GGACR/Zappa/Pros1: Difference between revisions

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* '''Limited tools in the air''': In most forms Zappa cannot end confirms in a hard knockdown vs airborne opponents and he generally lacks strong air to air or jump-in tools.
* '''Limited tools in the air''': In most forms Zappa cannot end confirms in a hard knockdown vs airborne opponents and he generally lacks strong air to air or jump-in tools.
* '''Overall poor Anti-airs''': While his unconventional {{clr|1|6P}} can be an effective Anti-air versus some characters, naked Zappa must often rely heavily on airthrow or his grounded mobility to protect himself from jump-ins.
* '''Overall poor Anti-airs''': While his unconventional {{clr|1|6P}} can be an effective Anti-air versus some characters, naked Zappa must often rely heavily on airthrow or his grounded mobility to protect himself from jump-ins.
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Revision as of 12:33, 1 July 2022

 Zappa  Zappa is five characters in disguise as one who overwhelms the opponent with bizarre hitboxes, hurtboxes, and moves with unique properties.

Pros
Cons
  • High grounded mobility: Zappa's extraordinary Backdash and fast low profile dash make him one of the slipperiest characters in the game when he's grounded.
  • Variety of overheads: Most of Zappa's forms have access to a variety of grounded overheads including his 16f 214D force break.
  • Tricky Normals: Zappa has many normals that shrink his hurtbox to go under the opponent's attack as well as his 5K which raises his hurtbox to go over lows. This makes Zappa very difficult to poke against for some characters.
  • Free Summons: Zappa has a 3/8 chance each time he leaves hitstun to get a free summon, which often is enough to turn the tide of a previously bad situation.
  • Strong meterless reversal option: Although it is only available when Zappa has no summon, 236P is a very strong reversal that can get Zappa out of difficult situations or be used to counterpoke.
  • Low damage output: Zappa generally does below average damage off of regular confirms, especially when he has no summon or Triplets.
  • Limited tools in the air: In most forms Zappa cannot end confirms in a hard knockdown vs airborne opponents and he generally lacks strong air to air or jump-in tools.
  • Overall poor Anti-airs: While his unconventional 6P can be an effective Anti-air versus some characters, naked Zappa must often rely heavily on airthrow or his grounded mobility to protect himself from jump-ins.