Difference between revisions of "Zappa Frame Data (GGACR)"

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==Normal Moves==
 
==Normal Moves==
===Unsummon Normals===
+
===No Summon Normals===
 
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Revision as of 00:18, 30 December 2012

Normal Moves

No Summon Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 9 1.44 3 8 1 HLF CJR 5 2 6 +2
  • Initial prorate 90%
5K 22 2.64 6 7 2 HLF CR 9 6 8 -2
  • Feet invincibile 1~4F, 9~14F, 19~22F
  • Lower body invincibile 5~8F, 15~18F
  • Knocks down opponent on ground CH
c.S 26 2.64 10 7 3 HLF CJR 8 6 18 -10
f.S 30 2.64 10 7 3 HLF CR 13 9 10 -5
  • Spit reaches it's maximum horizontal distance in 19F
  • If the 1st hit whiffs, it turns into f.S (on ground)
f.S (on ground) 0 2.64 3 8 2 L -- 34 3 -- --
  • Knocks down opponent on hit
5H 20x3 3.84x3 11x3 6x3 4 HF RF 22 3x6 12 -7
  • Lower body invincibile 22~39F
  • Hitstop 7F
  • Max 3 hits
  • FRC timing 31~33F, 37~39F
6P 24 2.64 8 7 3 LF CJR 11 3 18 -7
  • Above knees invincibile 1~13F
  • Initial prorate 90%
  • Knocks down opponent on ground CH
6H 50 3.84 15 6 5 HF R 21 19 14 -14
  • Zappa is airborne from 19~39F
  • Low profile 44~49F
  • Above feet invincible 50~57F
  • Wall bounces opponent on hit (untechable for 20F)
  • Untechable for 60F on CH
5D 17 3.84 11 20 4 HF CR 26 4 22 -9
  • Throw invincible 10~33F
  • Lower body invincible 18~37F
  • Zappa is in CH state during recovery
DAA 25 2.64 10 7 3 All R 15 4 15 -5
  • Fully invincible 1~20F
  • Throw invincible 21~31F
  • Knocks down opponent on ground hit
  • Initial prorate 50%
2P 12 1.44 3 8 1 HLF CJR 5 3 9 -2
  • Low profile 1F onwards
  • Initial prorate 90%
2K 16 2.64 5 7 2 LF CR 7 6 7 -1
  • Initial prorate 80%
2S 26 2.64 10 7 3 HLF CR 11 9 12 -7
  • Low profile 1~4F, 9~10F, 20~21F, 26~31F
  • Staggers opponent on ground CH (max 49F)
2H 60 3.84 20 6 5 HLF CJR 15 5 14 0
  • Staggers opponent on ground hit (max 35F)
  • Dizzy modifier x2
2D 30 2.64 8 7 3 LF CR 11 6 12 -4
  • Low profile 10~20F
j.P 13 1.44 3 8 1 HA CJR 6 6 9 --
j.K 22 2.64 6 7 2 HA CR 10 11 18 --
j.S 32 2.64 10 6 3 HA JR 9 3 15 --
j.H 28 2.64 10 6 3 HA R 12 2(1)2 12 --
  • Max 1 hit
j.D 44 2.64 10 6 3 HA CR 9 6 18+5 after landing --
  • blows back opponent on normal hit (untechable on ground hit for 28F)
  • Wall bounces opponent on CH (untechable on ground hit for 60F)

