Zappa |
---|
|
Overview
- Zappa is Guilty Gear's perpetually unfortunate soul from the most dangerous region in the gear universe: Australia.
Zappa's game design is one of the most unique in fighting games. Zappa psuedo-randomly summons spirits to change his fighting style drastically, and to help him gather orbs to summon an even greater ally: Raoh. 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 damage for 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 and Weaknesses
Strengths | Weaknesses |
---|---|
|
|
Character Specific Mechanics
Summons
- Zappa has the ability to summon one of 4 familiars which will augment his playstyle significantly by replacing his specials and normals.
Zappa's forms are in brief:
- Naked Zappa - Zappa will start each round in this default state. This state is also his weakest form.
- Dog - Replaces his Dust button with a familiar which can act autonomously from Zappa.
- Triplets - Grant Zappa long range specials and augmented normals which are great for keep-away. Triplets also create random items on hit to harass the opponent.
- Sword - Grants Zappa strong damage output and overwhelming mixup potential while also allowing him to attack from nearly fullscreen.
- Raoh - Raoh only appears when Zappa has 8 orbs. Raoh has amazing damage, reach, and speed, but is balanced by very poor mixups.
Orbs
- Zappa has a unique resource called Orbs which he gains by hitting enemies with certain moves.
Orbs will be shown as balls of light which float in a circle around Zappa's body. Zappa's special moves will grant Zappa with 1 to 2 orbs if they successfully hit, depending on the move. Zappa will start each round with 0 orbs, and can have a maximum of 8 orbs. When Zappa has 8 orbs, his next summon special will summon Raoh who is a unique summon that only lasts 15 seconds.
Guilty Bits Character Intro | |
---|---|
{{#evt: service=youtube |
id=https://youtu.be/EfqCXuJP3fE
}} |
No Summon Normals
5P
5K
5K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Zappa's 5K acts as a low crush, and an unorthodox poke. Can chain into 2H for an air combo if it hits an enemy airborne.
Supplemental Frame Data: 1-4,9-14,19-22 feet invincibility. 5-8,15-18 lower body invincibility. |
cS
cS |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Good combo starter, but otherwise cS 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 cS will combo into 2H against a crouching opponent, assuming you're close enough, and usually when you have some dash momentum. |
fS
fS |
---|
5H
5H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 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. |
5D
5D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Another interesting move, Zappa's dust is easy to see, but comes out relatively quickly, has both throw and lower body invincibility, and is the one of the only two Dusts in the game that can be special cancelled! The most common followup out of 5D is to do an Impossible Dust with jD, land, and perform (2H) Centipedes. 10-33 invincible to throws. Lower body invincibility 18-37F. CH state till end of recovery. |
2P
2P |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Another good, fast poke, 2P is a great combo starter, going into 2K into whatever. It's generally best to go into 2K, 2D, Centipedes when naked, or whatever combo you'd like when using a summon. Low profile 1F onwards. Prorates 90%. |
2K
2K |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Yet another low profile Zappa poke, and among the better moves in Zappa's overall tookit. 2K hits low, goes under a lot of things, moves Zappa slightly forwards, and comes out at a decent speed. The push forward is particularly important for compensating for Zappa's short range when naked, and particularly in Dog combos. Its gatling routes change depending on your summon, so keep in mind that you'll have more options based on your current spirit. Definitely a good low option. Prorates 80%. |
2S
2S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Nothing great by itself, but it has decent range and will allow Zappa to combo into 2H against crouchers. Like cS, it's mostly combo filler. Has some...odd patterns in its low profile states. Good on counter hit, go ahead and dash into whatever. 1-4,9-10,20-21,26-31 low stance. Staggers on ground CH (max: 49F). |
2H
2H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
By itself, this move is nothing special, but when chained into, 2H is beastly. It has an amazing hitbox, is jump cancellable, gatlings both to and from almost all of Zappa's normals, is safe on block, deals ridiculous damage, staggers, has a massive dizzy modifier, cranks the guard bar a ton, and does chip damage. Feel free to RC 2H on hit and go into another one or do some other silly combo of your choosing. Note that the only moves that will successfully combo into this without meter are 6P, cS, and 2S against crouchers, and 5K, 6P, cS, and 2S on counter hit. Staggers on ground hit (max: 35F). Dizzy modifier x2. |
2D
2D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Still another low profile Zappa normal, 2D is meant mostly for knockdown into Centipedes when naked, or knockdown with the Triplets. By itself, though, it's not recommended to throw out alone. 10-20 low stance. |
6P
6P |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
