GGACR/Zappa/Frame Data: Difference between revisions

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Line 1: Line 1:
==[[System Data (GGACR)|System Data]]==
{{CharData-GGACR
|defense=x 1.00
|guts=2
|stun=60
|jumpStartup=4
|backdashTime=11
|backdashInv=10
}}
==Normal Moves==
==Normal Moves==
===No Summon Normals===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
Line 12: Line 23:
  |level=1
  |level=1
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=5
  |startup=5
  |active=2
  |active=2
Line 18: Line 29:
  |frameAdv=+2
  |frameAdv=+2
  |description=
  |description=
{{ColumnList |col=1 |text=
*Initial prorate 90%
}}
  }}
  }}
|-
|-
Line 29: Line 42:
  |level=2
  |level=2
  |guard=HLF
  |guard=HLF
  |cancel=CR
  |cancel=SR
  |startup=9
  |startup=9
  |active=6
  |active=6
Line 35: Line 48:
  |frameAdv=-2
  |frameAdv=-2
  |description=
  |description=
{{ColumnList |text=
*Feet invincible 1~4F, 9~14F, 19~22F
*Lower body invincible 5~8F, 15~18F
*Knocks down opponent on ground CH
}}
  }}
  }}
|-
|-
Line 45: Line 63:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=8
  |startup=8
  |active=6
  |active=6
Line 55: Line 73:
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=f.S
  |version=f.S
  |damage=20
  |damage=30
  |tension=2.64
  |tension=2.64
  |gb+=10
  |gb+=10
Line 61: Line 79:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CR
  |cancel=SR
  |startup=13
  |startup=13
  |active=9
  |active=9
  |recovery=7
  |recovery=10
  |frameAdv=-2
  |frameAdv=-5
  |description=
  |description=
{{ColumnList |text=
*Spit reaches it's maximum horizontal distance in 19F
*If the 1st hit whiffs, it turns into f.S (on ground)
}}
  }}
  }}
|-
|-
Line 75: Line 97:
  |gb+=3
  |gb+=3
  |gb-=8
  |gb-=8
  |level=1
  |level=2
  |guard=HLF
  |guard=L
  |cancel=cCJR
  |cancel=
  |startup=7
  |startup=34
  |active=5
  |active=3
  |recovery=6
  |recovery=
  |frameAdv=-1
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
*Knocks down opponent on hit
}}
  }}
  }}
|-
|-
Line 99: Line 124:
  |frameAdv=-7
  |frameAdv=-7
  |description=
  |description=
{{ColumnList |text=
*Lower body invincible 22~39F
*Hitstop 7F
*Max 3 hits
*FRC timing 31~33F, 37~39F
}}
  }}
  }}
|-
|-
Line 109: Line 140:
  |level=3
  |level=3
  |guard=LF
  |guard=LF
  |cancel=CJR
  |cancel=SJR
  |startup=11
  |startup=11
  |active=3
  |active=3
Line 115: Line 146:
  |frameAdv=-7
  |frameAdv=-7
  |description=
  |description=
{{ColumnList |text=
*Above knees invincible 1~13F
*Initial prorate 90%
*Knocks down opponent on ground CH
}}
  }}
  }}
|-
|-
Line 128: Line 164:
  |startup=21
  |startup=21
  |active=19
  |active=19
  |recovery=26
  |recovery=14
  |frameAdv=-26
  |frameAdv=-14
  |description=
  |description=
{{ColumnList |text=
*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
}}
  }}
  }}
|-
|-
Line 141: Line 184:
  |level=4
  |level=4
  |guard=HF
  |guard=HF
  |cancel=CR
  |cancel=SR
  |startup=24
  |startup=26
  |active=4
  |active=4
  |recovery=22
  |recovery=22
  |frameAdv=-9
  |frameAdv=-9
  |description=
  |description=
{{ColumnList |text=
*Throw invincible 10~33F
*Lower body invincible 18~37F
*Zappa is in CH state during recovery
}}
  }}
  }}
|-
|-
Line 163: Line 211:
  |frameAdv=-5
  |frameAdv=-5
  |description=
  |description=
{{ColumnList |text=
*Fully invincible 1~20F
*Throw invincible 21~31F
*Knocks down opponent on ground hit
*Initial prorate 50%
}}
  }}
  }}
|-
|-
Line 173: Line 227:
  |level=1
  |level=1
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=5
  |startup=5
  |active=3
  |active=3
Line 179: Line 233:
  |frameAdv=-2
  |frameAdv=-2
  |description=
  |description=
{{ColumnList |text=
*Low profile 1F onwards
*Initial prorate 90%
}}
  }}
  }}
|-
|-
Line 187: Line 245:
  |gb+=5
  |gb+=5
  |gb-=7
  |gb-=7
  |level=3
  |level=2
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=7
  |startup=7
  |active=6
  |active=6
Line 195: Line 253:
  |frameAdv=-1
  |frameAdv=-1
  |description=
  |description=
{{ColumnList |col=1 |text=
*Initial prorate 80%
}}
  }}
  }}
|-
|-
Line 205: Line 266:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CR
  |cancel=SR
  |startup=11
  |startup=11
  |active=9
  |active=9
Line 211: Line 272:
  |frameAdv=-7
  |frameAdv=-7
  |description=
  |description=
{{ColumnList |text=
*Low profile 1~4F, 9~10F, 20~21F, 26~31F
*Staggers opponent on ground CH (max 54F)
}}
  }}
  }}
|-
|-
Line 221: Line 286:
  |level=5
  |level=5
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=15
  |startup=15
  |active=5
  |active=5
  |recovery=14
  |recovery=14
  |frameAdv=+0
  |frameAdv=0
  |description=
  |description=
{{ColumnList |text=
*Staggers opponent on ground hit (max 35F)
*Dizzy modifier x2
}}
  }}
  }}
|-
|-
Line 237: Line 306:
  |level=3
  |level=3
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=12
  |startup=11
  |active=6
  |active=6
  |recovery=12
  |recovery=12
  |frameAdv=-4
  |frameAdv=-4
  |description=
  |description=
{{ColumnList |col=1 |text=
*Low profile 10~20F
}}
  }}
  }}
|-
|-
Line 253: Line 325:
  |level=1
  |level=1
  |guard=HA
  |guard=HA
  |cancel=JR
  |cancel=SJR
  |startup=6
  |startup=6
  |active=6
  |active=6
  |recovery=9
  |recovery=9
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
  }}
  }}
Line 269: Line 341:
  |level=2
  |level=2
  |guard=HA
  |guard=HA
  |cancel=R
  |cancel=SR
  |startup=10
  |startup=10
  |active=11
  |active=11
  |recovery=18
  |recovery=18
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
  }}
  }}
Line 289: Line 361:
  |active=3
  |active=3
  |recovery=15
  |recovery=15
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
  }}
  }}
Line 305: Line 377:
  |active=2(1)2
  |active=2(1)2
  |recovery=12
  |recovery=12
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
*Max 1 hit
}}
  }}
  }}
|-
|-
Line 317: Line 392:
  |level=3
  |level=3
  |guard=HA
  |guard=HA
  |cancel=R
  |cancel=SR
  |startup=9
  |startup=9
  |active=6
  |active=6
  |recovery=18
  |recovery=18+5 after landing
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
*blows back opponent on normal hit (untechable on ground hit for 28F)
*Wall bounces opponent on CH (untechable on ground hit for 60F)
}}
  }}
  }}
|-
|-
|}
|}


