GGAC/Jam Kuradoberi/Frame Data: Difference between revisions

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== Normals ==
== Gatling Table ==
=== Unsummon Normals ===
{| class='wikitable' style="margin: 1em auto 1em auto;"
|-
{{Template:FrameDataHeaderNormal-GGAC}}
|-
! P
|  9
|  1.44
|  3
|  8
|  1
|  HLF
|  CJR
|  5
|  2
|  6
|  +2
* Prorates 90%.
|-
! K
|  22
|  2.64
|  6
|  7
|  2
|  HLF
|  CR
|  9
|  6
|  8
|  -2
|  {{ColumnList
|text=
*1-4,9-14,19-22 feet invincibility
*5-8, 15-18 lower body invincibility
*Causes knockdown on ground CH
}}
|-
! c.S
|  26
|  2.64
|  10
|  7
|  3
|  HLF
|  CJR
|  8
|  6
|  18
|  -10
|  -
|-
! f.S
|  30
|  2.64
|  10
|  7
|  3
|  HLF
|  CR
|  13
|  9
|  7
|  -2
|  {{ColumnList
|text=
*Spit reaches it's maximum horizontal distance in 19F
*If the 1st hit whiffs, it turns into f.S(on ground)
}}
|-
! f.S (on ground)
|  0
|  2.64
|  5
|  7
|  2
|  L
|  -
|  34
|  3
|  -
|  -
*Staggers on hit (max: 33F)
|-
! H
|  20x3
|  3.84x3
|  11x3
|  6x3
|  4
|  HF
|  RF
|  22
|  3x6
|  12
|  -7
|  {{ColumnList
|text=
*22-39 lower body invincibility
*Hit stop 7
*Can hit up to a maximum of 3 times
*FRC timing: 31-33, 37-39
}}
|-
! 6P
|  24
|  2.64
|  8
|  7
|  3
|  LF
|  CJR
|  11
|  3
|  18
|  -7
|  {{ColumnList
|text=
*1-13 above the knees invincibility
*Prorates 90%
*Causes knockdown on ground CH
}}
|-
! 6H
|  50
|  3.84
|  15
|  6
|  5
|  HF
|  R
|  21
|  19
|  26
|  -26
|  {{ColumnList
|text=
*Airborne: 19-39
*44-49 low stance
*50-57 invincible above the feet
*Wall bounces on hit (untechable for 20F)
}}
|-
! Dust
|  17
|  3.84
|  11
|  20
|  4
|  HF
|  CR
|  24
|  4
|  22
|  -9
|  {{ColumnList
|text=
*10-33 invincible to throws
*18-35 lower body invincibility
*CH state till end of recovery
}}
|-
! DAA
|  25
|  2.64
|  10
|  7
|  3
|  any
|  R
|  15
|  4
|  15
|  -5
|  {{ColumnList
|text=
*1-20 invincible
*21-31 invincible to throws
*Causes knockdown on ground hit
* *MOOK ERRATA* Prorates 50%
}}
|-
! 2P
|  12
|  1.44
|  3
|  8
|  1
|  HLF
|  CJR
|  5
|  3
|  9
|  -2
{{ColumnList
|text=
*Low stance from frame 1 on
*Prorates 90%
}}
|-
! 2K
|  16
|  2.64
|  5
|  7
|  2
|  LF
|  CR
|  7
|  6
|  7
|  -1
*Prorates 80%
|-
! 2S
|  26
|  2.64
|  10
|  7
|  3
|  HLF
|  CR
|  11
|  9
|  12
|  -7
|  {{ColumnList
|text=
*1-4,9-10,20-21,26-31 low stance
*Staggers on ground CH (max: 49F)
}}
|-
! 2H
|  60
|  3.84
|  20
|  6
|  5
|  HLF
|  CJR
|  15
|  5
|  14
|  +0
|  {{ColumnList
|text=
*Staggers on ground hit (max: 35F)
*Dizzy modifier x2
}}
|-
! 2D
|  30
|  2.64
|  8
|  7
|  3
|  LF
|  CR
|  12
|  6
|  12
|  -4
*10-20 low stance
|-
! j.P
|  13
|  1.44
|  3
|  8
|  1
|  HA
|  JR
|  6
|  6
|  9
|  -
|  -
|-
! j.K
|  22
|  2.64
|  6
|  7
|  2
|  HA
|  R
|  10
|  11
|  18
|  -
|  -
|-
! j.S
|  32
|  2.64
|  10
|  6
|  3
|  HA
|  JR
|  9
|  3
|  15
|  -
|  -
|-
! j.H
|  28
|  2.64
|  10
|  6
|  3
|  HA
|  R
|  12
|  2(1)2
|  12
|  -
*Can only hit once
|-
! j.D
|  44
|  2.64
|  10
|  6
|  3
|  HA
|  R
|  9
|  6
|  18
|  -
|  {{ColumnList
|text=
*Causes blowback (untechable on ground hit for 28F) on normal hit
*Wall bounces on CH (untechable on ground hit for 60F)
*Additional 5F of recovery after landing
}}
|-
! Throw
|  50
|  4.00
|  -
|  6
|  -
|  45 pixels
|  -
|  -
|  -
|  -
|  -
|  {{ColumnList
|text=
*Wall bounces on hit (untechable for 60F)
*Forced prorate 50%
*18F window to follow-up throw with an attack
}}
|-
! Air Throw
|  60
|  4.00
|  -
|  6
|  -
|  88 pixels
|  -
|  -
|  -
|  -
|  -
|  {{ColumnList
|text=
*Knockdown on hit
*Forced prorate 50%
}}
|-
|}
 
