GGACR/Zappa/Frame Data: Difference between revisions

From Dustloop Wiki
< GGACR‎ | Zappa
Line 1,620: Line 1,620:
  |gb+=14x2
  |gb+=14x2
  |gb-=6x2
  |gb-=6x2
  |level=4
  |level=5
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=--
Line 1,628: Line 1,628:
  |frameAdv=+7
  |frameAdv=+7
  |description=
  |description=
{{ColumnList |text=
*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
}}
  }}
  }}
|-
|-
Line 1,641: Line 1,650:
  |startup=25
  |startup=25
  |active=18
  |active=18
  |recovery=8
  |recovery=26
  |frameAdv=+7
  |frameAdv=+7
  |description=
  |description=
{{ColumnList |text=
*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)
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Followup Attack<div><small>Darkness Anthem -> P/K/S</small></div>
  |version=Followup Attack<div><small>Darkness Anthem -> P/K/S/H</small></div>
  |damage=50
  |damage=50
  |tension=-/3.60
  |tension=-/3.60
Line 1,658: Line 1,674:
  |active=34(2)20
  |active=34(2)20
  |recovery=total 38
  |recovery=total 38
  |frameAdv=+0
  |frameAdv=0
  |description=
  |description=
{{ColumnList |text=
*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)
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Last Edogai<div><small>214S w/ Raoh</small></div>
  |version=Last Edogai<div><small>214S w/ Raoh</small></div>
  |damage=100
  |damage=80
  |tension=3.00/7.20
  |tension=3.00/7.20
  |gb+=20
  |gb+=20
Line 1,676: Line 1,699:
  |frameAdv=-30
  |frameAdv=-30
  |description=
  |description=
{{ColumnList |text=
*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
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Air Last Edogai<div><small>j.214S w/ Raoh</small></div>
  |version=Air Last Edogai<div><small>j.214S w/ Raoh</small></div>
  |damage=100
  |damage=80
  |tension=3.00/7.20
  |tension=3.00/7.20
  |gb+=20
  |gb+=20
  |gb-=6
  |gb-=6
  |level=5
  |level=5
  |guard=HLF
  |guard=All
  |cancel=R
  |cancel=R
  |startup=4
  |startup=4
  |active=12
  |active=12
  |recovery=37
  |recovery=3 after landing
  |frameAdv=-30
  |frameAdv=-35
  |description=
  |description=
{{ColumnList |text=
*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
}}
  }}
  }}
|-
|-

Revision as of 07:11, 30 December 2012

Normal Moves

Unsummon Normals

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Triplet Normals

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
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

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Raoh Normals

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Throws

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Special Moves

Unsummoned Specials

Template:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Dog Specials

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
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

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
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: Gains +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

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Raoh Specials

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Force Breaks

Template:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Overdrives

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Instant Kill

Template:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability