GGACR/Zappa/Frame Data

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System Data


Summonless

input name damage guard startup active recovery onBlock gbp gbm level invuln prorate
input name damage guard startup active recovery onBlock gbp gbm level invuln prorate
5P 5P 9 Mid 5 2 6 +2 3 8 1 90%
5K 5K 22 Mid 9 6 8 -2 6 7 2 1~4F, 9~14F, 19~22F Feet
5~8F, 15~18F Lower Body
c.S c.S 26 Mid 8 6 18 -10 10 7 3
f.S f.S 30 Mid 13 9 10 -5 10 7 3
f.S Puddle 0 Low 34 3 5 7 2
5H 5H 20×3 High 22 3×6 12 -13 11×3 6×3 4 22~39F Lower Body
5D 5D 17 High 26 4 22 -9 11 20 4 10~33F Throw
18~37F Lower Body
6P 6P 24 Low 11 3 18 -7 8 7 3 1~13F Above Knees 90%
6H 6H 50 High 21 19 14 -14 15 6 5 44~49F Low Profile
50~57F Above Feet
2P 2P 12 Mid 5 3 9 -2 3 8 1 1~End Low Profile 90%
2K 2K 16 Low 7 6 7 -1 5 7 2 80%
2S 2S 26 Mid 11 9 12 -7 10 7 3 1~4F, 9~10F, 20~21F, 26~31F Low Profile
2H 2H 60 Mid 15 5 14 0 20 6 5
2D 2D 30 Low 11 6 12 -4 8 7 3 10~20F Low Profile
j.P j.P 13 High/Air 6 6 9 3 8 1
j.K j.K 22 High/Air 10 11 18 5 7 2
j.S j.S 32 High/Air 9 3 15 8 7 3
j.H j.H 28 High/Air 12 2(1)2 12 8 7 3
j.D j.D 44 High/Air 9 6 18+5 after landing 8 7 3
236P Hello, Three Centipedes 20 Mid 10 4 20 -12 6 7 2 1~13F All
14~End Throw

Triplets

input name damage guard startup active recovery onBlock gbp gbm level invuln prorate
input name damage guard startup active recovery onBlock gbp gbm level invuln prorate
c.S c.S 20 Mid 6 2 12 0 10 7 3
f.S f.S 20 Mid 9 7 7 0 10 7 3 90%
f.SS f.SS 20 Mid 9 7 9 -2 10 7 3 90%
f.SSS f.SSS 20 Mid 9 7 11 -4 10 7 3 90%
5H 5H 25 Mid 14 5 13 -4 10 7 3
5HH 5HH 25 Mid 14 5 15 -6 10 7 3
5HHH 5HHH 25 Mid 14 5 17 -8 10 7 3
6S 6S 28 Mid 14 6 20 -9 14 6 4
6SS 6SS 28 Mid 14 6 22 -11 14 6 4
6SSS 6SSS 28 Mid 14 6 24 -13 14 6 4
6H 6H 30×3 High 16 5(3)5(10)5 8 +4,-11,-19 11×3 6×3 4
2S 2S 18 Low 5 6 6 0 5 7 2
2SS 2SS 18 Low 5 6 8 -2 5 7 2
2SSS 2SSS 18 Low 5 6 10 -4 5 7 2
2H 2H 25 All 14 9 14 +2 6 7 3
2HH 2HH 25 All 14 9 16 0 6 7 3
2HHH 2HHH 25 All 14 9 18 -2 6 7 3
j.S j.S 25 All 10 5 25 10 7 3
j.2S j.2S 18 All 7 6 8 3 7 2
j.H j.H 25 All 19 9 17 6 7 3
236P Please Don't Come Back 16 All 15 see notes Total 39 0 7 3
236K/S/H Please Don't Come Back 16 All 9 See notes Total 39 -6 0 7 3
236D Please Don't Come Back 16×3 All 11 see notes Total 52 see notes 0 7×3 3
Banana Banana 0 Low 99 0 5 2
Golf Ball Golf Ball 30 All 38 0 6 4
Potted Plant Potted Plant 25 All 1 43 0 7 2
214P I Was Lonely After All... Total 32
*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 Potted Plant) to be thrown at the opponent on 1F, 121F, 241F, and 361F of Haunting.

