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Overview
Zappa is one of the most unique characters among Guilty Gear's strange cast, possessed by a myriad of spirits that he utilizes to fight.
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 levels of damage for about 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
- Naked/General - Moves with high invincibility, lots of low profile moves, variety of overheads.
- Sword - Decent damage output, ranged normals.
- Dog - Unblockable setups, ridiculous damage output, great cover and defensive options.
- Triplets - Great zoning options, decent pressure.
- Raoh - Ludicrous damage, excessive range and speed, great cover and poking tools.
- Weaknesses
- Naked/General - Poor damage and range without summons, not the fastest character, requires excessive matchup knowledge.
- Sword - Moves are a bit slow, poor pressure options.
- Dog - Higher execution requirements than other summons, Zappa loses knockdown tools in some matchups.
- Triplets - Slow moves, poor damage, random items can screw up your combos.
- Raoh - Extremely limited mixup, Raoh increases Zappa's hurtbox.
Guts Rating: 2
Defense Modifier: x1.00
Stun Resistance: 60
Movement Options: 1 Double Jump/Air Dash, Run-Type Dash
Move List
- See also: Zappa Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves
5P
A gentleman always extends for a friendly handshake.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
9
|
1.44
|
3
|
8
|
1
|
HLF
|
CJR
|
5
|
2
|
6
|
+2
|
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. If you're attempting to do a quick summon combo, you generally want to do xx into Centipedes, then use this to catch them and Centipedes again. Also great for baiting bursts. Will combo into itself when Zappa has any summon aside from the Dog.
Prorates 90%.
|
|
5K
Good move for going over things.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
22
|
2.64
|
6
|
7
|
2
|
HLF
|
CR
|
9
|
6
|
8
|
-2
|
A slow yet unorthodox poke that goes over a lot of low moves. Floats on CH, and so you can do an air combo out of it. You can use this to go over Potemkin's Slidehead, for instance.
1-4,9-14,19-22 feet invincibility. 5-8, 15-18 lower body invincibility. Floats and causes knockdown on ground CH.
|
|
c.S
S-ko poke.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
26
|
2.64
|
10
|
7
|
3
|
HLF
|
CJR
|
8
|
6
|
18
|
-10
|
There's not really anything special about c.S. It's mostly delegated to combo filler and pressure if you feel like it, but Zappa has more notable moves. One significant fact about it is that c.S will combo into 2H against a crouching opponent, assuming you're close enough.
|
|
f.S
Lunch always comes back to bite me.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
20
|
2.64
|
10
|
7
|
3
|
HLF
|
CR
|
13
|
9
|
7
|
-2
|
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 changes to the grounded version of f.S. 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. If the 1st hit whiffs, it turns into f.S(on ground).
|
|
f.S on ground
Let's look at your presentation.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
0
|
2.64
|
3
|
8
|
1
|
L
|
cCJR
|
7
|
5
|
6
|
-1
|
An interesting move that deals no damage, but must be blocked low and can work well for pressure. On stagger, you can run up and do Centipedes if naked, or use a Dog attack to continue a combo or pressure. If you're uncertain whether you'll have enough time to land a summon, you can dash in and throw instead. Definitely one of Zappa's better normals.
Staggers on hit (max: 33F).
|
|
5H
All hands! Ready for warp!
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
20×3
|
3.84×3
|
11×3
|
6×3
|
4
|
HF
|
RF
|
22
|
3×6
|
12
|
-7
|
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 horrendous idea. The FRC can make it safer, but you're unlikely to get much of anything out of it otherwise. Feel free to try using it for a tick throw setup (with the FRC) if you're one ballsy player.
2-39 lower body invincibility. Hit stop 7. Can hit up to a maximum of 3 times. FRC timing: 31-33, 37-39.
|
|
6P
Amazing poke. Dash into it if you're so inclined.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
24
|
2.64
|
8
|
7
|
3
|
LF
|
CJR
|
11
|
3
|
18
|
-7
|
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. 6P will be seeing a lot of use from you.
1-13 above the knees invincibility. Prorates 90%. Causes knockdown on ground CH.
|
|
6H
Nn? Well use the Catapult!
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
50
|
3.84
|
15
|
6
|
5
|
HF
|
R
|
21
|
19
|
26
|
-26
|
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.
Airborne: 19-39. 44-49 low stance. 50-57 invincible above the feet. Wall bounces on hit (untechable for 20F).
|
|
5D
Tongue. Good, if telegraphed overhead.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
17
|
3.84
|
11
|
20
|
4
|
HF
|
CR
|
24
|
4
|
22
|
-9
|
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 only Dust in the game that can be special cancelled! You can use this to do 5D Centipedes if you're guaranteed to get Raoh and go into Last Edguy loop, for example. The most common followup out of 5D is to do an Impossible Dust with j.D, land, and perform Centipedes.
10-33 invincible to throws. 18-35 lower body invincibility. CH state till end of recovery.
|
|
Dead Angle Attack
Chomp.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
25
|
2.64
|
10
|
7
|
3
|
any
|
R
|
15
|
4
|
15
|
-5
|
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%.
|
|
2P
Could you lend me 200 yen?
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
12
|
1.44
|
3
|
8
|
1
|
HLF
|
CJR
|
5
|
3
|
9
|
-2
|
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 stance from frame 1 on. Prorates 90%.
|
|
2K
Yes, I'm kneeling on the ground again!
