Pokemon: Close Combat/GZapdos: Difference between revisions
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| '''Archetype:''' || Rushdown | | '''Archetype:''' || Rushdown | ||
|- | |- | ||
| '''Health:''' || | | '''Health:''' || 37 | ||
|- | |- | ||
| ''' | | '''Endurance:''' || 10 | ||
|- | |||
| '''Endurance Refresh:''' || 3 | |||
|- | |- | ||
| '''Walk Speed:''' || 2.7~7.2/-1.9~-5.1 | | '''Walk Speed:''' || 2.7~7.2/-1.9~-5.1 | ||
Line 13: | Line 15: | ||
| '''Prejump Frames:''' || 6f | | '''Prejump Frames:''' || 6f | ||
|- | |- | ||
| '''Fastest Attack:''' || 5A ( | | '''Fastest Attack:''' || 5A (7f) | ||
|} | |} | ||
Zapdos wants food. | Zapdos wants food. | ||
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|pros= | |pros= | ||
*'''High Mobility:''' With an accelerating walk, high jump, a mobile stance in 5B, and an airdash in j.6a, Zapdos is one of the most agile characters in the game. | *'''High Mobility:''' With an accelerating walk, high jump, a mobile stance in 5B, and an airdash in j.6a, Zapdos is one of the most agile characters in the game. | ||
*'''Great Combo Game:''' Zapdos' aforementioned great mobility works to | *'''Great Combo Game:''' Zapdos' aforementioned great mobility works to their favor in executing devastating combos. | ||
*'''High Damage:''' Zapdos' combos do ton of damage, expect to be hit hard when fighting this character. | *'''High Damage:''' Zapdos' combos do ton of damage, expect to be hit hard when fighting this character. | ||
|cons= | |cons= | ||
*''' | *'''Brittle Bird:''' Zapdos is tied with Primeape for the second lowest health value in the game, giving it little room for error in its approach. | ||
*'''No Range:''' Zapdos is a very close-ranged fighter, and struggles greatly with long-ranged fighters such as Falinks and Toxicroak. | *'''No Range:''' Zapdos is a very close-ranged fighter, and struggles greatly with long-ranged fighters such as Falinks and Toxicroak. | ||
*'''Lack of defensive options:''' Zapdos has zero defensive options aside from system mechanics. Having good defense is a must. | *'''Lack of defensive options:''' Zapdos has zero defensive options aside from system mechanics. Having good defense is a must. | ||
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|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 7 | ||
|active = 2 | |active = 2 | ||
|recovery = 11 | |recovery = 11 | ||
|advantage = +3 [+5] | |advantage = +3 [+5] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = | |startup = 7 | ||
|active = 2 | |active = 2 | ||
|recovery = 11 | |recovery = 11 | ||
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{{AttackData-PKMNCC | {{AttackData-PKMNCC | ||
|damage = 1+1 | |damage = 1+1 | ||
|grddamage = | |grddamage = 0 | ||
|guard = Mid | |guard = Mid | ||
|cancel = 5B | |cancel = 5B | ||
Line 105: | Line 107: | ||
}} | }} | ||
|description= Zapdos pecks the opponent two more times. | |description= Zapdos pecks the opponent two more times. | ||
*The only move that | *The only move that naturally combos from 5A, good for continuing your pressure | ||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-PKMNCC | {{AttackData-PKMNCC | ||
|damage = 2 | |damage = 3+2 | ||
|grddamage = 0+1 | |grddamage = 0+1 | ||
|guard = Mid | |guard = Mid | ||
Line 129: | Line 131: | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 15 | ||
|active = 9 | |active = 9 | ||
|recovery = 17 | |recovery = 17 | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = | |startup = 15 | ||
|active = 9 | |active = 9 | ||
|recovery = 17 | |recovery = 17 | ||
}} | }} | ||
|advantage = +5 [+3] | |advantage = +5 [+3] | ||
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{{AttackData-PKMNCC | {{AttackData-PKMNCC | ||
|damage = 3 | |damage = 3 | ||