An excellent move that's more suited to poking than anti-air due to its low to the ground hitbox. You'll be dashing into this move a lot, using it to start pressure or combos because of its invincibility and ability to jump cancel. If used against jump ins, it'll usually make an opponent pass through you rather than hit them, but can be used in an emergency. 6P will be seeing a lot of use from you. 1-13 above the knees invincibility. Prorates 90%. Causes knockdown on ground CH. |
6H
6H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Another one of Zappa's several overheads, this one is quite a bit more useful than 5H, but is still extremely unsafe and only meant to be used sparingly. If you have the dog to cover your pressure, this move is excellent, but otherwise is seldom used. Note that it won't knockdown in the corner unless it lands as a counter hit. A tricky mixup you can use if you have the meter is to jump install into 6H, RC it on block (from far enough out) and airdash in. On Counter Hit, you're going to lead into something mean, or as mean as you can get with naked Zappa. Zappa is airborne from 19~39F. Low profile 44~49F. 50-57 invincible above the feet. Wall bounces on hit (untechable for 20F). Untechable for 60F on CH. |
Air Normals
jP
jP |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Zappa's best air-to-air and air combo starter. It's Zappa's fastest jumping normal, and combos into jK, jS, and jD easily. When Zappa has any summon out, jP will cancel into itself. With Triplets, jP*N > djP*N > jD becomes a staple aerial combo. |
jK
jK |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Has some of the best range of all of Zappa's jumping normals, but its speed and nature of its hitbox don't make for a particularly great aerial. It hits pretty far out and combos into jS and jD, and back into jP, but not being jump cancellable hurts its utility. It's a bit slow and is probably naked Zappa's best jump in whne properly timed, but Zappa is always better suited to summoning as soon as possible (and safely). |
jS
jS |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
More combo filler. Delegated to combos and pretty much that when Zappa is naked. Has worse horizontal reach than jK, but some height to its hitbox, and is just fast enough to work in air combos. You'll mainly see it used after jP into jD, or after 2H air hit combos. |
jH
jH |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
This move will almost never hit anybody in front of you, because the hitbox is entirely behind Zappa, making this a great crossup tool. This sees its use, in addition to jump in crossup setups, mostly in Dog loops to keep opponents in the Dog's range when combo'ing from midscreen. Maximum 1 hit. |
jD
jD |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Has a tricky crossup hitbox and wallbounces on counter hit, but jD sees its use mostly as an air combo ender for most of Zappa's summons, sans Raoh. It does pretty good damage, has some better range amongst Zappa's moveset, and is especially useful overall. Probably tied with jP for Zappa's most used aerial. Causes blowback (untechable on ground hit for 28F) on normal hit. Wall bounces on CH (untechable on ground hit for 60F). Additional 5F of recovery after landing. |
Triplet Normals
- 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).
- 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.
- 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.
- Can be cancelled into other moves too
c.S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pretty standard punish starter. Doesn't have too much reach, but can be used sparringly as an anti-air, and to relaunch/link air combos. Zappa can gatling any of his ghost normals back into each other for as many ghosts as he currently holds, meaning up to three. However, c.S bypasses this and lets you start a ghost combo before going into this chain. This makes it a premiere combo tool, especially after a 236S FRC. Note that it cannot be gatling'd back into like the other ghost normals. You can end gatling strings with this too, as it's safe on block, to reset strings or set tick throws/frame traps. See notes *1 and *2 |
f.S |
---|
6S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A move generally only seen in air combos, as its startup and awkward angle don't make it particularly useful for the Anti-Air purpose you'd imagine. It generally won't combo against grounded opponents either, so it's good if you want to chain into them and end with 236D for a big amount of orbs and getting them off of you with some damage. Press 6S again to perform a followup attack. See notes *1, *2 and *4. |
5H |
---|
6H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Absurdly fast overhead, especially considering its damage. Will deal roughly 80 points of damage or more if you let all three hits rock. Has a great amount of range and will push back the opponent farther the more hits you allow. Its animation and startup time are also eerily similar to 5H's, which can be cancelled into 2S as a low, creating a very ambiguous mixup situation. If you RC the first or second hit, you'll be able to continue the combo and generally deal a knockdown. Despite that you cannot combo into this move or gatling into it from ghost normals, you can gatling into it from a 5P or 6P, the former of which self-cancels with the ghosts, and the latter gatlings to and from c.S, leading to a scary mixup when in range. Fantastic tool, just note that you'll get fewer hits when you have few. After Zappa turns his back, all of the currently present triplets attack. Zappa's body has the same recovery, regardless of # of triplets. See notes *1 |
