GGACR/Zappa

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Overview[edit]
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.

Playstyle
GGACR Zappa Icon.png 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.

Playstyle
GGACR Zappa Icon.png 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".

Playstyle
GGACR Zappa Icon.png 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.

Playstyle
GGACR Zappa Icon.png 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.

Playstyle
GGACR Zappa Icon.png 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.

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
GGACR Zappa Nameplate.png
GGAC Zappa Portrait.png
Prejump:

4f

Backdash:

11f (1~>10f invuln)

Movement Options:

Double Jump, 1 Airdash, Ground Dash (Run)

Weight:

Middleweight (1.0x)

Guts Rating:

2

Defense Modifier:

x1.00

Stun Resistance:

60

Wakeup Time:

49f (Face Up) / 55f (Face Down)

Colors
GGACR Zappa normal p.png
GGACR Zappa normal k.png
GGACR Zappa normal s.png
GGACR Zappa normal h.png
GGACR Zappa normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Zappa ex p.png
GGACR Zappa ex k.png
GGACR Zappa ex s.png
GGACR Zappa ex h.png
GGACR Zappa ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Zappa slash p.png
GGACR Zappa slash k.png
GGACR Zappa slash s.png
GGACR Zappa slash h.png
GGACR Zappa slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Zappa reload p.png
GGACR Zappa ex d.png
GGACR Zappa ex s.png
GGACR Zappa reload h.png
GGACR Zappa reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Zappa normal h.png
AC Zappa normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Normals[edit]

Ground Normals[edit]

5P[edit]

5K[edit]

c.S[edit]

f.S[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Attack 30 Mid SR 13 9 10 -5
Puddle on ground 0 L - 34 3 - -

[edit]

  • Easily one of Zappa's best normals, hitting for good damage and with the highest range out of Zappa's notable normal attacks.
  • Activates at a surprisingly close range, and can combo into 2S or 2D if you're close enough, allowing Zappa to go into Centipedes if naked, or into other setups with the Dog.
  • At a far enough range, this move changes to the grounded version of f.S. Can be jumped cancelled into something like j.K or j.S if you're close enough.
  • The puddle knocks down opponent on hit. Great overall, with some deceptive range, and can be used in conjunction with the dog for an unblockable setup.

Additional Frame Data Spit reaches its maximum horizontal distance in 19F. If the 1st hit whiffs, it turns into f.S(on ground).

5H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20x3 High RF 22 3x6 12 -7

[edit]

  • 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 point at 31~33f 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.

Additional Frame Data Lower body invincible 22~39F. Hitstop 7F. Max 3 hits.

5D[edit]

2P[edit]

2K[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
16 Low SR 7 6 7 -1

[edit]

  • 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.

Additional Frame Data Prorates 80%.

2S[edit]

2H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 Mid SJR 15 5 14 0

[edit]

  • 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, c.S, and 2S against crouchers, and 5K, 6P, c.S, and 2S on counter hit.

Additional Frame Data Staggers on ground hit (max: 35F). Dizzy modifier x2.

2D[edit]

6P[edit]

6H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
50 High R 21 19 14 -14

[edit]

  • 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.

Additional Frame Data Zappa is airborne from 19~39f. Low profile 44~49f. 50-57f invincible above the feet. Wall bounces on hit (untechable for 20F). Untechable for 60F on CH.

Air Normals[edit]

j.P[edit]

j.K[edit]

j.S[edit]

j.H[edit]

j.D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
44 High/Air SR 9 6 18+5 after landing -

[edit]

  • Has a tricky crossup hitbox and wallbounces on counter hit, but D 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 j.P for Zappa's most used aerial.

Additional Frame Data 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.

Specials[edit]

Hello, Three Centipedes[edit]

236P with No Summon

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20 Mid R 10 4 20 -12

[edit]

  • 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:
    • 0, you get the sword.
    • 1, you get the dog.
    • 2, you get the ghosts.
    • If you have 8 orbs, you get Raoh.

(Note that this occurs on frame 15 of the attack).

Additional Frame Data Fully invincible 1~13F. Knocks down opponent on hit (untechable for 60F). +1 Soul on hit.

Normals[edit]

Ground Normals[edit]

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[edit]

D while Sleeping Dog

5D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20 Mid[All] - 16[16] 8 36[60] -

[edit]

  • 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.

Additional Frame Data Low profile 1~6F, 48~50F, and 54~59F. Can only cancel into this attack from 5D or 2D.

6D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20 Mid[All] - 17[17] 12 17[24 after landing] -

[edit]

  • 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.

