GGACR/Zappa: Difference between revisions

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*Tied with {{clr|1|2P}} for Zappa's fastest normal.  
*Tied with {{clr|1|2P}} for Zappa's fastest normal.  
*Decent range and good speed make this an acceptable poke, and also make it good for tick throws and frame traps.
*Decent range and good speed make this an acceptable poke, and also make it good for tick throws and frame traps.
[[GGACR/Zappa/Frame_Data#No_Summon|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}


'''Additional Frame Data:''' ''Initial prorate 90%.''
'''Additional Frame Data:''' ''Initial prorate 90%.''
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*Floats on hit.
*Floats on hit.
*Knocks down enemy on ground CH.
*Knocks down enemy on ground CH.
[[GGACR/Zappa/Frame_Data#No_Summon|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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*It's mostly delegated to combo filler.
*It's mostly delegated to combo filler.
*Against crouching opponents combos into {{clr|4|2H}} with dash momentum.
*Against crouching opponents combos into {{clr|4|2H}} with dash momentum.
[[GGACR/Zappa/Frame_Data#No_Summon|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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*Another good, fast poke, {{clr|1|2P}} is a great combo starter, going into {{clr|2|2K}} into whatever.  
*Another good, fast poke, {{clr|1|2P}} is a great combo starter, going into {{clr|2|2K}} into whatever.  
*It's generally best to go into {{clr|2|2K}}, {{clr|5|2D}}, Centipedes when naked, or whatever combo you'd like when using a summon.
*It's generally best to go into {{clr|2|2K}}, {{clr|5|2D}}, Centipedes when naked, or whatever combo you'd like when using a summon.
'''Additional Frame Data:''' ''Initial prorate 90%.''
'''Additional Frame Data:''' ''Initial prorate 90%.''
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*Has worse horizontal reach than {{clr|2|j.K}}, but some height to its hitbox, and is just fast enough to work in air combos.  
*Has worse horizontal reach than {{clr|2|j.K}}, but some height to its hitbox, and is just fast enough to work in air combos.  
*You'll mainly see it used after {{clr|1|j.P}} into {{clr|5|j.D}}, or after {{clr|4|2H}} air hit combos.
*You'll mainly see it used after {{clr|1|j.P}} into {{clr|5|j.D}}, or after {{clr|4|2H}} air hit combos.
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Revision as of 20:39, 18 May 2022


Overview
Overview

Zappa is Guilty Gear's perpetually unfortunate soul from the most dangerous region in the gear universe: Australia. Zappa's game design is one of the most unique in fighting games. Zappa psuedo-randomly summons spirits to change his fighting style drastically, and to help him gather orbs to summon an even greater ally: Raoh. Each of Zappa's summons gives him a different playstyle and set of tools to work with, from zoning, to spacing, to rushdown. Zappa's general strategy is to get a summon, play based on that summon's style, and gain orbs. Once Zappa gains 8 orbs, he can summon Raoh, inflicting lethal damage for 15 seconds. Zappa players will have to learn the ins and outs of each of his playstyles, resulting in Zappa having five times as many matchups as normal characters.

 Zappa is "Naked" in this form, lacking a summon. In exchange for none of the firepower or versatility of his summons, he has an excellent keepaway and defensive game to get them online as soon as possible.

Pros
Cons
  • Slippery: Zappa's extraordinary backdash and fast low profile dash make him one of the most elusive characters in the game when he's grounded.
  • Mixups Galore: Zappa has access to a variety of grounded overheads including his 16f 214D and 6H, some of which come with him into other summons.
  • Tricky Normals: Zappa has many normals that shrink his hurtbox to go under the opponent's attack as well as his 5K which raises his hurtbox to go over lows. This makes Zappa very difficult to poke against for most characters.
  • Free Summons: Zappa has a 3/8 chance each time he leaves hitstun to get a summon. 1/8 of the time this results in getting Dog, which can act as a "get out of jail free card" and let Zappa escape pressure or even start a combo of his own.
  • Excellent DP: Although it is only available when Zappa has no summon, 236P is a very strong reversal that can get Zappa out of difficult situations or be used to counterpoke.
  • High Stun Potential: 2H has a 2x stun modifier and on air CH combos into itself, which is often enough to stun characters by itself.
  • Low Damage Output : Naked Zappa generally does very little damage off of regular confirms, instead routing into 236P after a small combo.
  • Limited Air Control: Naked Zappa cannot end confirms in a hard knockdown vs airborne opponents and he generally lacks strong air to air or jump-in tools.
  • Poor Grounded Anti-Airs: Lacking a traditional 6P or alternative strong anti-air buttons, Naked Zappa has limited ability to directly threaten airborne opponents from the ground.

 Zappa summons a shadowy Dog to assist him in battle. While Dog is summoned, Zappa becomes like a miniature  Eddie, working in tandem with his canine companion to create suffocating pressure situations.

