Pokemon: Close Combat/GZapdos

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PKMNCC GZapdos Stats.png
PKMNCC GZapdos Portrait.png
Archetype: Footsies/Rushdown
Health: 37
Endurance: 10
Walk Speed: 2.7~7.2/-1.9~-5.1
Prejump Frames: 5
Fastest Attack: 5A (7f)

Zapdos wants food.

Introduction

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
PKMNCC GZapdos NavboxIcon.png 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
PKMNCC A.png
PKMNCC GZapdos 5A.png
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
PKMNCC A.pngPKMNCC A.png
PKMNCC GZapdos 5AA.png
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
  • Sets up a 5B5A frame trap on hit or block
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC GZapdos 4A.png
Damage Endurance Damage Guard Cancel Invul Property
3+2 0+1 Mid Special, C-Cancel - Knockdown (Air) (first hit)
Startup Active Recovery Advantage Cost Unique
15 4+5 22 +13 [+2] - -
Total: 40

Zapdos swipes at the air with their talons.

  • One of Zapdos's best confirm tools, giving two hits to confirm into a special on hit
  • Highest damage ground starter for 5B6A combos, good after a guard break
  • Primary meaty, giving guaranteed plus frames along with the aformentioned hit confirm benefits
  • Small but rewarding anti-air
  • Used for precise but high-damage juggles into 2B5A, or simpler metered loops with 28B
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC GZapdos 6A.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid Special, C-Cancel, 5A/2A/3A/Throw (startup) - Knockdown (Air Hit)
Startup Active Recovery Advantage Cost Unique
18 8 21 +8 [-5] - -
Total: 46

Zapdos steps forward and strikes horizontally with their talons.

  • The other best confirm tool in neutral, good poke with a generous confirm window
  • Covers a large amount of horizontal space and confirms into followups
  • 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, 2A, 3A and throw, adding forward movement
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC GZapdos 2A.png
Damage Endurance Damage Guard Cancel Invul Property
2 1 Mid 5B, 6B - -
Startup Active Recovery Advantage Cost Unique
10 5 17 +1 [+2] - -
Total: 31

Zapdos quickly swipes at the opponent with their leg.

  • Great poke in neutral
  • Strings into 6B, though it can't be hit confirmed
  • Confirms into 5B6A when counterhit
  • Can convert into air combos with meter via 2A x 5B5A x 28B
  • Good pressure tool, particularly when kara'd from 6A
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC GZapdos 3A.png
Damage Endurance Damage Guard Cancel Invul Property
1+1 1+1 Low 5B, 6B (First Hit) Throw (Frames 11-28) Sweep (Second Hit)
Startup Active Recovery Advantage Cost Unique
11, 6 11, 5 31 52 [-18] - -
Total: 63

Zapdos' kicks at the opponent's legs, knocking them off their feet.

  • Cancellable sweep, allowing Zapdos to punish the opponent relatively safely for stand-blocking
  • 2nd hit is unsafe on block if not confirmed off of the first hit
  • Making the first hit safe can be challenging due to limited cancel options; at best, you frametrap with 5B5A
  • First hit will attempt to pull air opponents into the second
  • Second hit knocks down air opponents
  • Kara allows you to threaten this move after 2A
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC GZapdos j5A.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 High Special - -
Startup Active Recovery Advantage Cost Unique
9 19 6 +20 [+17] - -
Total: 33

Zapdos reaches out horizontally with their leg in mid-air.

  • Standard jump-in normal, leads to unreactable high/low/throw mix
  • Also strong air-to-air due to its range, confirming well off that scenario with j5B/j6B
Toggle Hitboxes
Toggle Hitboxes


j2A
PKMNCC2.pngPKMNCC A.png PKMNCC J.png
PKMNCC GZapdos j2A.png
Damage Endurance Damage Guard Cancel Invul Property
2, 2 0, 1 High Super - Knockdown (air only for second hit)
Startup Active Recovery Advantage Cost Unique
8 5 6 +52 [+12], +21 [+17] - -
Total: 18

Zapdos kicks twice downwards while in the air.

  • Fast enough to hit as an instant overhead, which can combo into j6B
Toggle Hitboxes
Toggle Hitboxes

Specials

Fast Lane
5B
PKMNCC B.png
PKMNCC GZapdos 5B.png
Cancel Invul Startup Recovery Cost Unique
5A, 6A, 4A, 2 - 15 20 - -
Total: 34

Zapdos sprints forward at full speed.