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
16
|
2.64
|
5
|
7
|
3
|
LF
|
CR
|
7
|
6
|
7
|
-1
|
Yet another low profile Zappa poke, 2K hits low, goes under a lot of things, moves Zappa slightly forwards, and comes out at a decent speed. Definitely a good low option.
Prorates 80%.
|
|
2S
Recently the doll's hair grew back when I cut it!
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
26
|
2.64
|
10
|
7
|
3
|
HLF
|
CR
|
11
|
9
|
12
|
-7
|
Nothing great by itself, but it has decent range and will allow Zappa to combo into 5H against crouchers. Like c.S, 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).
|
|
2H
Beefy Chomp. Great Hitbox.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
60
|
3.84
|
20
|
6
|
5
|
HLF
|
CJR
|
15
|
5
|
14
|
+0
|
By itself, this move is nothing special, but when combo'd into, 2H is beastly. It has an amazing hitbox, is jump cancellable, gatlings both into AND back out to almost all of Zappa's normals, deals ridiculous damage, staggers, deals a big amount of dizzy damage, and does chip damage. Feel free to RC 2H 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 c.S against crouchers, CH 6P, CH 5K, and CH 2S.
Staggers on ground hit (max: 35F). Dizzy modifier x2.
|
|
2D
Sorry, was this seat taken?
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
30
|
2.64
|
8
|
7
|
3
|
LF
|
CR
|
12
|
6
|
12
|
-4
|
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.
|
|
j.P
Go to anti-air.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
13
|
1.44
|
3
|
8
|
1
|
HA
|
JR
|
6
|
6
|
9
|
--
|
Zappa's best air-to-air and air combo starter. It's Zappa's fastest jumping normal, and combos into j.K, j.S, and j.D easily. When Zappa has any summon out (besides the Dog), j.P will cancel into itself. When Zappa has the Triplets, j.P*N > dj.P*N > j.D becomes a staple aerial combo.
|
|
j.K
Just great! Why doesn't anybody understand me?!
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
22
|
2.64
|
6
|
7
|
2
|
HA
|
R
|
10
|
11
|
18
|
--
|
Has the best range of all of Zappa's jumping normals. It hits pretty far out and combos into j.S and j.D, and back into j.P. It's a bit slow and is probably naked Zappa's best jump in, but Zappa is always better suited to summoning as soon as possible (and safe).
|
|
j.S
IS THIS A DREAM I GOT FROM BAD RICE?!
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
32
|
2.64
|
10
|
6
|
3
|
HA
|
JR
|
9
|
3
|
15
|
--
|
More combo filler, noticing a pattern here? Delegated to combos and pretty much that when Zappa is naked. Has worse horizontal reach than j.K, almost no vertical range, and is otherwise pointless by itself.
|
|
j.H
Great crossup tool
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
28
|
2.64
|
10
|
6
|
3
|
HA
|
R
|
12
|
2(1)2
|
12
|
--
|
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.
J.H can only hit once.
|
|
j.D
Hurry, hold your breath!
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
44
|
2.64
|
10
|
6
|
3
|
HA
|
R
|
9
|
6
|
18
|
--
|
Has a tricky crossup hitbox and wallbounces on counter hit, but j.D sees its use mostly as an air combo ender for most of Zappa's summons, sans Raoh. It does pretty good damage.
Causes blowback (untechable on ground hit for 28F) on normal hit. Wall bounces on CH (untechable on ground hit for 60F). Additional 5F of recovery after landing.
|
|
Ghost Normal Attacks
c.S
amamamamamamamama
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
1st Hit
|
20
|
2.64
|
10
|
7
|
3
|
HLF
|
CJR
|
6
|
2
|
12
|
+0
|
Hits 2, 3
|
15
|
2.64
|
3
|
7
|
2
|
HLF
|
CJR
|
7
|
2
|
12
|
-4
|
Decent range and damage, good combo starter. Otherwise nothing special.
Hits 2 & 3 are Level 1 on hit. See notes *1 and *2.
|
|
f.S
STAPLE Poke. Harass them all day.
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
1st Hit
|
15
|
2.64
|
10
|
7
|
3
|
HLF
|
CJR
|
9
|
7
|
7
|
+0
|
Hits 2, 3
|
10
|
1.44
|
3
|
8
|
1
|
HLF
|
CJR
|
10
|
7
|
7
|
-4
|
Easily Zappa's best Ghost poke. Has ridiculous range for its speed. It staggers on CH and leads into the same combos as c.S when nearby, and serves as an amazing harassment tool from far out. This will be pissing off a lot of your opponents.
Staggers on ground CH (max: 39F, Hits 2&3 max 35F). See notes *1 and *2.
|
|
5H
amamamamamamamama
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
1st Hit
|
25
|
2.64
|
10
|
7
|
3
|
HLF
|
CJR
|
14
|
5
|
13
|
-4
|
Hits 2, 3
|
18
|
2.64
|
3
|
7
|
2
|
HLF
|
CJR
|
15
|
5
|
13
|
-8
|
The most damaging of Zappa's combo'able Triplet normals, yet it doesn't lead to knockdown. If you have enough meter to FRC, however, feel free to do 5H into Ghost Toss FRC and dash in to continue dealing damage.
