Speed. Galarian Zapdos is speed. With a command run, accelerating walk, long dash, command jump, airdash, kara options, and a divekick, Zapdos has mobility to spare. This mobility makes GZap extremely versatile, turning it into one of the most expressive characters in the game. Zapdos can do it all: use its full-screen 5B5A for an odd sort of zoning, put its walk and solid pokes to use in a footsies playstyle, or simply rush the opponent down with tools like kara canceled 2A before cracking them open with your endurance damage & instant overhead. No matter how you get there, your opponent is in for a world of hurt when you land your launching kick and start an air combo straight out of an anime fighter!
All that flexibility comes at a price: between its kara cancels, stance cancels, and precisely timed air combos, Zapdos is one of the most executionally demanding characters on the roster. It additionally has a slow, expensive reversal and is rather fragile, which can lead to getting heavily punished by characters with strong advantage states. Because of these factors, good use of parry and burst is a must.
Galarian Zapdos is a good pick if you're looking for a lightning-fast glass cannon with an expressive combo game and oppressive advantage state. Check out this guide by bug bumbler for a more in-depth look at GZap!
Playstyle
G. Zapdos is a speedy, flexible character with incredible damage.
Pick if you like
Avoid if you dislike
Fowl Footsies: With an accelerating walk and solid, rewarding pokes, Galarian Zapdos shines in footsies.
Fast Approaches: Zapdos can go from sitting fullscreen to comboing in the blink of an eye, giving it a very solid whiff punish game.
Ostrich Offense: Zapdos's high endurance damage output and plus-on-block 2A give it strong, looping pressure once it's in.
High Damage: Zapdos' combos do a ton of damage; expect to be hit hard when fighting this character.
Brittle Bird: Zapdos is tied with Primeape for the second lowest health in the game and has the lowest endurance, giving it little room for error in its approach.
Linear Approach: Zapdos's approach options are fast, but most of them are vulnerable to being intercepted by the opponent.
Defensive Limitations: Zapdos has no unique defensive options besides a 2 bar pseudo-reversal, gets little reward off its fastest normal, and even struggles to anti-air at close range. Having good defense is a must.
Sacrifices for Meter: Zapdos has very poor reward off its throw, and its sweep doubles as an important air combo starter. This means it has to make bigger trade-offs than most of the cast to gain meter.
Execution Barrier: Several aspects of Zapdos require quickly cancelling its command run, an unusual input method that can be hard to adapt to.
Normals
5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
Mid
5A5A, 5B, 6B
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
7
2
11
+3 [0]
-
-
Total: 19
Zapdos delivers a quick peck at their opponent.
Zapdos' fastest button, ideal for challenging
Combos into 3A > 5B6A if opponent is counter hit, making it good for catching opponents mashing after 2A
6A cc 5A is a frame trap that beats both parries and mashing
Toggle Hitboxes
Toggle Hitboxes
5A5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1+2
0
Mid
5B
-
-
Startup
Active
Recovery
Advantage
Cost
Unique
4
6
13
-3 [-2]
-
-
Total: 22
Zapdos pecks the opponent two more times.
The only move that naturally combos from 5A, reliable followup for defensive abare
Zapdos lets out a cry before furiously dashing across the screen many times in the inputted direction.
It has a hitbox on frame 53, but it's impossible to land it
You can combo into any normal after 24B, unlike 26B
Best projectile punish that G. Zapdos has
Toggle Hitboxes
Toggle Hitboxes
Throws
Forward Throw 6C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
-
Unblockable (Throw)
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
Unique
8
2
41
-
-
-
Total: 70
Zapdos climbs onto the opponent and pecks them repeatedly before springing off of them, launching them forwards.
Zapdos hops a good distance away from the opponent on hit
The hop goes farther if the move is used on a cornered opponent
If the hop doesn't go its maximum distance, 5B delay 5A can hit meaty and leave Zapdos +1
Back Throw 4C
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
-
Unblockable (Throw)
-
-
Knockdown
Startup
Active
Recovery
Advantage
Cost
Unique
8
2
61
-
-
-
Total: 50
Zapdos climbs onto the opponent and pecks them repeatedly before springing off of them, launching them backwards.