Additional Frame Data 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[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20 All[All] - 10[see note] 12 31[24 after landing] -

[edit]

  • 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.

Additional Frame Data 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 4DD.

2D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
45 Mid - 36[36] 4 22[46] -

[edit]

  • 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.

Additional Frame Data 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[edit]

4DD[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20 High/Air[All] - 13[13] until landing 40 [24 after landing] -

[edit]

  • 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.

Additional Frame Data 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).

Normals[edit]

Ground Normals[edit]

  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

{{MoveData

c.S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20 Mid SJR 6 2 12 0

[edit]

  • 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[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
1st hit 20 Mid SJR 9 7 7 0
2nd, 3rd hits 20 Mid SJR 10 7 9,11 -2

[edit]

  • Now we're getting some range. Has the longest horizontal reach of Zappa's grounded ghost normals. Its hitbox more or less matches the lateral range of the arm, but vertically it hits low enough to connect with crouchers.
  • Great for zoning and stuffing a lot of things, especially when whiffing other ghost normals. You can even use backdash f.S as an emergency AA if you time it.
  • Can combo to 5H/2H for knockdown/float.

Additional Frame Data Initial prorate 90%. Staggers opponent on Counter Hit(max 39F). See notes *1 and *2


  • Consecutive use of f.S will extend the range further in a chain since the ghosts will position themselves farther with each use. Loses the ability to combo to H and D, and is more suited for poking and harrassment than combo tools after a single use.
  • Pretty safe due to range and a low SD.

Additional Frame Data Initial prorate 90%. Staggers opponent on Counter Hit (max 35F). Listed Frame Adv is from the 2nd hit. See notes *1 and *2

6S[edit]

5H[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
1st hit 25 Mid SJR 14 5 13 -4
2nd, 3rd hits 25 Mid SJR 15 5 15,17 -6

[edit]

  • Slower normal amongst Zappa's triplets. Better for frame traps, and mostly sees use in c.S > 5H relaunches after floating with a 2H.
  • Mostly meant for damage and filler in combos. It has the same hitstun and blockstun as S normals, but generally launches the ghost out a bit farther from Zappa, making it better for combos where Zappa's been pushed away.
  • Since it has the cancel property of Zappa's ghosts, though, you can chain into 2S for mixup situations, which can create ambiguous situations when you start with this in conjunction with 6H.

See notes *1 and *2


2nd, 3rd hit
  • Has some good conversion properties since consecutive 5H's will reach even farther out than f.S(2,3).
  • You can then combo into 2H for ranged knockdowns, but be wary as going into this out of f.S from too close or too deep in the corner will cause this to whiff.

Additional Frame Data Listed Frame Adv is from the 2nd hit. See notes *1 and *2.

6H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30x3 High R 16 5(3)5(10)5 8 +4

[edit]

  • 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.

Additional Frame Data 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[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
1st hit 18 Low SR 5 6 6 0
2nd, 3rd hits 18 Low SR 6 6 8,10 -2

[edit]

  • A short ranged low which by itself has less range than 2K, but doesn't have a prorate.
    • This is useful since although you can't gatling into Zappa's overhead, you have plenty of options to force the opponent to sit instead of trying to jump out.
  • 2S increases Zappa's number of lows to four when he has triplets, so this will make them stay honest. Gatlings into all other ghost normals (sans c.S), but will not combo into H normals. *Completely safe on block.

2nd, 3rd hit
  • Excellent to use in pressure further due to the behavior of ghosts starting normals from farther away the longer you are in a chain of them.
  • Just like 2S(1), you can't combo into other normals besides f.S or another 2S if you have one, but you can still combo into 236S and continue pressure/combos.
  • Still relatively safe on block.

Additional Frame Data Listed Frame Adv is from the 2nd hit. See notes *1 and *2.

2H[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
1st hit 25 All - 14 9 14 +2
2nd, 3rd hits 25 All - 14 9 16 0

[edit]

  • Knockdown and pressure tool that works best after a c.S or other short gatling before S and H.
  • It'll put them close to you and do a small amount of damage, less than 2D, but it also has frame advantage of block, making Zappa's ghost pressure scarier than it already is.
  • You can also link a c.S on hit to relaunch if you want to get a kill or just get them off of you. However, note that using 2H temporarily disables the ghost you use for longer than simply launching them, since you did just blow it up.

Additional Frame Data Floats opponent on hit (untechable for 22F). Level 2 Attack on block. See notes *1, *2, and *3.