Triplet Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
c.S 20 2.64 10 7 3 HLF CJR 6 2 12 0
  • see notes *1 and *2
f.S (1) 20 2.64 10 7 3 HLF CJR 9 7 7 0
  • Initial prorate 90%
  • Staggers opponent on ground hit (max 39F)
  • see notes *1 and *2
f.S (2,3) 20 1.44 3 8 3 HLF CJR 10 7 9,11 -2
  • TRANSLATION NEEDED
  • Initial prorate 90%
  • Staggers opponent on ground hit (max 35F)
  • Listed Frame Adv is off 3 hits ???
  • see notes *1 and *2
6S 28  ??  ??  ?? 4 HLF CJR 14 6 20 -9
  • TRANSLATION NEEDED
  • Press 6S again to perform a followup attack ???
  • see notes *1, *2 and *4
5H (1) 25 2.64 10 7 3 HLF CJR 14 5 13 -4
  • see notes *1 and *2
5H (2,3) 25 2.64 3 7 3 HLF CJR 15 5 15,17 -6
  • TRANSLATION NEEDED
  • Listed Frame Adv is off 3 hits ???
  • see notes *1 and *2
6H 30x3 3.84x3 11x3 6x3 4 HF R 16 5(3)5(10)5 8 +4
  • TRANSLATION NEEDED
  • After Zappa turns his back, all of the currently present triplets attack. Zappa's body has the same recovery, regardless of # of triplets.
  • see notes *1
2S (1) 18 2.64 5 7 2 LF CR 5 6 6 0
  • see notes *1 and *2
2S (2,3) 18 1.44 3 8 2 LF CR 6 6 8,10 -2
  • see notes *1 and *2
2H (1) 25 1.20 6 7 3 All -- 14 9 14 +2
  • Floats opponent on hit (untechable for 22F)
  • Level 2 Attack on block
  • see notes *1, *2, and *3
2H (2,3) 25 1.20 6 7 3 All -- 14 9 16 0
  • TRANSLATION NEEDED
  • Floats opponent on hit (untechable for 22F)
  • Level 2 Attack on block
  • Listed Frame Adv is off 3 hits ???
  • see notes *1, *2, and *3
j.S (1) 25 2.64 10 7 3 All CR 10 5 21 --
  • TRANSLATION NEEDED
  • see notes *1, and *2
j.S (2,3) 25 2.64 3 7 3 All CR 11 5 21 --
  • TRANSLATION NEEDED
  • see notes *1, and *2
j.H (1) 25 1.20 6 7 3 All -- 19 9 17 --
  • Floats opponent on hit (untechable for 22F)
  • Level 2 Attack on block
  • see notes *1, *2, and *3
j.H (2,3) 25 1.20 6 7 3 All -- 15 9 17 --
  • Floats opponent on hit (untechable for 22F)
  • Level 2 Attack on block
  • see notes *1, *2, and *3
j.2S 18  ??  ??  ?? 2 All CR 7 6 8 --
  • Level 1 Attack on block
TRANSLATION NEEDED
*1: If Zappa doesn't have any Triplets with him when you input the move, all the frames that would normally result in a ghost attack turn into recovery. (No attack).
*2: Input for 2nd attack allowed anytime after the 2nd frame of startup of the 1st hit. Input for 3rd attack allowed anytime after the 2nd frame of startup of the 2nd hit.
*3: Knocks down opponent on ground hit. Triplet disappears after attack. Triplet disappears for 104F, after which they stay in place for 122F before returning. Collect the triplet by touching them.

Sword Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
c.S 36 2.64 10 7 3 All CJR 5 4 14 -4
  • Forces opponent into stand state on hit
f.S 30 3.84 14 6 4 All CJR 8 2 19 -4
5H 35x2 3.84x2 20x2 6x2 5 All CR 9 2(10)3 16 0
6H 29,15 3.84x2 14,5 6,7 4,2 see note CR 13 24,6 2 +4
  • Startup to hit crouching opponent is 22F (tested on Sol)
  • Opponent must guard HF from 13~28F, All from 29~36F, and LF from 37F onwards
  • Max 2 hits
  • Untechable for 18F
2S 22 2.64 8 7 3 LF CR 9 3 15 -4
  • TRANSLATION NEEDED
  • ???
2H 30x2 3.84x2 20x2 6x2 5 All CJR 7 14,8 9 +2
  • Zappa is in CH state during recovery
  • Frame Adv is -12 if 2nd hit misses opponent
j.S 26 2.64 10 7 3 HA CJR 7 3 18 --
  • Initial prorate 85%
j.H 32 2.64 10 7 3 HA CRF 9 9 15 --
  • Initial prorate 90%
  • FRC timing 9~11F

