GGACR/Zappa: Difference between revisions

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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, 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, and usually when you have some dash momentum.  
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.  
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{{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, almost no vertical range, and is otherwise pointless by itself. You'll mainly see it used after j.P into j.D.
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.
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{{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
|caption=Your real first bloody slash
|data=
|data=
  {{AttackData-GGACR
  {{AttackData-GGACR
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{{MoveData
{{MoveData
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|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
|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%.
  }}
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{{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
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|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.
  }}
  }}
}}
}}
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{{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
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  |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
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  |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.
  }}
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Revision as of 23:44, 18 February 2017

Zappa
GGAC Zappa Portrait.png

Defense Modifier: x 1.00
Guts Rating: 2
Stun Resistance: 60
Prejump:
Backdash Time: 11
Backdash Invincibility: 10
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
  

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
GGAC Zappa 5P.png
A gentleman always extends for a friendly handshake.
9 HLF 5 2 6 +2 -
5K
GGAC Zappa 5K.png
Good move for going over things.
22 HLF 9 6 8 -2 -
c.S
GGAC Zappa cS.png
S-ko poke
26 HLF 8 6 18 -10 -
f.S
GGAC Zappa fS.png
Lunch always comes back to bite me
GGAC Zappa fSonground.png
Let's look at your presentation
30 HLF 13 9 10 -5 - 0 L 34 3 - - -
5H
GGAC Zappa 5H.png
All hands! Prepare for warp!
20x3 HF 22 3x6 12 -7 -
6P
GGAC Zappa 6P.png
Amazing poke. Dash into it if you're so inclined.
24 LF 11 3 18 -7 -
6H
GGAC Zappa 6H.png
Nn? Well use the Catapult!
50 HF 21 19 14 -14 -
5D
GGAC Zappa 5D.png
Tongue. Good, if telegraphed overhead.
17 HF 26 4 22 -9 -
Dead Angle Attack
GGAC Zappa 2H.png
Chomp
25 All 15 4 15 -5 -
2P
GGAC Zappa 2P.png
Could you lend me 200 yen?
12 HLF 5 3 9 -2 -
2K
GGAC Zappa 2K.png
Yes, I'm kneeling on the ground again!
16 LF 7 6 7 -1 -
2S
GGAC Zappa 2S.png
Recently the doll's hair grew back when I cut it!
26 HLF 11 9 12 -7 -
2H
GGAC Zappa 2H.png
Beefy chomp
60 HLF 15 5 14 0 -
2D
GGAC Zappa 2D.png
Sorry, was this seat taken?
30 LF 11 6 12 -4 -
j.P
GGAC Zappa jP.png
Go to anti-air
13 HA 6 6 9 - -
j.K
GGAC Zappa jK.png
Just great! Why doesn't anybody understand me?!
22 HA 10 11 18 - -
j.S
GGAC Zappa jS.png
IS THIS A DREAM I GOT FROM BAD RICE?!
32 HA 9 3 15 - -
j.H
GGAC Zappa jH.png
Crossups: just the start of them.
28 HA 12 2(1)2 12 - -
j.D
GGAC Zappa jD.png
Hurry, hold your breath!
44 HA 9 6 18+5 after landing - -


Triplet Normals

c.S
GGAC Zappa ghost cS.png
amamamamamamamama
20 HLF 6 2 12 0 -
f.S
GGAC Zappa ghost fS.png
amamamamamamamama
20 HLF 9 7 7 0 - 20 HLF 10 7 9,11 -2 -
6S
GGAC Zappa ghost 6S.png
amamamamamamamama
28 HLF 14 6 20 -9 -
5H
GGAC Zappa ghost 5H.png
amamamamamamamama
25 HLF 14 5 13 -4 - 25 HLF 15 5 15,17 -6 -
6H
GGAC Zappa ghost 6H.png
amamamamamamamama
30x3 HF 16 5(3)5(10)5 8 +4 -
2S
GGAC Zappa ghost 2S.png
amamamamamamamama
18 LF 5 6 6 0 - 18 LF 6 6 8,10 -2 -
2H
GGAC Zappa ghost 2H.png
amamamamamamamama
25 All 14 9 14 +2 - 25 All 14 9 16 0 -
j.S
GGAC Zappa ghost jS.png
amamamamamamamama
25 All 10 5 21 - - 25 All 11 5 21 - -
j.2S
GGAC Zappa ghost j2S.png
amamamamamamamama
18 All 7 6 8 - -
j.H
GGAC Zappa ghost jH.png
splat
25 All 19 9 17 - - 25 All 15 9 17 - -


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 DOGGIE
- - - - 30 total - -
5D
GGAC Zappa dog 5D.png
Skull Vomit. Reliable combo and pressure tool
20 HLF[All] 16[16] 8 36[60] - -
6D
GGAC Zappa dog 6D.png
Lunging Bite. Excellent range.
20 HLF[All] 17[17] 12 17[24 after landing] - -
8D
GGAC Zappa dog 8D.png
Tail DP
20 All[All] 10[see note] 12 31[24 after landing] - -
2D
GGAC Zappa dog 2D.png
Makes 2H proud. Your main knockdown tool with the Dog.
45 HLF 36[36] 4 22[46] - -
4D
GGAC Zappa dog 4D.png
RETREAT
- - - - total 59[24 after landing] - -
4DD
GGAC Zappa dog 4DD.png
Show them fear with overheads and unblockables.
20 HA[All] 13[13] until landing 40 [24 after landing] - -