2S |
---|
2H |
---|
j.S |
---|
j.2S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Same animation as 2S in the air, more for space control and hitting people jumping up to intercept you since it's not an overhead. Can be used as a jump in if properly spaced due to its disjointed nature, but again, Zappa rarely wishes to be airborne, and not being an overhead hampers this move's utility. Chains into itself and j.S and j.H on hit, block, and whiff like the rest. Level 1 Attack on block. |
j.H |
---|
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 |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The dog is an overall great summon, but is difficult to use due to its execution requirements and understanding of it. When not attacking, it is invulnerable, but if it doesn't move for 6 seconds, it goes to sleep, making it vulnerable. This can be a blessing in disguise, as the dog will sponge a hit for Zappa whenever it is vulnerable. Waking up the dog works with any D move, but it will take 30 frames for it to wake up and attack, keeping its vulnerability. Keep this in mind when you have the Dog out. |
5D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The staple Dog move, comes out faster than most of the other dog moves, but has a very low amount of hit and blockstun. However, you can use this to cover options and link combos together, making it integral to Zappa's dreaded infinites. Additionally, since dog attacks can be used in blockstun, you can use this to break through pressure if used intelligently. Examples in strings include using it to make Zappa safe during/after 5H or 6H, linking 2H > 5D > 2K > 5D > xx for extended combos, etc. On hit, it pushes the dog back slightly, and doesn't combo into itself if you use 5D again as a followup. Regardless, this move is still one of your most reliable dog moves. Low profile 1~6F, 48~50F, and 54~59F. Can only cancel into this attack from 5D or 2D. |
6D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A lunging bite which can work similarly to 5D for linking moves together and allowing Zappa to continue combos and pressure. Its major difference is it has more horizontal reach than any of the dog's other moves, working for repositioning the dog, and it combos into itself. You can also use this to hit opponents that have you under pressure if the dog is behind you. In addition, it places the dog airborne, allowing for 4DD, aerial 8D, or another 6D as a followup. On contact with the opponent, the dog will pop back about a third of the screen, but during this retreat animation, you can do a followup dog attack if 6D itself was not a followup. Knocks down on air hit, good after a 2D. Low profile on 1~13F and 34F~ (landing time after a hit or block). Feet invincible 14~33F. On hit or block, Dog performs rebound animation (total 61F). Pulls in opponent on air hit (untechable for 20F). |
8D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Great move to use when being pressured and the dog is over the opponent, allowing for a somewhat reliable "Get-off" option. It will catch people airdashing in haphazardly, and can work as combo filler in jumping combos, but be careful as it generally won't hit crouching opponents. After a rebounded 6D or 4DD, this can help reposition the dog against a grounded opponent, particularly in the corner, by intentionally whiffing it. Good for orbs if that's your goal. Low profile 1~4F and 44F onwards. Feet invincible 9~43F. Floats opponent on hit (untechable on ground hit for 28F). +1[0] Soul on hit. Followup has startup 10F when performed after 5D or 2D. Followup has startup 4F when performed after 6D, 8D, or 4D->D. |
2D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The only dog normal that floats on hit, 2D is best for combo enders and even has uses in pressure. It grants 3 orbs on hit and 1 on block, but its range requires you to be able to position to the dog well. After landing it, you can guarantee a knockdown by doing 6D as a followup. In blockstrings, it has a high amount of blockstun, so use it to get back in. In AC, this move was unblockable, but it still has its uses and can make life hell for your opponents. Knocks down opponent on hit (untechable for 20F). [Blockstun 24F]. Initial prorate 50%. [Chip damage x2]. Follow-up version can only be done from 5D or 2D. +3[0] Souls on hit. +1[0] Souls on block |
4D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
It is integral that you use this move, as it allows the dog to move while retaining its invincibility. 4D will make the dog hop backwards, allowing for you to move it without the risk of sacrificing it. You can follow up with 4DD, 6D, or 8D if necessary. Dog is invincible during move. Can perform Followup Attack (4D->D) between 2~43F [2~16F frames before landing]. |