===Triplet Normal Attacks===
===Triplet Normals===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
Line 333: Line 412:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=c.S (1)
  |version=c.S
  |damage=20
  |damage=20
  |tension=2.64
  |tension=2.64
Line 340: Line 419:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=6
  |startup=6
  |active=2
  |active=2
  |recovery=12
  |recovery=12
  |frameAdv=+0
  |frameAdv=0
  |description=
  |description=
{{ColumnList |col=1 |text=
}}
*see notes *1 and *2
{{FrameDataNoHeader-GGACR
}}
|version=c.S (2,3)
|damage=15
|tension=2.64
|gb+=3
|gb-=7
|level=2
|guard=HLF
|cancel=CJR
|startup=7
|active=2
|recovery=12
|frameAdv=-4
|description=
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=f.S (1)
  |version=f.S (1)
  |damage=15
  |damage=20
  |tension=2.64
  |tension=2.64
  |gb+=10
  |gb+=10
Line 373: Line 438:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=9
  |startup=9
  |active=7
  |active=7
  |recovery=7
  |recovery=7
  |frameAdv=+0
  |frameAdv=0
  |description=
  |description=
{{ColumnList |text=
*Initial prorate 90%
*Staggers opponent on ground hit (max 39F)
*see notes *1 and *2
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=f.S (2,3)
  |version=f.S (2,3)
  |damage=10
  |damage=20
  |tension=1.44
  |tension=1.44
  |gb+=3
  |gb+=3
  |gb-=8
  |gb-=8
  |level=1
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=10
  |startup=10
  |active=7
  |active=7
  |recovery=7
  |recovery=9,11
  |frameAdv=-4
  |frameAdv=-2
  |version=Hits 2, 3
|description=
{{ColumnList |text=
*Initial prorate 90%
*Staggers opponent on ground hit (max 35F)
*Listed Frame Adv is from the 2nd hit
*see notes *1 and *2
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=6S
|damage=28
|tension=??
|gb+=??
|gb-=??
|level=4
  |guard=HLF
|cancel=SJR
|startup=14
|active=6
|recovery=20
|frameAdv=-9
|description=
{{ColumnList |text=
*Press 6S again to perform a followup attack
*see notes *1, *2 and *4
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=5H (1)
  |version=5H (1)
|version=1st Hit
  |damage=25
  |damage=25
  |tension=2.64
  |tension=2.64
Line 407: Line 501:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=14
  |startup=14
  |active=5
  |active=5
Line 413: Line 507:
  |frameAdv=-4
  |frameAdv=-4
  |description=
  |description=
{{ColumnList |col=1 |text=
*see notes *1 and *2
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=5H (2,3)
  |version=5H (2,3)
  |damage=18
  |damage=25
  |tension=2.64
  |tension=2.64
  |gb+=3
  |gb+=3
  |gb-=7
  |gb-=7
  |level=2
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=15
  |startup=15
  |active=5
  |active=5
  |recovery=13
  |recovery=15,17
  |frameAdv=-8
  |frameAdv=-6
  |description=
  |description=
{{ColumnList |text=
*Listed Frame Adv is from the 2nd hit
*see notes *1 and *2
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=6H
  |version=6H
  |damage=36x3
  |damage=30x3
  |tension=3.84x3
  |tension=3.84x3
  |gb+=11x3
  |gb+=11x3
Line 445: Line 546:
  |frameAdv=+4
  |frameAdv=+4
  |description=
  |description=
{{ColumnList |text=
*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
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=2S (1)
  |version=2S (1)
  |damage=15
  |damage=18
  |tension=2.64
  |tension=2.64
  |gb+=5
  |gb+=5
Line 456: Line 560:
  |level=2
  |level=2
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=5
  |startup=5
  |active=6
  |active=6
  |recovery=6
  |recovery=6
  |frameAdv=+0
  |frameAdv=0
  |description=
  |description=
{{ColumnList |col=1 |text=
*see notes *1 and *2
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=2S (2,3)
  |version=2S (2,3)
  |damage=15
  |damage=18
  |tension=1.44
  |tension=1.44
  |gb+=3
  |gb+=3
  |gb-=8
  |gb-=8
  |level=1
  |level=2
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=6
  |startup=6
  |active=6
  |active=6
  |recovery=6
  |recovery=8,10
  |frameAdv=-2
  |frameAdv=-2
  |description=
  |description=
{{ColumnList |col=1 |text=
*Listed Frame Adv is from the 2nd hit
*see notes *1 and *2
}}
  }}
  }}
|-
|-
Line 489: Line 599:
  |level=3
  |level=3
  |guard=All
  |guard=All
  |cancel=--
  |cancel=
  |startup=17
  |startup=14
  |active=9
  |active=9
  |recovery=11
  |recovery=14
  |frameAdv=+5
  |frameAdv=+2
  |description=
  |description=
{{ColumnList |text=
*Floats opponent on hit (untechable for 22F)
*Level 2 Attack on block
*see notes *1, *2, and *3
}}
  }}
  }}
|-
|-
Line 505: Line 620:
  |level=3
  |level=3
  |guard=All
  |guard=All
  |cancel=--
  |cancel=-
  |startup=18
  |startup=14
  |active=9
  |active=9
  |recovery=11
  |recovery=16
  |frameAdv=+5
  |frameAdv=0
  |description=
  |description=
{{ColumnList |text=
*Floats opponent on hit (untechable for 24F)
*Level 2 Attack on block
*Listed Frame Adv from the 2nd hit
*see notes *1, *2, and *3
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=j.S (1)
  |version=j.S (1)
  |damage=35
  |damage=25
  |tension=2.64
  |tension=2.64
  |gb+=10
  |gb+=10
  |gb-=7
  |gb-=7
  |level=3
  |level=3
  |guard=HA
  |guard=All
  |cancel=CR
  |cancel=SR
  |startup=14
  |startup=10
  |active=5
  |active=5
  |recovery=21
  |recovery=21
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
*see notes *1, and *2
}}
  }}
  }}
|-
|-
Line 536: Line 659:
  |gb+=3
  |gb+=3
  |gb-=7
  |gb-=7
  |level=2
  |level=3
  |guard=HA
  |guard=All
  |cancel=CR
  |cancel=SR
  |startup=15
  |startup=11
  |active=5
  |active=5
  |recovery=21
  |recovery=21
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
 
