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|frameAdv=-10 | |frameAdv=-10 | ||
|description= | |description= | ||
Good combo starter, but otherwise c.S doesn't stand out in neutral. It's mostly delegated to combo filler and pressure if you feel like it | Good combo starter, but otherwise c.S doesn't stand out in neutral. It's mostly delegated to combo filler due to its speed for Zappa's S buttons, and pressure if you feel like it. One significant fact about it is that c.S will combo into 2H against a crouching opponent, assuming you're close enough, and usually when you have some dash momentum. | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
More combo filler. Delegated to combos and pretty much that when Zappa is naked. Has worse horizontal reach than j.K, | More combo filler. Delegated to combos and pretty much that when Zappa is naked. Has worse horizontal reach than j.K, but some height to its hitbox, and is just fast enough to work in air combos. You'll mainly see it used after j.P into j.D, or after 2H air hit combos. | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
Line 1,069: | Line 1,071: | ||
|name=f.S | |name=f.S | ||
|image=GGAC_Zappa_sword_fS.png | |image=GGAC_Zappa_sword_fS.png | ||
| | |caption=Your real first bloody slash | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
Line 1,088: | Line 1,090: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
Line 1,165: | Line 1,168: | ||
|name=2H | |name=2H | ||
|image=GGAC_Zappa_sword_2H.png | |image=GGAC_Zappa_sword_2H.png | ||
| | |caption=I'LL SHOW YOU THE POWER OF MY STAND | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
This normal is the defining feature of what propelled Zappa and the sword to the top of the tier list. With proper usage, Zappa gets access to a near ''full screen, frame 11 overhead'', which leads to good damage and knockdown with only 25% meter. It '''will''' put fear into your opponents, so take advantage of it. | This normal is the defining feature of what propelled Zappa and the sword to the top of the tier list. With proper usage, Zappa gets access to a near ''full screen, frame 11 overhead'', which leads to good damage and knockdown with only 25% meter. J.S tends to see most of its use after 2H due to it being one of Zappa's few jump cancellable sword normals, but on oki, it's just as scary when used in conjunction with 2S. It '''will''' put fear into your opponents, so take advantage of it. | ||
Initial prorate 85%. | Initial prorate 85%. | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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|name=Ground Throw | |name=Ground Throw | ||
|image=GGAC_Zappa_throw.png | |image=GGAC_Zappa_throw.png | ||
|caption=Saliva | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|name=Air Throw | |name=Air Throw | ||
|image=GGAC_Zappa_airThrow.png | |image=GGAC_Zappa_airThrow.png | ||
|caption=Free OTG Summons | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
Line 1,503: | Line 1,510: | ||
|input=236P with No Summon | |input=236P with No Summon | ||
|image=GGAC_Zappa_konnichiwa.png | |image=GGAC_Zappa_konnichiwa.png | ||
|caption=Konnichiwa! | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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{{MoveData | {{MoveData | ||
|name=Curse Items | |name=Curse Items | ||
|input=Fill the screen with bullshit | |||
|image=GGAC_Zappa_banana.png | |image=GGAC_Zappa_banana.png | ||
|caption=*Trombone* | |||
|image2=GGAC_Zappa_golfball.png | |image2=GGAC_Zappa_golfball.png | ||
|caption2=*Burp* | |||
|image3=GGAC_Zappa_hachiue.png | |image3=GGAC_Zappa_hachiue.png | ||
|imageSize3=150x150px | |imageSize3=150x150px | ||
|caption3=*Crash* | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
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. | |||
}} | }} | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
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. | |||
}} | }} | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
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. | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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|input=236S with Sword | |input=236S with Sword | ||
|image=GGAC_Zappa_itasou.png | |image=GGAC_Zappa_itasou.png | ||
|caption=Joust! | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=-12 | |frameAdv=-12 | ||
|description= | |description= | ||
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. 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. | |||
}} | }} | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=-24 | |frameAdv=-24 | ||
|description= | |description= | ||
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. | |||
}} | }} | ||
}} | }} | ||
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|input=623H with Sword | |input=623H with Sword | ||
|image=GGAC_Zappa_ochitoite.png | |image=GGAC_Zappa_ochitoite.png | ||
|caption=Getting real murderous with that DP. | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
Line 1,711: | Line 1,736: | ||
|frameAdv=-21 | |frameAdv=-21 | ||
|description= | |description= | ||
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. It also has a small 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. | |||
}} | }} | ||
}} | }} | ||
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|input=63214H with Sword | |input=63214H with Sword | ||
|image=GGAC_Zappa_63214H.png | |image=GGAC_Zappa_63214H.png | ||
|caption=I TOLD YOU I'D SWIPE, BUT YOU DIDN'T BELIEVE ME | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=-1 | |frameAdv=-1 | ||
|description= | |description= | ||
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 keep the sword in its position, and the FRC can be used to extend combos and make the move safer in case it whiffs. Out of the corner, you may want to avoid ending your combos with this and simply going for resets. | |||