  • Zapdos' main mechanic, effectively operates as a stance
  • Startup refers to the frame that the cancels become available and Zapdos reaches full speed (9.0)
  • Starts moving at a lower speed (5.2) on frame 5
  • Can be cancelled into a multitude of unique followups
  • 2 can be input at any time to cancel the stance, allowing Zapdos to mix up the opponent
  • 5B2 acts as a somewhat slow command dash that can be used for tick throws or resets
5B5A
PKMNCC A.png PKMNCC Sprint.png
PKMNCC GZapdos 5B5A.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid - - Knockdown (Air Hit)
Startup Active Recovery Advantage Cost Unique
6 7 15 +8 [-5] - -
Total: 28

Zapdos darts forward.

  • Threatening burst option, going halfscreen on top of the run distance and converting into combos at range
  • Goes through opponent at close range, leading to crossups
  • Can be confirmed off of the first hit of 3A when spaced and 0 if its blocked
  • Combos into 3A for 5B6A confirms/meter gain when hit meaty
  • Can also lead into parry RPS, operating as an effective neutral skip
Toggle Hitboxes
Toggle Hitboxes
5B4A
PKMNCC4.pngPKMNCC A.png PKMNCC Sprint.png
PKMNCC GZapdos 5B4A.png
Damage Endurance Damage Guard Cancel Invul Property
6/4 4/2 Mid - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 21 29 +40 [-14] - -
Total: 60

Zapdos kicks out upwards.

  • Zapdos's best anti-air & primary counterpoke out of Fast Lane
  • Unsafe, but can secure guard breaks
  • Late hit doesn't knock the opponent down, leading to combos
  • Plus on meaty, can be set up off of 6B
  • Air combo ender with massive corner carry, though it scales poorly
Toggle Hitboxes
Toggle Hitboxes
5B6A
PKMNCC6.pngPKMNCC A.png PKMNCC Sprint.png
PKMNCC GZapdos 5B6A.png
Damage Endurance Damage Guard Cancel Invul Property
1+2 1+1 Mid 2B, C-Cancel - Launch, Wall Splat (Air Only)
Startup Active Recovery Advantage Cost Unique
12 13 36 77 [-17] - -
Total: 60

Zapdos sweeps a leg upwards.

  • The infamous launcher, centerpiece of all of Zapdos's combos
  • Very unsafe on block, though it can be C-Cancelled to escape if you fumble a confirm
  • Primary combo ender, giving a wall splat into 5 way mix
Toggle Hitboxes
Toggle Hitboxes


Piston Kick
6B
PKMNCC6.pngPKMNCC B.png
PKMNCC GZapdos 6B.png
Damage Endurance Damage Guard Cancel Invul Property
3+3 1+1 Mid - - Knockdown
Startup Active Recovery Advantage Cost Unique
17, 6 8, 9 37 +47, [-7] - -
Total: 76

Zapdos jumps forwards while performing two horizontal kicks.

  • Mostly used as a combo ender after 2A, good damage and corner carry
  • Can also end air combos, but is usually outclassed by 5B6A
  • Safe blockstring ender against characters with >7 frame mash
Toggle Hitboxes
Toggle Hitboxes


Sky Vault
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC GZapdos 2B.png
Cancel Invul Startup Recovery Cost Unique
jB - 20 24 - -
Total: 43

Zapdos vaults into the sky.

  • Steerable command jump with momentum-altering followups, primary anti-projectile option
  • Can cancel out of a 5B6A ender for left/right mix into 3A, instant j2A, or throw
  • Cancels into two unique aerials or Thunderous Kick
2B5A
PKMNCC A.png PKMNCC Vaulting.png
PKMNCC GZapdos 2B5A.png
Damage Endurance Damage Guard Cancel Invul Property
2+1+1+1 0 Mid - - Knockdown (Air Hit)
Startup Active Recovery Advantage Cost Unique
7, 8, 9, 5 2, 1, 1, 5 12 80 [+11] - -
Total: 55

Zapdos launches a flurry of horizontal kicks in the air.

  • Exclusively used as combo filler, largely ignores scaling
  • Can potentially hit as an air-to-air or jump-in, but is rather telegraphed/inconsistent
  • Cancels into j6B
  • One-frame links into 4A
  • Delay the move to make your opponent go higher and give yourself more time for follow-ups
Toggle Hitboxes
Toggle Hitboxes
2B2A
PKMNCC2.pngPKMNCC A.png PKMNCC Vaulting.png
PKMNCC GZapdos 2B2A.png
Damage Endurance Damage Guard Cancel Invul Property
x(2+2) 1+1 High - - -
Startup Active Recovery Advantage Cost Unique
6, 6 5, 5 12 +80 [+2], +11 [+4] - -
Total: 39

Zapdos unloads a downward flurry of kicks.