{{ColumnList |col=1 |text=
*see notes *1, and *2
}}
  }}
  }}
|-
|-
Line 555: Line 680:
  |level=3
  |level=3
  |guard=All
  |guard=All
  |cancel=--
  |cancel=
  |startup=14
  |startup=19
  |active=9
  |active=9
  |recovery=17
  |recovery=17
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
*Floats opponent on hit (untechable for 22F)
*Level 2 Attack on block
*see notes *1, *2, and *3
}}
  }}
  }}
|-
|-
Line 569: Line 699:
  |gb+=6
  |gb+=6
  |gb-=7
  |gb-=7
  |level=4
  |level=3
  |guard=All
  |guard=All
  |cancel=--
  |cancel=
  |startup=15
  |startup=15
  |active=9
  |active=9
  |recovery=17
  |recovery=17
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
   
{{ColumnList |text=
*Floats opponent on hit (untechable for 22F)
*Level 2 Attack on block
*see notes *1, *2, and *3
}}
  }}
|-
{{FrameDataNoHeader-GGACR
|version=j.2S
|damage=18
|tension=??
|gb+=??
|gb-=??
|level=2
|guard=All
|cancel=SR
|startup=7
|active=6
|recovery=8
|frameAdv=
|description=
{{ColumnList |col=1 |text=
*Level 1 Attack on block
}}
}}
|-
|}
: *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 1st 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.
: *4: Can be cancelled into other moves too
 