Pros
Cons
  • Dog Pressure: If Zappa manages to either get his opponent into the corner or sandwiched between him and the dog, he can create some of the most intense pressure in the entire game. Numerous resets, dozens of high/low and left/right mixups and the threat of a grab on top of it all can make the opponent dread seeing him pop up.
  • Unblockables: With the use of 4DD combined with a low from Zappa even the most defensive opponents can be opened up.
  • Infinites: If the opponent is between Zappa and the dog when hit Zappa can choose to combo infinitely until he decides to go for a reset or the opponent bursts.
  • Amazing Defense: Not only can the dog absorb one hit for Zappa, it can also attack at all times, even when Zappa is blocking, stunned, or even while he is bursting. This allows Zappa to start offense even when he is defending, making Dog an incredibly strong tool.
  • Invincible While Idle: Dog cannot be hit if it is not in an attack or recovery animation unless it stays still for 6 seconds straight.
  • Demanding Positioning: Dog takes a significant amount of time to cross the stage and must be present for Zappa to extend his combos, meaning Zappa must remain close to the dog lest he be caught in a bad position. Additionally, while the dog being vulnerable while attacking can be a great boon for Zappa when he's on the defense, it also means that the summon is easy to lose while positioning it in neutral. Zappa must be especially cautious of multihit moves as they can blow through the dog and still hit Zappa.
  • Limited Knockdowns: Because he loses access to his regular 2D Zappa is unable to knock down the opponent unless the dog is in position to help. Additionally, Zappa with Dog usually gets limited conversions that don't lead to a knockdown off of hits vs airborne opponents.

 Zappa summons three ghostly Triplets to help him in battle. While Triplets are summoned, Zappa becomes a trickster with access to extended pressure and screen control, capable of flooding the screen with numerous projectiles.

Pros
Cons
  • Zoning Extraordinaire: With 236P/K/S/H/D Zappa can control a ludicrous amount of space on the screen, warding off approaches and locking the opponent down.
  • Misfortune Curse: If you manage to curse the opponent they will be forced to be careful of the random items, allowing Zappa to take the initiative. Misfortune items can also save Zappa from pressure, extend combos, or even set up unblockables.
  • Tricky: Triplets give Zappa a variety of options which let him confuse and frustrate the opponent. Zappa can stall in the air with repeated triplet tosses, hit them with lingering hitboxes while jumping over their heads, cause chaos by spawning multiple items at once after comboing into 236D, and generally annoy the opponent to no end.
  • Extensive Pressure: Triplet normals cancel into themselves and other Triplet normals allowing Zappa to perform extended pressure, especially with the help of curse items and his highly useful triplet toss FRC. When the other player is in the corner Zappa can continue pressure almost indefinitely if he has a good read on his opponent.
  • Orb Generation: Landing Triplet Toss and doing Triplet combos consistently rewards Zappa with orbs that he can use to eventually summon Raou.
  • Poor Damage: Triplets do extremely low damage and instead rely heavily on repeatedly opening up the opponent.
  • Misfortune Interruption: When the opponent is cursed the random items can sometimes interrupt Zappa's combos or otg knocked down opponents.
  • Limited Triplets: Should Zappa rely too heavily on his ghost toss specials or 2H/jH he will be left vulnerable until his ghosts return to him.
  • Extended Hurtboxes: Most Triplet normals extend Zappa's hurtbox signficantly which can make them vulnerable to being counterpoked.

 Zappa summons a bloodstained sword to help him in battle. While Sword is summoned, Zappa gains access to numerous extremely powerful mixups and fully disjointed long range pokes.

Pros
Cons
  • Fully Disjointed: Sword has a unique property in that it does not have a hurtbox, which makes it extremely effective in neutral and invalidates many options that the opponent might otherwise use to escape pressure such as burst, dp, or dead angle and allows spaced Sword normals to be fully reversal safe during combos and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
  • Strong Zoning: Because the sword can reach roughly 3/4ths of the screen, Zappa can use it to zone out opponents with very little risk to himself, especially versus characters with subpar mobility.
  • Amazing High-Low Mixup: When Zappa obtains Sword he gains access to some very strong high-low mixup tools such as his 6P>2K gatling (which is exclusive to Sword), 6H (a 13f overhead that turns into a low later on in the move), 2S (a ranged low), and his j.S (which hits high and can be used as an instant overhead). These tools allow Zappa to keep his opponent guessing from all ranges.
  • Plethora of Strong Tools: Sword gives Zappa a variety of useful tools that allow him to move across the screen quickly, anti-air, extend pressure, and recall sword. In addition to this, every Sword special has an FRC point to make it safe or to extend pressure/combos.
  • Oppressive Corner Pressure: Sword has some of the strongest corner pressure in the game. When an opponent is forced into the corner Zappa can use Come Close, and I'll Kill You (also known as Swipe) to cause a hard knockdown. This allows Zappa's to keep pressuring the opponent after every corner combo and force Zappa's opponent to work to get out of his pressure.
  • Dead Zone: Due to the sword lingering in place after completing a move, poor placement or exploitable gaps in pressure will allow an opponent to get between Zappa and the Sword. Once this happens Zappa's options become much more limited, as he will either have to go for a risky option such as Please Fall (DP), run away, or rely on his P and K normals to bail him out.
  • Highly Committal Normals: Sword normals such as 2H (37f), 5H (39f), and 6H(45f) are all moves with high total frame counts that leave Zappa completely vulnerable should the opponent avoid them.
  • Limited Access to Knockdowns: Although Zappa retains his 2D allowing him to KD midscreen when close to the opponent, Sword normals and specials generally do not result in hard knockdown unless the opponent is grounded and in the corner.
  • Other Limitations: All sword normals build 0 guard bar and every sword normal/special other than 236S is air-blockable without Faultless Defense unlike most grounded moves in the game.