Raoh Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
c.S 40 3.84 14 6 4 HLF CR 10 11 0 +6
f.S 36 3.84 14 6 4 HLF CJR 9 6 16 -5
5H 48 3.84 15 6 5 LF CR 13 9 13 -3
  • Knocks down opponent on ground hit
6H 76 3.84 20 6 5 HLF CR 17 6 24 -11
  • Slides opponent on hit (untechable for 65F, slides for 50F)
  • Attack is fully extended on 20F
5D 30 3.84 11 6 4 HF CR 24 5 8 +4
2S 36 2.64 8 7 3 LF CR 7 3 11 0
2H 68 3.84 15 6 5 LF CR 19 8 12 -1
  • Floats opponent on hit (untechable for 28F)
j.S 35 2.64 10 7 3 HA JR 7 3 15 --
  • Untechable for 16F
j.H 45 3.84 14 6 4 HA R 16 6 13 --
  • Ground bounces opponent on hit (untechable for 36F)

Throws

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Throw 60 4.00 -- 6 -- 36 pixels -- -- -- -- --
  • Wall bounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
Air Throw 60 4.00 -- 6 -- 88 pixels -- -- -- -- --
  • Knocks down opponent on hit
  • Forced prorate 50%

Special Moves

Unsummoned Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Konnichiwa Sanbiki no Mukade
236P w/ no summon
20 5.00/12.00 6 7 2 HLF R 10 4 20 -12
  • TRANSLATION NEEDED
  • Fully invincible 1~9F
  • Knocks down opponent on hit (untechable for 60F)
  • +1 Soul on hit
  • After 15 in-game seconds, Zappa can control which ghost he summons based on the last digit on the timer ???:
  • 1 = Dog, 2 = Triplets, 0 = Sword, any other digit = Random between Dog, Triplets, and Sword
  • If Zappa has 8 Souls, Raoh is summoned instead
  • ???

Dog Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Dog Awaken
D w/ Sleeping Dog ???
-- -- -- -- -- -- -- -- -- 30 total --
  • TRANSLATION NEEDED
  • Dog can perform attack from 31F onwards
Dog Attack (Neutral)
5D w/ Dog
20 -/1.20 0 7 2 HLF[All] -- 16[16] 8 36[60] --
  • Low profile 1~6F, 48~50F, and 54~59F
  • Can only cancel into this attack from Dog Attack (5D) or Dog Attack (Bite) (2D)
  • see notes *1
Dog Attack (Forward)
6D w/ Dog
20 -/1.20 0 7 2 HLF[All] -- 17[17] 12 17[24 after landing] --
  • TRANSLATION NEEDED
  • On hit or block, Dog is in low profile from 1~13 and 34F onwards ???
  • Feet invincibile 14~33F
  • On hit or block, Dog performs rebound animation (total 61F)
  • ??? on air hit (untechable for 20F)
  • see notes *1
Dog Attack (Somersault)
8D w/ Dog
20 -/1.20 0 7 3 All[All] -- 10[see note] 12 31[24 after landing] --
  • Low profile 1~4F and 44F onwards
  • Feet invincibile 9~43F
  • Floats opponent on hit (untechable on ground hit for 28F)
  • +1[0] Soul on hit
  • Followup has startup 10F when performed after 5D or 2D
  • Followup has startup 4F when performed after 6D, 8D, or 4D->D
  • see notes *1
Dog Attack (Bite)
2D w/ Dog
45 -/1.20 20 6 5 HLF -- 36[36] 4 22[46] --
  • TRANSLATION NEEDED
  • Knocks down opponent on hit (untechable for 20F)
  • [Blockstun 24F]
  • Initial prorate 50%
  • [Chip damage x2 ???]
  • Followup can only be canceled into from 5D or 2D
  • +3[0] Souls on hit
  • +1[0] Souls on block
  • see notes *1
Dog Attack (Jump)
4D w/ Dog
-- -- -- -- -- -- -- -- -- total 59[24 after landing] --
  • Dog is invincible during move
  • Can perform Followup Attack (4D->D) between 2~43F [2~16F frames before landing]
  • see notes *1
Followup Attack
4D -> D w/ Dog
20 -/1.20 0 7 2 HA[All] -- 13[13] until landing 40 [24 after landing] --
  • TRANSLATION NEEDED
  • Low profile on hit or block from 1~12F of landing and 37F onwards ???
  • Above feet invincible 13~36F
  • Initial prorate 75%
  • Dog performs rebound animation on hit or block
  • Slams down on air hit (untechable for 12F) ???
  • see notes *1
TRANSLATION NEEDED
*1: Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move.
Dog is invincible while idle.
If the dog idles for 300F, it enters sleep mode, 30F to wake up dog from sleep.
If a Dog Attack hits or is blocked, can perform follow up attack versions of other Dog Attack attacks on any of the following frames.
The last 24F of the recovery of follow-up versions of Dog Attack attacks are invincible.