|grddamage = | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = Special, C-Cancel, Throw (startup) | |cancel = Special, C-Cancel, Throw (startup) | ||
Line 163: | Line 164: | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 18 | ||
|active = 8 | |active = 8 | ||
|recovery = 21 | |recovery = 21 | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = | |startup = 18 | ||
|active = 8 | |active = 8 | ||
|recovery = 21 | |recovery = 21 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|advantage = + | |advantage = +8 [-4] | ||
|description= Zapdos steps forward and strikes horizontally with their talons. | |description= Zapdos steps forward and strikes horizontally with their talons. | ||
* | *The other best confirm tool in neutral, good poke and does a good amount of guard damage | ||
*Covers a large amount of horizontal space and confirms into followups | *Covers a large amount of horizontal space and confirms into followups | ||
* Great button to use as a meaty | *Be sure to hit confirm your followups; you can eat a hefty punish if you don't confirm off of 5B6A | ||
Can be kara canceled into 5A, 3A and 2A | *Great button to use as a meaty | ||
*Can be kara canceled into 5A, 3A and 2A | |||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
|advantage = +1 [+3] | |advantage = +1 [+3] | ||
|description= Zapdos quickly swipes at the opponent with | |description= Zapdos quickly swipes at the opponent with their leg. | ||
*Great poke in neutral, use it when you are out of 6A range but also in a range where you can hit 2A | *Great poke in neutral, use it when you are out of 6A range but also in a range where you can hit 2A | ||
*Confirms into 5B6A when counterhit | *Confirms into 5B6A when counterhit | ||
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|subtitle = [[File:PKMNCC3.png]][[File:PKMNCC_A.png]] | |subtitle = [[File:PKMNCC3.png]][[File:PKMNCC_A.png]] | ||
|image = PKMNCC_GZapdos_3A.png | |image = PKMNCC_GZapdos_3A.png | ||
|caption = | |caption = | ||
|hitbox = PKMNCC_GZapdos_3A1Hitbox.png | |hitbox = PKMNCC_GZapdos_3A1Hitbox.png | ||
|hitboxCaption = | |hitboxCaption = | ||
Line 253: | Line 254: | ||
*Cancellable sweep, allowing Zapdos to punish opponent relatively safely for stand-blocking. | *Cancellable sweep, allowing Zapdos to punish opponent relatively safely for stand-blocking. | ||
*Zapdos has no ways to naturally combo into this move aside from a deep jump-in | *Zapdos has no ways to naturally combo into this move aside from a deep jump-in | ||
*2nd hit is unsafe on block if | *2nd hit is unsafe on block if not confirmed off of the first hit | ||
*First hit will attempt to pull air opponents into the second | |||
*Second hit knocks down air opponents | |||
}} | }} | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-PKMNCC | {{AttackData-PKMNCC | ||
|damage = | |damage = 3 | ||
|grddamage = 0/0 | |grddamage = 0/0 | ||
|guard = High | |guard = High | ||
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{{AttackData-PKMNCC | {{AttackData-PKMNCC | ||
|damage = 2+2 | |damage = 2+2 | ||
|grddamage = | |grddamage = 0 | ||
|guard = High | |guard = High | ||
|cancel = Super | |cancel = Super | ||
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|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 8 | ||
|active = 5 | |active = 5 | ||
|recovery = 6 | |recovery = 6 | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = | |startup = 8 | ||
|active = 5 | |active = 5 | ||
|recovery = 6 | |recovery = 6 | ||
}} | }} | ||
|advantage = 52 [11] | |advantage = 52 [11] | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
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}} | }} | ||
|description= Zapdos sweeps a leg upwards. | |description= Zapdos sweeps a leg upwards. | ||