=== Ghost Normals ===
 
{| class='wikitable' style="margin: 1em auto 1em auto;"
|-
{{Template:FrameDataHeaderNormal-GGAC}}
|-
! c.S
|  20
|  2.64
|  10
|  7
|  3
|  HLF
|  CJR
|  6
|  2
|  12
|  +0
* *1,*2
|-
! c.S (Hits 2,3)
|  15
|  2.64
|  3
|  7
|  2
|  HLF
|  CJR
|  7
|  2
|  12
|  -4
{{ColumnList
|text=
* Level 1 attack on hit
* *1,*2
}}
|-
! f.S
|  15
|  2.64
|  10
|  7
|  3
|  HLF
|  CJR
|  9
|  7
|  7
|  +0
{{ColumnList
|text=
* Staggers on ground CH (max: 39F)
* *1,*2
}}
|-
! f.S (Hits 2,3)
|  10
|  1.44
|  3
|  8
|  1
|  HLF
|  CJR
|  10
|  7
|  7
|  -4
{{ColumnList
|text=
*Staggers on ground CH (max: 35F)
* *1,*2
}}
|-
! H
|  25
|  2.64
|  10
|  7
|  3
|  HLF
|  CJR
|  14
|  5
|  13
|  -4
* *1,*2
|-
! H (Hits 2,3)
|  18
|  2.64
|  3
|  7
|  2
|  HLF
|  CJR
|  15
|  5
|  13
|  -8
{{ColumnList
|text=
* Level 1 attack on hit
* *1,*2
}}
|-
! 6H
|  36x3
|  3.84x3
|  11x3
|  6x3
|  4
|  HF
|  R
|  16
|  5(3)5(10)5
|  8
|  +4
{{ColumnList
|col=1
|text=
* After Zappa turns his back, all of the currently present ghosts attack.(Zappa's body has the same recovery, regardless of # of ghosts)
* *1
}}
|-
! 2S
|  15
|  2.64
|  5
|  7
|  2
|  LF
|  CR
|  5
|  6
|  6
|  +0
* *1,*2
|-
! S(Hits 2,3)
|  15
|  1.44
|  3
|  8
|  1
|  LF
|  CR
|  6
|  6
|  6
|  -2
* *1,*2
|-
! 2H
|  25
|  1.20
|  6
|  7
|  3
|  any
|  -
|  17
|  9
|  11
|  +5
|
{{ColumnList
|text=
* Floats on hit (untechable for 24F)
* Is a level 2 attack on block
* *1,*2,*3
}}
|-
! 2H (Hits 2,3)
|  25
|  1.20
|  6
|  7
|  3
|  any
|  -
|  18
|  9
|  11
|  +5
{{ColumnList
|text=
* Floats on hit (untechable for 24F)
* Is a level 2 attack on block
* *1,*2,*3
}}
|-
! j.S
|  35
|  2.64
|  10
|  7
|  3
|  HA
|  CR
|  14
|  5
|  21
|  -
* *1,*2
|-
! j.S (Hits 2,3)
|  25
|  2.64
|  3
|  7
|  2
|  HA
|  CR
|  15
|  5
|  21
|  -
{{ColumnList
|text=
* Level 1 attack on block
* *1,*2
}}
|-
! j.H
|  25
|  1.20
|  6
|  7
|  3
|  any
|  -
|  14
|  9
|  17
|  -
{{ColumnList
|text=
* Floats on hit (untechable for 22F)
* Level 2 attack on block
* *1,*2,*3
}}
|-
! j.H (Hits 2,3)
|  25
|  1.20
|  6
|  7
|  3
|  any
|  -
|  15
|  9
|  17
|  -
{{ColumnList
|text=
* Floats on hit (untechable for 22F)
* Level 2 attack on block
* *1,*2,*3
}}
|-
|}
 
: *1: If Zappa doesn't have any ghosts 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: Causes knockdown on ground hit. Ghost disappears after attack. Ghost stays disappeared for 104F, after which they stay in place for 122F before returning. (Collect the ghosts by touching them).
 
=== Sword Normals ===
 
{| class='wikitable' style="margin: 1em auto 1em auto;"
|-
{{Template:FrameDataHeaderNormal-GGAC}}
|-
! c.S
|  36
|  2.64
|  10
|  7
|  3
|  HLF
|  CJR
|  5
|  4
|  14
|  -4
* Forces opponent to stand on hit.
|-
! f.S
|  30
|  3.84
|  14
|  6
|  4
|  HLF
|  CJR
|  8
|  2
|  19
|  -4
|  -
|-
! H
|  35x2
|  3.84x2
|  20x2
|  6x2
|  5
|  HLF
|  CR
|  9
|  2(10)3
|  16
|  +0
|  -
|-
! 6H
|  29,15
|  3.84x2
|  14,5
|  6,7
|  4,2
|  see note
|  CR
|  13
|  24,6
|  2
|  +4
* 22F startup to hit crouching opponents (Tested on Sol)
* Block data is as follows: From frames 13-28: HF, frames 29-36: any, frame 37 on: LF
*Max of 2 hits
|-
! 2S
|  22
|  2.64
|  8
|  7
|  3
|  LF
|  CR
|  9
|  3
|  15
|  -4
|  -
|-
! 2H
|  30x2
|  3.84x2
|  20x2
|  6x2
|  5
|  HLF
|  CJR
|  7
|  14,8
|  9
|  +2
*CH state till end of recovery
*If the 2nd hit fails to connect, SD is -12 instead
|-
! j.S
|  26
|  2.64
|  10
|  7
|  3
|  HA
|  CJR
|  7
|  3
|  18
|  -
|  -
|-
! j.H
|  32
|  2.64
|  10
|  7
|  3
|  HA
|  CRF
|  9
|  9
|  15
|  -
*FRC timing: 9-11
|-
|}
 