Dog

input name damage guard startup active recovery onBlock gbp gbm level invuln prorate
input name damage guard startup active recovery onBlock gbp gbm level invuln prorate
D Awaken Dog Total 30
5D 5D 20 Mid 16 8 36 [60] 0 7 2 1~6F, 48~50F, 54~59F Low Profile
6D 6D 20 Mid 17 12 17 [24 after landing] 0 7 2 1~13F, 34F onwards Low Profile
14~33F Feet
8D 8D 20 All 10 [see notes] 12 31 [24 after landing] 0 7 3 1~4F, 44F onwards Low Profile
9~43F Feet
2D 2D 45 Mid 36 4 27 [51] 10 7 3
4D 4D Total 59 [24 after landing] All
4DD 4DD 20 High/Air 13 Until landing 40 [24 after landing] 0 7 2 1~12F, 37F onwards Low Profile
13~36F Above Feet
75%
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 up to 25F before ending the attack
The last 24F of the recovery of follow-up versions of Dog Attack attacks are invincible.
The knockback on Dog attacks is based on the Dog's position

Sword

input name damage guard startup active recovery onBlock gbp gbm level invuln prorate
input name damage guard startup active recovery onBlock gbp gbm level invuln prorate
c.S c.S 36 All 5 4 14 -4 0 7 3
f.S f.S 30 All 8 2 19 -4 0 6 4 90%
5H 5H 30×2 All 9 2(10)3 16 -2 0 6×2 4
6H 6H 29,15 High/Air→All, Low/Air 13 24,6 2 +4 0 6,7 4,2
2S 2S 22 Low/Air [All] 9 3 15 -6 0 7 2 85%
2H 2H 30×2 All 7 14,8 9 +2 0 6×2 5
j.S j.S 26 High/Air 7 3 18 0 7 2 80%
j.H j.H 32 High/Air 9 9 15 0 7 2 90%
236S This Has Gotta Hurt 20 Mid 12 16 13 -12 14 6 4
236S~H This Has Gotta Hurt Followup 45 Mid 9 12 26 -24 10 7 3
623H Please Fall 40 All 10 9 29 -21 14 6 4 1~12F Upper Body, Throw 90%
63214H Come Close, and I'll Kill You 30 All 17 4 16 -3 14 6 4
j.236H Coming Through 24×N All 12 Until landing 23 after landing 6×N 4×N 3

Raoh

input name damage guard startup active recovery onBlock gbp gbm level invuln prorate
input name damage guard startup active recovery onBlock gbp gbm level invuln prorate
c.S c.S 40 Mid 10 11 0 +6 14 6 4
f.S f.S 36 Mid 9 6 16 -5 14 6 4
5H 5H 48 Low 13 9 13 -3 15 6 5
5D 5D 30 High 24 5 8 +4 11 6 4
6H 6H 76 Mid 17 6 24 -11 20 6 5
2S 2S 36 Low 7 3 11 0 8 7 3
2H 2H 68 Low 19 8 12 -1 15 6 5
j.S j.S 35 High/Air 7 3 15 8 7 3
j.H j.H 45 High/Air 16 6 13 11 6 4
236S Darkness Anthem 35×2 Mid 25 18 8 +7 14×2 6×2 5
j.236S Air Darkness Anthem 35×2 Mid 25 18 8 +7 14×2 6×2 5
236S>P/K/S/H Darkness Anthem Followup 50 Mid 15 34(2)20 Total 38 0 20 6 4
214S Last Edguy 80 Mid 4 12 37 -30 20 6 5 1~4F All
5~7F Strike
j.214S Air Last Edguy 80 All 4 12 38+Until Landing+3 -35 20 6 5 1~4F All
5~7F Strike
632146S Bellows Malice 40×10 Mid 5+10 27 Total 37 +13 20×10 6×10 5 1~5F All

Specials

No Summon Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Hello, Three CentipedesGGAC Zappa konnichiwa.png
236P


  • Knocks down opponent on hit (untechable for 60F)
  • Removes OTG status on opponent on hit
  • +1 Soul on hit
  • On the 15F, 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
  • ???

Sword Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
This Has Gotta HurtGGAC Zappa itasou.png
236S


  • Staggers oppoonent on ground CH (max 43F)
  • Zappa has 28F recovery on hit or block, 13F recovery on whiff
  • FRC timing is 1~3F 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
FollowupGGAC Zappa itasou.png
236S->H


  • Knocks down opponent on hit
  • Zappa is in CH state during recovery
  • +3 Souls on hit
Please FallGGAC Zappa ochitoite.png
623H


  • Floats opponent on hit (untechable for 26F)
  • Initial prorate 90%
  • FRC timing 13~16F
  • +2 Souls on hit
Come Close, and I'll Kill YouGGAC Zappa 63214H.png
63214H


  • Wall bounces opponent on hit (untechable on ground hit for 28F)
  • FRC timing 17~20F
  • +2 Souls on hit
Coming ThroughGGAC Zappa hai.png
j.236H


  • 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Darkness AnthemGGAC Zappa darkness.png
236S


  • Knocks down opponent on air hit
  • Can cancel into Followup Attack from 24~35F
  • Darkness anthem projectile is still active after inputting the Followup Attack
  • Chip damage x4
  • Max 2 hits
  • Projectile appears on 23F
Air Darkness AnthemGGAC Zappa darkness.png
j.236S


  • Can cancel into Followup Attack from 2~35F
  • Followup Attack starts up on 36F
  • Projectile appears on 23F
  • Listed Frame Adv is from TKing attack (startup 28F, total 50F)
Followup AttackGGAC Zappa darknessFollowup.png
Darkness Anthem > P/K/S/H