*The infamous launcher, the centerpiece of all of combos | *The infamous launcher, the centerpiece of all of his combos | ||
*Wallsplats cornered air opponents | |||
*Very unsafe on block | *Very unsafe on block | ||
}} | }} | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = 4 | |damage = 6/4 | ||
|grddamage = 2 | |grddamage = 4/2 | ||
|guard = Mid | |guard = Mid | ||
|cancel = | |cancel = | ||
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|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 8 | ||
|active = 21 | |active = 21 | ||
|recovery = | |recovery = 29 | ||
|advantage = + | |advantage = +40 [-14] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup | |startup = 8 | ||
|active | |active = 24 | ||
|recovery | |recovery = 29 | ||
}} | }} | ||
|description= Zapdos kicks out upwards. | |description= Zapdos kicks out upwards. | ||
* | *Best anti-air and one of the best neutral tools with huge upwards hitbox for challenging aerials | ||
*Can also be | *Can also be combo filler or looped with 5AA due to the late hitbox not putting opponent into hard knockdown | ||
}} | }} | ||
}} | }} | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 3+3 | ||
|grddamage = 0+4 | |grddamage = 0+4 | ||
|guard = Mid | |guard = Mid | ||
Line 505: | Line 505: | ||
|startup = 17, 6 | |startup = 17, 6 | ||
|active = 8, 9 | |active = 8, 9 | ||
|recovery = | |recovery = 37 | ||
|advantage = + | |advantage = +47, [-7] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 17 | |startup = 17 | ||
Line 512: | Line 512: | ||
|inactive2 = 6 | |inactive2 = 6 | ||
|active3 = 9 | |active3 = 9 | ||
|recovery = | |recovery = 37 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|description= Zapdos jumps forwards while performing two horizontal kicks. | |description= Zapdos jumps forwards while performing two horizontal kicks. | ||
*Mostly a combo ender | *Mostly used as a combo ender | ||
}} | }} | ||
}} | }} | ||
Line 584: | Line 584: | ||
|startup = 7, 8, 9, 5 | |startup = 7, 8, 9, 5 | ||
|active = 2, 1, 1, 5 | |active = 2, 1, 1, 5 | ||
|recovery = | |recovery = 12 | ||
|advantage = | |advantage = 80 [+12] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 7 | |startup = 7 | ||
Line 595: | Line 595: | ||
|inactive6 = 5 | |inactive6 = 5 | ||
|active7 = 5 | |active7 = 5 | ||
|recovery = | |recovery = 18 | ||
}} | }} | ||
|description= Zapdos launches a flurry of horizontal kicks in the air. | |description= Zapdos launches a flurry of horizontal kicks in the air. | ||
*Can | *Can combo into j6B | ||
}} | }} | ||
}} | }} | ||
Line 626: | Line 626: | ||
|startup = 6, 6 | |startup = 6, 6 | ||
|active = 5, 5 | |active = 5, 5 | ||
|recovery = | |recovery = 12 | ||
|advantage = | |advantage = 80, 7 [5] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 6 | |startup = 6 | ||
Line 633: | Line 633: | ||
|inactive2 = 6 | |inactive2 = 6 | ||
|active3 = 5 | |active3 = 5 | ||
|recovery = | |recovery = 18 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
Line 642: | Line 642: | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|name = | |name = Thunderous Kick | ||
|subtitle = | |subtitle = jB | ||
|input = [[File:PKMNCC_B.png]] [[File:PKMNCC_J.png]] | |input = [[File:PKMNCC_B.png]] [[File:PKMNCC_J.png]] | ||
|image = PKMNCC_GZapdos_jB.png | |image = PKMNCC_GZapdos_jB.png | ||
Line 658: | Line 658: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 7 | ||
|grddamage = 5 | |grddamage = 5 | ||
|guard = High | |guard = High | ||
Line 681: | Line 681: | ||
}} | }} | ||
== | ==Hyper Moves== | ||
{{MoveData | {{MoveData | ||
|name = Drill Peck | |name = Drill Peck | ||
Line 723: | Line 723: | ||
|input = [[File:PKMNCC2.png]][[File:PKMNCC8.png]][[File:PKMNCC_B.png]] | |input = [[File:PKMNCC2.png]][[File:PKMNCC8.png]][[File:PKMNCC_B.png]] | ||