Hits 2 & 3 are Level 1 on hit. See notes *1 and *2.
|
|
6H
Envy of Overheads everywhere
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
36×3
|
3.84×3
|
11×3
|
6×3
|
4
|
HF
|
R
|
16
|
5(3)5(10)5
|
8
|
+4
|
One of the most damaging normals in the game, and an extremely fast overhead to boot. Zappa's 6H doesn't lead to much without RC'ing into a combo, but by itself does amazing damage.
After Zappa turns his back, all of the currently present ghosts attack.(Zappa's body has the same recovery, regardless of # of ghosts). See note *1.
|
|
2S
amamamamamamamama
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
1st Hit
|
15
|
2.64
|
5
|
7
|
2
|
LF
|
CR
|
5
|
6
|
6
|
+0
|
Hits 2, 3
|
15
|
1.44
|
3
|
8
|
1
|
LF
|
CR
|
6
|
6
|
6
|
-2
|
One of Zappa's better lows, and a great move to start combos with. It can go into itself twice like most of Zappa's Triplet normals, and because of the lingering nature of Zappa's ghosts, you can run and cross up the opponent by jumping over them, and do 2S as you land, looking like an overhead while still hitting high. Great move.
See notes *1 and *2.
|
|
2H
Splat.
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
1st Hit
|
25
|
1.20
|
6
|
7
|
3
|
any
|
--
|
17
|
9
|
11
|
+5
|
Hits 2, 3
|
25
|
1.20
|
6
|
7
|
3
|
any
|
--
|
18
|
9
|
11
|
+5
|
Hilarious. Big and extremely lingering and hitbox, good damage and chip damage, safe, and knocks down. Great for use in pressure and for ending combos where you want to knock down.
Floats on hit (untechable for 24F). Is a level 2 attack on block. See notes *1, *2, and *3.
|
|
j.S
amamamamamamamama
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
1st Hit
|
35
|
2.64
|
10
|
7
|
3
|
HA
|
CR
|
14
|
5
|
21
|
--
|
Hits 2, 3
|
25
|
2.64
|
3
|
7
|
2
|
HA
|
CR
|
15
|
5
|
21
|
--
|
A very slow aerial move that rarely sees its use in combos because of the aforementioned. It combos into the Triplet's j.H, and can be lead into by CH c.S IAD, but this generally isn't performed, as the Triplets aren't really built for damage output. One of Zappa's lesser used normals.
Hits 2 and 3 are level 1 attacks on block. See notes *1 and *2.
|
|
j.H
Zappa's all about harassment.
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
1st Hit
|
25
|
1.20
|
6
|
7
|
3
|
any
|
--
|
14
|
9
|
17
|
--
|
Hits 2, 3
|
25
|
1.20
|
6
|
7
|
4
|
any
|
--
|
15
|
9
|
17
|
--
|
This move is downright amazing, working as one of Zappa's best crossup tools because of the size and linger of its hitbox in conjunction with the linger on the Triplets as they trail behind Zappa. Feel free to run and jump over somebody on oki and hit j.H for free, safe block pressure. Do crossup and double crossup setups all day. You won't be disappointed.
Floats on hit (untechable for 22F). Level 2 attack on block. See notes *1, *2, and *3.
|
|
- 1: If Zappa doesn't have any ghosts with him when you input the move, all the frames that would normally result in a ghost attack turn into recovery. (No attack).
- 2: Input for 2nd attack allowed anytime after the 2nd frame of startup of the 1st hit. Input for 3rd attack allowed anytime after the 2nd frame of startup of the 2nd hit.
- 3: Causes knockdown on ground hit. Ghost disappears after attack. Ghost stays disappeared for 104F, after which they stay in place for 122F before returning. (Collect the ghosts by touching them).
Sword Normal Attacks
c.S
Generic combo starter
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
36
|
2.64
|
10
|
7
|
3
|
HLF
|
CJR
|
5
|
4
|
14
|
-4
|
Alright way to start a combo, but it's also another one of your fastest ground pokes. Nothing special, but it gets its job done.
Forces opponent to stand on hit.
|
|
f.S
Stab
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
30
|
3.84
|
14
|
6
|
4
|
HLF
|
CJR
|
8
|
2
|
19
|
-4
|
Nice for footsies and starting a combo from a bit of a distance. Go into 5H > Swipe on hit.
|
|
5H
Cuttin' some meat
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
35×2
|
3.84×2
|
20×2
|
6×2
|
5
|
HLF
|
CR
|
9
|
2(10)3
|
16
|
+0
|
Fast, two hits, range. All you need for a good poke. Can combo into 6H or right into Swipe on hit.
|
|
6H
Overhead or Low?! What will you do?!
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
29,15
|
3.84×2
|
14,5
|
6,7
|
4,2
|
see note
|
CR
|
13
|
24,6
|
2
|
+4
|
One of the best overheads ever. Hits on frame 13, is active for forever, and transforms into a low afterwards. Great as a meaty, scary to block, and just all around amazing. After landing a hit from the overhead portion, you can combo into either Swipe or Sword Rush, allowing you to continue or start up a combo. One important thing to note is that the portion that hits as a low has very little hitstun, so you're unlikely to be able to get anything off of it if it lands that way.