 Zappa collects eight Orbs, allowing him to summon the mighty Raou! With excellent control of the screen and absurd damage potential, Raoh is to be feared by opponents!

Pros
Cons
  • Damage like His Namesake: With 50% meter and a 214S starter close to the corner Raou is capable of dealing close to an entire health bar's worth of damage. Even outside of this situation he does enough damage that often even a single confirm is enough to close out a round.
  • Strong Normals: Raou gives Zappa access to some very useful normals with far reaching hitboxes that can be used for poking, frame traps, and extended pressure.
  • Amazing DP: Raou's 214S is one of the best invincible reversals in the game, coming out on frame 4 and reaching almost to the top of the screen with an air-unblockable mountain of a hitbox.
  • High Threat Projectiles: Raou's 236S followups are air unblockable and lead into a full combo on hit, which combined with their multiple trajectories and large hitboxes makes them a threatening screen presence.
  • Chip Damage: Raou's 236S projectile and 632146S super both do highly increased chip damage, forcing the opponent to choose between losing their meter or taking significant (sometimes fatal) damage.
  • You Are Already Unsummoned: After 15 seconds Raou disappears, leaving Zappa summonless.
  • Limited Mixup: Raou's only option for a grounded overhead is his 5D. This means that Raou can sometimes struggle to open an opponent up before he disappears.
  • Enlarged Hurtboxes: Although Raou's normals are quite powerful, they also expand Zappa's hurtbox significantly and make him vulnerable to counterpokes.

Zappa has the ability to summon one of 4 familiars which will augment his playstyle significantly by replacing his specials and normals. Zappa's forms are in brief:

GGACR Zappa Summonless Icon.pngNaked or Summonless - This state is his weakest form. Zappa will start the round this way and return to it if he takes damage.
GGACR Zappa Triplets Icon.pngTriplets - Grant Zappa a flexible projectile special with 5 different trajectories that curses the opponent on hit, causing random items to harass them. Also gives Zappa augmented normals that can cancel into each other on whiff.
GGACR Zappa Sword Icon.pngSword - Grants Zappa overwhelming mixup potential while also allowing him to attack from nearly fullscreen.
GGACR Zappa Dog Icon.pngDog - Replaces his Dust button with a familiar which can act autonomously from Zappa, even while he is attacking or blocking.
GGACR Zappa Raoh Icon.pngRaoh - Raoh only appears when Zappa has 8 orbs. Raoh has amazing damage, reach, and speed, but is balanced by very poor mixups.

Zappa has a unique resource called Orbs which he gains by hitting enemies with certain moves.

Orbs will be shown as balls of light which float in a circle around Zappa's body. Zappa's special moves will grant Zappa with 1 to 2 orbs if they successfully hit, depending on the move. Zappa will start each round with 0 orbs, and can have a maximum of 8 orbs. When Zappa has 8 orbs, his next summon special will summon Raoh who is a unique summon that only lasts 15 seconds.
Guilty Bits Character Intro


GGACR Zappa Nameplate.png
GGACR Zappa Portrait.png

Normals and Specials

  • Zappa will always have access to his P and K normals.
  • Dog overrides Zappa's D normals.
  • Triplets override Zappa's S and H normals.
  • Sword overrides Zappa's S and H normals.
  • Roah overrides Zappa's S, H normals and 5D.


GGACR Zappa Summonless Icon.png Naked
GGACR Zappa Dog Icon.png Dog
GGACR Zappa Triplets Icon.png Triplets
GGACR Zappa Sword Icon.png Sword
GGACR Zappa Raoh Icon.png Raoh

Normal Moves

5P

5K

c.S

f.S

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. Invuln Level
f.S 30 Mid 13 9 10 -5 3

  • Easily one of Zappa's best normals, hitting for good damage and with the highest range out of Zappa's notable normal attacks.
  • Activates at a surprisingly close range, and can combo into 2S or 2D if you're close enough, allowing Zappa to go into Centipedes if naked, or into other setups with the Dog.
  • At a far enough range, this move changes to the grounded version of f.S. Can be jumped cancelled into something like j.K or j.S if you're close enough.
  • The puddle knocks down opponent on hit. Great overall, with some deceptive range, and can be used in conjunction with the dog for an unblockable setup.

Additional Frame Data: Spit reaches its maximum horizontal distance in 19F. If the 1st hit whiffs, it turns into Puddle.

