid
|
-
|
16
|
6
|
31
|
-
|
The staple Dog move, comes out faster than most of the other dog moves, but has a very low amount of hit and blockstun. However, you can use this to cover options and link combos together, making it integral to Zappa's dreaded infinites. Additionally, since dog attacks can be used in blockstun, you can use this to break through pressure if used intelligently.
Examples in strings include using it to make Zappa safe during/after 5H or 6H, linking 2H > 5D > 2K > 5D > xx for extended combos, etc. On hit, it pushes the dog back slightly, and doesn't combo into itself if you use 5D again as a followup. Regardless, this move is still one of your most reliable dog moves.
Low profile 1~6F, 48~50F, and 54~59F. Can only cancel into this attack from 5D or 2D.
|
|
6D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
25
|
Mid
|
-
|
13
|
12
|
18
|
-
|
A lunging bite which can work similarly to 5D for linking moves together and allowing Zappa to continue combos and pressure. Its major difference is it has more horizontal reach than any of the dog's other moves, working for repositioning the dog, and it combos into itself. You can also use this to hit opponents that have you under pressure if the dog is behind you.
In addition, it places the dog airborne, allowing for 4DD, aerial 8D, or another 6D as a followup. On contact with the opponent, the dog will pop back about a third of the screen, but during this retreat animation, you can do a followup dog attack if 6D itself was not a followup. Knocks down on air hit, good after a 2D.
Low profile on 1~13F and 34F~ (landing time after a hit or block). Feet invincible 14~33F. On hit or block, Dog performs rebound animation (total 61F). Pulls in opponent on air hit (untechable for 20F).
|
|
8D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
25
|
All
|
-
|
10
|
12
|
31
|
-
|
Great move to use when being pressured and the dog is over the opponent, allowing for a somewhat reliable "Get-off" option. It will catch people airdashing in haphazardly, and can work as combo filler in jumping combos, but be careful as it generally won't hit crouching opponents. After a rebounded 6D or 4DD, this can help reposition the dog against a grounded opponent, particularly in the corner, by intentionally whiffing it. Good for orbs if that's your goal.
Low profile 1~4F and 44F onwards. Feet invincible 9~43F. Floats opponent on hit (untechable on ground hit for 28F). +1[0] Soul on hit. Followup has startup 10F when performed after 5D or 2D. Followup has startup 4F when performed after 6D, 8D, or 4D->D.
|
|
2D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
60
|
Unblockable
|
-
|
36
|
4
|
22
|
-
|
The only dog normal that floats on hit, 2D is best for combo enders and even has uses in pressure. It grants 3 orbs on hit, but its range requires you to be able to position to the dog well. After landing it, you can guarantee a knockdown by doing 6D as a followup. In blockstrings, it has a high amount of blockstun, so use it to get back in.
Knocks down opponent on hit (untechable for 20F). Initial prorate 50%. Follow-up version can only be done from 5D or 2D. +3[0] Souls on hit.
|
|
4D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
-
|
-
|
-
|
-
|
-
|
Total 59
|
-
|
It is integral that you use this move, as it allows the dog to move while retaining its invincibility. 4D will make the dog hop backwards, allowing for you to move it without the risk of sacrificing it. You can follow up with 4DD, 6D, or 8D if necessary.
Dog is invincible during move. Can perform Followup Attack (4D->D) between 2~43F [2~16F frames before landing].
|
|
4DD
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
25
|
High, Air
|
-
|
2+13
|
Until L
|
40
|
-
|
The Dog's overhead. Used in conjunction with 2K, Zappa gets an unblockable setup, and with the right combination, he can reset back into it repeatedly in the corner. This is what will make Zappa's dog game terrifying, starting combos and ending them after 2D as well. Using 4DD late after a 4D or rebound can reposition the dog closer to the opponent as well by intentionally making it whiff.
Low profile on 1~12F and 37F~ on hit or block (after landing). Above feet invincible 13~36F. Initial prorate 75%. Dog performs rebound animation on hit or block. Slams down opponent on air hit (untechable for 12F).
|
|
Sword Moves
Normals
- Sword normals will push the sword farther away from Zappa with each use.
- This keeps going until the sword is a little farther than half screen away.
- If Zappa is farther from the opponent than this distance, the sword will not advance laterally.
- On hit or block, despite the sword's position, Zappa is still pushed back.
- Doing nothing with the sword for about a second will make it return to his position.
c.S
Your first bloody slash
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
36
|
Mid
|
SR
|
5
|
4
|
14
|
-4
|
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. However, the fact that it forces standing on hit can allow for Zappa's combo game to widen slightly, so keep that in mind.