22F startup to hit crouching opponents (Tested on Sol). Block data is as follows: From frames 13-28: HF, frames 29-36: any, frame 37 on: LF. Max of 2 hits.
|
|
2S
Hit em low from far away
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
22
|
2.64
|
8
|
7
|
3
|
LF
|
CR
|
9
|
3
|
15
|
-4
|
A very nice, unprorated low that hits from a distance. Will generally go into a far 5H or 2H into Swipe or Sword Rush.
|
|
2H
Wall of Hitbox
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
30×2
|
3.84×2
|
20×2
|
6×2
|
5
|
HLF
|
CJR
|
7
|
14,8
|
9
|
+2
|
If there were ever a contest for AAs with big hitboxes, Zappa's Sword's 2H would be an enviable contender. It hits a good half screen away from Zappa, is jump cancellable, starts fast, and combos extraordinarily easily. It can also make for good pressure, assuming you're smart about it. If the second hit whiffs, it becomes very unsafe, but is otherwise watertight. All around great.
CH state till end of recovery. If the 2nd hit fails to connect, SD is -12 instead.
|
|
j.S
Filler
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
26
|
2.64
|
10
|
7
|
3
|
HA
|
CJR
|
7
|
3
|
18
|
--
|
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. You're going to be using this a lot in air combos when you get the chance, as it's jump cancellable.
|
|
j.H
Zappa gets crossups in every summon!
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
32
|
2.64
|
10
|
7
|
3
|
HA
|
CRF
|
9
|
9
|
15
|
--
|
Another crossup tool for Zappa, allowing him to jump over and hit, as the sword lingers behind and looks like it hits from the other side. It's also a great jump-in by itself, hitting far below Zappa. Just be careful, as the linger might make you miss or screw you up if you input it too late, or too close to the ground. It also has an FRC which can make it easier to lead into ground combos, or can extend your air combos out of a jump installed High Jump combo.
FRC timing: 9-11.
|
|
Raoh Normal Attacks
c.S
FEED ME
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
40
|
3.84
|
14
|
6
|
4
|
HLF
|
CR
|
10
|
11
|
0
|
+6
|
The least seen of Raoh's normals, it's still really good, working especially well for block pressure. Goes into pretty much every one of Raoh's other normals on hit. Can combo into 6H on (air) counter hit. The hitbox on this thing is pretty big (which of Raoh's aren't?), so it can work as a juggle ender by doing c.S. Last Edguy for knockdown.
|
|
f.S
BZZZZZZZT
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
36
|
3.84
|
14
|
6
|
4
|
HLF
|
CR
|
9
|
6
|
16
|
-5
|
An excellent poke because of its speed, range, and damage. Goes into 5H on hit, which equals pain. You can also use it as a spacing tool and cancel into Darkness Anthem to give yourself cover as you rush in, or as a combo ender into Last Edguy if you're too far out for anything else.
|
|
5H
Death Instigator.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
48
|
3.84
|
15
|
6
|
5
|
LF
|
CR
|
13
|
9
|
13
|
-3
|
Will generally be used as the bridge into Last Edguy RC on grounded combos. Though by itself it's one of Raoh's slower normals, it hits from at least half screen away, and goes into K Darkness Anthem fairly easily, assuming you're close enough. It can also be used in substitution for Zappa's 2D if you're too far out, letting you knockdown and get in. You don't want to throw it out from too close up, as the hitbox has a dead space directly in front of Zappa. Think of it as a ranged, hard sweep.
Causes knockdown on ground hit.
|
|
6H
I WON'T LEAVE A FRAGMENT OF YOUR SOUL
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
76
|
3.84
|
20
|
6
|
5
|
HLF
|
CR
|
17
|
6
|
24
|
-11
|
One of the most important moves in Zappa's arsenal period. It deals obscene damage, does a ridiculous amount of floor slide, combos into K Darkness Anthem near the corner, and 6H > Darkness Anthem will loop for 2-4 reps, resulting in damage outputs from 60% - DEATH. Slides for a good 3 seconds on counter hit. You can go into 6H from Raoh's CH c.S, c.S against crouchers, CH 2H, K Darkness Anthem, and Last Edguy RC.
Causes slide effect on hit (untechable for 65F, slide lasts 50F). Attack is fully extended on frame 20.
|
|
5D
MURDER
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
30
|
3.84
|
11
|
6
|
4
|
HF
|
CR
|
22
|
5
|
8
|
+4
|
A devastating Dust, tied for the second fastest in the game with Sol, unheard of range, barely any scaling, and safe on block. With Raoh, this is your only grounded overhead, but for the price you pay, this is a really good option. Still special cancellable, on hit or block, letting Zappa and Raoh carry the distinct honor of being the only character(s) in the game capable of doing 100% combos out of an Impossible Dust setup, and an easy one at that is burst safe at that. With full meter, near the corner, 5D > pause LE...LE (RC) LE...LE (RC) LE...LE. This combo will kill a good 2/3rds of the cast, and punch a massive hole into anybody else's lifebar.
|
|
2S
Great ranged low
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
36
|
2.64
|
8
|
7
|
3
|
LF
|
CR
|
7
|
3
|
11
|
+0
|
A devastating low, with ludicrous reach and a great combo starter. Hits from about 1/3rd of a screen's distance.
|
|
2H
Really Beefy Hitbox
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
68
|
3.84
|
15
|
6
|
5
|
LF
|
CR
|
19
|
8
|
12
|
-1
|
Raoh's slowest normal (aside from 5D), but a move that juggles for plenty of time to start a meterless combo. Not much combos into it, but by itself it can be really good, especially on air hit, as it's a low that hits pretty high, well over 2 Zappas high! On counter hit, go ahead and do 6H loop, or 6H Last Edguy (RC) > 6H loop > Death.