5H

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. Invuln Level
20×3 High 22 3×6 12 -13 22~39F Lower Body 4

  • One of the weirdest moves in the game: a six hitbox overhead that's unsafe even on hit if it connects early due to only being able to do a maximum of 3 hits. Good guard bar plus and high damage if it connects make it a strong tool with Dog but it is generally worthless when naked.
  • The move has two FRC points during the 4th and 6th hitboxes. Since the move can only hit three times these will usually be after the active frames but if you do the move from further away you can FRC the 4th hit into an immediate 2K for a 50/50 that leads into a combo with dog support.

Additional Frame Data: Hitstop 7F. Max 3 hits. FRC timings: 31~33F, 37~39F.

5D

6P

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. Invuln Level
24 Low 11 3 18 -7 1~13F Above Knees 3

  • An excellent move that's more suited to poking than anti-air due to its low to the ground hitbox.
  • You'll be dashing into this move a lot, using it to start pressure or combos because of its invincibility and ability to jump cancel.
  • If used against jump ins, it'll usually make an opponent pass through you rather than hit them, but can be used in an emergency. 6P will be seeing a lot of use from you.

Additional Frame Data Prorates 90%. Causes knockdown on ground CH.

6H

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. Invuln Level
50 High 21 19 14 -14 44~49F Low Profile
50~57F Above Feet
5

  • Another one of Zappa's several overheads, this one is quite a bit more useful than 5H, but is still extremely unsafe and only meant to be used sparingly.
  • If you have the dog to cover your pressure, this move is excellent, but otherwise is seldom used.
  • Note that it won't knockdown in the corner unless it lands as a counter hit. A tricky mixup you can use if you have the meter is to jump install into 6H, RC it on block (from far enough out) and airdash in.
  • On Counter Hit, you're going to lead into something mean, or as mean as you can get with naked Zappa.

Additional Frame Data Zappa is airborne from 19~39f. Wall bounces on hit (untechable for 20F). Untechable for 60F on CH.

2P

2K

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. Invuln Level
16 Low 7 6 7 -1 2

  • Yet another low profile Zappa poke, and among the better moves in Zappa's overall tookit. 2K hits low, goes under a lot of things, moves Zappa slightly forwards, and comes out at a decent speed.
    • The push forward is particularly important for compensating for Zappa's short range when naked, and particularly in Dog combos.
  • Its gatling routes change depending on your summon, so keep in mind that you'll have more options based on your current spirit. Definitely a good low option.

Additional Frame Data: Initial prorate 80%.

2S

2H

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. Invuln Level
60 Mid 15 5 14 0 5

  • By itself, this move is nothing special, but when chained into, 2H is beastly.
  • It has an amazing hitbox, is jump cancellable, gatlings both to and from almost all of Zappa's normals, is safe on block, deals ridiculous damage, staggers, has a massive dizzy modifier and cranks the guard bar a ton.
  • Feel free to RC 2H on hit and go into another one or do some other silly combo of your choosing. *Note that the only moves that will successfully combo into this without meter are 6P, c.S, and 2S against crouchers, and 5K, 6P, c.S, and 2S on counter hit.

Additional Frame Data: Staggers on ground hit (max 35F). Dizzy modifier x2.

2D

j.P

j.K

j.S

j.H

j.D

Special Moves

Hello, Three Centipedes

236P with No Summon

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. Invuln Level
20 Mid 10 4 20 -12 1~13F All
14~End Throw
2

The major staple of Zappa's gameplan, Centipedes are the most important tool in Zappa's arsenal. It is fully invul until past startup, removes OTG, knocks down, and grants Zappa a summon.

  • The most common usage is to knock the opponent down with xx > 2D, and then dash forward into Centipedes. Afterwards, you can link a 5P into a combo based on which summon you've been granted.
  • On hit, Zappa will gain a single orb, and a summon based on the timer and your number of orbs.
  • If the singles digit on the round's timer is:
    • 0, you get the sword.
    • 1, you get the dog.
    • 2, you get the ghosts.
    • If you have 8 orbs, you get Raoh.
    • Any other number before having 8 orbs will grant a random summon.

(Note that this occurs on frame 15 of the attack).

Additional Frame Data: Knocks down opponent on hit (untechable for 60F). +1 Soul on hit.

Normal Moves

Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move.
Can cancel first attack into followup version of the move on hit or block
Zappa's 5D, 2D, and j.D are replaced with the corresponding Dog Normals; Zappa himself does not attack.
Dog is invincible while idle.
If the dog idles for 300F, it enters sleep mode, 30F to wake up dog from sleep.

Awaken Dog

D while Sleeping Dog

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. Invuln Level
Total 30

  • The dog is an overall great summon, but is difficult to use due to its execution requirements and understanding of it.
  • When not attacking, it is invulnerable, but if it doesn't move for 6 seconds, it goes to sleep, making it vulnerable.
  • This can be a blessing in disguise, as the dog will sponge a hit for Zappa whenever it is vulnerable.
  • Waking up the dog works with any D move, but it will take 30 frames for it to wake up and attack, keeping its vulnerability. Keep this in mind when you have the Dog out.