===Dog Normals===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
{{FrameDataNoHeader-GGACR
|version=Dog Awaken<div><small>D during sleeping Dog</small></div>
|damage=
|tension=
|gb+=
|gb-=
|level=
|guard=
|cancel=
|startup=
|active=
|recovery=30 total
|frameAdv=
|description=
{{ColumnList |col=1 |text=
*Dog can perform attack from 31F onwards
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=5D
|damage=20
|tension=-/1.20
|gb+=0
|gb-=7
|level=2
|guard=HLF[All]
|cancel=
|startup=16[16]
|active=8
|recovery=36[60]
|frameAdv=
|description=
{{ColumnList |text=
*Low profile 1~6F, 48~50F, and 54~59F
*Can only cancel into this attack from 5D or 2D
*see notes *1
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=6D
|damage=20
|tension=-/1.20
|gb+=0
|gb-=7
|level=2
|guard=HLF[All]
|cancel=
|startup=17[17]
|active=12
|recovery=17[24 after landing]
|frameAdv=
|description=
{{ColumnList |text=
*Low profile on 1~13F and 34F~ (landing time after a hit or block)
*Feet invincible 14~33F
*On hit or block, Dog performs rebound animation (total 61F)
*Pulls in opponent on air hit (untechable for 20F)
* see notes *1
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=8D
|damage=20
|tension=-/1.20
|gb+=0
|gb-=7
|level=3
|guard=All[All]
|cancel=
|startup=10[see note]
|active=12
|recovery=31[24 after landing]
|frameAdv=
|description=
{{ColumnList |text=
*Low profile 1~4F and 44F onwards
*Feet invincible 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
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=2D
|damage=45
|tension=-/1.20
|gb+=20
|gb-=6
|level=3
|guard=HLF
|cancel=
|startup=36[36]
|active=4
|recovery=22[46]
|frameAdv=
|description=
{{ColumnList |text=
*Knocks down opponent on hit (untechable for 20F)
*[Blockstun 24F]
*Initial prorate 50%
*[Chip damage x2]
*Follow-up version can only be done from 5D or 2D
*+3[0] Souls on hit
*+1[0] Souls on block
* see notes *1
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=4D
|damage=
|tension=
|gb+=
|gb-=
|level=
|guard=
|cancel=
|startup=
|active=
|recovery=total 59[24 after landing]
|frameAdv=
|description=
{{ColumnList |text=
*Dog is invincible during move
*Can perform Followup Attack (4D->D) between 2~43F [2~16F frames before landing]
* see notes *1
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=4DD
|damage=20
|tension=-/1.20
|gb+=0
|gb-=7
|level=2
|guard=HA[All]
|cancel=
|startup=13[13]
|active=until landing
|recovery=40 [24 after landing]
|frameAdv=
|description=
{{ColumnList |text=
*Low profile on 1~12F and 37F~ on hit or block (after landing)
*Above feet invincible 13~36F
*Initial prorate 75%
*Dog performs rebound animation on hit or block
*Slams down opponent on air hit (untechable for 12F)
* see notes *1
}}
  }}
  }}
|-
|-
|}
|}
===Sword Normal Attacks===
: *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 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 Normals===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
Line 593: Line 922:
  |gb-=7
  |gb-=7
  |level=3
  |level=3
  |guard=HLF
  |guard=All
  |cancel=CJR
  |cancel=SJR
  |startup=5
  |startup=5
  |active=4
  |active=4
Line 600: Line 929:
  |frameAdv=-4
  |frameAdv=-4
  |description=
  |description=
{{ColumnList |col=1 |text=
*Forces opponent into stand state on hit
}}
   
   
  }}
  }}
Line 610: Line 942:
  |gb-=6
  |gb-=6
  |level=4
  |level=4
  |guard=HLF
  |guard=All
  |cancel=CJR
  |cancel=SJR
  |startup=8
  |startup=8
  |active=2
  |active=2
Line 617: Line 949:
  |frameAdv=-4
  |frameAdv=-4
  |description=
  |description=
  }}
  }}
|-
|-
Line 627: Line 958:
  |gb-=6x2
  |gb-=6x2
  |level=5
  |level=5
  |guard=HLF
  |guard=All
  |cancel=CR
  |cancel=SR
  |startup=9
  |startup=9
  |active=2(10)3
  |active=2(10)3
  |recovery=16
  |recovery=16
  |frameAdv=+0
  |frameAdv=0
  |description=
  |description=
   