Triplet Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Sono Mama Kaette Konaide Kudasai
236P/K/S/H w/ Triplets air OK
16 2.00/1.20 0 7 3 All F 9 see notes total 39 -6
  • TRANSLATION NEEDED
  • Attack Level 2
  • Zappa is in CH state during recovery
  • Hitstop 13F
  • FRC timing 10~11F
  • If Zappa has no ghosts, nothing is fired and has a total animation length of 49F
  • see notes *2 and *3
  • Active time is as follows:
  • P version: 2 bounces off the floor (78F when performed on the ground)
  • K version: 3 bounces off the floor (49F for ground version)
  • S version lasts until it reaches the edge of the screen
  • H lasts until it hits the floor (46F for ground version)
  • P version has 15F of startup, on 37F the Triplet's horizontal position changes to match that of the opponent then drops straight down, for the ground version, startup of 53F to hit a standing opponent (tested on Sol)
D Sono Mama Kaette Konaide Kudasai
236D w/ Triplets air OK
16x3 2.00/1.20x3 0 7x3 3 All F 11 see notes total 47 see notes
  • TRANSLATION NEEDED
  • Attack Level 2
  • Zappa is in CH state during recovery
  • Hitstop 13F
  • FRC timing 16~17F
  • Active frames are the same as the K, S, and H versions
  • Frame Adv varies depending on number of ghosts remaining
  • 3 ghosts (K,S,H): -10, 2 ghosts (S,H): -11, 1 ghost (S): -12
  • Air version has total length 49F ???
  • see notes *2 and *3
Bananna 0 -/2.64 0 7 2 LF -- -- 99 -- --
  • TRANSLATION NEEDED
  • Knocks down opponent on ground hit
  • Hitstop 6
  • Chip damage x0
  • Pulls in opponent on knocks down ???
Golf Ball 30 -/3.84 0 6 4 All -- 38 -- -- --
  • Chip damage x0
Hachiue 25 -/2.64 0 7 2 All -- 1 43 -- --
  • Hitstop 6F
  • Chip damage x0
Recall Triplets
214P in Haunt Mode
-- -- -- -- -- -- -- -- -- 28 total --
  • TRANSLATION NEEDED
  • Triplets begin returning on 18F ???
  • Recalling Triplets ends Haunting ???
  • Zappa is in CH state from 1~20F
TRANSLATION NEEDED
*2: Triplet haunts the opponent on hit.
Haunting lasts 481F, after which Triplet returns.
On block or when negating a projectile, Triplet disappears for 101F, after which it loiters for 23F before returning to Zappa.
If the Triplet fails to hit anything, the total time it spends disappeared is 23F for the P and K versions, 2F for the S and H versions, after which it loiters in place for 122F before returning to Zappa.
Triplets can be picked up while loitering.
Launched Triplets disappear immediately if Zappa is hit.
*3: +1 Soul 1F after a successful hit and activates Haunting.
The ghost that hit the opponent will haunt him for 481F before returning.
Haunting causes a random item (golf ball, banana, or Hachiue) to be thrown at the opponent on 1F, 121F, 241F, and 361F of Haunting.