5D

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. Invuln Level
20 Mid 16 8 36 [60] 1~6F, 48~50F, 54~59F Low Profile 2

  • The staple Dog move, comes out faster than most of the other dog moves, but has a very low amount of hit and blockstun.
    • However, you can use this to cover options and link combos together, making it integral to Zappa's dreaded infinites.
  • Additionally, since dog attacks can be used in blockstun, you can use this to break through pressure if used intelligently.
  • Examples in strings include using it to make Zappa safe during/after 5H or 6H, linking 2H > 5D > 2K > 5D > xx for extended combos, etc.
  • On hit, it pushes the dog back slightly, and doesn't combo into itself if you use 5D again as a followup. Regardless, this move is still one of your most reliable dog moves.

Additional Frame Data: Can only cancel into this attack from 5D or 2D. On block deals 2 chip damage.

6D

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. Invuln Level
20 Mid 17 12 17 [24 after landing] 1~13F, 34F onwards Low Profile
14~33F Feet
2

  • A lunging bite which can work similarly to 5D for linking moves together and allowing Zappa to continue combos and pressure.
  • Its major difference is it has more horizontal reach than any of the dog's other moves, working for repositioning the dog, and it combos into itself. You can also use this to hit opponents that have you under pressure if the dog is behind you.
  • In addition, it places the dog airborne, allowing for 4DD, aerial 8D, or another 6D as a followup. On contact with the opponent, the dog will pop back about a third of the screen, but during this retreat animation, you can do a followup dog attack if 6D itself was not a followup. Knocks down on air hit, good after a 2D.

Additional Frame Data: On hit or block, Dog performs rebound animation (total 61F). Pulls in opponent on air hit (untechable for 20F). On block deals 2 chip damage.

8D

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. Invuln Level
20 All 10 [see notes] 12 31 [24 after landing] 1~4F, 44F onwards Low Profile
9~43F Feet
3

  • Great move to use when being pressured and the dog is over the opponent, allowing for a somewhat reliable "Get-off" option.
  • It will catch people airdashing in haphazardly, and can work as combo filler in jumping combos, but be careful as it generally won't hit crouching opponents.
  • After a rebounded 6D or 4DD, this can help reposition the dog against a grounded opponent, particularly in the corner, by intentionally whiffing it. Good for orbs if that's your goal.

Additional Frame Data: 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 4DD. On block deals 2 chip damage.

2D

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. Invuln Level
45 Mid 36 4 27 [51] 3

  • The only dog normal that floats on hit, 2D is best for combo enders and even has uses in pressure.
  • It grants 3 orbs on hit and 1 on block, but its range requires you to be able to position to the dog well.
  • After landing it, you can guarantee a knockdown by doing 6D as a followup.
  • In blockstrings, it has a high amount of blockstun, so use it to get back in.
  • In AC, this move was unblockable, but it still has its uses and can make life hell for your opponents.

Additional Frame Data: Knocks down opponent on hit (untechable for 20F). Chip damage x2 (11 damage on block). Follow-up version can only be done from 5D or 2D. +3[0] Souls on hit. +1[0] Souls on block.

4D

4DD

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. Invuln Level
20 High/Air 13 Until landing 40 [24 after landing] 1~12F, 37F onwards Low Profile
13~36F Above Feet
2

  • The Dog's overhead. Used in conjunction with 2K, Zappa gets an unblockable setup, and with the right combination, he can reset back into it repeatedly in the corner.
  • This is what will make Zappa's dog game terrifying, starting combos and ending them after 2D as well. Using 4DD late after a 4D or rebound can reposition the dog closer to the opponent as well by intentionally making it whiff.
  • Pre-patch, this move left the dog right in front of the opponent, but now it rebounds the dog back similarly to 6D.
  • In order to reposition the dog near the opponent, you'll want to whiff a 6D late after the rebound, or go for an 8D, usually whiffing it if the opponent is already in hitstun.

Additional Frame Data: Initial prorate 75%. Dog performs rebound animation on hit or block. Slams down opponent on air hit. On block deals 2 chip damage.

Normal Moves

c.S

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. Invuln Level
20 Mid 6 2 12 0 3

  • Pretty standard punish starter. Doesn't have too much reach, but can be used sparringly as an anti-air, and to relaunch/link air combos.
  • Zappa can gatling any of his ghost normals back into each other for as many ghosts as he currently holds, meaning up to three. However, c.S bypasses this and lets you start a ghost combo before going into this chain. This makes it a premiere combo tool, especially after a 236S FRC.
  • Note that it cannot be gatling'd back into like the other ghost normals. You can end gatling strings with this too, as it's safe on block, to reset strings or set tick throws/frame traps.

See notes *1 and *2

f.S

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. Invuln Level
f.S 20 Mid 9 7 7 0 3
f.SS 20 Mid 9 7 9 -2 3

  • Now we're getting some range. Has the longest horizontal reach of Zappa's grounded ghost normals. Its hitbox more or less matches the lateral range of the arm, but vertically it hits low enough to connect with crouchers.
  • Great for zoning and stuffing a lot of things, especially when whiffing other ghost normals. You can even use backdash f.S as an emergency AA if you time it.
  • Can combo to 5H/2H for knockdown/float.

