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. 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.
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 [★]
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- 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 •