4DD |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The Dog's overhead. Used in conjunction with 2K, Zappa gets an unblockable setup, and with the right combination, he can reset back into it repeatedly in the corner. This is what will make Zappa's dog game terrifying, starting combos and ending them after 2D as well. Using 4DD late after a 4D or rebound can reposition the dog closer to the opponent as well by intentionally making it whiff. Pre-patch, this move left the dog right in front of the opponent, but now it rebounds the dog back similarly to 6D. In order to reposition the dog near the opponent, you'll want to whiff a 6D late after the rebound, or go for an 8D, usually whiffing it if the opponent is already in hitstun. Low profile on 1~12F and 37F~ on hit or block (after landing). Above feet invincible 13~36F. Initial prorate 75%. Dog performs rebound animation on hit or block. Slams down opponent on air hit (untechable for 12F). |
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 |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sword Zappa's main punish starter, due to its damage and gatling options. It has the quickest startup of all of Zappa's sword normals, but is probably one of the least used due to the nature of the sword itself. However, the fact that it forces standing on hit can allow for Zappa's combo game to widen slightly, so keep that in mind. Forces opponent into stand state on hit. |
f.S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A major distance poking tool which will probably see more use as a combo starter than c.S since you'll run your mixup game with the sword from a distance. F.S pushes the sword forward about 1/8th of the screen, completely laterally, which is good for covering options without committing to raising or dropping the sword's height. Although it has good gatling options, it has a high amount of recovery, so be careful. |
5H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Good damage and two hits can make this a powerful tool for ending combos into Swipe, especially when Zappa is being pushed out too far to continue any combos. It reaches pretty far in neutral (about a 1/4 of the screen by the second hit), and has surprisingly little recovery, though its active frames still lend to Zappa being vulnerable. |
6H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
This might be one of the weirdest moves in the game. 6H functions as a thirteen frame overhead during its first active hitbox, but becomes a low late into its active frames. This makes it a terrifying option that can come from nearly of any Zappa's normals, and it special cancels, usually into the swipe for knockdown. Keep in mind, though, that the second hit has too little hitstun to combo out of it, but it is still a good option to use occasionally. 6H will usually raise the sword a bit before dropping downwards at a 45 degree angle, towards the opponent. Keep this in mind, as if the sword is too high and the opponent is grounded, they may be able to low profile the move and escape your pressure, and it may whiff if used improperly. Its best uses are generally after a f.S, 2S, or 2H(1), leading to mixup or continuing a combo. Startup to hit crouching opponent is 22F (tested on Sol). Opponent must guard HF from 13~28F, All from 29~36F, and LF from 37F onwards. Max 2 hits. Untechable for 18F. |
2S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Zappa's only ranged low, but a ranged low is a blessing for anybody who gets one. 2S will drop the sword's height on use, perfect for comboing into 2H and ensuring that your grounded sword combos connect. However, note that 2S does not hit low if the sword is not at its default grounded height. It still has its uses when its not, but opponents who are aware won't need to worry about Zappa's mixup as heavily. Must only be blocked low if the Sword attack comes out at its default grounded height. |
2H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Excellent Anti-Air and extremely versatile all around, 2H will propel the sword upward and out about 1/3 screen on, use, working as two hits and forcing anybody in the air to take a seat. Its hitbox is very large and difficult for a lot of characters to manuever around, and will make opponents think twice about trying to get around the sword from the air. In combos, 2H shows its use by being a major combo and pressure tool. Its hitstun is extremely high and works in conjunction with j.S, 6H, and its jump cancel to work in a scary mixup situation. On the first hit, you can jump cancel and delay a j.S to start some of Zappa's longer sword combos, or go into 6H > Swipe on hit to knock the opponent down and gain two orbs. If the opponent is airborne in your combos, 2H will generally chase them up high enough to score another Swipe for more damage. Great move all around. Zappa is in CH state during recovery. Frame Adv is -12 if 2nd hit misses opponent. |
j.S |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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, 11 frame 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%. |
j.H |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mainly a combo tool and occasional crossup tool, j.H's FRC allows for Zappa's extended air combos and will force the opponents to think twice about when to block low if used properly. If you dash over the opponent and use j.H while the sword is close to you, the delay in its placement will keep the sword behind, acting for a gimmicky crossup which you generally won't get much damage out of, but can be useful for breaking guards every now and then. You'll be using this for damage more than anything. Initial prorate 90%. FRC timing 9~11F. |