   
Line 645: Line 976:
  |level=4,2
  |level=4,2
  |guard=see note
  |guard=see note
  |cancel=CR
  |cancel=SR
  |startup=13
  |startup=13
  |active=24,6
  |active=24,6
Line 651: Line 982:
  |frameAdv=+4
  |frameAdv=+4
  |description=
  |description=
{{ColumnList |text=
*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
}}
  }}
  }}
|-
|-
Line 662: Line 998:
  |level=3
  |level=3
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=9
  |startup=9
  |active=3
  |active=3
Line 668: Line 1,004:
  |frameAdv=-4
  |frameAdv=-4
  |description=
  |description=
{{ColumnList |col=1 |text=
*Must be blocked low even if the Sword attack comes out higher than the default ground position
}}
  }}
  }}
|-
|-
Line 678: Line 1,016:
  |gb-=6x2
  |gb-=6x2
  |level=5
  |level=5
  |guard=HLF
  |guard=All
  |cancel=CJR
  |cancel=SJR
  |startup=7
  |startup=7
  |active=14,8
  |active=14,8
Line 685: Line 1,023:
  |frameAdv=+2
  |frameAdv=+2
  |description=
  |description=
{{ColumnList |text=
*Zappa is in CH state during recovery
*Frame Adv is -12 if 2nd hit misses opponent
}}
  }}
  }}
|-
|-
Line 696: Line 1,037:
  |level=3
  |level=3
  |guard=HA
  |guard=HA
  |cancel=CJR
  |cancel=SJR
  |startup=7
  |startup=7
  |active=3
  |active=3
  |recovery=18
  |recovery=18
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
*Initial prorate 85%
}}
  }}
  }}
|-
|-
Line 713: Line 1,056:
  |level=3
  |level=3
  |guard=HA
  |guard=HA
  |cancel=CRF
  |cancel=SRF
  |startup=9
  |startup=9
  |active=9
  |active=9
  |recovery=15
  |recovery=15
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
*Initial prorate 90%
*FRC timing 9~11F
}}
  }}
  }}
|-
|-
|}
|}
===Raoh Normal Attacks===
 
===Raoh Normals===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
Line 736: Line 1,083:
  |level=4
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=CR
  |cancel=SR
  |startup=10
  |startup=10
  |active=11
  |active=11
Line 753: Line 1,100:
  |level=4
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=CR
  |cancel=SJR
  |startup=9
  |startup=9
  |active=6
  |active=6
Line 770: Line 1,117:
  |level=5
  |level=5
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=13
  |startup=13
  |active=9
  |active=9
Line 776: Line 1,123:
  |frameAdv=-3
  |frameAdv=-3
  |description=
  |description=
{{ColumnList |col=1 |text=
*Knocks down opponent on ground hit
}}
  }}
  }}
|-
|-
Line 787: Line 1,136:
  |level=5
  |level=5
  |guard=HLF
  |guard=HLF
  |cancel=CR
  |cancel=SR
  |startup=17
  |startup=17
  |active=6
  |active=6
Line 793: Line 1,142:
  |frameAdv=-11
  |frameAdv=-11
  |description=
  |description=
{{ColumnList |text=
*Slides opponent on hit (untechable for 65F, slides for 50F)
*Attack is fully extended on 20F
}}
   
   
  }}
  }}
Line 804: Line 1,157:
  |level=4
  |level=4
  |guard=HF
  |guard=HF
  |cancel=CR
  |cancel=SR
  |startup=22
  |startup=24
  |active=5
  |active=5
  |recovery=8
  |recovery=8
Line 821: Line 1,174:
  |level=3
  |level=3
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=7
  |startup=7
  |active=3
  |active=3
  |recovery=11
  |recovery=11
  |frameAdv=+0
  |frameAdv=0
  |description=
  |description=
   
   
Line 838: Line 1,191:
  |level=5
  |level=5
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=19
  |startup=19
  |active=8
  |active=8
Line 844: Line 1,197:
  |frameAdv=-1
  |frameAdv=-1
  |description=
  |description=
{{ColumnList |col=1 |text=
*Floats opponent on hit (untechable for 28F)
}}
  }}
  }}
|-
|-
Line 855: Line 1,210:
  |level=3
  |level=3
  |guard=HA
  |guard=HA
  |cancel=R
  |cancel=JR
  |startup=7
  |startup=7
  |active=3
  |active=3
  |recovery=15
  |recovery=15
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
*Untechable for 16F
}}
  }}
  }}
|-
|-
Line 876: Line 1,233:
  |active=6
  |active=6
  |recovery=13
  |recovery=13
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
*Ground bounces opponent on hit (untechable for 36F)
}}
  }}
  }}
|-
|-
Line 890: Line 1,249:
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Throw
  |version=Throw
  |damage=50
  |damage=60
  |tension=4.00
  |tension=4.00
  |gb+=--
  |gb+=
  |gb-=6
  |gb-=6
  |level=--
  |level=
  |guard=45 pixels
  |guard=36 pixels
  |cancel=--
  |cancel=
  |startup=--
  |startup=
  |active=--
  |active=
  |recovery=--
  |recovery=
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
*Wall bounces opponent on hit (untechable for 60F)
*Forced prorate 50%
}}
  }}
  }}
|-
|-
Line 909: Line 1,271:
  |damage=60
  |damage=60
  |tension=4.00
  |tension=4.00
  |gb+=--
  |gb+=
  |gb-=6
  |gb-=6
  |level=--
  |level=
  |guard=88 pixels
  |guard=88 pixels
  |cancel=--
  |cancel=
  |startup=--
  |startup=
  |active=--
  |active=
  |recovery=--
  |recovery=
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
*Knocks down opponent on hit
*Forced prorate 50%
}}
  }}
  }}
|-
|-
|}
|}