  • 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 EdguyGGAC Zappa edogai.png
214S


  • 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 EdguyGGAC Zappa edogai.png
j.214S


  • Listed Frame Adv is from TKing attack (startup 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

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Etiquette Starts HereGGAC Zappa regaishou.png
214D


  • Slams down and knocks down opponent on hit
  • Ground bounces opponent and fully untechable on CH
  • Zappa is in CH state during recovery
  • Removes Zappa's current summon on 1F
  • +2 Soul on hit

Other

input name damage guard startup active recovery onBlock gbp gbm level invuln prorate
input name damage guard startup active recovery onBlock gbp gbm level invuln prorate
Ground Throw Ground Throw 60 45 pixels 6 50%
Air Throw Air Throw 60 88 pixels 6 50%
DAA Dead Angle Attack 25 All 15 4 15 -5 10 7 3 1~20F All
21~31F Throw
50%
214D Etiquette Starts Here 30 High 16 5 11 +3 15 6 5
632146H Birth!! 40×4 Mid 1+11 8 30 -15 14×4 6×4 4 1~19F All
20~21F Strike
236236H I'm Scared... Fatal 30 pixels 4+2 35 10 1~5F Strike

Gatling Table

No Summon

Ground Gatlings
P K S H D Cancel
5P 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6P - - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Sp
f.S - - 2S 5H, 2H, 6H 5D, 2D Sp
2S - - f.S 5H, 2H 5D, 2D Sp
5H - - - - - -
2H 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Sp
6H - - - - - -
5D - - - - - Homing jump, Sp
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P - j.K j.S j.H j.D Jump
j.K j.P - j.S - - -
j.S - j.K - j.H j.D Jump
j.H - - - - j.D -
j.D - - - - - -

Dog

Ground Gatlings
P K S H D Cancel
5P 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H Jump, Sp
2P 6P 5K, 2K c.S, f.S, 2S 5H, 2H Jump, Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H Jump, Sp
5K 6P - c.S, f.S, 2S 5H, 2H, 6H Sp
2K 6P - c.S, f.S, 2S 2H Sp
c.S 6P - f.S, 2S 5H, 2H Sp
f.S - - 2S 5H, 2H Sp
2S - - 5H, 2H Sp
5H - - - - - -
2H 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 6H Jump, Sp
6H - - - - - -
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H Jump
j.K j.P - j.S - - -
j.S - j.K - j.H Jump
j.H - - - - -

Sword

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
6P - 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 6P - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
2K 6P - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, 6H 5D, 2D Sp
2S - - - 5H, 2H, 6H 5D, 2D Sp
5H - - - - 5D, 2D Sp
2H - - - 6H - Jump, Sp
6H - - - - - Sp
5D - - - - - Homing jump, Sp
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, Sp
j.K j.P - j.S - - Sp
j.S - j.K - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp

Triplet

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S, 6S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6P - - c.S, f.S, 2S, 6S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 6P - c.S, f.S, 2S, 6S 5H, 2H 5D, 2D Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S 6P - f.S, 2S, 6S 5H, 2H 5D, 2D Jump, Sp
f.S1 - - f.S, 2S, 6S 5H, 2H 5D, 2D Jump, Sp
2S2 - - f.S, 2S, 6S 5H, 2H 5D, 2D Sp
6S1 - - f.S, 2S, 6S 5H, 2H 5D Jump, Sp
5H1 - - f.S, 2S, 6S 5H, 2H - Jump, Sp
2H3 - - - 2H - -
6H - - - - - -
5D - - - - - Homing jump, Sp
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S, j.2S j.H j.D Jump, Sp
j.K j.P - j.S, j.2S - - Sp
j.S1 - j.K j.S, j.2S j.H j.D Sp
j.2S1 - - j.S, j.2S j.H - Sp
j.H3 - - - j.H - -
j.D - - - - - Sp
  • 1 = Can gatling into itself up to 3 times, and as many ghosts you have available. 1 gatling consumes 1 ghost. Attempting to gatling more times than you have ghosts available will cause Zappa to pose for the move, but with no active hitbox and completely vulnerable.
  • 2 = Same as above, except cannot cancel into other Ghost normals on whiff.
  • 3 = Same as *1, except can only self-gatling once activated, and each usage expends one ghost. Expended ghosts will be unusable for 104f and return on 122f.

Raoh

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Sp
f.S - - 2S 5H, 2H 5D, 2D Jump, Sp
2S - - - 5H, 2H 5D, 2D Sp
5H - - - 2H 5D, 2D Sp
2H - - - - 5D, 2D Sp
6H - - - - - Sp
5D - - - - - Homing jump, Sp
2D - - - 6H - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, Sp
j.K j.P - j.S - j.D Sp
j.S j.P j.K - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGACR/Zappa/Data.