  • Quick overhead, though the reward is low
  • Goes at a different angle than jB, can potentially bait a reaction
  • Used to link 5B6A into grounded follow-ups
  • After 5 frames of recovery, the move will loop back into its first hitbox if Zapdos hasn't landed yet
Toggle Hitboxes
Toggle Hitboxes


Thunderous Kick
j5B
PKMNCC B.png PKMNCC J.png
PKMNCC GZapdos jB.png
Damage Endurance Damage Guard Cancel Invul Property
7+1+1 1+1+2 High - - Knockdown (Air Hit)
Startup Active Recovery Advantage Cost Unique
22, 8, 6 ∞, 2, 2 24 11 [-2] - -
Total: 62

Zapdos rapidly descends from the sky with a bolt of lightning.

  • Main option to threaten off of Sky Vault, does high damage & endurance and can confirm into 3A on low/counter hit
  • Surprise option on offense, highly rewarding on hit or block but can potentially be anti-aired
  • Can be canceled into j6B on block, setting up guard breaks
  • Zapdos will perform 2 extra kicks on block only before bouncing away, tricky to punish
  • The second kick can occasionally whiff, allowing the opponent to take the 1 damage from the third and ignore the endurance chip
Toggle Hitboxes
Toggle Hitboxes

Hyper Moves

Drill Peck
j6B
PKMNCC6.pngPKMNCC B.png PKMNCC J.png
PKMNCC GZapdos j.6B.png
Damage Endurance Damage Guard Cancel Invul Property
1+1 1+1 Mid - - -
Startup Active Recovery Advantage Cost Unique
9 10 20 -6 [-8] 1 -
Total: 38

Zapdos darts forward in midair.

  • Can be canceled into an aerial, also combo filler
Toggle Hitboxes
Toggle Hitboxes


Kilo Vault
28B
PKMNCC2.pngPKMNCC8.pngPKMNCC B.png
PKMNCC GZapdos 2B.png
Enjoy the ride, with ups and downs
Enjoy the ride, with ups and downs
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid jB - Launch
Startup Active Recovery Advantage Cost Unique
8 10 69 50 [-51] 1 -
Total: 86

Zapdos vaults upwards, launching the opponent to the air with them.

  • Used for high damaging "Kilo Loops" when combined with 2B5A
  • Functionally identical to Sky Vault besides its hitbox
  • Combos into 2B2A midscreen unlike 5B6A
  • Converts off side switch 5B5A
Toggle Hitboxes
Toggle Hitboxes

Super

Lane Storm
26B
PKMNCC2.pngPKMNCC6.pngPKMNCC B.png
PKMNCC GZapdos 24B.png
The floor is lava
The floor is lava
Damage Endurance Damage Guard Cancel Invul Property
9, 1x5 1, 1x5 Mid - Full (1-47) Knockdown
Startup Active Recovery Advantage Cost Unique
53 [-40 Super Freeze] 15 40 +51 [+1] 2 -
Total: 67

Zapdos lets out a cry before furiously dashing across the screen many times in the inputted direction.

  • Can hit the opponent on-the-ground, making a good combo ender after a knockdown
  • If the first hit before Zapdos goes offscreen is blocked, Zapdos will pass through the opponent, but the remainder of the attack is halted
Toggle Hitboxes
Toggle Hitboxes
Lane Storm
24B
PKMNCC2.pngPKMNCC4.pngPKMNCC B.png
PKMNCC GZapdos 24B.png
Watch your back
Watch your back
Damage Endurance Damage Guard Cancel Invul Property
2x5 1x5 Mid - Full (1-47) Knockdown
Startup Active Recovery Advantage Cost Unique
53 [-65 Super Freeze] 15 35 +81 [+0] 2 -
Total: 62

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
PKMNCC6.pngPKMNCC C.png
PKMNCC GZapdos 6C.png
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
PKMNCC4.pngPKMNCC C.png
PKMNCC GZapdos 4C.png
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

PKMNCC2.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

8 Damage


Basic Air Combo
5B x 6A x 2B j5A

PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png

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

PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC2.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

16 Damage


Corner Wall Splat
5B x 6A x 2B (dl) j5A 5A 6A x 5B x (dl) 6A

PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC2.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png

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.

Colors

A
B
C
D


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Blaziken
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G. Zapdos
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