Additional Frame Data: Initial prorate 90%. Staggers opponent on CH (max 39F). See notes *1 and *2


  • Consecutive use of f.S will extend the range further in a chain since the ghosts will position themselves farther with each use. Loses the ability to combo to H and D, and is more suited for poking and harrassment than combo tools after a single use.
  • Pretty safe due to range and a low SD.

Additional Frame Data: Initial prorate 90%. Staggers opponent on CH (max 35F). Listed Frame Adv is from the 2nd hit. See notes *1 and *2

5H

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. Invuln Level
5H 25 Mid 14 5 13 -4 3
5HH 25 Mid 14 5 15 -6 3

  • Slower normal amongst Zappa's triplets. Better for frame traps, and mostly sees use in c.S > 5H relaunches after floating with a 2H.
  • Mostly meant for damage and filler in combos. It has the same hitstun and blockstun as S normals, but generally launches the ghost out a bit farther from Zappa, making it better for combos where Zappa's been pushed away.
  • Since it has the cancel property of Zappa's ghosts, though, you can chain into 2S for mixup situations, which can create ambiguous situations when you start with this in conjunction with 6H.

See notes *1 and *2


  • Has some good conversion properties since consecutive 5H's will reach even farther out than f.S(2,3).
  • You can then combo into 2H for ranged knockdowns, but be wary as going into this out of f.S from too close or too deep in the corner will cause this to whiff.

Additional Frame Data: Listed Frame Adv is from the 2nd hit. See notes *1 and *2.

6S

6H

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. Invuln Level
30×3 High 16 5(3)5(10)5 8 +4,-11,-19 4

  • Absurdly fast overhead, especially considering its damage.
  • Will deal roughly 80 points of damage or more if you let all three hits rock. Has a great amount of range and will push back the opponent farther the more hits you allow.
  • Its animation and startup time are also eerily similar to 5H's, which can be cancelled into 2S as a low, creating a very ambiguous mixup situation.
  • If you RC the first or second hit, you'll be able to continue the combo and generally deal a knockdown. Despite that you cannot combo into this move or gatling into it from ghost normals, you can gatling into it from a 5P or 6P, the former of which self-cancels with the ghosts, and the latter gatlings to and from c.S, leading to a scary mixup when in range.
  • Fantastic tool, just note that you'll get fewer hits when you have few.

Additional Frame Data: After Zappa turns his back, all of the currently present triplets attack. Zappa's body has the same recovery, regardless of # of triplets. See notes *1.

2S

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. Invuln Level
2S 18 Low 5 6 6 0 2
2SS 18 Low 5 6 8 -2 2

  • A short ranged low which by itself has less range than 2K, but doesn't have a prorate.
    • This is useful since although you can't gatling into Zappa's overhead, you have plenty of options to force the opponent to sit instead of trying to jump out.
  • 2S increases Zappa's number of lows to four when he has triplets, so this will make them stay honest. Gatlings into all other ghost normals (sans c.S), but will not combo into H normals.
  • Completely safe on block.

  • Excellent to use in pressure further due to the behavior of ghosts starting normals from farther away the longer you are in a chain of them.
  • Just like 2S(1), you can't combo into other normals besides f.S or another 2S if you have one, but you can still combo into 236S and continue pressure/combos.
  • Still relatively safe on block.

Additional Frame Data: Listed Frame Adv is from the 2nd hit. See notes *1 and *2.

2H

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. Invuln Level
2H 25 All 14 9 14 +2 3
2HH 25 All 14 9 16 0 3

  • Knockdown and pressure tool that works best after a c.S or other short gatling before S and H.
  • It'll put them close to you and do a small amount of damage, less than 2D, but it also has frame advantage of block, making Zappa's ghost pressure scarier than it already is.
  • You can also link a c.S on hit to relaunch if you want to get a kill or just get them off of you. However, note that using 2H temporarily disables the ghost you use for longer than simply launching them, since you did just blow it up.

Additional Frame Data: Floats opponent on hit (untechable for 22F). Level 2 Attack on block. Deals 3 chip damage on block. See notes *1, *2, and *3.


  • Works just as well after f.S(1) and 5H(1,2), as well as after 2H(1).
  • Delaying your explosions can work as a frame trap, but the cost is pretty high since you'll be out of ghosts for a while, You can still link a c.S afterwards, and the knockdown will work from farther out than your standard 2D range, so keep this option in your pocket.

Additional Frame Data: Floats opponent on hit (untechable for 24F). Level 2 Attack on block. Deals 3 chip damage on block. Listed Frame Adv from the 2nd hit. See notes *1, *2, and *3.

j.S

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. Invuln Level
j.S 25 All 10 5 25 3

  • Good damage filler in aerial combos, since Zappa's air combos generally don't end in knockdown.
  • Combos from j.P and j.K, and combos into j.K and j.D for better conversion.
  • It can also work as an air to air due to its arc and relatively large hitbox. Note that like all of Zappa's air ghost normals, it is not an overhead.

See notes *1, and *2


  • Chaining into consecutive j.S will lose the gatlings into j.K and j.D, and will not gain the horizontal range like Zappa's grounded ghost normals. *Best for Air to Air and for creating some space, but Zappa generally does not want to spend much time airborne.