Floats on hit (untechable for 28F).
|
|
j.S
Aerial 2S
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
35
|
2.64
|
10
|
7
|
3
|
HA
|
R
|
7
|
3
|
15
|
--
|
An excellent air-to-ground, as the low hitbox will allow Zappa to plow right through a lot of 6Ps. Tends to see use as a combo tool post any launcher into j.SH, and land into xx > Last Edguy.
Untechable on air hit for 16F.
|
|
j.H
THE BEGINNING OF THE END
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
45
|
3.84
|
14
|
6
|
4
|
HA
|
R
|
16
|
6
|
13
|
--
|
Potentially Raoh's greatest normal. Swings in a massive arc that covers a huge chunk of the screen as Zappa drops in, and allows for meterless followups and juggles. On Counter Hit, bounces slightly higher and is essentially untechable. An amazing jump in that is somehow better than Raoh's j.S.
Ground bounces on hit (untechable for 36F).
|
|
Throws
Throw
Chomp
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
50
|
4.00
|
--
|
6
|
--
|
45 pixels
|
--
|
--
|
--
|
--
|
--
|
An excellent throw that tosses the opponent a good distance, wall bounces, and knocks down. Zappa will throw them in the opposite direction that you input the throw with, so you if you do 6H to throw, Zappa will chuck the opponent behind him. If you're close enough to the corner and don't have a summon, you can run up afterwards and do (OTG) Centipedes. Otherwise, you get a free oki opportunity.
Wall bounces on hit (untechable for 60F). Forced prorate 50%. 18F window to follow-up throw with an attack.
|
|
Air Throw
Champion Pole Vaulter
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
60
|
4.00
|
--
|
6
|
--
|
88 pixels
|
--
|
--
|
--
|
--
|
--
|
An excellent complement to Zappa's ground throw. This airthrow drops the opponent straight down, allowing Zappa to land and get OTG centipedes against at least 90% of the cast, with varying degrees of difficulty.
Knocks down on hit. Forced prorate 50%.
|
|
Special Moves
Konnichiwa Sanbiki no Mukade 236P with No Summon
What's wrong with being naked?!
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
20
|
5.00/12.00
|
6
|
7
|
2
|
HLF
|
R
|
10
|
4
|
20
|
-12
|
Naked Zappa's staple and token special move, Centipedes allows him to gain a summon (generally at random). It has a huge hitbox and great invincibility, and is very easy to combo into. Since you gain 3 orbs on hit, a lot of Zappa players will RC it and dash into another set of Centipedes. You can also feel free to hit this OTG, as you will still get your orbs (if this move trades with something else and you recover without a summon, you should run in and OTG Centipedes for a full 6 orbs!) Note that if you wanted to use this as a reversal, it's recommended against, as Zappa will randomly wakeup with a summon after being knocked down, meaning that you might wake up with the Triplets and end up doing P ghost toss, leaving you WIDE open. Zappa will lose his summon if he is ever hit (unless he has Raoh), and will lose the Dog if the Dog is ever hit.
You can force which summon you get, as the last digit of the timer determines which summon appears. 0: Sword appears, 1: Dog appears, 2: Ghosts appear, in all other cases summon is chosen randomly from Dog, Ghost or Sword.
1-9 invincible to strikes. Knockdown on hit. If Zappa has 8 souls, summons Raoh. +3 souls on hit.
|
|
Dog Attack (Neutral) 5D with Dog
Vomiting Skull?
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
20
|
-/1.20
|
0
|
7
|
2
|
HLF[any]
|
--
|
16[16]
|
8
|
36[60]
|
--
|
All purpose attack that covers Zappa, pokes from far out, and links Zappa's Dog combos together. On hit or block, you can cancel into any one of the dog's other moves, including doing this one again. On hit or block, it will move the dog back, but otherwise keeps him in place. In the corner, this leads to extremely nasty pressure and extensions for long corner combos that whittle away the opponent's health. Use this to cover Zappa's 5H, which becomes AMAZING when used in conjunction with the Dog. If the first hit makes contact, you can cancel into any other Dog followup: 5D, 4D, 6D, 8D, and 2D.
After the end of every dog attack (sans 4D), the Dog has short recovery animation on landing that is invincible. Furthermore, keep in mind that if the dog is idle for 10 seconds, he goes to sleep, and is completely vulnerable unless you awaken him with another move.
1-6, 48-50, 54-59 low stance. Follow up version can only be cancelled into from Dog Attack (5D) or Dog Bite attack (2D). See notes *1.
|
|
Dog Attack (Forward) 6D with Dog
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
20
|
-/1.20
|
0
|
7
|
2
|
HLF[any]
|
--
|
17[10]
|
12
|
17[after landing 24]
|
--
|
Another good attack which can be used for linking combos together, but is mainly for repositioning the dog. It has more range than any of the Dog's other moves, making it good for aggression and covering yourself as you rush in. Note that if this makes contact with the opponent, the dog rebounds off of the opponent and is vulnerable during this period, but can also cancel into followups 6D and 8D.
1-13, 34 - end of move, on hit or block, Dog is in low stance during landing recovery. 14-33 feet invincibility. On hit or block, Dog performs rebound animation (total: 61F). See notes *1.
|
|
Dog Attack (Somersault) 8D with Dog
The Dog's Reversal
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
20
|
-/1.20
|
0
|
7
|
3
|
any[any]
|
--
|
10[see note]
|
12
|
31[after landing 24]
|
--
|
A somersault which can work well against opponents coming in from the air and helping your air combos, but Zappa's strongest Dog combos are on the ground. This is probably the least used of all the Dog moves, though it's still nice to have (though you can't use it to cover you while you wakeup because Zappa loses summons whenever he gets hit). Keep in mind that if you do this as a follow up, (like 8D 8D), the move has barely any hitstun, and gets you no orbs/souls.