|image = PKMNCC_GZapdos_2B.png | |image = PKMNCC_GZapdos_2B.png | ||
|caption = | |caption = insane | ||
|hitbox = PKMNCC_GZapdos_28BHitbox.png | |hitbox = PKMNCC_GZapdos_28BHitbox.png | ||
|hitboxcaption = | |hitboxcaption = | ||
Line 731: | Line 731: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 2 | ||
|grddamage = 0 | |grddamage = 0 | ||
|guard = Mid | |guard = Mid | ||
Line 750: | Line 750: | ||
}} | }} | ||
|description= Zapdos <span style=color:#C2A01D>'''vaults'''</span> upwards. | |description= Zapdos <span style=color:#C2A01D>'''vaults'''</span> upwards. | ||
*Used for | *Used for high damaging "Kilo Loops" | ||
*Can be canceled into any aerial | *Can be canceled into any aerial | ||
}} | }} | ||
Line 768: | Line 768: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 6, 1/2x5 | ||
|grddamage = 1, 1x5 | |grddamage = 1, 1x5 | ||
|guard = Mid | |guard = Mid | ||
Line 781: | Line 781: | ||
|advantage = 22 [+1] | |advantage = 22 [+1] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup | |startup = 13 | ||
|active | |active = 15 | ||
|recovery | |recovery = 30 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|description= Zapdos lets out a cry before furiously dashing across the screen many times in the inputted direction. | |description= Zapdos lets out a cry before furiously dashing across the screen many times in the inputted direction. | ||
*26B causes a horizontal launch, 24B causes a smaller knockback | *26B causes a horizontal launch, 24B causes a smaller knockback | ||
*26B inflicts one damage per hit, while 24B inflicts two damage per | |||
*24B an excellent projectile punish and combo starter, while 26B an on-the-ground super and combo ender | |||
*If the first hit before Zapdos goes offscreen is blocked, Zapdos will pass through the opponent, but remainder of the attack is halted | *If the first hit before Zapdos goes offscreen is blocked, Zapdos will pass through the opponent, but remainder of the attack is halted | ||
}} | }} | ||
Line 864: | Line 866: | ||
{{ColorGallery/Color|2| text = B}} | {{ColorGallery/Color|2| text = B}} | ||
{{ColorGallery/Color|3| text = C}} | {{ColorGallery/Color|3| text = C}} | ||
{{ColorGallery/Color|4| text = D}} | |||
}} | }} | ||
Latest revision as of 20:19, 17 June 2024
Archetype: | Rushdown |
Health: | 37 |
Endurance: | 10 |
Endurance Refresh: | 3 |
Walk Speed: | 2.7~7.2/-1.9~-5.1 |
Prejump Frames: | 6f |
Fastest Attack: | 5A (7f) |
Zapdos wants food.
Introduction
Speed. Galarian Zapdos is speed. With a command run, command jump, and a divekick, Zapdos has mobility to spare. All that mobility contributes to an oppressive rushdown playstyle and ridiculous combo game. Zapdos has very strong strike-throw pressure as well and uses meter well for long combos. The first hit of 3A can be used as a low combo starter as well, giving Zapdos strong high low mix when combined with an 2B2A as a quick high.
As a rushdown character, getting in is the name of the game. Zapdos struggles vs large buttons and projectiles with their stubby buttons. Zapdos has no reversals and is fragile, which can lead to getting heavily punished by characters with strong advantage states. Because of these factors, good use of parry is a must.
Galarian Zapdos is a good pick if you are looking for high execution rushdown with expressive combo game and oppressive advantage state.
G. Zapdos is an agile, aerial-based and very combo-efficient speedster with an incredible advantage state. |
Pick if you like | Avoid if you dislike |
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Normals
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Specials
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Hyper Moves
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Throws
Colors