GGACR/Zappa

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Revision as of 10:21, 24 June 2020 by Johhny (talk | contribs) (moved Zappa summon playstyles to right places)
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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.

 Zappa  Zappa is...

Pros
Cons
  • Lots of low profile moves, including dash.
  • Variety of overheads.
  • Excellent Backdash.
  • FB and Overdrive can get Raoh quickly.
  • Overall poor Anti-airs.

 Zappa  Zappa is...

Pros
Cons
  • Unblockable setups.
  • Infinites (until the enemy bursts).
  • Great defensive options. Dog can take a hit for Zappa.
  • Higher execution requirements.
  • Zappa loses knockdown tools in some matchups.
  • Dog takes 30 frames to "activate".

 Zappa  Zappa is...

Pros
Cons
  • Great zoning - controls a ludicrous amount of space.
  • Extensive, safe pressure.
  • Slow moves.
  • Poor damage.
  • Randomized item drops can screw up your combos.

 Zappa  Zappa is...

Pros
Cons
  • Amazing Mixup potential (half-full screen overheads and lows).
  • Decent damage output.
  • Ranged normals.
  • Full-screen knockdown tools.
  • Linger can screw up your combos.
  • Extremely limited options if opponents get past sword.

 Zappa  Zappa is...

Pros
Cons
  • Ludicrous damage.
  • Extreme range and speed.
  • Great poking tools.
  • Amazing DP.
  • Very high chip damage.
  • Very limited mixup.
  • Zappa's poses make him vulnerable.
  • Only lasts 15 seconds.
  • Ironically Zappa's worst summon.

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.

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


GGACR Zappa Nameplate.png
GGACR Zappa Portrait.png

Ground 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

f.S

5H

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
29,15 High/Air→All, Low/Air 13 24,6 2 +4 4,2

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
22 Low/Air [All] 9 3 15 -6 2

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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30×2 All 7 14,8 9 +2 5

  • 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.

Additional Frame Data Zappa is in CH state during recovery. Frame Adv is -12 if 2nd hit misses opponent.

Air Normals

j.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
26 High/Air 7 3 18 2

  • 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.

Additional Frame Data Initial prorate 85%.

j.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
32 High/Air 9 9 15 2

  • Mainly a combo tool and occasional crossup tool.
  • j.H's FRC point at 9~11f 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.

Additional Frame Data Initial prorate 90%.

Specials

This Has Gotta Hurt

236S with Sword

Template:CargoBodyWithName-GGACRTemplate:CargoBodyWithName-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level

  • Important move, as it brings the sword back to Zappa's position immediately.
  • It has an FRC point at 1~3f that's only available if the move makes contact, and you can perform the followup as well.
    • Avoid FRC'ing this move with the H button, as if you miss, you'll likely get the very unsafe followup instead. This move gives you one orb on hit.
  • Note that you can hold 4 or 6 to change the distance traveled by the move.

Additional Frame Data Staggers opponent on ground CH (max 43F). Zappa has 28F recovery on hit or block, 13F recovery on whiff. Can cancel into Followup from 12F of recovery onwards on hit or block. If the attack hits really late into the active frames, you cannot cancel this move into Followup. +1 Soul on hit. On block deals 2 chip damage.


  • The followup is only useful when the first hit of 236S counter hits, or when you have meter to cancel. Otherwise, the two moves will not combo.
  • On hit, however, this move will knock down and net you three orbs. You can RC it after having it blocked to continue pressure, or throw it out occasionally against players not expecting it.
    • Be careful, as you will be punished if it is blocked.

Additional Frame Data Knocks down opponent on hit. Zappa is in CH state during recovery. +3 Souls on hit. On block deals 5 chip damage.

Please Fall

623H with Sword

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 All 10 9 29 -21 1~12F Upper Body, Throw 4

  • 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 use its FRC point at 13~16f 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.

Additional Frame Data Upper body invincible 1~11F. Throw invincible on 12F. Floats opponent on hit (untechable for 26F). Initial prorate 90%. +2 Souls on hit. On block deals 5 chip damage.

Come Close, and I'll Kill You

63214H with Sword

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30 All 17 4 16 -3 4

  • The most used special with sword. It grants 2 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 FRC point at 17~20f 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.

Additional Frame Data Wall bounces opponent on hit (untechable on ground hit for 28F). On block deals 3 chip damage.

Coming Through

j.236H with Sword

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
24×N All 12 Until landing 23 after landing 3

  • 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 use its FRC point at 1~2f after landing when you hit the ground.

Additional Frame Data 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. On block deals 3 chip damage per hit.

Universal Mechanics

Ground Throw
GGAC Zappa throw.png
Saliva
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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.

Additional Frame Data Wall bounces opponent on hit (untechable for 60F). Forced prorate 50%.

Air Throw
GGAC Zappa airThrow.png
Free OTG Summons
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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.

Additional Frame Data Knocks down on hit. Forced prorate 50%.':

Dead Angle Attack
GGAC Zappa 2H.png
Chomp
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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.

Additional Frame Data 1-20 invincible. 21-31 invincible to throws. Causes knockdown on ground hit. Prorates 50%.

Force Breaks

Etiquette Starts Here
Etiquette Starts Here
214D
GGAC Zappa regaishou.png
This is "Elegance"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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.

Additional Frame Data 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
Birth!!
632146H
GGAC Zappa 632146H.png
And this is where it gets weird.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • 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.

Additional Frame Data 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.

Instant Kill

I'm Scared...
During IK Mode 236236H
GGAC Zappa IK1.png
TURN OFF THE TV
GGAC Zappa IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
  • VERY VERY FRIGHTENING

Additional Frame Data IK Mode activation: 76F. Strike invincible 1~5F

Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation

To edit frame data, edit values in GGACR/Zappa/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.