1-4, 44 - end of move, low stance. 9-43 feet invincibility. Floats on hit (untechable on ground hit for 28F). +1[0] Soul on hit. Follow up version's startup is 10F when performed after Dog Attack (Neutral) or Dog Bite, 4F when performed after Dog Attack (Forward), Dog Somersault, or the Dog Attack (jump) Follow-up.
|
|
Dog Attack (Bite) 2D with Dog
Unblockable Chomp
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
45
|
-/1.20
|
[20]
|
6
|
5
|
Unblockable [any]
|
--
|
36[36]
|
4
|
22[46]
|
--
|
A move that strikes fear into the hearts of people blocking. Though slow to start, this massive bite is unblockable, allowing Zappa to easily knock down people blocking, start a combo after excessive pressure (and the guard bar is flashing), and end the dog's extensive combos into knockdown (except against lightweights like Millia, May, and I-no). Note that if you do this move as a followup, the bite is no longer unblockable and doesn't net you souls on hit, but acts like a level 6 move.
Causes blowback on hit (untechable for 28F). [Inflicts 24F of block stun when blocked]. +3[0] souls on hit. See notes *1. Prorates 50%. [Chip damage x2.] Follow-up version can only be cancelled into from Dog Attack (Neutral) or Dog Bite.
|
|
Dog Attack (Jump) 4D with Dog
Retreat!
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
total: 59[after landing 24]
|
--
|
Another move meant for positioning, the dog is completely invincible during this move, allowing you to pull the dog back without fear of losing him. If the Dog needs breathing room or is about to go to sleep, do this to keep him active.
Dog is invincible during this move. 2-43 [2- 16 frames before landing] can perform Follow-up attack.
|
|
Follow-up Attack during 4D, 5D
Overhead dive, use for unblockable setups
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
20
|
-/1.20
|
0
|
7
|
2
|
HA[any]
|
--
|
13[13]
|
till landing
|
40[after landing 24]
|
--
|
Another potential unblockable added to the Dog's moveset, using this in conjunction with Zappa's 2K gives you a free unblockable if you've got the right positioning, and allows you to start yet another long combo string. If you do this as a follow up, it is no longer an overhead, though can still work for pressure. Can go into 5D, 6D, 4D, and 8D on contact with the opponent.
Landing: 1-12, 37-end of move, on hit or block, dog is in low stance during landing recovery. 13-36 invincibility above the feet. Prorates 75%. On hit or block, Dog performs rebound animation. See notes *1.
|
|
Sono Mama Kaette Konaide Kudasai (j.)236P/K/S/H with Ghosts
Your all purpose projectile.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
16
|
2.00/1.20
|
0
|
7
|
3
|
any
|
F
|
9
|
see note
|
total: 39
|
-6
|
Pretty much Zappa's only special move while he has the Triplets that serves a variety of uses. All versions haunt the opponent on hit, causing them to randomly be pestered by falling items (seen below). MAKE SURE YOU HAVE GHOSTS WHEN USING THIS MOVE. Otherwise, Zappa will go into a long, vulnerable pose and will be just asking to eat some damage.
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 for days. Up close, it's great for pressure and as a combo tool, particularly if you FRC it. Lasts until it reaches the edge of the screen.
H Version: Almost the same as the S version, except it shoots a ghost at an upwards, falling angle. Good for close opponents trying to jump out. Lasts until it hits the floor (46F for ground version).
K Version: Drops a ghost that bounces forward a few times. Great for oki, for covering a jump in (with an FRC), or for landing a ghost OTG if you feel like it. Will bounce higher based on the height from which you executed the drop. Lasts for 3 bounces off the floor (49F for ground version).
P Version: Shoots a ghost straight up that comes down, homing in on the opponent's horizontal position. Great for oki immediately following a sweep, for turtling opponents, and for characters wasting time up near the top of the screen (BRIDGET). Lasts for 2 bounces off the floor (78F when performed on the ground).
Attack level 2. CH state till end of recovery. Hit stop 13. FRC timing: 10-11. If Zappa has no ghosts, nothing is fired and has a total animation length of 49F. See notes *2, *3.
P version has 15F of startup, on frame 37 the ghost's horizontal position changes to match that of the opponent then drops straight down, for the ground version, startup of 53F to hit a standing opponent (tested on Sol).
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Sono Mama Kaette Konaide Kudasai 236D or j.236D with Ghosts
Go away and don't come back!
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
16×3
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2.00/1.20×3
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0
|
7×3
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x
|
any
|
F
|
11
|
see note
|
total: 47
|
see note
|
Shoots all of Zappa's currently held triplets at once. Great to combo into after a sweep, or against a rushing opponent. If a ghost lands, the opponent will remain haunted for slightly longer than if you landed a singular version of this move, enough for 4 random items to appear.
Attack level 2. CH state till end of recovery. Hit stop 13. FRC timing: 16-17. Active frames are the same as the K,S and H versions. SD varies depending on number of ghosts remaining. 3 ghosts (K,S,H): -10, 2 ghosts (S,H): -11, 1 ghost (S): -12. If Zappa has no ghosts, nothing is fired and has a total animation length of 49F. *2, *3.