Wall bounces opponent on hit (untechable on ground hit for 28F). FRC timing 17~20F. +2 Souls on hit. | |||
}} | }} | ||
}} | }} | ||
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|input=j.236H with Sword | |input=j.236H with Sword | ||
|image=GGAC_Zappa_hai.png | |image=GGAC_Zappa_hai.png | ||
|caption | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
Line 1,754: | Line 1,786: | ||
|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
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. | |||
}} | }} | ||
}} | }} |
Revision as of 23:44, 18 February 2017
Zappa |
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Defense Modifier: x 1.00
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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, although he's really just some poor sap of an exchange student from Australia.
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
- General - Lots of low profile moves, including dash. Variety of overheads. Excellent Backdash. FB and Overdrive can get Raoh quickly.
- Naked - Summon has high invincibility. 2H is versatile.
- Sword - Amazing Mixup potential (half-full screen overheads and lows). Decent damage output. Ranged normals. Full screen knockdown tools.
- Dog - Unblockable setups. Potentially infinite damage and pressure. Great cover and defensive options.
- Triplets - Great zoning options. Controls a ludicrous amount of space. Decent pressure.
- Raoh - Ludicrous damage. Excessive range and speed. Great cover and poking tools.
Weaknesses
- General - Overall poor Anti-air. Only reliable reversal costs meter. Requires excessive matchup knowledge.
- Naked - Terrible damage and range. Near worthless without a summon.
- Sword - Linger can screw up your combos. Extremely limited options if opponents get past sword.
- Dog - Higher execution requirements than other summons. Zappa loses knockdown tools in some matchups.
- Triplets - Slow moves. Poor damage. Random item drops can screw up your combos.
- Raoh - Very limited mixup. Zappa's poses make him vulnerable. Only lasts 15 seconds.
No Summon Normals
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Triplet Normals
c.S |
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f.S |
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6S |
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5H |
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6H |
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2S |
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2H |
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j.S |
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j.2S |
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j.H |
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Dog 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 |
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5D |
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6D |
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8D |
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2D |
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4D |
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4DD |
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Sword 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 |
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f.S |
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5H |
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6H |
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2S |
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2H |
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j.S |
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j.H |
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Raoh Normals
c.S |
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f.S |
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5H |
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6H |
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5D |
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2S |
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2H |
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j.S |
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j.H |
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Throws
Ground Throw |
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Air Throw |
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Specials
Hello, Three Centipedes 236P with No Summon |
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Please Don't Come Back 236P/K/S/H with Triplets |
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Please Don't Come Back 236D with Triplets |
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Curse Items Fill the screen with bullshit |
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I Was Lonely After All... 214P in Haunt Mode |
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This Has Gotta Hurt 236S with Sword |
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Please Fall 623H with Sword |
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Come Close, and I'll Kill You 63214H with Sword |
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Coming Through j.236H with Sword |
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Darkness Anthem 236S or j.236S with Raoh |
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Last Edguy 214S or j.214S with Raoh |
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Force Breaks
Etiquette Starts Here 214D |
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Overdrives
Birth!! 632146H |
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Bellows Malice 632146S with Raoh |
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Instant Kill
I'm Scared... During IK Mode 236236H |
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- A.B.A [★]
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- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •