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| |frameAdv=-6 | | |frameAdv=-6 |
| |description= | | |description= |
| | A versatile move that gives the Triplets the ability to control a grand amount of the screen. Each version launches one of the ghosts near Zappa at a different arc depending on the button, and on hit, the ghost will possess the opponent if one isn't already haunting them. Its FRC circumvents its long recovery, and can be used to extend combos and guarantee a knockdown into another mixup situation. Just make sure a ghost is nearby when being used, or Zappa will simply go into a vulnerable animation without launching a hitbox. Extremely useful. |
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| | '''S Version''': Shoots a ghost straight ahead of Zappa, probably the most used version. It goes the entirety of the field and zones the opponent completely. Up close, it's great for pressure and as a combo tool when FRC'd. Lasts until it reaches the edge of the screen. |
| | |
| | '''H Version''': Shoots a ghost at an upwards arc. Good for close opponents trying to jump out, or far opponents trying to approach from the air. Lasts until it hits the floor (46F for ground version). |
| | |
| | '''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 off screen, which then homes in on the opponent's horizontal position right over their head. Great for oki immediately following a sweep, for turtling opponents, and for harrassing characters trying to play keepaway in the air. 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. Total length for the air version: 41F. See notes *2, *3.<br /> |
| | 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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| ====== ====== | | ====== ====== |
| {{MoveData | | {{MoveData |
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
A gentleman always extends for a friendly handshake.
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5K
Good move for going over things.
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f.S
Lunch always comes back to bite me Let's look at your presentation
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30
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HLF
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13
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9
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10
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-5
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-
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0
|
L
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34
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3
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-
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-
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-
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|
5H
All hands! Prepare for warp!
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6P
Amazing poke. Dash into it if you're so inclined.
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6H
Nn? Well use the Catapult!
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5D
Tongue. Good, if telegraphed overhead.
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2P
Could you lend me 200 yen?
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2K
Yes, I'm kneeling on the ground again!
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2S
Recently the doll's hair grew back when I cut it!
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2D
Sorry, was this seat taken?
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j.K
Just great! Why doesn't anybody understand me?!
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j.S
IS THIS A DREAM I GOT FROM BAD RICE?!
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j.H
Crossups: just the start of them.
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j.D
Hurry, hold your breath!
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44
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HA
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9
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6
|
18+5 after landing
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-
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-
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Triplet Normals
f.S
amamamamamamamama
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20
|
HLF
|
9
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7
|
7
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0
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-
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20
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HLF
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10
|
7
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9,11
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-2
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-
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5H
amamamamamamamama
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25
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HLF
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14
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5
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13
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-4
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-
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25
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HLF
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15
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5
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15,17
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-6
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-
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|
6H
amamamamamamamama
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30x3
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HF
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16
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5(3)5(10)5
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8
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+4
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-
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2S
amamamamamamamama
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18
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LF
|
5
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6
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6
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0
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-
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18
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LF
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6
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6
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8,10
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-2
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-
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2H
amamamamamamamama
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25
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All
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14
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9
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14
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+2
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-
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25
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All
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14
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9
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16
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0
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-
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j.S
amamamamamamamama
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25
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All
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10
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5
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21
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-
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-
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25
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All
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11
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5
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21
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-
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-
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j.H
splat
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25
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All
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19
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9
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17
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-
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-
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25
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All
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15
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9
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17
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-
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-
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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
DOGGIE
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5D
Skull Vomit. Reliable combo and pressure tool
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20
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HLF[All]
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16[16]
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8
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36[60]
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-
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-
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6D
Lunging Bite. Excellent range.
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20
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HLF[All]
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17[17]
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12
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17[24 after landing]
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-
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-
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8D
Tail DP
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20
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All[All]
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10[see note]
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12
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31[24 after landing]
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-
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-
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2D
Makes 2H proud. Good for orbs and leads to knockdown.
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45
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HLF
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36[36]
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4
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22[46]
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-
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-
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4D
RETREAT
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-
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-
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-
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-
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total 59[24 after landing]
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-
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-
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4DD
Show them fear with overheads and unblockables.
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20
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HA[All]
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13[13]
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until landing
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40 [24 after landing]
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-
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-
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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
Your first bloody slash
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f.S
Your real first bloody slash
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6H
Ridiculous
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29,15
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see note
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13
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24,6
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2
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+4
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-
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2H
I'LL SHOW YOU THE POWER OF MY STAND
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j.H
SWORDS DON'T BEND THAT WAY
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Raoh Normals
f.S
Lightning Hand. Good for pokes and pressure starting.
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5H
Lightning spear. Ranged low.
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j.H
RAOH HAS NO WEAKNESSES
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Throws
Air Throw
Free OTG Summons
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Specials
Hello, Three Centipedes 236P with No Summon
Konnichiwa!
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Please Don't Come Back 236P/K/S/H with Triplets
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16
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All
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9
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see notes
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total 39
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-6
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-
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Please Don't Come Back 236D with Triplets
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16x3
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All
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11
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see notes
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total 47
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see notes
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-
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Curse Items Fill the screen with bullshit
*Trombone* *Burp* *Crash*
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0
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LF
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-
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99
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-
|
-
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-
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30
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All
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38
|
--
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--
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-
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-
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25
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All
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1
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43
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-
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-
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-
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I Was Lonely After All... 214P in Haunt Mode
Here goes. POWER SAVE MODE!
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This Has Gotta Hurt 236S with Sword
Joust!
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20
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HLF
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12
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16
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13
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-12
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-
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45
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HLF
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9
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12
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26
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-24
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-
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Please Fall 623H with Sword
Getting real murderous with that DP.
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Come Close, and I'll Kill You 63214H with Sword
I TOLD YOU I'D SWIPE, BUT YOU DIDN'T BELIEVE ME
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Coming Through j.236H with Sword
A screenful of hitbox
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24xN
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All
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12
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till landing
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23 after landing
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-
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-
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Darkness Anthem 236S or j.236S with Raoh
DEEEIIIIYAAAAA
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35x2
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HLF
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25
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18
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8
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+7
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-
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35x2
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HLF
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25
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18
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26
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+7
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-
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50
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HLF
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15
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34(2)20
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total 38
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0
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-
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Last Edguy 214S or j.214S with Raoh
WHAT AN AMATEUR
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80
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HLF
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4
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12
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37
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-30
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-
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80
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All
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4
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12
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3 after landing
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-35
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-
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Force Breaks
Etiquette Starts Here 214D
This is "Elegance"
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Overdrives
Birth!! 632146H
And this is where it gets weird.
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Bellows Malice 632146S with Raoh
STFU
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40x10
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HLF
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5+10
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27
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total 37
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+13
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-
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Instant Kill
I'm Scared... During IK Mode 236236H
TURN OFF THE TV
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Fatal
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30 pixels
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4+1
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35
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10
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-
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-
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Click [★] for character's full frame data