Zapdos hops a good distance away from the opponent on hit, denying it okizeme
The hop goes farther if Zapdos is cornered when it uses the throw
Consistently combos into 26B if used on a cornered opponent
Combos
Combo Theory
Galarian Zapdos's combos are centered around launching the opponent, usually with 5B6A. This can be confirmed into with 4A, 3A, 6A, or CH 2A. 3A is the fastest of these options and hits low, though it has an unsafe follow-up and is difficult to cancel. Potential options to go into 3A include late hit 5B5A/5B4A, CH 5A/jB, and j5A.
With meter, you can start your air combos with 5B5A 28B.
End your juggle combos with 2A to flipout the opponent and preserve their endurance damage.
In combos that end with 5B x 6A, the final 6A input can be delayed slightly so that both hits connect for 1 extra damage.
Meterless BnBs
2A Starter
2A x 6B
>>
8 Damage
Basic Air Combo
5B x 6A x 2B j5A
>>>>>>
8 Damage
Note: Delay the j5A to follow up with quick corner options like 5A and Kilo Vault.
Corner Only
5B x 6A x 2B j2A 4A 6A x (dl) 6B
>>>>>>>>>>>>
16 Damage
Corner Wall Splat
5B x 6A x 2B (dl) j5A 5A 6A x 5B x (dl) 6A
>>>>>>>>>>>>>>
13 Damage
Note: Works from further away from the corner than the above combo, as long as 2B j5A is able to corner carry.
Cancel the 5B6A into 2B for 4-way oki mix with j2A and 3A.
One Meter Combos
Extended Midscreen Air Combo
5B x 6A x 2B j5A x j6B j5A 6A x 5B x (dl) 6A
>>>>>>>>>>>>>>>>>>>>
15 Damage
Note: Damage varies between the amount of 2B j5A hits and 6B hits depending on the timing and positioning when using this combo.
To have the most consistent damage, use 6B after the third hit of 2B j5A which sends down to get the two hits of 6B.
In addition to the extra damage, delaying 5B x 6A in this combo also allows it to wall splat from any screen position.
Rising j2A
j2A x j6B j5A 4A x 5B x 4A
>>>>>>>>>>>>
16 Damage
Note: Allows you to combo out of j2A as a frame 14 overhead. Use j2A as soon as you jump to hit every crouching character.
Corner Rising j2A
j2A x j6B j2A 4A 6A x (dl) 6B
>>>>>>>>>>>>
17 Damage
Note: Finish with 5B x 6A instead of 6B to give up 2 damage in exchange for a wall splat.
Corner Kilo Spike
5B x 6A x 2B j2A (first hit only) 4A (first hit) x 28B j5A 5A 6A x 5B x (dl) 6A
>>>>>>>>>>>>>>>>>>>>
18 Damage
Note: You'll have to use j5A quickly after the Kilo Vault or some hits will whiff.
After the j5A, you can instead go into another 4A x 28B for a high-damage metered loop that can still end in a wall splat.
Two Meter Combos
Basic Air Combo into Super
5B x 6A x 2B j5A 26B OTG
>>>>>>>>
18 Damage
Super into Wall Splat
24B 2A x 5B x 6A
>>>>>>
14 Damage
Note: Due to combo scaling, delaying 5B x 6A does not give more damage in this case if all hits of 24B connect.
Block Strings
Basic Chip
2A/6A x (5B x 5A)/6B
>>>>
OR
>>
2/3 Endurance
Note: 6B is only safe against Chesnaught, Scrafty, Breloom, and Slither Wing.
Finisher
2A/6A x 5B x 4A
>>>>
5 Endurance
Note: 5B4A is very unsafe, don't do this unless it'll score a guard break.
1 Meter Ken Breaker
j5B x j6B x j5A 2A x 5B x 4A
>>>>>>>>>>>>
12 Endurance
Note: j5B must be connected rather low in order to land the Drill Peck, which itself must hit high enough to connect the j5A. Easier against taller characters.