See notes *1, and *2

j.2S

j.H

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. Invuln Level
j.H 25 All 19 9 17 3

  • Excellent tool for crossup shenanigans since the hitbox will linger in place after Zappa moves past or airdashes back in front of the opponent, creating tricky mixup situations.
  • It'll knock down and can also cover you during an aerial retreat, it just comes with the same risks as 2H.
  • It's also very vulnerable for Zappa after use, particularly if you use it with no ghosts present, so don't go too crazy with it.
  • You'll recover with enough time to airdash if done out of a super jump, so consider that, too.

Additional Frame Data: Floats opponent on hit (untechable for 22F). Level 2 Attack on block. Deals 3 chip damage on block. See notes *1, *2, and *3.


  • More or less just extensions of j.H(1) with the intent of putting more hitboxes in the way.
  • If the opponent is hit by consecutive 2H's, they'll be able to tech rather than getting a guaranteed knockdown, so be wise and wary.

Additional Frame Data: Floats opponent on hit (untechable for 22F). Level 2 Attack on block. Deals chip damage (3 damage per hit). See notes *1, *2, and *3.

Special Moves

Please Don't Come Back

236P/K/S/H with Triplets (Air OK)

No results
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. Invuln Level

A versatile move that gives the Triplets the ability to control a grand amount of the screen. Each version launches one of the ghosts near Zappa at a different arc depending on the button, and on hit, the ghost will possess the opponent if one isn't already haunting them.

  • Its FRC point at 10~11F circumvents its long recovery, and can be used to extend combos and guarantee a knockdown into another mixup situation. Just make sure a ghost is nearby when being used, or Zappa will simply go into a vulnerable animation without launching a hitbox. Extremely useful.

P version shoots a ghost straight up off screen, which then homes in on the opponent's horizontal position right over their head.

  • Great for oki immediately following a sweep, for turtling opponents, and for harrassing characters trying to play keepaway in the air.

Additional Frame Data: Startup 15F. Changes horizontal position changes to match that of the opponent on 37F. For the ground version, startup of 53F to hit a standing opponent (tested on Sol). Lasts for 2 bounces off the floor (78F when performed on the ground).


K version drops a ghost that bounces forward a few times.

  • Great for oki, for covering a jump in (with an FRC), or for landing a ghost OTG if you feel like it.
  • Will bounce higher based on the height from which you executed the drop.

Additional Frame Data: Lasts for 3 bounces off the floor (49F for ground version).


S version shoots a ghost straight ahead of Zappa, probably the most used version.

  • It goes the entirety of the field and zones the opponent completely.
    • p close, it's great for pressure and as a combo tool when FRC'd. Lasts until it reaches the edge of the screen.

H version shoots a ghost at an upwards arc.

  • Good for close opponents trying to jump out, or far opponents trying to approach from the air.

Additional Frame Data: Lasts until it hits the floor (46F for ground version).

All Versions: Zappa is in CH state for entire duration. If Zappa has no ghosts, nothing is fired and has a total animation length of 49F. Total length for the air version: 41F. Deals 2 chip damage on block. See notes *2, *3.

Please Don't Come Back

236D with Triplets (Air OK)

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. Invuln Level
16×3 All 11 see notes Total 52 see notes 3

  • Launches all ghosts Zappa currently has available, in the arcs of the K, H, and S versions of the move, with ascending priority, meaning that with only one ghost, you'll launch only in the S arc.
  • Useful if the opponent is in the air, as it has a tendency to connect all three hits and knock down the opponent if they're close enough.
  • It launches the ghosts more from the position of the last ghost used in a normal chain, meaning that they all are launched closer to the opponent. Its FRC point at 16~17F is later than the other versions, so be sure to learn that since Zappa will be without cover once he uses the move.

Additional Frame Data: Zappa is in CH state for entire duration. 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): -15, 2 ghosts (S, H): -16, 1 ghost (S): -17]. Total length for air version: 54F. Deals 2 chip damage per hit on block. See notes *2 and *3.

Curse Items

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. Invuln Level
Banana 0 Low 99 2
Golf Ball 30 All 38 4
Potted Plant 25 All 1 43 2

  • The moment an opponent gets possesed by a ghost, one of the three items will launch towards the target.
  • Each of the three has a different set of properties, but one of the three will be randomly launched at 1F, 121F, 241F, and 361F of Haunting.
    • This is extremely useful if the opponent is applying pressure but is still haunted, as items will spawn even if Zappa is blocking. Keep this in mind, and you can easily figure out how to break out of pressure.
  • All three items deal 0 chip damage.

  • The banana will float on hit. It will come from the upper corner of the screen behind Zappa, so it will take a short amount of time to reach the opponent. Since it knocks down, you can go into an air combo on hit if close enough. It will also ignore OTG.

  • The golf ball deals a good amount of damage, but bounces slowly across the floor until it makes contact. You can react very easily to this and plan your combos accordingly.

  • The flowerpot is the fastest item, as it will hone in on the opponent when spawned, and will plummet the opponent down on air hit. It will tack on damage pretty quickly.

I Was Lonely After All...