Forces opponent into stand state on hit.
|
|
f.S
Your real first bloody slash
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
30
|
Mid
|
SR
|
8
|
2
|
19
|
-4
|
A major distance poking tool which will probably see more use as a combo starter than c.S since you'll run your mixup game with the sword from a distance. F.S 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.
|
|
5H
Dig into 'em
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
35*2
|
Mid
|
SR
|
9
|
2(8)3
|
18
|
-2
|
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 decent recovery, though its active frames still lend to Zappa being vulnerable.
|
|
6H
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
32
|
High
|
SR
|
13
|
20
|
12
|
-13
|
6H functions as a 13F overhead. This makes it a terrifying option that can come from nearly of any Zappa's normals, and it special cancels, usually into the swipe for knockdown.
6H will usually raise the sword a bit before dropping downwards at a 45 degree angle, towards the opponent. Keep this in mind, as if the sword is too high and the opponent is grounded, they may be able to low profile the move and escape your pressure, and it may whiff if used improperly. Its best uses are generally after a f.S, 2S, or 2H(1), leading to mixup or continuing a combo.
|
|
2S
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
22
|
Low
|
SR
|
9
|
3
|
15
|
-4
|
Zappa's only ranged low, but a ranged low is a blessing for anybody who gets one. 2S will drop the sword's height on use, perfect for comboing into 2H and ensuring that your grounded sword combos connect. However, note that 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.
Must only be blocked low if the Sword attack comes out at its default grounded height.
|
|
2H
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
40
|
Mid
|
SR
|
7
|
22
|
12
|
-14
|
Excellent Anti-Air, 2H will propel the sword upward and out about 1/3 screen on, use, working as two hits and forcing anybody in the air to take a seat. Its hitbox is very large and difficult for a lot of characters to manuever around, and will make opponents think twice about trying to get around the sword from the air. Very unsafe on block though, so be wary.
|
|
Air Normals
j.S
WHICH WAY DO I BLOCK
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
26
|
High, Air
|
SR
|
7
|
3
|
23
|
-
|
Probably one of Zappa's better air-to-airs of any summon. Great range, good speed, nice hitbox. It works well for covering retreats, too.
|
|
j.H
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
32
|
High, Air
|
SR
|
9
|
9
|
15
|
-
|
Occasional crossup tool. If you dash over the opponent and use 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.
|
|
Specials
This Has Gotta Hurt 236S with Sword
Joust!
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attack 236S
|
20
|
Mid
|
R
|
12
|
16
|
12
|
-13
|
Important move, as it brings the sword back to Zappa's position immediately. It's generally not a good move by itself, especially without meter, as it's terribly unsafe, moves really slowly, and its hitbox doesn't seem that great, but it may beat things you don't expect. It has an FRC that's only available if the move makes contact, and you can perform the followup as well.
Note that when you use this move, the speed of travel will compensate to cover the distance between Zappa and the sword. This means that if you use this move while the sword is close, Zappa will not move very far nor fast. However, used with the sword far away, Zappa will rocket forwards to what the sword's position was during the input. Avoid FRC'ing this move with the H button, as if you miss, you'll likely get the very unsafe followup instead. This move gives you one orb on hit.
Staggers opponent on ground CH (max 43F). Zappa has 28F recovery on hit or block, 13F recovery on whiff. FRC timing is 1~3F of recovery on hit or block. Can cancel into Followup from 12F of recovery onwards on hit or block. If the attack hits really late into the active frames, you cannot cancel this move into Followup. +1 Soul on hit.
|
Followup 236S~H
|
45
|
Mid
|
R
|
9
|
12
|
26
|
-24
|
Only useful when the first hit of 236H counter hits, or when you have meter to cancel. Otherwise, the two moves will not combo. On hit, however, this move will knock down and net you three orbs. You can RC it after having it blocked to continue pressure, or throw it out occasionally against players not expecting it. Be careful, as you will be punished if it is blocked.
Knocks down opponent on hit. Zappa is in CH state during recovery. +3 Souls on hit.
|
|
Please Fall 623H with Sword
Getting real murderous with that DP.
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
40
|
Mid
|
RF
|
10
|
9
|
29
|
-24
|
Formerly a reversal, this move will return the sword to Zappa and deal a fair amount of damage. The hit itself will follow the sword, meaning that if you use this move while the sword is away from Zappa, the hitbox will move from the sword towards Zappa, but will only be active for a short period of time. Due to this, you should try to FRC it to make it safe. On hit, you can FRC it and continue to combo, as the sword will maintain its position from where you FRC'd it. Conversely, RC'ing the move will still have the sword return to Zappa's position, so your followup combos will change, and may be more effective should you choose to burn 50% over 25%.
Sword 623H also has a good amount of upper body invul, so you can use it to get opponents off of you from the air if the sword is nearby. You may want to cancel into this after a short close string (2P2K2D) to get the sword back to your position without compromising your knockdown. Earns two orbs on hit.