2nd, 3rd hit
  • Works just as well after f.S(1) and 5H(1,2), as well as after 2H(1).
  • Delaying your explosions can work as a frame trap, but the cost is pretty high since you'll be out of ghosts for a while, You can still link a c.S afterwards, and the knockdown will work from farther out than your standard 2D range, so keep this option in your pocket.

Additional Frame Data Floats opponent on hit (untechable for 24F). Level 2 Attack on block. Listed Frame Adv from the 2nd hit. See notes *1, *2, and *3

Air Normals[edit]

j.S[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
1st hit 25 All SR 10 5 21 -
2nd, 3rd hits 25 All SR 11 5 21 -

[edit]

  • Good damage filler in aerial combos, since Zappa's air combos generally don't end in knockdown.
  • Combos from j.P and j.K, and combos into j.K and j.D for better conversion.
  • It can also work as an air to air due to its arc and relatively large hitbox. Note that like all of Zappa's air ghost normals, it is not an overhead.

See notes *1, and *2


2nd, 3rd hit
  • Chaining into consecutive j.S will lose the gatlings into j.K and j.D, and will not gain the horizontal range like Zappa's grounded ghost normals. *Best for Air to Air and for creating some space, but Zappa generally does not want to spend much time airborne.

See notes *1, and *2

j.2S[edit]

j.H[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
1st hit 25 All - 19 9 17 -
2nd,3rd hits 25 All - 15 9 17 -

[edit]

  • Excellent tool for crossup shenanigans since the hitbox will linger in place after Zappa moves past or airdashes back in front of the opponent, creating tricky mixup situations.
  • It'll knock down and can also cover you during an aerial retreat, it just comes with the same risks as 2H.
  • It's also very vulnerable for Zappa after use, particularly if you use it with no ghosts present, so don't go too crazy with it.
  • You'll recover with enough time to airdash if done out of a super jump, so consider that, too.

Additional Frame Data Floats opponent on hit (untechable for 22F). Level 2 Attack on block. See notes *1, *2, and *3.


2nd, 3rd hit
  • More or less just extensions of j.H(1) with the intent of putting more hitboxes in the way.
  • If the opponent is hit by consecutive 2H's, they'll be able to tech rather than getting a guaranteed knockdown, so be wise and wary.

Additional Frame Data Floats opponent on hit (untechable for 22F). Level 2 Attack on block. See notes *1, *2, and *3.

Specials[edit]

Please Don't Come Back[edit]

236P/K/S/H with Triplets

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
16 All F 9 see notes total 39 -6

[edit]

  • A versatile move that gives the Triplets the ability to control a grand amount of the screen. Each version launches one of the ghosts near Zappa at a different arc depending on the button, and on hit, the ghost will possess the opponent if one isn't already haunting them.
  • Its FRC point at 10~11f circumvents its long recovery, and can be used to extend combos and guarantee a knockdown into another mixup situation. Just make sure a ghost is nearby when being used, or Zappa will simply go into a vulnerable animation without launching a hitbox. Extremely useful.
    • P Version:
    • Shoots a ghost straight up off screen, which then homes in on the opponent's horizontal position right over their head.
    • Great for oki immediately following a sweep, for turtling opponents, and for harrassing characters trying to play keepaway in the air.

Additional Frame Data Lasts for 2 bounces off the floor (78F when performed on the ground).

    • K Version:
    • Drops a ghost that bounces forward a few times. Great for oki, for covering a jump in (with an FRC), or for landing a ghost OTG if you feel like it.
    • Will bounce higher based on the height from which you executed the drop.

Additional Frame Data Lasts for 3 bounces off the floor (49F for ground version).

    • S Version:
    • Shoots a ghost straight ahead of Zappa, probably the most used version. **It goes the entirety of the field and zones the opponent completely.
    • Up close, it's great for pressure and as a combo tool when FRC'd. Lasts until it reaches the edge of the screen.
    • H Version:
    • Shoots a ghost at an upwards arc. Good for close opponents trying to jump out, or far opponents trying to approach from the air.

Additional Frame Data Lasts until it hits the floor (46F for ground version).

All Versions Attack level 2. CH state till end of recovery. Hit stop 13. If Zappa has no ghosts, nothing is fired and has a total animation length of 49F. Total length for the air version: 41F. See notes *2, *3.
P version has 15F of startup, on frame 37 the ghost's horizontal position changes to match that of the opponent then drops straight down, for the ground version, startup of 53F to hit a standing opponent (tested on Sol).