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
GGAC Zappa sword cS.png
Your first bloody slash
36 All 5 4 14 -4 -
f.S
GGAC Zappa sword fS.png
Your real first bloody slash
30 All 8 2 19 -4 -
5H
GGAC Zappa sword 5H.png
Dig into 'em
35x2 All 9 2(10)3 16 0 -
6H
GGAC Zappa sword 6H.png
Ridiculous
29,15 see note 13 24,6 2 +4 -
2S
GGAC Zappa sword 2S.png
Rip into their shins.
22 LF 9 3 15 -4 -
2H
GGAC Zappa sword 2H.png
I'LL SHOW YOU THE POWER OF MY STAND
30x2 All 7 14,8 9 +2 -
j.S
GGAC Zappa sword jS.png
WHICH WAY DO I BLOCK
26 HA 7 3 18 - -
j.H
GGAC Zappa sword jH.png
SWORDS DON'T BEND THAT WAY
32 HA 9 9 15 - -


Raoh Normals

c.S
GGAC Zappa raoh cS.png
ZAP
40 HLF 10 11 0 +6 -
f.S
GGAC Zappa raoh fS.png
Lightning Hand. Good for pokes and pressure starting.
36 HLF 9 6 16 -5 -
5H
GGAC Zappa raoh 5H.png
Lightning spear. Ranged low.
48 LF 13 9 13 -3 -
6H
GGAC Zappa raoh 6H.png
The Sight of Pain
76 HLF 17 6 24 -11 -
5D
GGAC Zappa raoh 5D.png
YOUR HEAD IS OPEN
30 HF 24 5 8 +4 -
2S
GGAC Zappa raoh 2S.png
Ranged low chop
36 LF 7 3 11 0 -
2H
GGAC Zappa raoh 2H.png
THUNDER HAND
68 LF 19 8 12 -1 -
j.S
GGAC Zappa raoh jS.png
2S but aerial
35 HA 7 3 15 - -
j.H
GGAC Zappa raoh jH.png
RAOH HAS NO WEAKNESSES
45 HA 16 6 13 - -


Throws

Ground Throw
GGAC Zappa throw.png
Saliva
60 36 pixels - - - - -
Air Throw
GGAC Zappa airThrow.png
Free OTG Summons
60 88 pixels - - - - -


Specials

Hello, Three Centipedes
236P with No Summon
GGAC Zappa konnichiwa.png
Konnichiwa!
20 HLF 10 4 20 -12 -
Please Don't Come Back
236P/K/S/H with Triplets
GGAC Zappa SonoMama.png
16 All 9 see notes total 39 -6 -
Please Don't Come Back
236D with Triplets
GGAC Zappa SonoMamaD.png
16x3 All 11 see notes total 47 see notes -
Curse Items
Fill the screen with bullshit
GGAC Zappa banana.png
*Trombone*
GGAC Zappa golfball.png
*Burp*
GGAC Zappa hachiue.png
*Crash*
0 LF - 99 - - - 30 All 38 -- -- - - 25 All 1 43 - - -
I Was Lonely After All...
214P in Haunt Mode
GGAC Zappa RecallTriplets.png
Here goes. POWER SAVE MODE!
- - - - 28 total - -
This Has Gotta Hurt
236S with Sword
GGAC Zappa itasou.png
Joust!
20 HLF 12 16 13 -12 - 45 HLF 9 12 26 -24 -
Please Fall
623H with Sword
GGAC Zappa ochitoite.png
Getting real murderous with that DP.
40 HLF 10 9 29 -21 -
Come Close, and I'll Kill You
63214H with Sword
GGAC Zappa 63214H.png
I TOLD YOU I'D SWIPE, BUT YOU DIDN'T BELIEVE ME
30 All 17 4 16 -1 -
Coming Through
j.236H with Sword
GGAC Zappa hai.png
24xN All 12 till landing 23 after landing - -
Darkness Anthem
236S or j.236S with Raoh
GGAC Zappa darkness.png
DEEEIIIIYAAAAA
GGAC Zappa darknessFollowup.png
35x2 HLF 25 18 8 +7 - 35x2 HLF 25 18 26 +7 - 50 HLF 15 34(2)20 total 38 0 -
Last Edguy
214S or j.214S with Raoh
GGAC Zappa edogai.png
WHAT AN AMATEUR
80 HLF 4 12 37 -30 - 80 All 4 12 3 after landing -35 -


Force Breaks

Etiquette Starts Here
214D
GGAC Zappa regaishou.png
This is "Elegance"
30 HF 16 5 11 +3 -


Overdrives

Birth!!
632146H
GGAC Zappa 632146H.png
And this is where it gets weird.
40x4 HLF 1+11 8 30 -15 -
Bellows Malice
632146S with Raoh
GGAC Zappa 632146S.png
STFU
40x10 HLF 5+10 27 total 37 +13 -


Instant Kill

I'm Scared...
During IK Mode 236236H
GGAC Zappa IK1.png
TURN OFF THE TV
GGAC Zappa IK2.png
Fatal 30 pixels 4+1 35 10 - -