==Special Moves==
==Specials==
===No Summon Specials===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
Line 929: Line 1,296:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Konnichiwa Sanbiki no Mukade<div><small>236P w/ no summon</small></div>
  |version=Hello, Three Centipedes<div><small>236P w/ no summon</small></div>
  |damage=20
  |damage=20
  |tension=5.00/12.00
  |tension=5.00/12.00
Line 942: Line 1,309:
  |frameAdv=-12
  |frameAdv=-12
  |description=
  |description=
{{ColumnList |text=
*Fully invincible 1~13F
*Knocks down opponent on hit (untechable for 60F)
*Removes OTG status on opponent on hit
*+1 Soul on hit
}}
{{ColumnList |col=1 |text=
*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
*???
}}
  }}
  }}
|-
|-
{{FrameDataNoHeader-GGACR
|}
|version=Dog Attack (Neutral)<div><small>5D w/ Dog</small></div>
 
|damage=20
===Triplet Specials===
|tension=-/1.20
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|gb+=0
|gb-=7
|level=2
|guard=HLF[All]
|cancel=--
|startup=16[16]
|active=8
|recovery=36[60]
|frameAdv=--
|description=
}}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataHeader-GGACR|version=yes}}
|version=Dog Attack (Forward)<div><small>6D w/ Dog</small></div>
|damage=20
|tension=-/1.20
|gb+=0
|gb-=7
|level=2
|guard=HLF[All]
|cancel=--
|startup=17[10]
|active=12
|recovery=17[after landing 24]
|frameAdv=--
|description=
}}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Dog Attack (Somersault)<div><small>8D w/ Dog</small></div>
  |version=Please Don't Come Back<div><small>236P/K/S/H w/ Triplets air OK</small></div>
|damage=20
|tension=-/1.20
|gb+=0
|gb-=7
|level=3
|guard=All[All]
|cancel=--
|startup=10[see note]
|active=12
|recovery=31[after landing 24]
|frameAdv=--
|description=
}}
|-
{{FrameDataNoHeader-GGACR
|version=Dog Attack (Bite)<div><small>2D w/ Dog</small></div>
|damage=45
|tension=-/1.20
|gb+=[20]
|gb-=6
|level=5
|guard=Unblockable [All]
|cancel=--
|startup=36[36]
|active=4
|recovery=22[46]
|frameAdv=--
|description=
}}
|-
{{FrameDataNoHeader-GGACR
|version=Dog Attack (Jump)<div><small>4D w/ Dog</small></div>
|damage=--
|tension=--
|gb+=--
|gb-=--
|level=--
|guard=--
|cancel=--
|startup=--
|active=--
|recovery=total: 59[after landing 24]
|frameAdv=--
|description=
}}
|-
{{FrameDataNoHeader-GGACR
|version=Follow-up Attack<div><small>4D > D w/ Dog</small></div>
|damage=20
|tension=-/1.20
|gb+=0
|gb-=7
|level=2
|guard=HA[All]
|cancel=--
|startup=13[13]
|active=till landing
|recovery=40[after landing 24]
|frameAdv=--
|description=
}}
|-
{{FrameDataNoHeader-GGACR
|version=Sono Mama Kaette Konaide Kudasai<div><small>236P/K/S/H w/ Triplets</small></div>
  |damage=16
  |damage=16
  |tension=2.00/1.20
  |tension=2.00/1.20
Line 1,050: Line 1,340:
  |cancel=F
  |cancel=F
  |startup=9
  |startup=9
  |active=see note
  |active=see notes
  |recovery=total: 39
  |recovery=total 39
  |frameAdv=-6
  |frameAdv=-6
  |description=
  |description=
{{ColumnList |text=
*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
*Total lenght for the air version: 41F
* see notes *2 and *3
}}
{{ColumnList |col=1 |text=
*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)
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Sono Mama Kaette Konaide Kudasai<div><small>236D w/ Triplets</small></div>
  |version=D Please Don't Come Back<div><small>236D w/ Triplets air OK</small></div>
  |damage=16x3
  |damage=16x3
  |tension=2.00/1.20x3
  |tension=2.00/1.20x3
  |gb+=0
  |gb+=0
  |gb-=7x3
  |gb-=7x3
  |level=x
  |level=3
  |guard=All
  |guard=All
  |cancel=F
  |cancel=F
  |startup=11
  |startup=11
  |active=see note
  |active=see notes
  |recovery=total: 47
  |recovery=total 47
  |frameAdv=see note
  |frameAdv=see notes
  |description=
  |description=
{{ColumnList |text=
*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
*Total lenght for air version: 49F
*see notes *2 and *3
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Bananna
  |version=Banana
  |damage=0
  |damage=0
  |tension=-/2.64
  |tension=-/2.64
Line 1,080: Line 1,398:
  |level=2
  |level=2
  |guard=LF
  |guard=LF
  |cancel=--
  |cancel=
  |startup=--
  |startup=
  |active=79
  |active=99
  |recovery=--
  |recovery=
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
*Knocks down opponent on ground hit
*Hitstop 6
*Chip damage x0
*Ignores OTG
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Golf Ball
  |version=Golf Ball
  |damage=40
  |damage=30
  |tension=-/3.84
  |tension=-/3.84
  |gb+=0
  |gb+=0
Line 1,096: Line 1,420:
  |level=4
  |level=4
  |guard=All
  |guard=All
  |cancel=--
  |cancel=
  |startup=38
  |startup=38
  |active=--
  |active=--
  |recovery=--
  |recovery=--
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
*Chip damage x0
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Hachiue
  |version=Potted Plant
  |damage=25
  |damage=25
  |tension=-/2.64
  |tension=-/2.64
Line 1,112: Line 1,439:
  |level=2
  |level=2
  |guard=All
  |guard=All
  |cancel=--
  |cancel=
  |startup=1
  |startup=1
  |active=43
  |active=43
  |recovery=--
  |recovery=
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
*Slams down opponent on air hit
*Hitstop 6F
*Chip damage x0
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Recall Ghosts
  |version=I Was Lonely After All...<div><small>214P in Haunt Mode</small></div>
  |damage=--
  |damage=
  |tension=--
  |tension=
  |gb+=--
  |gb+=
  |gb-=--
  |gb-=
  |level=--
  |level=
  |guard=--
  |guard=
  |cancel=--
  |cancel=
  |startup=--
  |startup=
  |active=--
  |active=
  |recovery=28 total
  |recovery=28 total
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
*Triplets begin returning on 18F
*Recalling Triplets ends Haunting
*Zappa is in CH state from 1~20F
}}
  }}
  }}
|-
|}
: *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.
===Sword Specials===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Itasou, the iuka Itai<div><small>236S w/ Sword</small></div>