=== Raoh Normals ===
 
{| class='wikitable' style="margin: 1em auto 1em auto;"
|-
{{Template:FrameDataHeaderNormal-GGAC}}
|-
! c.S
|  40
|  3.84
|  14
|  6
|  4
|  HLF
|  CR
|  10
|  11
|  0
|  +6
|  -
|-
! f.S
|  36
|  3.84
|  14
|  6
|  4
|  HLF
|  CR
|  9
|  6
|  16
|  -5
|  -
|-
! H
|  48
|  3.84
|  15
|  6
|  5
|  LF
|  CR
|  13
|  9
|  13
|  -3
*Causes knockdown on ground hit.
|-
! 6H
|  76
|  3.84
|  20
|  6
|  5
|  HLF
|  CR
|  17
|  6
|  24
|  -11
*Causes slide effect on hit (untechable for 65F, slide lasts 50F)
*Attack is fully extended on frame 20
|-
! Dust
|  30
|  3.84
|  11
|  6
|  4
|  HF
|  CR
|  22
|  5
|  8
|  +4
|  -
|-
! 2S
|  36
|  2.64
|  8
|  7
|  3
|  LF
|  CR
|  7
|  3
|  11
|  +0
|  -
|-
! 2H
|  68
|  3.84
|  15
|  6
|  5
|  LF
|  CR
|  19
|  8
|  12
|  -1
*Floats on hit (untechable for 28F)
|-
! j.S
|  35
|  2.64
|  10
|  7
|  3
|  HA
|  R
|  7
|  3
|  15
|  -
*Untechable on air hit for 16F
|-
! j.H
|  45
|  3.84
|  14
|  6
|  4
|  HA
|  R
|  16
|  6
|  13
|  -
*Ground bounces on hit (untechable for 36F)
|-
|}
 
