Zappa | |||||||||||||||||||||
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Defense Modifier: x1.00 Guts Rating: 2 Weight: Normal (x1.00) Stun Resistance: 60 Jump Startup: 4F Backdash Time: 11F / Invul: 1~10F Wake-Up (Face Up/Down): 32F / 38F
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Overview
- 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 |
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Strengths And 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 access to a 13 frame overhead that turns into a low.
- 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 a number of 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.
Special Cancelable 5D
Zappa is one of the only two characters in the game who can special cancel 5D.
Naked Moves
Normals
5P
5P |
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5K
5K |
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cS
cS |
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fS
fS |
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5H
5H |
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5D
5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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6P
6P |
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6H
6H |
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Air Normals
jP
jP |
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jK
jK |
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jS
jS |
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jH
jH |
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jD
jD |
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Specials
Hello, Three Centipedes 236P with No Summon |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Triplet Moves
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 |
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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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Air Normals
j.S |
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j.2S |
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j.H |
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Specials
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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Dog Moves
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 Moves
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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Air Normals
j.S |
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j.H |
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Specials
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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Raoh Moves
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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Air Normals
j.S |
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j.H |
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Specials
Darkness Anthem 236S or j.236S with Raoh |
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Last Edguy==
Last Edguy 214S or j.214S with Raoh |
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Universal Overdrive
Birth
Birth!! 632146H |
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Instant Kill
I'm Scared... During IK Mode 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.