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Line 649: |
Line 649: |
| |frameAdv=-4 | | |frameAdv=-4 |
| |description= | | |description= |
| Slower normal amongst Zappa's triplets. Better for frame traps, and mostly sees use in c.S > 5H relaunches after floating with a 2H. | | Slower normal amongst Zappa's triplets. Better for frame traps, and mostly sees use in c.S > 5H relaunches after floating with a 2H. Mostly meant for damage and filler in combos. It has the same hitstun and blockstun as S normals, but generally launches the ghost out a bit farther from Zappa, making it better for combos where Zappa's been pushed away. |
| Mostly meant for damage and filler in combos. It has the same hitstun and blockstun as S normals, but generally launches the ghost out a bit farther from Zappa, making it better for combos where Zappa's been pushed away. | |
|
| |
|
| | Since it has the cancel property of Zappa's ghosts, though, you can chain into 2S for mixup situations, which can create ambiguous situations when you start with this in conjunction with 6H. |
| | |
| | See notes *1 and *2 |
| }} | | }} |
| {{AttackData-GGACR | | {{AttackData-GGACR |
Line 668: |
Line 670: |
| |frameAdv=-6 | | |frameAdv=-6 |
| |description= | | |description= |
| | Has some good conversion properties since consecutive 5H's will reach even farther out than f.S(2,3). You can then combo into 2H for ranged knockdowns, but be wary as going into this out of f.S from too close or too deep in the corner will cause this to whiff. |
| | |
| | Listed Frame Adv is from the 2nd hit. See notes *1 and *2. |
| }} | | }} |
| }} | | }} |
| | |
| ====== ====== | | ====== ====== |
| {{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 and hits OTG. 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. Dog can take a hit for Zappa.
- Triplets - Great zoning: controls a ludicrous amount of space. Extensive, safe pressure that makes it easy to react to reversals and bursts.
- Raoh - Ludicrous damage. Excessive range and speed. Great cover and poking tools. Very high chip damage.
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. Ironically Zappa's worst summon.
No Summon Normals
5P
A gentleman always extends for a friendly handshake.
|
|
5K
Good move for going over things.
|
|
f.S
Lunch always comes back to bite me Let's look at your presentation
|
30
|
HLF
|
13
|
9
|
10
|
-5
|
-
|
0
|
L
|
34
|
3
|
-
|
-
|
-
|
|
5H
All hands! Prepare for warp!
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|
6P
Amazing poke. Dash into it if you're so inclined.
|
|
6H
Nn? Well use the Catapult!
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|
5D
Tongue. Good, if telegraphed overhead.
|
|
2P
Could you lend me 200 yen?
|
|
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?
|
|
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.
|
|
j.D
Hurry, hold your breath!
|
44
|
HA
|
9
|
6
|
18+5 after landing
|
-
|
-
|
|
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
f.S
amamalongamamarangeamama
amamamamapokemamamama
|
20
|
HLF
|
9
|
7
|
7
|
0
|
-
|
20
|
HLF
|
10
|
7
|
9,11
|
-2
|
-
|
|
5H
GADAZADAZDAZADA
|
25
|
HLF
|
14
|
5
|
13
|
-4
|
-
|
25
|
HLF
|
15
|
5
|
15,17
|
-6
|
-
|
|
6H
Very Very Frightening!
|
30x3
|
HF
|
16
|
5(3)5(10)5
|
8
|
+4
|
-
|
|
2S
moreamamamamamamamama
|
18
|
LF
|
5
|
6
|
6
|
0
|
-
|
18
|
LF
|
6
|
6
|
8,10
|
-2
|
-
|
|
2H
SPLAT
|
25
|
All
|
14
|
9
|
14
|
+2
|
-
|
25
|
All
|
14
|
9
|
16
|
0
|
-
|
|
j.S
Now a useful combo tool.
|
25
|
All
|
10
|
5
|
21
|
-
|
-
|
25
|
All
|
11
|
5
|
21
|
-
|
-
|
|
j.H
CROSSUP SPLATS
|
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
|
|
5D
Skull Vomit. Reliable combo and pressure tool
|
20
|
HLF[All]
|
16[16]
|
8
|
36[60]
|
-
|
-
|
|
6D
Lunging Bite. Excellent range.
|
20
|
HLF[All]
|
17[17]
|
12
|
17[24 after landing]
|
-
|
-
|
|
8D
Tail DP
|
20
|
All[All]
|
10[see note]
|
12
|
31[24 after landing]
|
-
|
-
|
|
2D
Makes 2H proud. Good for orbs and leads to knockdown.
|
45
|
HLF
|
36[36]
|
4
|
22[46]
|
-
|
-
|
|
4D
RETREAT
|
-
|
-
|
-
|
-
|
total 59[24 after landing]
|
-
|
-
|
|
4DD
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
Your first bloody slash
|
|
f.S
Your real first bloody slash
|
|
6H
Ridiculous
|
29,15
|
see note
|
13
|
24,6
|
2
|
+4
|
-
|
|
2H
I'LL SHOW YOU THE POWER OF MY STAND
|
|
j.H
SWORDS DON'T BEND THAT WAY
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|
Raoh Normals
f.S
Lightning Hand. Good for pokes and pressure starting.
|
|
5H
Lightning spear. Ranged low.
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|
j.H
RAOH HAS NO WEAKNESSES
|
|
Throws
Air Throw
Free OTG Summons
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|
Specials
Hello, Three Centipedes 236P with No Summon
Konnichiwa!
|
|
Please Don't Come Back 236P/K/S/H with Triplets
The all-purpose projectile
|
16
|
All
|
9
|
see notes
|
total 39
|
-6
|
-
|
|
Please Don't Come Back 236D with Triplets
Lots of burping going on here
|
16x3
|
All
|
11
|
see notes
|
total 47
|
see notes
|
-
|
|
- 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
*Trombone* *Burp* *Crash*
|
0
|
LF
|
-
|
99
|
-
|
-
|
-
|
30
|
All
|
38
|
--
|
--
|
-
|
-
|
25
|
All
|
1
|
43
|
-
|
-
|
-
|
|
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!
|
20
|
HLF
|
12
|
16
|
13
|
-12
|
-
|
45
|
HLF
|
9
|
12
|
26
|
-24
|
-
|
|
Please Fall 623H with Sword
Getting real murderous with that DP.
|
|
Come Close, and I'll Kill You 63214H with Sword
I TOLD YOU I'D SWIPE, BUT YOU DIDN'T BELIEVE ME
|
|
Coming Through j.236H with Sword
A screenful of hitbox
|
24xN
|
All
|
12
|
till landing
|
23 after landing
|
-
|
-
|
|
Darkness Anthem 236S or j.236S with Raoh
DEEEIIIIYAAAAA
|
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
WHAT AN AMATEUR
|
80
|
HLF
|
4
|
12
|
37
|
-30
|
-
|
80
|
All
|
4
|
12
|
3 after landing
|
-35
|
-
|
|
Force Breaks
Etiquette Starts Here 214D
This is "Elegance"
|
|
Overdrives
Birth!! 632146H
And this is where it gets weird.
|
|
Bellows Malice 632146S with Raoh
THUNDERBOLT AND LIGHTNING
|
40x10
|
HLF
|
5+10
|
27
|
total 37
|
+13
|
-
|
|
Instant Kill
I'm Scared... During IK Mode 236236H
TURN OFF THE TV
|
Fatal
|
30 pixels
|
4+1
|
35
|
10
|
-
|
-
|
|
Click [★] for character's full frame data