== Specials ==
 
{| class='wikitable' style="margin: 1em auto 1em auto;"
|-
{{Template:FrameDataHeader-GGAC}}
|-
! Konnichiwa Sanbiki no Mukade (No Summon Only)<div><small>236P </small></div>
|  20
|  5.00/12.00
|  6
|  7
|  2
|  HLF
|  R
|  10
|  4
|  20
|  -12
|-
|  colspan = 14 |
{{ColumnList
|text=* 1-9 invincible to strikes
*Knockdown on hit
*If Zappa has 8 souls, summons Raoh
*+3 souls on hit
}}
{{ColumnList
|col=1
|text=
*Last Digit of the timer determines which summon appears
*0: Sword appears, 1: Dog appears, 2: Ghosts appear, in all other cases summon is chosen randomly from Dog, Ghost or Sword
}}
|-
! Dog Attack (Neutral) (Dog only) <div><small>D </small></div>
|  20
|  -/1.20
|  0
|  7
|  2
|  HLF [any]
|  -
|  16 [16]
|  8
|  36[60]
|  -
|-
|  colspan = 14 |
{{ColumnList
|col=1
|text=* 1-6, 48-50, 54-59 low stance
*Follow up version can only be cancelled into from Dog Attack (Neutral) or Dog Bite attack (2D)
* see notes *1
}}
|-
! Dog Attack (Forward) (Dog only)<div><small>6D </small></div>
|  20
|  /1.20
|  0
|  7
|  2
|  HLF [any]
|  -
|  17[10]
|  12
|  17 [after landing 24]
|  -
|-
|  colspan = 14 |
{{ColumnList
|text=* 1-13, 34 - end of move, on hit or block, Dog is in low stance during landing recovery
* 14-33 feet invincibility
* On hit or block, Dog performs rebound animation (total: 61F)
* see notes *1
}}
|-
! Dog Attack (Somersault) (Dog only)<div><small>8D </small></div>
|  20
|  -/1.20
|  0
|  7
|  3
|  any [any]
|  -
|  10 [see note]
|  12
|  31 [after landing 24]
|  -
|-
|  colspan = 14 |
{{ColumnList
|text=* 1-4, 44 - end of move, low stance
* 9-43 feet invincibility
* Floats on hit (untechable on ground hit for 28F)
* +1[0] Soul on hit.
}}
{{ColumnList
|col=1
|text=
* Follow up version's startup is 10F when performed after Dog Attack (Neutral) or Dog Bite, 4F when performed after Dog Attack (Forward), Dog Somersault, or the Dog Attack (jump) Follow-up
}}
|-
! Dog Attack (Bite) (Dog only)<div><small>2D </small></div>
|  45
|  -/1.20
|  [20]
|  6
|  5
|  Unblockable [any]
|  -
|  36 [36]
|  4
|  22 [46]
|  -
|-
|  colspan = 14 |
{{ColumnList
|text=* Causes blowback on hit (untechable for 28F)
* [Inflicts 24F of block stun when blocked]
*+3[0] souls on hit
* see notes *1
}}
{{ColumnList
|col=1
|text=
*Prorates 50%. [Chip damage x2.] Follow-up version can only be cancelled into from Dog Attack (Neutral) or Dog Bite
}}
|-
! Dog Attack (Jump) (Dog only)<div><small>4D </small></div>
|  -
|  -
|  -
|  -
|  -
|  -
|  -
|  -
|  -
|  total: 59 [after landing 24]
|  -
|-
|  colspan = 14 |
{{ColumnList
|text=* Dog is invincible during this move
* 2-43 [2- 16 frames before landing] can perform Follow-up attack
}}
|-
! -> Follow-up Attack (Dog only)<div><small>After 4D, D </small></div>
|  20
|  -/1.20
|  0
|  7
|  2
|  HA [any]
|  -
|  13 [13]
|  till landing
|  40 [after landing 24]
|  -
|-
|  colspan = 14 |
{{ColumnList
|text=
* Landing: 1-12, 37-end of move, on hit or block, dog is in low stance during landing recovery
*13-36 invincibility above the feet
*Prorates 75%
*On hit or block, Dog performs rebound animation
* see notes *1
}}
|-
! Sono Mama Kaette Konaide Kudasai (P/K/S/H) (Ghosts only)<div><small>236 P/K/S/H </small></div>
|  16
|  2.00/1.20
|  0
|  7
|  3
|  any
|  F
|  9
|  see note
|  total: 39
|  -6
|-
|  colspan = 14 |
{{ColumnList
|text=* Attack level 2
*CH state till end of recovery
*Hit stop 13
*FRC timing: 10-11
* If Zappa has no ghosts, nothing is fired and has a total animation length of 49F
* see notes *2, *3
}}
{{ColumnList
|col=1
|text=
*Active time is as follows:
{{ColumnList
|text=
* 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 frame 37 the ghost'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)
}}
}}
|-
! Sono Mama Kaette Konaide Kudasai (D) (Ghosts only)<div><small>236D </small></div>
|  16x3
|  2.00 / 1.20x3
|  0
|  7x3
|  3
|  any
|  F
|  11
|  See note
|  total: 47
|  See note
|-
|  colspan = 14 |
{{ColumnList
|text=* Attack level 2
* CH state till end of recovery
*Hit stop 13
*FRC timing: 16-17
*Active frames are the same as the K,S and H versions
*SD varies depending on number of ghosts remaining
*3 ghosts (K,S,H): -10, 2 ghosts (S,H): -11, 1 ghost (S): -12
*If Zappa has no ghosts, nothing is fired and has a total animation length of 49F. *2, *3
}}
|-
! Banana
|  0
|  -/2.64
|  0
|  7
|  2
|  LF
|  -
|  -
|  79
|  -
|  -
|-
|  colspan = 14 |
{{ColumnList
|text=* Causes knockdown on ground hit
*Hit stop 6. Does no chip damage.
}}
|-
! Golf Ball
|  40
|  -/3.84
|  0
|  6
|  4
|  any
|  -
|  38
|  -
|  -
|  -
|-
|  colspan = 14 |
{{ColumnList
|text=* Does no chip damage.
}}
|-
! Hachiue
|  25
|  -/2.64
|  0
|  7
|  2
|  any
|  -
|  1
|  43
|  -
|  -
|-
|  colspan = 14 |
{{ColumnList
|text=* Hit stop 6. Does no chip damage.
}}
|-
! Itasou, tte iuka Itai (Sword only) <div><small>236S </small></div>
|  20
|  2.50 / 6.00
|  14
|  6
|  4
|  HLF
|  RF
|  12
|  16
|  13
|  -12
|-
|  colspan = 14 |
{{ColumnList
|text=* Staggers on ground CH (max: 43F)
*On hit or when blocked, has 28F of recovery
*FRC timing: recovery frames 1-2 after move hits or is blocked
*On hit or block, cancel into Follow-up from recovery frame 12 on
*If the attack hits really late into the active frames, you cannot cancel this move into the Follow-up
*+1 Souls on hit
}}
|-
! ->Follow-up Attack (Sword only)<div><small>During Itasou, H </small></div>
|  45
|  3.00/7.20
|  10
|  7
|  3
|  HLF
|  R
|  9
|  12
|  26
|  -24
|-
|  colspan = 14 |
{{ColumnList
|text=* Knockdown on hit
*CH state till end of recovery
*+3 Souls on hit
}}
|-
! Ochitoite Kudasai (Sword only)<div><small>623H </small></div>
|  40
|  2.50/6.00
|  14
|  6
|  4
|  HLF
|  RF
|  10
|  9
|  29
|  -21
|-
|  colspan = 14 |
{{ColumnList
|text=* 1-11 invincible, 12 invincible to strikes
*Floats on hit (untechable for 26F)
*Prorates 80%
*FRC timing: 13-16
*+1 Souls on hit
}}
|-
! Chikazuku to Yukimasu (Sword only)<div><small>63214H </small></div>
|  30
|  1.50/3.60
|  20
|  6
|  5
|  HLF
|  RF
|  17
|  4
|  16
|  -1
|-
|  colspan = 14 |
{{ColumnList
|text=* Wall bounces on hit (untechable on ground hit for 28F)
*FRC timing: 17-20
*+1 Souls on hit
}}
|-
! Hai, Kaerimasu (Sword only)<div><small>j.236H </small></div>
|  24xn
|  2.50/ 3.00xn
|  6xn
|  4xn
|  3
|  any
|  R
|  12
|  till landing
|  after landing 23
|  -
|-
|  colspan = 14 |
{{ColumnList
|text=* Floats on hit (untechable for 24F)
*Sword starts in the bottom position first
*On hit or block, sword starts spinning (1 revolution takes 8F to complete)
*Hit stop 6
}}
|-
! Darkness Anthem (Raoh only) <div><small>236S </small></div>
|  35x2
|  2.00/3.60x2
|  14x2
|  6x2
|  4
|  HLF
|  -
|  25
|  18
|  8
|  +7
|-
|  colspan = 14 |
{{ColumnList
|col=1
|text=
* Causes knockdown on air hit. 24-35 can cancel into Follow-up Attack. Darkness anthem projectile can still remain even after cancelling into follow-up. Chip damage x4. Max of 2 hits. Projectile appears on frame 23.
}}
|-
! Follow-up Attack (Raoh only)<div><small>During Darkness Anthem P/K/S </small></div>
|  50
|  -/3.60
|  14
|  6
|  4
|  HLF
|  -
|  15
|  34(2)20
|  total: 38
|  +0
|-
|  colspan = 14 |
{{ColumnList
|text=
* Causes knockdown on hit. CH state till end of recovery
*Chip damage x0.375. Max of 1 hit
*Darkness anthem attack disappears on frame 13 (if it hasn't already)
*K-version only: Can float downed opponents
}}
|-
! Last Edogai (Raoh only) <div><small>214S </small></div>
|  100
|  3.00/7.20
|  20
|  6
|  5
|  HLF
|  R
|  4
|  12
|  37
|  -30
|-
|  colspan = 14 |
{{ColumnList
|text=
* 1-4 invincible
*5-7 invincible to strikes
*Floats on hit (untechable for 60F)
*CH state till end of recovery
*Does no chip damage
*Attack is fully extended on frame 10
}}
|-
|}
 
: *1: Listed frame data is for the dog. Data listed in [ ] is for follow-up attack 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 24 frames of the recovery of follow-up versions of Dog Attack attacks are invincible.
: *2: Ghost haunts the opponent on hit. Haunting lasts 481F, after which Ghost returns. On block or when negating a projectile, Ghost disappears for 101F, after which it loiters for 23F before returning to Zappa. If the ghost 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. Ghosts can be picked up while loitering. Launched ghosts disappear immediately if Zappa is hit.
: *3: Gains +1 soul 1 frame after a successful hit and activates Haunt mode. The ghost that hit the opponent will haunt him for 481F before returning. Haunt mode causes a random item (golf ball, banana peel, or Hachiue) to be thrown at the opponent on frames 1F,121F, 241F and 361F of Haunt mode.
 