  |version=This Has Gotta Hurt<div><small>236S w/ Sword</small></div>
  |damage=20
  |damage=20
  |tension=2.50/6.00
  |tension=2.50/6.00
Line 1,150: Line 1,503:
  |frameAdv=-12
  |frameAdv=-12
  |description=
  |description=
{{ColumnList |text=
*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
}}
  }}
  }}
|-
|-
Line 1,166: Line 1,527:
  |frameAdv=-24
  |frameAdv=-24
  |description=
  |description=
{{ColumnList |text=
*Knocks down opponent on hit
*Zappa is in CH state during recovery
*+3 Souls on hit
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Ochitoite Kudasai<div><small>623H w/ Sword</small></div>
  |version=Please Fall<div><small>623H w/ Sword</small></div>
  |damage=40
  |damage=40
  |tension=2.50/6.00
  |tension=2.50/6.00
Line 1,182: Line 1,548:
  |frameAdv=-21
  |frameAdv=-21
  |description=
  |description=
{{ColumnList |text=
*Upper body 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
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Chikazuku to Yukimasu<div><small>63214H w/ Sword</small></div>
  |version=Come Close, and I'll Kill You<div><small>63214H w/ Sword</small></div>
  |damage=30
  |damage=30
  |tension=1.50/3.60
  |tension=1.50/3.60
Line 1,191: Line 1,565:
  |gb-=6
  |gb-=6
  |level=5
  |level=5
  |guard=HLF
  |guard=All
  |cancel=RF
  |cancel=RF
  |startup=17
  |startup=17
Line 1,198: Line 1,572:
  |frameAdv=-1
  |frameAdv=-1
  |description=
  |description=
{{ColumnList |text=
*Wall bounces opponent on hit (untechable on ground hit for 28F)
*FRC timing 17~20F
*+2 Souls on hit
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Hai, Kaerimasu<div><small>j.236H w/ Sword</small></div>
  |version=Coming Through<div><small>j.236H w/ Sword</small></div>
  |damage=24xn
  |damage=24xN
  |tension=2.50/3.00xn
  |tension=2.50/3.00xN
  |gb+=6xn
  |gb+=6xN
  |gb-=4xn
  |gb-=4xN
  |level=3
  |level=3
  |guard=All
  |guard=All
  |cancel=R
  |cancel=RF
  |startup=12
  |startup=12
  |active=till landing
  |active=till landing
  |recovery=23 after landing
  |recovery=23 after landing
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
*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===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
Line 1,222: Line 1,615:
  |gb+=14x2
  |gb+=14x2
  |gb-=6x2
  |gb-=6x2
  |level=4
  |level=5
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=
  |startup=25
  |startup=25
  |active=18
  |active=18
Line 1,230: Line 1,623:
  |frameAdv=+7
  |frameAdv=+7
  |description=
  |description=
{{ColumnList |text=
*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
}}
  }}
  }}
|-
|-
Line 1,240: Line 1,641:
  |level=4
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=
  |startup=25
  |startup=25
  |active=18
  |active=18
  |recovery=8
  |recovery=26
  |frameAdv=+7
  |frameAdv=+7
  |description=
  |description=
{{ColumnList |text=
*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)
}}
  }}
  }}
|-
|-
  {{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 1,256: Line 1,663:
  |level=4
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=
  |startup=15
  |startup=15
  |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 Edguy<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 1,278: Line 1,692:
  |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 Edguy<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 TKing attack (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
}}
  }}
  }}
|-
|-
Line 1,304: Line 1,735:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Regiashou wa Koko Kara<div><small>214D</small></div>
  |version=Etiquette Starts Here<div><small>214D</small></div>
  |damage=30
  |damage=30
  |tension=--
  |tension=
  |gb+=15
  |gb+=15
  |gb-=6
  |gb-=6
Line 1,314: Line 1,745:
  |startup=16
  |startup=16
  |active=5
  |active=5
  |recovery=13
  |recovery=11
  |frameAdv=+1
  |frameAdv=+3
  |description=
  |description=  
{{ColumnList |text=
*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
}}
  }}
  }}
|-
|-
Line 1,327: Line 1,765:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Umareru<nowiki>!!</nowiki><div><small>632146H</small></div>
  |version=Birth<nowiki>!!</nowiki><div><small>632146H</small></div>
  |damage=40x4
  |damage=40x4
  |tension=-50%
  |tension=
  |gb+=14x4
  |gb+=14x4
  |gb-=6x4
  |gb-=6x4
Line 1,340: Line 1,778:
  |frameAdv=-15
  |frameAdv=-15
  |description=
  |description=
{{ColumnList |text=
*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
*+1 Soul per hit
}}
  }}
  }}
|-
|-
Line 1,345: Line 1,791:
  |version=Bellows Malice<div><small>632146S w/ Raoh</small></div>
  |version=Bellows Malice<div><small>632146S w/ Raoh</small></div>
  |damage=40x10
  |damage=40x10
  |tension=-50%
  |tension=
  |gb+=20x10
  |gb+=20x10
  |gb-=6x10
  |gb-=6x10
  |level=5
  |level=5
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=
  |startup=5+10
  |startup=5+10
  |active=27
  |active=27
  |recovery=total: 37
  |recovery=total 37
  |frameAdv=+13
  |frameAdv=+13
  |description=
  |description=
{{ColumnList |text=
*Fully invincible 1~5F
*Knocks down opponent on hit
*Zappa is in CH state during recovery
*Hitstop 7F
*Chip damage x2.5
}}
  }}
  }}
|-
|-
|}
|}
==Instant Kill==
==Instant Kill==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
Line 1,365: Line 1,819:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Kowai yo~<div><small>in IK Mode 236236H</small></div>  
  |version=I'm Scared...<div><small>in IK Mode 236236H</small></div>  
  |damage=Fatal
  |damage=Fatal
  |tension=--
  |tension=
  |gb+=--
  |gb+=
  |gb-=--
  |gb-=
  |level=--
  |level=
  |guard=30 pixels
  |guard=30 pixels
  |cancel=--
  |cancel=
  |startup=4+1
  |startup=4+1
  |active=35
  |active=35
  |recovery=10
  |recovery=10
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
*IK Mode activation: 76F
*Strike invincible 1~5F
}}
  }}
  }}
|-
|-
|}
|}