Upper body invincible 1~11F. Throw invincible on 12F. Floats opponent on hit (untechable for 26F). Initial prorate 90%. FRC timing 13~16F. +2 Souls on hit.
|
|
Come Close, and I'll Kill You 63214H with Sword
I TOLD YOU I'D SWIPE, BUT YOU DIDN'T BELIEVE ME
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
30*2
|
Mid
|
RF
|
20
|
2,2
|
15
|
+2
|
The most used special with sword. It grants orbs on hit, and knocks down opponents in the corner. Swipe works after 2H and 6H(1) to knock them down and rerun the vortex, but note that when the opponent is not in the corner, they will be able to tech after the wallbounce. Swipe will also move the sword slightly forward, but is good for maintaining pressure if the sword is at its max range. The and the FRC can be used to extend combos and make the move safer in case it whiffs, but is also useful for forcing a mixup situation in unexpected scenarios. Out of the corner though, you may want to avoid ending your combos with this and simply go for resets instead.
Wall bounces opponent on hit (untechable on ground hit for 28F). FRC timing 17~20F. +2 Souls on hit.
|
|
Coming Through j.236H with Sword
A screenful of hitbox
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Interesting move with a very large hitbox, that will track the sword to Zappa's position when used in the air. It does a moderate amount of damage and can be used for some silly combos, but mainly sees use as returning the sword to Zappa while airborne. When used, the sword's spin will create a large hitbox that moves towards Zappa, and can catch people trying to get from the sword to you, as it is active during the entirety of Zappa's air time. It is incredibly unsafe and will lose to most 6Ps, so be wary, and be ready to FRC when you hit the ground.
Floats opponent on hit (untechable for 24F). Sword first hits below Zappa. Sword starts spinning on hit or block (1 full revolution takes 8F). Hitstop 6F. FRC timing 1~2F after landing.
|
|
Raoh Moves
Normals
c.S
ZAP
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
40
|
Mid
|
SR
|
10
|
11
|
0
|
+6
|
Powerful normal which leads into damage and pressure. Its hitstun is high enough that you can combo into 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.
|
|
f.S
Lightning Hand. Good for pokes and pressure starting.
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
36
|
Mid
|
SR
|
9
|
6
|
16
|
-5
|
An overall good move balancing speed and range in Raoh's arsenal. Can be combo'd into 2S and 5H for combo continuations and pressure. Also good for tacking in a bit of damage at the end of 6H loop into Last Edguy.
|
|
5H
Lightning spear. Ranged low.
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
48
|
Mid
|
SR
|
16
|
9
|
10
|
±0
|
Tied with 6H for Raoh's longest reach, 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.
Knocks down opponent on ground hit.
|
|
6H
The Sight of Pain
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
76
|
Mid
|
SR
|
17
|
6
|
24
|
-11
|
Pivotal combo tool. 6H's damage is comparable to Last Edguy, and causes floorslide on hit, looping into D.Anthem (K) followup and back. This combo usually works as xx > [(dash) 6H > 236P,K] * 2-4. Its vertical range can catch jump outs, but its a bit risky due to its startup, and many characters can crouch under it when used too close.
Slides opponent on hit (untechable for 65F, slides for 50F). Attack is fully extended on 20F.
|
|
5D
YOUR HEAD IS OPEN
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
30
|
High
|
SR
|
22
|
5
|
8
|
+4
|
Raoh's only grounded overhead, but its speed, range, and Frame Advantage make it frightening. It takes so few points from the Guard Bar that it leads to horrifying damage on hit, so this will always keep the opponent on their toes, and can still be special cancelled just like Zappa's regular 5D. You can go for the usual Impossible Dust j.D and land into a longer combo usually dealing 50%+, or go for the harder Last Edguy I.Dust. Use this.
|
|
2S
Ranged low chop
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
36
|
Low
|
SR
|
7
|
3
|
21
|
-10
|
Good ranged low poke that doesn't reach as far as 5H, but starts much faster and combos into 5H, or goes into 5D or another option for frame traps.
|
|
2H
THUNDER HAND
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
68
|
Low
|
SR
|
19
|
8
|
12
|
-1
|
Extremely slow move meant for frame traps and jump out attempts, and occasional combo filler due to its damage. Nothing combos into it due to its startup, but it has a huge verical range, and can combo into D.Anthem and its followups when close enough. Useful against some characters as a punish starter, usually midscreen.
Floats opponent on hit (untechable for 28F).
|
|
Air Normals
j.S
2S but aerial
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
35
|
High, Air
|
SR
|
7
|
3
|
15
|
-
|
Excellent jump in due to its range and low hitbox. You can gatling to and from j.K for airdash combos, or into j.H for a launch against an already airborne opponent.