: To do: Check the move names, commands, WARNING: All Ghost notes are guesses and have not been checked, and fill in errata.
: Supposedly, according to the Mook, Unsummon/Dog Zappa's moves are all special cancelable, although the Ghost/Sword versin of the same move are not (j.P, K, D). Why this matters, is beyond me, as Unsummon Zappa has no air specials, Dog Zappa can use the dog anytime, it doesn't cancel his jumping attacks per se. Seems rather silly to me.
 
== Force Breaks ==
 
{| class='wikitable' style="margin: 1em auto 1em auto;"
|-
{{Template:FrameDataHeader-GGAC}}
|-
! Reigisahou wa Koko Kara<div><small>214D </small></div>
|  30
|  -25%
|  15
|  6
|  5
|  HF
|  R
|  16
|  5
|  13
|  +1
|-
|  colspan = 14 | 
{{ColumnList
|text=
*Plummets opponent and causes knockdown on hit
*Ground bounces and causes knockdown on CH
*CH state till end of recovery
*Removes Zappa's current summon (if he has one) on frame 1
*+1 Soul on hit
}}
|-
|}
 
== Overdrives ==
 
{| class='wikitable' style="margin: 1em auto 1em auto;"
|-
{{Template:FrameDataHeader-GGAC}}
|-
! Umareru<nowiki>!!</nowiki><div><small>632146H</small></div>
|  40x4
|  -50%
|  14x4
|  6x4
|  4
|  HLF
|  R
|  1+11
|  8
|  30
|  -15
|-
|  colspan = 14 | 
{{ColumnList
|text=
*1-19 invincible
*20-21 invincible to strikes
* Causes knockdown on hit
*Hit stop 7
*Removes Zappa's current summon (if he has one) on frame 1
}}
|-
! Bellows Malice (Raoh only)<div><small>632146S </small></div>
|  40x10
|  -50%
|  20x10
|  6x10
|  5
|  HLF
|  -
|  5+10
|  27
|  total: 37
|  +13
|-
|  colspan = 14 | 
{{ColumnList
|text=*1-5 invincible
*Causes knockdown on hit
*CH state till end of recovery
*Hit stop 7
*Chip damage x2
}}
|-
|}
 
== Instant Kill ==
 
{| class='wikitable' style="margin: 1em auto 1em auto;"
|-
{{Template:FrameDataHeader-GGAC}}
|-
! Kowai yo~<div><small>(IK mode only) 236236H </small></div>
|  Fatal KO
|  -
|  -
|  -
|  -
|  30 pixels
|  -
|  4+1
|  35
|  10
|  -
|-
|  colspan = 14 | 
{{ColumnList
|text=
*IK activation: 76F
*Strike invincibility till frame 5
}}
|-
|}
 
== Gatling Tables ==
=== No Summon ===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
!  
!  
Line 2,587: Line 1,074:
! D
! D
! Cancel
! Cancel
|-  
|-
! 5P
! 5P
| 6P
| 5P, 2P, 6P
| 5K, 2K
| 5K, 2K, 6K
| c.S, f.S, 2S
| c.S, f.S, 2S
| 5H, 2H, 6H
| 5H, 2H, 6H
| 5D, 2D
| 5D, 2D
| j, sp
| j, Sp.
|-
|-
! 2P
| 6P
| 5K, 2K
| c.S, f.S, 2S
| 5H, 2H
| 5D, 2D
| j, sp
|-  
! 6P
! 6P
| -
| 2P
| -
| 2K, 6K
| f.S, 2S
| 5H, 2H, 6H
| 5D, 2D
| j, sp
|-
! 5K
| 6P
| -
| f.S, 2S
| 5H, 2H, 6H
| 5D, 2D
| j, sp
|-
! 2K
| -
| -
| 2S
| 2H
| 5D, 2D
| sp
|-
! c.S
| 6P
| -
| f.S, 2S
| 5H, 2H, 6H
| 5D, 2D
| j, sp
|-
! f.S
| -
| -
| 2S
| 5H, 2H, 6H
| 5D, 2D
| sp
|-
! 2S
| -
| -
| -
| 5H, 2H
| 5D, 2D
| sp
|-
! 5H
| -
| -
| -
| -
| -
| -
|-
! 2H
| 5P, 2P
| 5K, 2K
| c.S, f.S, 2S
| c.S, f.S, 2S
| 5H, 6H
| 5D, 2D
| j, sp
|-
! 6H
| -
| -
| -
| -
| -
| -
|-
! 5D
| -
| -
| -
| -
| -
| homing jump, sp
|-
! 2D
| -
| -
| -
| -
| -
| sp
|-
! j.P
| -
| j.K
| j.S
| j.H
| j.D
| j
|-
! j.K
| j.P
| -
| j.S
| -
| -
| -
|-
! j.S
| -
| j.K
| -
| j.H
| j.D
| j
|-
! j.H
| -
| -
| -
| -
| j.D
| -
|-
! j.D
| -
| -
| -
| -
| -
| -
|}
=== Dog ===
: Same as No Summon, but all gatlings to/from D are removed.
=== Sword ===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
!
! P
! K
! S
! H
! D
! Cancel
|-
! 5P
| 5P, 2P, 6P
| 5K, 2K
| c.5S, f.5S, 2S
| 5H, 2H, 6H
| 5H, 2H, 6H
| 5D, 2D
| 5D, 2D
| j, sp
| Sp.
|-  
|-
! 2P
! 2P
| 5P, 2P, 6P
| 5P, 2P, 6P
| 5K, 2K
| 5K, 2K
| c.5S, f.5S, 2S
| c.S, f.S, 2S
| 5H, 2H, 6H
| 5H, 2H, 6H
| 5D, 2D
| 5D, 2D
| j, sp
| j, Sp.
|-
|-
! 6P
| -
| -
| c.5S, f.5S, 2S
| 5H, 2H, 6H
| 5D, 2D
| j, sp
|-  
! 5K
! 5K
| 6P
| 2P, 6P
| -
| 2K, 6K
| c.5S, f.5S, 2S
| 5H, 2H, 6H
| 5D, 2D
| sp
|-
! 2K
| 6P
| -
| c.5S, f.5S, 2S
| 5H, 2H, 6H
| 5D, 2D
| sp
|-
! c.5S
| 6P
| -
| f.5S, 2S
| 5H, 2H, 6H
| 5D, 2D
| j, sp
|-
! f.5S
| -
| -
| 2S
| 5H, 2H, 6H
| 5D, 2D
| j, sp
|-
! 2S
| -
| -
| -
| 5H, 2H, 6H
| 5D, 2D
| sp
|-
! 5H
| -
| -
| -
| -
| -
| sp
|-
! 2H
| -
| -
| -
| -
| -
| j, sp
|-
! 6H
| -
| -
| -
| -
| -
| sp
|-
! 5D
| -
| -
| -
| -
| -
| homing jump, sp
|-
! 2D
| -
| -
| -
| -
| -
| sp
|-
! j.P
| j.P
| j.K
| j.S
| j.H
| j.D
| j, sp
|-
! j.K
| j.P
| -
| j.S
| -
| -
| sp
|-
! j.S
| -
| j.K
| -
| j.H
| j.D
| j, sp
|-
! j.H
| -
| -
| -
| -
| -
| sp
|-
! j.D
| -
| -
| -
| -
| -
| sp
|}
 