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Curse Items
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Bananna
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0
|
-/2.64
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0
|
7
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2
|
LF
|
--
|
--
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79
|
--
|
--
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Banana. Forces the opponent to trip if they're not blocking low, or you have them in hitstun. Note that this can and will screw with your combos, so pay attention.
Causes knockdown on ground hit.
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Golf Ball
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40
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-/3.84
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0
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6
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4
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any
|
--
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38
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--
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--
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--
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Damaging, falling projectile. Can be used to link combo strings together, though the ghost's damage potential remains low.
Does no chip damage.
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Hachiue
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25
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-/2.64
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0
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7
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2
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any
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--
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1
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43
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--
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--
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Flower pot. Like the golf ball, it can be used to link silly combos together.
Hit stop 6. Does no chip damage.
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Itasou, the iuka Itai 236S with Sword
JoJo's style poses
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
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Static Diff
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236S
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20
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2.50/6.00
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14
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6
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4
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HLF
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RF
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12
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16
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13
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-12
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A decent move to end gatling strings with if you're too far away to get a knockdown or anything better. As the sword returns, Zappa can do normals as the sword lingers, making this move safer if you spaced it properly. You can also FRC it to give yourself an additional, short follow up. Will only combo into its followup on counter hit.
Staggers on ground CH (max: 43F). On hit or when blocked, has 28F of recovery. FRC timing: recovery frames 1-2 after move hits or is blocked. On hit or block, cancel into Follow-up from recovery frame 12 on. If the attack hits really late into the active frames, you cannot cancel this move into the Follow-up. +1 Soul on hit.
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Followup (236S~H)
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45
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3.00/7.20
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10
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7
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3
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HLF
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R
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9
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12
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26
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-24
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This move will ONLY combo on Counter Hit from the previous move. It nets you a great 3 souls and knocks down, but only go for this after confirming a CH. It's incredibly unsafe and WILL get you punished.
Knockdown on hit. CH state till end of recovery. +3 Souls on hit.
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Ochitoite Kudasai 623H with Sword
Decent uppercut
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Damage
|
Tension
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GB+
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GB-
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Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
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Static Diff
|
40
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2.50/6.00
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14
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6
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4
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HLF
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RF
|
10
|
9
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29
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-21
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Uppercut with huge vertical reach, and an FRC to make it completely safe. You can follow up after it easily if you FRC, especially on Counter Hit. However, due to the random nature of Zappa's summons, you shouldn't try to use this as a wakeup reversal option. Your best bet is as an anti-air.
1-11 invincible, 12 invincible to strikes. Floats on hit (untechable for 26F). Prorates 80%. FRC timing: 13-16. +1 Soul on hit.
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Chikazuku to Yukimasu 63214H with Sword
Swipe
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Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
30
|
1.50/3.60
|
20
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6
|
5
|
HLF
|
RF
|
17
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4
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16
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-1
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Great for spacing the opponent and keeping them away. It's easy to combo into, wall bounces, and has an easy FRC, so you can dash in and do a relaunch into air combo with little effort, dealing some decent damage and gaining a soul in the process.
Wall bounces on hit (untechable on ground hit for 28F). FRC timing: 17-20. +1 Soul on hit.
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Hai, Kaerimasu j.236H with Sword
BIG Hitbox Tumble
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
24×n
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2.50/3.00×n
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6×n
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4×n
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3
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any
|
R
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12
|
till landing
|
after landing 23
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--
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Damaging combo ender, but still not that great as Zappa has other, better damage options with the sword. By itself, this move isn't a great idea to throw out, but you can end short air combos with it, and RC it near the corner to continue into something better.
Floats on hit (untechable for 24F). Sword starts in the bottom position first. On hit or block, sword starts spinning (1 revolution takes 8F to complete). Hit stop 6.
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Darkness Anthem 236S with Raoh
Great Projectile. Good for oki, pressure, combos, and chip damage.
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
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Recovery
|
Static Diff
|
summon
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35×2
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2.00/3.60×2
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14×2
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6×2
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4
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HLF
|
--
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25
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18
|
8
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+7
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An amazing projectile and oki option that stays in place if you opt not to input a follow up command. Darkness Anthem does Four times normal chip damage, draining almost as much of the opponent's health if they'd simply gotten hit. It gives you great frame advantage and the perfect opportunity to do what you want with Raoh's limited mixup.
Causes knockdown on air hit. 24-35 can cancel into Follow-up Attack. Darkness anthem projectile can still remain even after cancelling into follow-up. Chip damage x4. Max of 2 hits. Projectile appears on frame 23.
|
launch 236S~P/K/S
|
50
|
-/3.60
|
14
|
6
|
4
|
HLF
|
--
|
15
|
34(2)20
|
total: 38
|
+0
|
P version: a standard follow-up that goes straight ahead, good for pressure. Note that low profile, advancing moves like Sol's Grand Viper, Ky's Stun Dipper, and I-no's Stroke the Big Tree will go right under it. Disappears after travelling about 3/4 the distance of the screen.
K version: the most used version of Darkness Anthem due to its use in combos. It acts almost the same as the P follow-up, except it goes downwards at about 30 degrees lower than the P version, floats on hit, and it ignores OTG scaling. This allows you to pick the opponent up off the ground and go into 6H, looping for a huge chunk of damage. Because of the angle, moves won't go under it.