Please Don't Come Back[edit]

236D with Triplets

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
16x3 All F 11 see notes total 47 see notes

[edit]

  • 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 at 16~17f is later than the K/S/H versions, so be sure to learn that since Zappa will be without cover once he uses the move.

Additional Frame Data Attack Level 2. CH state during recovery. Hitstop 13F. Active frames are the same as the K, S, and H versions> Frame Adv varies depending on number of ghosts remaining:[ 3 ghosts (K,S,H): -10, 2 ghosts (S,H): -11, 1 ghost (S): -12 ]. Total length for air version: 49F. See notes *2 and *3.

Curse Items[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Banana 0 Low - - 99 - -
Golf Ball 30 All - 38 - - -
Potted Plant 25 All - 1 43 - -

[edit]

  • The moment an opponent gets possesed by a ghost, one of the three items will launch towards the target.
  • Each of the three has a different set of properties, but one of the three will be randomly launched at 1F, 121F, 241F, and 361F of Haunting.
    • This is extremely useful if the opponent is applying pressure but is still haunted, as items will spawn even if Zappa is blocking. Keep this in mind, and you can easily figure out how to break out of pressure.
  • All three items deal 0 chip damage.
  • The banana will float on hit. It will come from the upper corner of the screen behind Zappa, so it will take a short amount of time to reach the opponent. Since it knocks down, you can go into an air combo on hit if close enough. It will also ignore OTG.

  • The golf ball deals a good amount of damage, but bounces slowly across the floor until it makes contact. You can react very easily to this and plan your combos accordingly.

  • The flowerpot is the fastest item, as it will hone in on the opponent when spawned, and will plummet the opponent down on air hit. It will tack on damage pretty quickly.

I Was Lonely After All...[edit]

in Haunt Mode: 214P

Normals[edit]

Ground Normals[edit]

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[edit]

f.S[edit]

5H[edit]

6H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
29,15 see note SR 13 24,6 2 +4

[edit]

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[edit]

2H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30x2 All SJR 7 14,8 9 +2

[edit]

  • 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[edit]

j.S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
26 High/Air SJR 7 3 18 -

[edit]

  • 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[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
32 High/Air SRF 9 9 15 -

[edit]

  • 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[edit]

This Has Gotta Hurt[edit]

236S with Sword

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Attack 20 Mid RF 12 16 13 -12
Followup
236S~H
45 Mid R 9 12 26 -24

[edit]

  • Important move, as it brings the sword back to Zappa's position immediately. *It's generally not a good move by itself, especially without meter, as it's terribly unsafe, moves really slowly, and its hitbox doesn't seem that great, but it may beat things you don't expect.
  • 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 travelled 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.


  • The followup is only useful when the first hit of 236H 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.

Please Fall[edit]

623H with Sword

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 Mid RF 10 9 29 -21

[edit]

  • 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.

Come Close, and I'll Kill You[edit]

63214H with Sword

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 All RF 17 4 16 -1

[edit]

  • 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).

Coming Through[edit]

j.236H with Sword

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
24xN All RF 12 till landing 23 after landing -

[edit]

  • 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.

Normals[edit]

Ground Normals[edit]

c.S[edit]

f.S[edit]

5H[edit]

6H[edit]

5D[edit]

2S[edit]

2H[edit]

Air Normals[edit]

j.S[edit]

j.H[edit]

Specials[edit]

Darkness Anthem[edit]

236S (air OK) with Raoh

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground 35x2 Mid - 25 18 8 +7
Air 35x2 Mid - 25 18 26 +7

[edit]

  • Amazing. Darkness Anthem is used for combos, oki, and scaring your opponent into making the wrong decision.
  • By itself, this move deals a good amount of hitstun, is plus on block, is untechable on air hit, deals FOUR times normal chip damage, hits twice, and leads to huge damage, just like the rest of Raoh's moveset.
  • Of course, this is just the base of its functionality. Darkness Anthem's strength lies heavily in its followups.

Additional Frame Data Knocks down opponent on air hit. Can cancel into Followup Attack from 24~35F. Darkness anthem projectile is still active after inputting the Followup Attack. Chip damage x4. Max 2 hits. Projectile appears on 23F.


  • The air version is nearly identical to the grounded version, Air Darkness Anthem has the same followups and utility, with the main difference being its combo potential.
  • You can use air Darkness Anthem after a j.H to hold them in the air, and continue your combos. This works midscreen with dash momentum, as well as in the corner. This is extremely useful for Dust combos, or those starting with j.H or 2H.