=== Triplets ===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
!
! P
! K
! S
! H
! D
! Cancel
|-
! 5P
| 5P, 2P, 6P
| 5K, 2K
| c.S, f.S, 2S
| c.S, f.S, 2S
| 5H, 2H, 6H
| 5H, 2H, 6H
| 5D, 2D
| 5D, 2D
| j, sp
| j, Sp.
|-  
|-
! 2P
! 6K
| 5P, 2P, 6P
| 2P
| 5K, 2K
| 2K
| c.S, f.S, 2S
| 5H, 2H
| 5D, 2D
| j, sp
|-
! 6P
| -
| -
| c.S, f.S, 2S
| c.S, f.S, 2S
| 5H, 2H, 6H
| 5H, 2H, 6H
| 5D, 2D
| 5D, 2D
| j, sp
| j, Sp.
|-
|-
! 5K
| 6P
| -
| c.S, f.S, 2S
| 5H, 2H
| 5D, 2D
| sp
|-  
! 2K
! 2K
| 6P
| 6P
| -
| c.S, f.S, 2S
| 2H
| 5D, 2D
| sp
|-
! c.S
| 6P
| -
| f.S, 2S
| 5H, 2H
| 5D, 2D
| j, sp
|-
! f.S*
| -
| -
| f.S, 2S
| 5H, 2H
| 5D, 2D
| j, sp
|-
! 2S
| -
| -
| 2S
| 5H, 2H
| 5D, 2D
| sp
|-
! 5H*
| -
| -
| -
| -
| -
| sp
|-
! 2H*
| -
| -
| -
| -
| -
| j, sp
|-
! 6H
| -
| -
| -
| -
| -
| -
|-
! 5D
| -
| -
| -
| -
| -
| homing jump, sp
|-
! 2D
| -
| -
| -
| -
| -
| sp
|-
! j.P
| j.P
| j.K
| j.S
| j.H
| j.D
| j, sp
|-
! j.K
| j.P
| -
| j.S
| -
| -
| sp
|-
! j.S*
| -
| j.K
| j.S
| j.H
| j.D
| sp
|-
! j.H*
| -
| -
| -
| -
| -
| -
|-
! j.D
| -
| -
| -
| -
| -
| sp
|}
: * = can gatling into itself as many times as you have ghosts available. 1 gatling consumes 1 ghost.
=== Raoh ===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
!
! P
! K
! S
! H
! D
! Cancel
|-
! 5P
| 5P, 2P, 6P
| 5K, 2K
| 5K, 2K
| c.S, f.S, 2S
| c.S, f.S, 2S
| 5H, 2H, 6H
| 5H, 2H, 6H
| 5D, 2D
| 5D, 2D
| j, sp
| j, Sp.
|-
|-
! 2P
| 5P, 2P, 6P
| 5K, 2K
| c.S, f.S, 2S
| 5H, 2H
| 5D, 2D
| j, sp
|-
! 6P
| -
| -
| c.S, f.S, 2S
| 5H, 2H, 6H
| 5D, 2D
| j, sp
|-
! 5K
| 6P
| -
| c.S, f.S, 2S
| 5H, 2H
| 5D, 2D
| sp
|-
! 2K
| -
| -
| c.S, f.S, 2S
| 2H
| 5D, 2D
| sp
|-  
! c.S
! c.S
| 6P
| 6P
| -
| 6K
| f.S, 2S
| f.S, 2S
| 5H, 2H, 6H
| 5H, 2H, 6H
| 5D, 2D
| 5D, 2D
| sp
| j, Sp.
|-  
|-
! f.S
! f.S
| -
| ---
| -
| ---
| 2S
| 2S
| 5H, 2H
| 5H, 2H, 6H
| 5D, 2D
| 5D, 2D
| sp
| j, Sp.
|-  
|-
! 2S
! 2S
| -
| ---
| -
| 5K, 2K
| -
| ---
| 5H, 2H
| 5H, 2H, 6H
| 5D, 2D
| 5D, 2D
| sp
| Sp.
|-  
|-
! 5H
! 5H
| -
| ---
| -
| 6K
| -
| ---
| 2H
| 6H
| 5D, 2D
| ---
| sp
| Sp.
|-  
|-
! 6H
| ---
| ---
| ---
| 6HH
| ---
| ---
|-
! 6HH
| ---
| ---
| ---
| ---
| ---
| ---
|-
! 2H
! 2H
| -
| ---
| -
| ---
| -
| ---
| -
| 6H
| 5D, 2D
| ---
| sp
| j, Sp.
|-  
|-
! 6H
| -
| -
| -
| -
| -
| sp
|-  
! 5D
! 5D
| -
| ---
| -
| ---
| -
| ---
| -
| ---
| -
| ---
| homing jump, sp
| Homing Jump
|-  
|-
! 2D
! 2D
| -
| ---
| -
| ---
| -
| ---
| -
| ---
| -
| ---
| sp
| j, Sp.
|-  
|-
! j.P
! j.P
| j.P
| j.P
Line 3,168: Line 1,201:
| j.H
| j.H
| j.D
| j.D
| j
| Sp.
|-  
|-
! j.K
! j.K
| j.P
| j.P
| -
| ---
| j.S
| j.S
| -
| j.H
| j.D
| j.D
| -
| Sp.
|-  
|-
! j.S
! j.S
| -
| j.P
| j.K
| ---
| -
| ---
| j.H
| j.H
| j.D
| j.D
| -
| j, Sp.
|-  
|-
! j.H
! j.H
| -
| ---
| -
| ---
| -
| ---
| -
| ---
| j.D
| ---
| -
| Sp.
|-  
|-
! j.D
! j.D
| -
| ---
| -
| ---
| -
| ---
| -
| ---
| -
| ---
| -
| Sp.
|-
|}
|}