S version: anti-air follow-up. Since all versions of Darkness Anthem must be FD'd in the air, this works great if the opponent doesn't expect it, and will force them back down to the ground if they do FD it. Extremely easy to combo out of on hit.
Causes knockdown on hit. CH state till end of recovery. Chip damage x0.375. Max of 1 hit. Darkness anthem attack disappears on frame 13 (if it hasn't already). K-version only: Can float downed opponents.
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|
Last Edguy 214S with Raoh
WHAT AN AMATEUR
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Damage
|
Tension
|
GB+
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GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
100
|
3.00/7.20
|
20
|
6
|
5
|
HLF
|
R
|
4
|
12
|
37
|
-30
|
Insane. Easily one of the best uppercuts in the game, Last Edguy will eat through just about everything and deals a terrifying 100 damage! It comes out in 4 frames, tying it for the fastest DP, has obscene untechable time, and has an enormous hitbox, even bigger than Raoh's 2H. It's extremely unsafe, as with all DPs, but still is excellent to use when you have 50 meter to RC. Since barely scales at all, go right ahead and RC into another one, or into a combo in the corner. 5 Last Edguys in the corner is more than enough to do 80%+ damage on pretty much the entire cast. Last Edguy makes a great starter with meter, a great combo ender, a great reversal, and just an amazing move period.
1-4 invincible. 5-7 invincible to strikes. Floats on hit (untechable for 60F). CH state till end of recovery. Does no chip damage. Attack is fully extended on frame 10.
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|
- 1: Listed frame data is for the dog. Data listed in [ ] is for follow-up attack version of the move. Dog is invincible while idle. If the dog idles for 300F, it enters sleep mode, 30F to wake up dog from sleep. If a Dog Attack hits or is blocked, can perform follow up attack versions of other Dog Attack attacks on any of the following frames. The last 24 frames of the recovery of follow-up versions of Dog Attack attacks are invincible.
- 2: Ghost haunts the opponent on hit. Haunting lasts 481F, after which Ghost returns. On block or when negating a projectile, Ghost disappears for 101F, after which it loiters for 23F before returning to Zappa. If the ghost fails to hit anything, the total time it spends disappeared is 23F for the P and K versions, 2F for the S and H versions, after which it loiters in place for 122F before returning to Zappa. Ghosts can be picked up while loitering. Launched ghosts disappear immediately if Zappa is hit.
- 3: Gains +1 soul 1 frame after a successful hit and activates Haunt mode. The ghost that hit the opponent will haunt him for 481F before returning. Haunt mode causes a random item (golf ball, banana peel, or Hachiue) to be thrown at the opponent on frames 1F,121F, 241F and 361F of Haunt mode.
To do: Check the move names, commands, WARNING: All Ghost notes are guesses and have not been checked, and fill in errata.
Force Breaks
Regiashou wa Koko Kara 214D
This is "Elegance"
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
30
|
-25%
|
15
|
6
|
5
|
HF
|
R
|
16
|
5
|
13
|
+1
|
An amazing overhead, one of the fastest grounded overheads in the game. It gives Zappa 1 orb on hit, and gives you enough time to land OTG centipedes and get 4 orbs instead. You can cancel into it from any cancellable normal, giving Zappa a frightening mixup tool for only 25% meter. Also great if you get a summon you don't want, as it gets rid of your current summon the moment you use it.
Plummets opponent and causes knockdown on hit. Ground bounces and causes knockdown on CH. CH state till end of recovery. Removes Zappa's current summon (if he has one) on frame 1. +1 Soul on hit.
|
|
Overdrives
Umareru!! 632146H
And this is where it gets weird.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
40×4
|
-50%
|
14×4
|
6×4
|
4
|
HLF
|
R
|
1+11
|
8
|
30
|
-15
|
A super with a great amount of invincibility that's one of Zappa's only reliable reversals, but it's extremely slow and easily baited. Better used after 2D to kill due to its damage output.
1-19 invincible. 20-21 invincible to strikes. Causes knockdown on hit. Hit stop 7. Removes Zappa's current summon (if he has one) on frame 1.
|
|
Bellows Malice 632146S with Raoh
Trade half your meter for all of the opponent's.
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
40×10
|
-50%
|
20×10
|
6×10
|
5
|
HLF
|
--
|
5+10
|
27
|
total: 37
|
+13
|
Amazing super meant mostly for killing on hit or chipping them out like mad. Because it hits so much and deals such excessive chip damage, you can drain an opponent's entire meter if they Faultless, or max out their guard bar if the don't from just one of these. You can also combo into it from Raoh's 6H, his 5H against lightweights, or 2H. Be careful about where you use this move, though, as the hitbox extends out pretty far from Zappa, and has a huge deadzone right in front of Zappa, leaving him vulnerable.
1-5 invincible. Causes knockdown on hit. CH state till end of recovery. Hit stop 7. Chip damage x2.
|
|
Instant Kill
Kowai yo~ During IK Mode 236236H
TURN OFF THE TV
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
Fatal KO
|
--
|
--
|
--
|
--
|
30 pixels
|
--
|
4+1
|
35
|
10
|
--
|
TERRIFYING
...-ly inappropriate. Can work if you're paying attention and the opponent gets dizzied. Has about as much range as a grab, but hits behind Zappa as well.
IK activation: 76F. Strike invincibility till frame 5.
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|
Strategy
Combos
Alternate Color Chart
Click [★] for character's full frame data