==Gatling Table==
===No Summon===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+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
| - || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
! 2K
| - || - || 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
|-
|}
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+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===
Same as No Summon, except j.P self-gatlings, and 5D, 2D, and j.D are removed.
===Sword===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+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
|-
|}
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+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===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+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.S<sup>1</sup>
| - || - || <span style="color:green">f.S</span>, <span style="color:green">2S</span>, <span style="color:green">6S</span> || <span style="color:green">5H</span>, <span style="color:green">2H</span> || 5D, 2D || Jump, Sp
|-
! 2S<sup>2</sup>
| - || - || f.S, 2S, 6S || 5H, 2H || 5D, 2D || Sp
|-
! 6S<sup>1</sup>
| - || - || <span style="color:green">f.S</span>, <span style="color:green">2S</span>, <span style="color:green">6S</span> || <span style="color:green">5H</span>, <span style="color:green">2H</span> || 5D || Jump, Sp
|-
! 5H<sup>1</sup>
| - || - || <span style="color:green">f.S</span>, <span style="color:green">2S</span>, <span style="color:green">6S</span> || <span style="color:green">5H</span>, <span style="color:green">2H</span> || - || Jump, Sp
|-
! 2H<sup>3</sup>
| - || - || - || <span style="color:green">2H</span> || - || -
|-
! 6H
| - || - || - || - || - || -
|-
! 5D
| - || - || - || - || - || Homing jump, Sp
|-
! 2D
| - || - || - || - || - || Sp
|-
|}
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+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.S<sup>1</sup>
| - || j.K || <span style="color:green">j.S</span>, <span style="color:green">j.2S</span> || <span style="color:green">j.H</span> || j.D || Sp
|-
! j.2S<sup>1</sup>
| - || - || <span style="color:green">j.S</span>, <span style="color:green">j.2S</span> || <span style="color:green">j.H</span> || - || Sp
|-
! j.H<sup>3</sup>
| - || - || - || <span style="color:green">j.H</span> || - || -
|-
! 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===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+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
|-
|}
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+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
:<span style="color:green">'''Green''' = Available on whiff</span>
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
: '''Su''' = Overdrives (aka: Supers)
----
----
{{Navbar-GGACR}}
{{Navbar-GGACR}}

Revision as of 21:48, 6 October 2013

System Data

Defense Modifier: x 1.00
Guts Rating: 2
Stun Resistance: 60
Prejump:
Backdash Time: 11
Backdash Invincibility: 10
Wakeup (Face Up/Down): /

Normal Moves

No Summon 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
*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 1st 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.
*4: Can be cancelled into other moves too

Dog Normals

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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
*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 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 Normals

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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

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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

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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

Specials

No Summon Specials

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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 Specials

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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
*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.

Sword Specials

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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

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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

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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

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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

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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

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 - - f.S, 2S 5H, 2H, 6H 5D, 2D Sp
2K - - 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

Same as No Summon, except j.P self-gatlings, and 5D, 2D, and j.D are removed.

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)