GGACR/Zappa/Pros3: Difference between revisions

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<section begin="Content" />{{StrengthsAndWeaknesses
<section begin="Content" />{{StrengthsAndWeaknesses
| intro = {{Character Label|GGACR|Zappa|24px}} is five characters in disguise as one who overwhelms the opponent with bizarre hitboxes, hurtboxes, and moves with unique properties.
| intro = summons three ghostly Triplets to help him in battle. While Triplets are summoned, Zappa becomes a trickster with access to extended pressure and screen control, capable of flooding the screen with numerous projectiles.  
| pros =
| pros =
* '''Great zoning''': With 236{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} Zappa can control a ludicrous amount of space on the screen, warding off approaches and locking the opponent down.  
* '''Zoning Extraordinaire''': With 236{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}} Zappa can control a ludicrous amount of space on the screen, warding off approaches and locking the opponent down.  
* '''Misfortune''': If you manage to curse the opponent they will be forced to be careful of the random items, allowing Zappa to take the initiative. Misfortune items can also save Zappa from pressure, extend combos, or even set up unblockables.
* '''Misfortune Curse''': If you manage to curse the opponent they will be forced to be careful of the random items, allowing Zappa to take the initiative. Misfortune items can also save Zappa from pressure, extend combos, or even set up unblockables.
* '''Extensive, safe pressure''': Triplet normals cancel into themselves and other triplet normals allowing Zappa to perform extended pressure, especially with the help of curse items and his highly useful ghost toss FRC. When the other player is in the corner Zappa can continue pressure almost indefinitely if he has a good read on his opponent.
* '''Tricky''': Triplets give Zappa a variety of options which let him confuse and frustrate the opponent. Zappa can stall in the air with repeated triplet tosses, hit them with lingering hitboxes while jumping over their heads, cause chaos by spawning multiple items at once after comboing into {{clr|5|236D}}, and generally annoy the opponent to no end.
* '''Tricky mixups''': Triplets excel at crossups with {{clr|4|jH}} or {{clr|1|236P}} and also have a useful grounded overhead in 6H. The ghosts lingering behind Zappa can also surprise opponents if zappa uses a move after crossing over/under them.
* '''Extensive Pressure''': Triplet normals cancel into themselves and other Triplet normals allowing Zappa to perform extended pressure, especially with the help of curse items and his highly useful triplet toss FRC. When the other player is in the corner Zappa can continue pressure almost indefinitely if he has a good read on his opponent.
* '''Orb Generation''': Landing Triplet Toss and doing Triplet combos consistently rewards Zappa with orbs that he can use to eventually summon Raou.
| cons =
| cons =
* '''Poor damage''': Triplets do extremely low damage and instead rely heavily on repeatedly opening up the opponent.
* '''Poor Damage''': Triplets do extremely low damage and instead rely heavily on repeatedly opening up the opponent.
* '''Misfortune''': When the opponent is cursed the random items can sometimes interrupt Zappa's combos.
* '''Misfortune Interruption''': When the opponent is cursed the random items can sometimes interrupt Zappa's combos or otg knocked down opponents.
* '''Limited Triplets''': Should Zappa rely too heavily on his ghost toss specials or {{clr|4|2H}}/{{clr|4|jH}} he will be left vulnerable until his ghosts return to him.
* '''Limited Triplets''': Should Zappa rely too heavily on his ghost toss specials or {{clr|4|2H}}/{{clr|4|jH}} he will be left vulnerable until his ghosts return to him.
* '''Extended hurtboxes''': Triplet normals extend Zappa's hurtbox which can make them vulnerable to being counterpoked.
* '''Extended Hurtboxes''': Most Triplet normals extend Zappa's hurtbox signficantly which can make them vulnerable to being counterpoked.
|tablewidth=100
|tablewidth=100
}}<section end="Content" />
}}<section end="Content" />

Latest revision as of 12:07, 28 February 2023

 Zappa summons three ghostly Triplets to help him in battle. While Triplets are summoned, Zappa becomes a trickster with access to extended pressure and screen control, capable of flooding the screen with numerous projectiles.

Pros
Cons
  • Zoning Extraordinaire: With 236P/K/S/H/D Zappa can control a ludicrous amount of space on the screen, warding off approaches and locking the opponent down.
  • Misfortune Curse: If you manage to curse the opponent they will be forced to be careful of the random items, allowing Zappa to take the initiative. Misfortune items can also save Zappa from pressure, extend combos, or even set up unblockables.
  • Tricky: Triplets give Zappa a variety of options which let him confuse and frustrate the opponent. Zappa can stall in the air with repeated triplet tosses, hit them with lingering hitboxes while jumping over their heads, cause chaos by spawning multiple items at once after comboing into 236D, and generally annoy the opponent to no end.
  • Extensive Pressure: Triplet normals cancel into themselves and other Triplet normals allowing Zappa to perform extended pressure, especially with the help of curse items and his highly useful triplet toss FRC. When the other player is in the corner Zappa can continue pressure almost indefinitely if he has a good read on his opponent.
  • Orb Generation: Landing Triplet Toss and doing Triplet combos consistently rewards Zappa with orbs that he can use to eventually summon Raou.
  • Poor Damage: Triplets do extremely low damage and instead rely heavily on repeatedly opening up the opponent.
  • Misfortune Interruption: When the opponent is cursed the random items can sometimes interrupt Zappa's combos or otg knocked down opponents.
  • Limited Triplets: Should Zappa rely too heavily on his ghost toss specials or 2H/jH he will be left vulnerable until his ghosts return to him.
  • Extended Hurtboxes: Most Triplet normals extend Zappa's hurtbox signficantly which can make them vulnerable to being counterpoked.