{{Navbar-GGAC}}
{{Navbar-GGAC}}

Revision as of 01:17, 31 August 2012

Normals

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 12 1.44 3 9 1 HLF cCJR 3 3 4 +3 --
K 12 2.64 5 7 2 LF CR 5 4 7 +1
  • Hit stop 6
  • Prorates 90%
  • In CH state till end of recovery
c.S 28 2.64 10 7 3 HLF CJR 6 8 12 -6 --
f.S 30 2.64 10 7 3 HLF CJR 6 5 10 -1 --
H 24x3 3.84x3 14x2,20 6x3 4x2,5 HLF CR 13 3(3)3(3)3 15 +1
  • 22~24, 34~36 upper body invincibility
  • 25~33 low stance
  • Forces opponent to crouch on hit
  • 3rd hit causes vacuum effect
  • 1st and 2nd hits: hit stop 7
6P 18x2 2.64x2 10,14 7,6 3,4 HLF CR 7 1(10)3 12 +2
  • 1~7 above the knees, 8~20 upper body invincibility
  • 25~33 low stance
  • Staggers on ground CH (1st hit max: 41F, 2nd hit max: 45F)
6K 16,26 2.64,3.84 10x2 7x2 3 HLF CJR 6 4(6)8 20 -14
  • Forces opponent to stand on hit
  • 1st hit: hit stop 6
6H 28 3.84 20 6 5 HLF R 18 6 10 +5
  • 1~23 lower body (can be hit on the back leg) and throw invincibility
  • 24-31 above the knees invincibility
  • 32~33 lower body invincibility except for the back leg
  • Forces opponent to stand on hit, causes 23F of hit stun
  • Untechable on air hit for 22F
  • On block, inflicts 20F of blockstun
  • 19~32 can cancel into H follow-up
6H > H 58 3.84 20 6 5 HLF R 10 7 23 -11
  • 1~6 invincibility above the knees
  • Upper body invincibility on frame 7
  • Causes wall stick effect on hit (untechable for 48F, stick for 24F)
Dust 16 2.64 8 20 3 HF R 24 4 12 -2 --
DAA 20 2.64 10 7 3 Any R 13 6 12 -4
  • Total animation length: 30F
  • 1~18 invincible
  • 19~27 invincible to throws
  • Causes knockdown on ground hit. Jam is crouching during the move
  • Prorates 50%
2P 6 1.44 3 8 1 HLF cCR 4 2 4 +4
  • Prorates 90%
2K 8 1.44 3 8 1 LF cCR 5 3 9 -2
  • Prorates 80%
2S 26 2.64 10 7 3 HLF CR 6 5 9 +0
  • Staggers on ground hit (max: 39F)
  • Prorates 80%
2H 20x2 3.84x2 14,14 6x2 4 HLF CR 9 4,4 25 -12
  • Vacuum effect on air hit (untechable for 25F)
2D 28 2.64 8 7 3 LF CJRF 6 4 16 -6
  • FRC timing: 1~6
j.P 11 1.44 3 8 1 HA cCR 5 4 14 -- --
j.K 14 1.44 3 8 1 HA CR 5 8 11 -- --
j.S 28 2.64 10 7 3 HA CJR 4 5 9 --
  • Floats on hit (untechable for 16F)
j.H 35 2.64 10 7 3 HA CR 7 10 16 -- --
j.D 16,28 2.64x2 10x2 7x2 3 HA CR 7 3(4)6 16 --
  • 2nd hit floats on normal hit (untechable for 24F)
  • 2nd hit wall bounces on CH (untechable for 60F)
  • 4 additional frames of recovery after landing
Throw 60 4.00 -- 6x2 -- 43dot RF -- -- -- --
  • Floats on hit (untechable for 38F)
  • Normally has forced proration of 50%
  • If throw is FRC'd, forced proration 70%
  • FRC timing: 43~44
  • 17F to hit the opponent after the throw before they can tech normally, 16F if FRC'd. When FRC'd, throw does 0 damage
Air Throw 60 5.98 -- 6,7 -- 88dot -- -- -- -- --
  • Untechable for 50F. Forced proration 50%