Sword Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Itasou, the iuka Itai
236S w/ Sword
20 2.50/6.00 14 6 4 HLF RF 12 16 13 -12
  • Staggers oppoonent on ground CH (max 43F)
  • Zappa has 28F recovery on hit or block
  • FRC timing is 1~2F of recovery on hit or block
  • Can cancel into Followup from 12F of recovery onwards on hit or block
  • If the attack hits really late into the active frames, you cannot cancel this move into Followup
  • +1 Souls on hit
Followup
236S->H w/ Sword
45 3.00/7.20 10 7 3 HLF R 9 12 26 -24
  • Knocks down opponent on hit
  • Zappa is in CH state during recovery
  • +3 Souls on hit
Ochitoite Kudasai
623H w/ Sword
40 2.50/6.00 14 6 4 HLF RF 10 9 29 -21
  • Fully invincible 1~11F
  • Throw invincible on 12F
  • Floats opponent on hit (untechable for 26F)
  • Initial prorate 90%
  • FRC timing 13~16F
  • +2 Souls on hit
Chikazuku to Yukimasu
63214H w/ Sword
30 1.50/3.60 20 6 5 HLF RF 17 4 16 -1
  • Wall bounces opponent on hit (untechable on ground hit for 28F)
  • FRC timing 17~20F
  • +2 Souls on hit
Hai, Kaerimasu
j.236H w/ Sword
24xn 2.50/3.00xn 6xn 4xn 3 All R 12 till landing 23 after landing --
  • Floats opponent on hit (untechable for 24F)
  • Sword first hits below Zappa
  • Sword starts spinning on hit or block (1 full revolution takes 8F)
  • Hitstop 6F
  • FRC timing 1~2F after landing

Raoh Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Darkness Anthem
236S w/ Raoh
35x2 2.00/3.60x2 14x2 6x2 5 HLF -- 25 18 8 +7
  • TRANSLATION NEEDED
  • Knocks down opponent on air hit
  • Can cancel into Followup Attack from 24~35F
  • Darkness anthem projectile can still remain even after canceling into followup ???
  • Chip damage x4
  • Max 2 hits
  • Projectile appears on 23F
Air Darkness Anthem
j.236S w/ Raoh
35x2 2.00/3.60x2 14x2 6x2 4 HLF -- 25 18 26 +7
  • TRANSLATION NEEDED
  • Can cancel into Followup Attack from 2~35F ???
  • Followup Attack starts up on 36F
  • Projectile appears on 23F
  • Listed Frame Adv is from fastest attack possible performed from standing (startup 28F, total 50F)
Followup Attack
Darkness Anthem -> P/K/S/H
50 -/3.60 14 6 4 HLF -- 15 34(2)20 total 38 0
  • Knocks down opponent on hit
  • Zappa is in CH state during recovery
  • Chip damage x0.375
  • Max 1 hit
  • Darkness anthem attack disappears on 13F (if it hasn't already)
Last Edogai
214S w/ Raoh
80 3.00/7.20 20 6 5 HLF R 4 12 37 -30
  • Fully invincible 1~4F
  • Strike invincible 5~7F
  • Floats opponent on hit (untechable for 60F)
  • Zappa is in CH state during recovery
  • Chip damage x0
  • Attack is fully extended on 10F
Air Last Edogai
j.214S w/ Raoh
80 3.00/7.20 20 6 5 All R 4 12 3 after landing -35
  • Listed Frame Adv is from fastest attack possible performed from standing (startup 7F)
  • Fully invincible 1~4F
  • Strike invincible 5~7F
  • Floats opponent on hit (untechable for 60F)
  • Zappa is in CH state during recovery
  • Chip damage x0
  • Attack is fully extended on 10F

Force Breaks

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Regiashou wa Koko Kara
214D
30 -- 15 6 5 HF R 16 5 11 +3
  • Slams down and knocks down opponent on hit
  • Ground bounces and knocks down opponent on CH
  • Zappa is in CH state during recovery
  • Removes Zappa's current summon (if he has one) on 1F
  • +2 Soul on hit

Overdrives

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Umareru!!
632146H
40x4 -- 14x4 6x4 4 HLF R 1+11 8 30 -15
  • Fully invincible 1~19F
  • Strike invincible 20~21F
  • Knocks down opponent on hit
  • Hitstop 7F
  • Removes Zappa's current summon (if he has one) on 1F
  • +2 Souls on hit
Bellows Malice
632146S w/ Raoh
40x10 -- 20x10 6x10 5 HLF -- 5+10 27 total 37 +13
  • Fully invincible 1~5F
  • Knocks down opponent on hit
  • Zappa is in CH state during recovery
  • Hitstop 7F
  • Chip damage x2.5

Instant Kill

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Kowai yo~
in IK Mode 236236H
Fatal -- -- -- -- 30 pixels -- 4+1 35 10 --
  • IK Mode activation: 76F
  • Strike invincibile 1~5F

Guilty Gear: Accent Core + R
Click [*] for character's frame data
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