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|frameAdv=-7 | |frameAdv=-7 | ||
|description= | |description= | ||
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 | 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 a bit risky without meter. The FRC can make it safer and can link to a 5P afterwards, leading to knockdown and a summon, but by itself you won't get much. Use it to go for the kill, or feel free to try using it for a tick throw setup (with the FRC) if you're one ballsy player. | ||
Lower body invincible 22~39F. Hitstop 7F. Max 3 hits. FRC timing 31~33F, 37~39F. | Lower body invincible 22~39F. Hitstop 7F. Max 3 hits. FRC timing 31~33F, 37~39F. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
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== Triplet Normals == | == Triplet Normals == | ||
====== ====== | ====== ====== | ||
:1: If Zappa doesn't have any Triplets with him when you input the move, all the frames that would normally result in a ghost attack turn into recovery. (No attack). | |||
: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 1st frame of startup of the 2nd hit. | |||
:3: Knocks down opponent on ground hit. Triplet disappears after attack. Triplet disappears for 104F, after which they stay in place for 122F before returning. Collect the triplet by touching them. | |||
:4: Can be cancelled into other moves too | |||
{{MoveData | {{MoveData | ||
|name=c.S | |name=c.S | ||
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}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
== Dog Normals == | == Dog Normals == | ||
:Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move. | :Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move. | ||
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|frameAdv=-1 | |frameAdv=-1 | ||
|description= | |description= | ||
Extremely slow move meant for frame traps and jump out attempts, and occasional combo filler due to its damage. Nothing combos into it due to its startup, but it has a huge verical range, and can combo into D.Anthem and its followups when close enough. | Extremely slow move meant for frame traps and jump out attempts, and occasional combo filler due to its damage. Nothing combos into it due to its startup, but it has a huge verical range, and can combo into D.Anthem and its followups when close enough. Useful against some characters as a punish starter, usually midscreen. | ||
Floats opponent on hit (untechable for 28F). | Floats opponent on hit (untechable for 28F). | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
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|input=236P/K/S/H with Triplets | |input=236P/K/S/H with Triplets | ||
|image=GGAC_Zappa_SonoMama.png | |image=GGAC_Zappa_SonoMama.png | ||
|caption=The all-purpose projectile | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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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. | |||
'''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 | ||
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|input=236D with Triplets | |input=236D with Triplets | ||
|image=GGAC_Zappa_SonoMamaD.png | |image=GGAC_Zappa_SonoMamaD.png | ||
|caption=Lots of burping going on here | |||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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|frameAdv=see notes | |frameAdv=see notes | ||
|description= | |description= | ||
Launches all ghosts Zappa currently has available, in the arcs of the K, H, and S versions of the move, with ascending priority, meaning that with only one ghost, you'll launch only in the S arc. Useful if the opponent is in the air, as it has a tendency to connect all three hits and knock down the opponent if they're close enough. It launches the ghosts more from the position of the last ghost used in a normal chain, meaning that they all are launched closer to the opponent. Its FRC point is later than the K/S/H versions, so be sure to learn that since Zapp will be without cover once he uses the move. | |||
Attack Level 2. CH state during recovery. Hitstop 13F. FRC timing 16~17F. Active frames are the same as the K, S, and H versions<br /> | |||
Frame Adv varies depending on number of ghosts remaining:[ 3 ghosts (K,S,H): -10, 2 ghosts (S,H): -11, 1 ghost (S): -12 ]. | |||
Total length for air version: 49F. See notes *2 and *3. | |||
}} | }} | ||
}} | }} | ||
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*2: Triplet haunts the opponent on hit. Haunting lasts 481F, after which Triplet returns. | |||
:-On block or when negating a projectile, Triplet disappears for 101F, after which it loiters for 23F before returning to Zappa. | |||
:-If the Triplet 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. | |||
:-Triplets can be picked up while loitering. | |||
:-Launched Triplets disappear immediately if Zappa is hit. | |||
*3: +1 Soul 1F after a successful hit and activates Haunting. | |||
:-The ghost that hit the opponent will haunt him for 481F before returning. | |||
:-Haunting causes a random item (golf ball, banana, or Potted Plant) to be thrown at the opponent on 1F, 121F, 241F, and 361F of Haunting. | |||
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{{MoveData | {{MoveData | ||
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|frameAdv= | |frameAdv= | ||
|description= | |description= | ||
Very useful for getting lingering ghosts back to your arsenal, but it must be used cautiously due to the lengthy recovery time. The ghosts will not begin to return immediately, ghosts that have temporarly vanished due to 5H/2H will take longer to return, and any ghost haunting the opponent will be recalled. Zappa is in a counter hit state during use, so again, be careful. | |||
Triplets begin returning on 18F. Recalling Triplets ends Haunting. Zappa is in CH state from 1~20F. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
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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 | |caption=A screenful of hitbox | ||
|data= | |data= | ||
{{AttackData-GGACR | {{AttackData-GGACR | ||
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}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData |
Revision as of 07:29, 22 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
- 1: If Zappa doesn't have any Triplets with him when you input the move, all the frames that would normally result in a ghost attack turn into recovery. (No attack).
- 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 1st frame of startup of the 2nd hit.
- 3: Knocks down opponent on ground hit. Triplet disappears after attack. Triplet disappears for 104F, after which they stay in place for 122F before returning. Collect the triplet by touching them.
- 4: Can be cancelled into other moves too
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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- 2: Triplet haunts the opponent on hit. Haunting lasts 481F, after which Triplet returns.
- -On block or when negating a projectile, Triplet disappears for 101F, after which it loiters for 23F before returning to Zappa.
- -If the Triplet 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.
- -Triplets can be picked up while loitering.
- -Launched Triplets disappear immediately if Zappa is hit.
- 3: +1 Soul 1F after a successful hit and activates Haunting.
- -The ghost that hit the opponent will haunt him for 481F before returning.
- -Haunting causes a random item (golf ball, banana, or Potted Plant) to be thrown at the opponent on 1F, 121F, 241F, and 361F of Haunting.
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 [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- 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 •