Specials

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Asanagi no Kokyuu
22K,S,orH
- - - - - - - - - Total: 57 -
  • Jam gets a charge on frame 57
  • Can store up to 3 charges for each special at max
  • *Not in Mook* K for Ryuujin, S for Gekirin, H for Kenroukaku
Ryuujin
236K
50 2.50/8.40 20 6 5 HLF R 17 6 25+11 Landing -23
  • 1~4 invincible to strikes
  • 7~8 low stance
  • Airborne from frame 9 on
  • Wall bounces on hit (untechable for 36F)
  • see notes *1
Ryuujin (Air)
j.236K
52 2.00/7.20 20 6 5 Any R 9 6 11 Landing -
  • Floats on normal hit (untechable for 36F)
  • Has a minimum height requirement
  • see notes *1
Ryuujin (Charged)
236K
66 -/12.00 20 15 5 Any R 11 16 17 Landing -
  • 1~9 invincible to strikes
  • Airborne from frame 1 on
  • Causes wall stick on hit (untechable for 80F, stick lasts 35F)
  • Consumes one charge stock on frame 1
  • see notes *1
Gekirin
214K
42 2.00/4.80 10 7 3 HA R 19 13 3+10 Landing -9
  • Airborne from frame 4 on
  • Floats on hit (untechable on ground hit for 28F)
  • Startup to hit a crouching opponent is 21F (tested on Sol)
  • see notes *1
Gekirin (Air)
j.214K
38 1.50/3.60 10 7 3 HA R 17 13 10 Landing -
  • Causes ground bounce on hit (untechable for 35F)
  • Has a minimum height requirement
  • see notes *1
Houeikyaku
j.2K
16,10xn 1.50/3.60,1.8xn 14xn 6,8xn 4,1xn HA R 10 Till Landing 6 Landing +8
  • All hits other than the 2nd have hit stop 5
  • 1st hit prorates 80%
  • Has a minimum height requirement
  • 2nd hit will only trigger if the 1st hit connects
  • Listed SD is for a Houeikyaku performed as low to the ground as possible (startup of 14F)
Choujin
236P
- 0.5/- - - - - F - - Total: 41 -
  • Airborne from frame 1 on
  • Foot invincibility from frame 6 on
  • 1~17 can pass through opponent
  • In CH state from frames 1~5
  • Additional 2 frames of recovery after landing
  • FRC timing: 1~3
  • Auto jump Installs
  • From frame 20 on, can perform any action other than blocking or FD
Choujin (Air)
j.236P
- 0.5/- - - - - F - - 2 Landing -
  • 1~18 can pass through opponent and in CH state
  • Cannot be used after a double jump
  • From frame 22 on, can perform any action other than blocking or FD
*1: Jam is crouching after landing. On the next frame after a hit or block until Jam lands, Jam can cancel into a follow-up (Ryuujin, Gekirin, Kenroukaku).

Force Breaks

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Asanagi no Kokyuu - Kyoku
22D, (P,K or S)x2
- - - - - - - - - Total: 64 -
  • 5~52 can gain up to a maximum of 2 charges
  • Jam gains a charge stock when you press a button (P,K, or S)
  • see notes *2
Hyappo Shinshou
236S~D
65 - 14 6 5 HLF R 14 3 15 +1
  • Low stance on frame 2
  • 3~13 invincible to strikes
  • Wall stick on hit (untechable for 60F, stick for 30F)
  • Dizzy modifier x1.25
  • Prorates 85%
*2: -NOT IN THE MOOK- Taken from a Japanese wiki. K charges Ryuujin, S Gekirin, H Kenroukaku.
First two button presses determine the charges you receive, except in two special cases.
Examples:
  • If you have zero charge (normal case): Pressing K, K, S (in that order) gets you 2 charges of Ryuujin (S input ignored.)
  • If you have two charges of Ryuujin, and no other charges then pressing K,K,S gets you one charge of Ryuujin (total of 3) and one charge of Gekirin.
  • If you have 3 charges of Ryuujin, pressing K,K,S,S gets you no charges at all.
  • So only if the 1st charge is a success can you afford to waste inputs on overcharging.

Overdrives

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Renhoukyaku
632146H
18x9 - 6x9 3x9 2 Any - 10+ 0 After Super Flash 32 17 -7
  • 1~10 invincible to strikes
  • Floats (untechable for 28F)
  • Causes vacuum effect on hit or block
  • Hit stop 0
  • Opponent's inputs are frozen after the super flash until the 2nd active frame
Choukyaku Hououshou
632146S
20,9x10,40,80 - 20 6,2x10,6x2 5,3x10,5x2 HLF R 7+0 After Super Flash 21 24 -26
  • 1~8 invincible to strikes. 9~29 foot invincibility
  • 30~40 low stance
  • Hits 12~13 float
  • Hit stop 0
  • Hits 2~11 have hit stop 6
  • 13th hit has dizzy modifier x0.25; all others have dizzy modifier x0
  • Untechable on air hit: 1st hit: 18F, hits 2-11: 40F, 12th hit: 80F, 13th hit: 114F
  • Opponent's inputs are frozen after the super flash until the 2nd active frame
Geki: Saishinhou
236236H
50,70 - 20x2 6x2 5 HLF RF 1+2 After Super Flash 3,3 36 -20
  • 1~8 invincible to strikes
  • 1st hit staggers on ground hit (max: 35F)
  • 2nd hit floats
  • Both hits are untechable on air hit for 90F
  • 1st hit prorates 150%
  • 2nd hit forced proration 75%
  • FRC timing: 3~4
Tousai Hyakuretsuken
64641236P+K
1x100 - 20 1,0x99 5,1x99 Any - 7+29 After Super Flash 14 27 -22
  • 1~6 invincible to strikes
  • 36~51 foot invincibility
  • 52~67 low stance
  • Causes knockdown on hit

2nd hit onwards only trigger if the 1st hit connects

  • Costs 100% Tension

Instant Kill

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Gasenkotsu
In IK mode: 236236H
Fatal - 20 - - Any - 11+6 After Super Flash 12 22 -15
  • IK preparation animation: 54F
  • 12~16 invincible to strikes

Gatling Table

P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D j, Sp.
6P 2P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp.
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D j, Sp.
5K 2P, 6P 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D j, Sp.
6K 2P 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D j, Sp.
2K 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D j, Sp.
c.S 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D j, Sp.
f.S --- --- 2S 5H, 2H, 6H 5D, 2D j, Sp.
2S --- 5K, 2K --- 5H, 2H, 6H 5D, 2D Sp.
5H --- 6K --- 6H --- Sp.
6H --- --- --- 6HH --- ---
6HH --- --- --- --- --- ---
2H --- --- --- 6H --- j, Sp.
5D --- --- --- --- --- Homing Jump
2D --- --- --- --- --- j, Sp.
j.P j.P j.K j.S j.H j.D Sp.
j.K j.P --- j.S j.H j.D Sp.
j.S j.P --- --- j.H j.D j, Sp.
j.H --- --- --- --- --- Sp.
j.D --- --- --- --- --- Sp.