Raoh Normals
c.S |
---|
f.S |
---|
5H |
---|
6H |
---|
5D |
---|
2S |
---|
2H |
---|
j.S |
---|
j.H |
---|
Universal Mechanics
Ground Throw |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Unusual ground throw with shorter range than average to compensate for Zappa's mobility. Throws the opponent opposite of the direction your threw them in. Wallbounces and usually knocks down. You can usually followup with OTG summon when naked, or link a 5P into a combo when near the corner. Wall bounces opponent on hit (untechable for 60F). Forced prorate 50%. |
Air Throw |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
A good airthrow which leads to guaranteed OTG Centipedes if you time it correctly. Because you'll get j.H if you whiff, you generally want to OS with j.P+H, which is a much safer option. One of your most reliable AA options due to the nature of Zappa's randomness. Knocks down on hit. Forced prorate 50%. |
Dead Angle Attack |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Using the same animation as 2H, Zappa's Dead Angle is a decent gtfo move, with a big hitbox and decent speed. It's obviously unsafe, but that's how it goes with most DAAs. 1-20 invincible. 21-31 invincible to throws. Causes knockdown on ground hit. Prorates 50%. |
Specials
Hello, Three Centipedes 236P with No Summon |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
The major staple of Zappa's gameplan, Centipedes are the most important tool in Zappa's arsenal. It is fully invul until past startup, removes OTG, knocks down, and grants Zappa a summon. The most common usage is to knock the opponent down with xx > 2D, and then dash forward into Centipedes. Afterwards, you can link a 5P into a combo based on which summon you've been granted. On hit, Zappa will gain a single orb, and a summon based on the timer and your number of orbs. If the singles digit on the round's timer is: Fully invincible 1~13F. Knocks down opponent on hit (untechable for 60F). Removes OTG status on opponent on hit. +1 Soul on hit. |
Please Don't Come Back 236P/K/S/H with Triplets |
---|
Please Don't Come Back 236D with Triplets |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
- 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 |
---|
I Was Lonely After All... 214P in Haunt Mode |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |
This Has Gotta Hurt 236S with Sword |
---|
Please Fall 623H with Sword |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. Conversely, RC'ing the move will still have the sword return to Zappa's position, so your followup combos will change, and may be more effective should you choose to burn 50% over 25%. Sword 623H also has a good 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. |
Come Close, and I'll Kill You 63214H with Sword |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 move the sword slightly forward, but is good for maintaining pressure if the sword is at its max range. The and the FRC can be used to extend combos and make the move safer in case it whiffs, but is also useful for forcing a mixup situation in unexpected scenarios. Out of the corner though, you may want to avoid ending your combos with this and simply go for resets instead. Wall bounces opponent on hit (untechable on ground hit for 28F). FRC timing 17~20F. +2 Souls on hit. |
Coming Through j.236H with Sword |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |
Darkness Anthem 236S or j.236S with Raoh |
---|
Last Edguy 214S or j.214S with Raoh |
---|
Force Breaks
Etiquette Starts Here 214D |
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Etiquette is an incredibly useful move for mixup and for orbs. It's an extremely fast overhead, something you'd expect from Millia, is plus on block, and grants two orbs on hit. It also unsummons whatever you have at the moment, which can be a godsend if the sword or dog are far from you, or your ghosts are currently out of commission. Because of this, you can OTG centipedes immediately afterwards, for a guaranteed three orbs if necessary. Its range is slightly farther than 5D, and can be combo'd after 2D or S attacks, as well as thrown out in a string. Great move. Slams down and knocks down opponent on hit. Ground bounces opponent and fully untechable on CH. Zappa is in CH state during recovery. Removes Zappa's current summon on 1F. +2 Soul on hit. |
Overdrives
Birth!! 632146H |
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Excellent for damage and orbs, but very wonky as a reversal, despite its beefy invincibility, due to its incredibly slow startup after the flash. You can combo into it fairly easily, mainly after 2D, and dash up with OTG Centipedes afterwards as usual. However, using this as a wakeup option, while more reliable than hoping for normal Centipedes, will only work if the opponent has committed to a lengthy oki option. Note that it will also remove Zappa's current summon, including Raoh. Use this move wisely. Fully invincible 1~19F. Strike invincible 20~21F. Knocks down opponent on hit. Hitstop 7F. Removes Zappa's current summon (if he has one) on 1F. +1 Soul per hit. |
Bellows Malice 632146S with Raoh |
---|
Instant Kill
I'm Scared... During IK Mode 236236H |
---|
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- 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 •