Additional Frame Data Can cancel into Followup Attack from 2~35F. Followup Attack starts up on 36F. Projectile appears on 23F. Listed Frame Adv is from TKing attack (startup 28F, total 50F).

Darkness Anthem Followup[edit]

Darkness Anthem > P/K/S/H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
50 Mid - 15 34(2)20 total 38 0

[edit]

  • Darkness Anthem's followups only add ultility to the already powerful move, turning them into a nearly full screen projectile based on the input.
  • Every single version launches the opponent high on hit with enough untechable time to knock down. This usually allowing room to go into 6H loop.
    • P followup shoots the projectile straight forwards, going full screen. Great for pressure.
    • K followup shoots at a downwards angle, hitting low profile attempts, and removing OTG on hit, making it staple for 6H loop.
    • S followup shoots at an upwards angle, catching jump out attempts and resetting pressure.
    • H followup goes forwards like P, but much more slowly, making it better for close range pressure.

All air followups are the same, and can be used for similar loops.

Additional Frame Data Knocks down opponent on hit. Zappa is in CH state during recovery. Chip damage x0.375. Max 1 hit. Darkness Anthem Attack disappears on 13F (if it hasn't already).

Last Edguy[edit]

214S (air OK) with Raoh

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground 80 Mid R 4 12 37 -30
Air 80 All R 4 12 3 after landing -35

[edit]

  • Pants-shitting. Last Edguy is a Dragon Punch rivaling the strength and terror of Volcanic Viper, with 4 frame startup, enormous vertical and horizontal range, eighty base damage (opponents are thankful it is no longer like AC, where it was a whole one-hundred), and enough hitstun to usually knock down.
  • Gives Zappa a reliable wakeup option and is especially useful in combos. RC'ing it leads to even higher damage than Raoh normally gets, and you can do hilarious damage with full tension by doing 5-6 of these in a single combo. Turn Zappa's terror back on them.

Additional Frame Data Fully invincible 1~4F. Strike invincible 5~7F. Floats opponent on hit (untechable for 60F). Zappa is in CH state during recovery. Chip damage x0. Attack is fully extended on 10F.


  • Air version is just as damaging, but less useful than the grounded version. Air Last Edguy works more or less the same, but will cut Zappa's air momentum on use, and is even less safe on block due to the added recovery.
  • It might be useful to end air combos if it will kill, but otherwise it's not particularly useful.

Additional Frame Data Listed Frame Adv is from TKing attack (startup 7F). Fully invincible 1~4F. Strike invincible 5~7F. Floats opponent on hit (untechable for 60F). Zappa is in CH state during recovery. Chip damage x0. Attack is fully extended on 10F.

Overdrives[edit]

Bellows Malice [edit]

632146S with Raoh

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40x10 Mid - 5+10 27 total 37 +13

[edit]

  • A terrifying overdrive which has just as much utility on block as on hit. Bellows Malice hits several times for high amounts of damage, and has a low enough recovery that you can follow it up pretty easily.
    • However, it has a large deadzone in front of Zappa, so instead of a reversal, it's better used from further away, usually around 1/3 to 1/2 screen. *Excellent for ending Raoh's longer combos if you have the meter.
  • Inversely, on block, this move absolutely tears through opponents. Each hit deals double and a half chip damage, draining opponents' health and cranking their guard bar to flashing if they don't FD, and eating more than half their tension bar if they do.
  • Use Bellows Malice wisely with Raoh and he becomes even more dangerous.

Additional Frame Data Fully invincible 1~5F. Knocks down opponent on hit. Zappa is in CH state during recovery. Hitstop 7F. Chip damage x2.5.

Universal Mechanics[edit]

Ground Throw[edit]

Air Throw[edit]

Dead Angle Attack[edit]

Force Breaks[edit]

Etiquette Starts Here [edit]

214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 High R 16 5 11 +3

[edit]

  • 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[edit]

Birth!![edit]

632146H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
CancelWhat this attack can cancel into. StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40x4 Mid R 1+11 8 30 -15

[edit]

  • 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[edit]

I'm Scared...[edit]

During IK Mode 236236H

Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Matsui enter Japan Mikado - Active Current Zappa God. Watch and Learn vs Kesuke Exhibition
Can be found on nearly any Hotta/Jonio stream
Chonari enter Japan - Retired to Xrd Reset-centric Zappa Acho 3v3
Eki-Chan enter Japan - Retired All-around strong Zappa representative -
Mitsurugi enter Japan - AC Only Brought Zappa up to high tier. Dead god. -

NOTE: These tables are still WIP[edit]

Navigation[edit]


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