Untechable for 16F.
|
|
j.H
RAOH HAS NO WEAKNESSES
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
45
|
High, Air
|
CSR
|
16
|
6
|
13
|
-
|
Alternative jump in option that launches on hit and works well for punishes. It leads into D.Anthem air loops, and 6H loops in the corner. 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.
Ground bounces opponent on hit (untechable for 36F).
|
|
Specials
Darkness Anthem 236S or j.236S with Raoh
DEEEIIIIYAAAAA
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
28*3
|
Mid
|
-
|
29
|
18
|
4
|
+15
|
Amazing. Darkness Anthem is used for combos, oki, and scaring your opponent into making the wrong decision. By itself, this move deals a good amount of hitstun, is plus on block, is untechable on air hit, deals FOUR times normal chip damage, hits twice, and leads to huge damage, just like the rest of Raoh's moveset. Of course, this is just the base of its functionality. Darkness Anthem's strength lies heavily in its followups.
Knocks down opponent on air hit. Can cancel into Followup Attack from 24~35F. Darkness anthem projectile is still active after inputting the Followup Attack. Chip damage x4. Max 2 hits. Projectile appears on 23F.
|
Air
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Nearly identical to the grounded version, Air Darkness Anthem has the same followups and utility, with the main difference being its combo potential. You can use air Darkness Anthem after a j.H to hold them in the air, and continue your combos. This works midscreen with dash momentum, as well as in the corner. This is extremely useful for Dust combos, or those starting with j.H or 2H.
Can cancel into Followup Attack from 2~35F. Followup Attack starts up on 36F. Projectile appears on 23F. Listed Frame Adv is from TKing attack (startup 28F, total 50F).
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Followup D. Anthem~P/K/S/H
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Darkness Anthem's followups only add ultility to the already powerful move, turning them into a nearly full screen projectile based on the input. Every single version launches the opponent high on hit with enough untechable time to knock down. This usually allowing room to go into 6H loop.
-P followup shoots the projectile straight forwards, going full screen. Great for pressure.
-K followup shoots at a downwards angle, hitting low profile attempts, and removing OTG on hit, making it staple for 6H loop.
-S followup shoots at an upwards angle, catching jump out attempts and resetting pressure.
-H followup goes forwards like P, but much more slowly, making it better for close range pressure.
All air followups are the same, and can be used for similar loops.
Knocks down opponent on hit. Zappa is in CH state during recovery. Chip damage x0.375. Max 1 hit. Darkness Anthem Attack disappears on 13F (if it hasn't already).
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Last Edguy==
Last Edguy 214S or j.214S with Raoh
WHAT AN AMATEUR
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Version
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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Ground
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100
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Mid
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R
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4
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12
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37
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-30
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Pants-shitting. Last Edguy is a Dragon Punch rivaling the strength and terror of Volcanic Viper, with 4 frame startup, enormous vertical and horizontal range, eighty base damage (opponents are thankful it is no longer like AC, where it was 100), and enough hitstun to usually knock down. 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.
Fully invincible 1~4F. Strike invincible 5~7F. Floats opponent on hit (untechable for 60F). Zappa is in CH state during recovery. Chip damage x0. Attack is fully extended on 10F.
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Air
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Just as damaging, but less useful than the grounded version. Air Last Edguy works more or less the same, but will cut Zappa's air momentum on use, and is even less safe on block due to the added recovery. It might be useful to end air combos if it will kill, but otherwise it's not particularly useful.
Listed Frame Adv is from TKing attack (startup 7F). Fully invincible 1~4F. Strike invincible 5~7F. Floats opponent on hit (untechable for 60F). Zappa is in CH state during recovery. Chip damage x0. Attack is fully extended on 10F.
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Universal Overdrive
Birth
Birth!! 632146H
And this is where it gets weird.
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Damage
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Guard
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Cancel
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Startup
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Active
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Recovery
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Frame Adv.
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40*4
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Mid
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R
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1+11
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8
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30
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-25
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Excellent for damage and orbs, but very wonky as a reversal, despite its beefy invincibility, due to its incredibly slow startup after the flash. You can combo into it fairly easily, mainly after 2D, and dash up with OTG Centipedes afterwards as usual. However, using this as a wakeup option, while more reliable than hoping for normal Centipedes, will only work if the opponent has committed to a lengthy oki option. Note that it will also remove Zappa's current summon, including Raoh. Use this move wisely.
Fully invincible 1~19F. Strike invincible 20~21F. Knocks down opponent on hit. Hitstop 7F. Removes Zappa's current summon (if he has one) on 1F. +1 Soul per hit.
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Instant Kill
I'm Scared... During IK Mode 236236H
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Navigation
To edit frame data, edit values in GGReload/Zappa/Data. Be sure to update both the move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.