214P

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. Invuln Level
Total 32

  • This move will recall a ghost that is either attached to your opponent or is still out after you threw it using a move. If you do not have a ghost attached or out, you will go into a lengthy recovery animation without doing anything.
  • Very useful for getting lingering ghosts back to your arsenal, but it must be used cautiously due to the lengthy recovery time.
  • Zappa is in a counter hit state during use, so again, be careful.
  • Each ghost has a specific ID, which is the queue the ghosts are ordered in when you first summon them (#1 being closest to Zappa and #3 being the furthest).
    • Every time Zappa performs a ghost attack, the ghost that is used is the ghost at the front of the queue (at first, this is ghost #1, but this will change as explained later).
    • When Zappa expends a ghost, the ghost at the front of the queue is used and the other ghosts 'shift up' so that the next ghost moves to the front of the queue.
    • Whenever Zappa collects a ghost, either through 214P or manually picking them up, that ghost travels to the back of the queue. However, it keeps its ID.
    • Whenever multiple ghosts are expended, 214P will recall the ghost with the LOWEST ID. In other words, if ghosts #1 and #2 are out, 214P will first recall ghost #1. The next will recall ghost #2.
    • Keep in mind that this completely disregards the order in which you actually used the ghosts. This is especially important when the opponent is haunted.
    • For example, if ghost #1 is on the opponent, ghost #2 is floating in the field, and ghost #3 is with Zappa, then the recall will call the ghost off the opponent (ghost #1) and end the haunting. However, if ghost #2 is on the opponent and ghost #1 is floating in the field, then the recall will call the ghost floating in the field (ghost #1), leaving the haunting intact.
    • It may be important to keep track of how you have been using your ghosts in order to avoid prematurely ending a haunting on an opponent.

Additional Frame Data: Triplets begin returning on 18F. Recalling a Haunting Triplet ends Haunting. Zappa is in CH state from 1~20F.

Notes

  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

Normal Moves

Sword normals will push the sword farther away from Zappa with each use.
This keeps going until the sword is a little farther than half screen away.
If Zappa is farther from the opponent than this distance, the sword will not advance laterally.
On hit or block, despite the sword's position, Zappa is still pushed back.
Doing nothing with the sword for about a second will make it return to his position.

c.S

f.S

5H

6H

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. Invuln Level
29,15 High/Air→All, Low/Air 13 24,6 2 +4 4,2

This might be one of the weirdest moves in the game. 6H functions as a thirteen frame overhead during its first active hitbox, but becomes a low late into its active frames. This makes it a terrifying option that can come from nearly of any Zappa's normals, and it special cancels, usually into the swipe for knockdown. Keep in mind, though, that the second hit has too little hitstun to combo out of it, but it is still a good option to use occasionally.

6H will usually raise the sword a bit before dropping downwards at a 45 degree angle, towards the opponent. Keep this in mind, as if the sword is too high and the opponent is grounded, they may be able to low profile the move and escape your pressure, and it may whiff if used improperly. Its best uses are generally after a f.S, 2S, or 2H(1), leading to mixup or continuing a combo.

Additional Frame Data: Startup to hit crouching opponent is 22F (tested on Sol). Hits high 13~28F, mid 29~36F, and low from 37F onwards. Max 2 hits. Untechable for 18F.

2S

2H

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. Invuln Level
30×2 All 7 14,8 9 +2 5

Excellent Anti-Air and extremely versatile all around, 2H will propel the sword upward and out about 1/3 screen on, use, working as two hits and forcing anybody in the air to take a seat.

  • Its hitbox is very large and difficult for a lot of characters to manuever around, and will make opponents think twice about trying to get around the sword from the air.
  • In combos, 2H shows its use by being a major combo and pressure tool.
    • Its hitstun is extremely high and works in conjunction with j.S, 6H, and its jump cancel to work in a scary mixup situation. On the first hit, you can jump cancel and delay a j.S to start some of Zappa's longer sword combos, or go into 6H > Swipe on hit to knock the opponent down and gain two orbs.
    • If the opponent is airborne in your combos, 2H will generally chase them up high enough to score another Swipe for more damage. Great move all around.

Additional Frame Data: Zappa is in CH state for entire duration. Frame Adv is -12 if 2nd hit misses opponent.

j.S

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. Invuln Level
26 High/Air 7 3 18 2

This normal is the defining feature of what propelled Zappa and the sword to the top of the tier list. With proper usage, Zappa gets access to a near full screen, 11 frame overhead, which leads to good damage and knockdown with only 25% meter.

  • Tends to see most of its use after 2H due to it being one of Zappa's few jump cancellable sword normals, but on oki, it's just as scary when used in conjunction with 2S.
  • It will put fear into your opponents, so take advantage of it.

Additional Frame Data: Initial prorate 85%.

j.H

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. Invuln Level
32 High/Air 9 9 15 2

Mainly a combo tool and occasional crossup tool.

  • FRC point allows for Zappa's extended air combos and will force the opponents to think twice about when to block low if used properly.
  • If you dash over the opponent and use j.H while the sword is close to you, the delay in its placement will keep the sword behind, acting for a gimmicky crossup which you generally won't get much damage out of, but can be useful for breaking guards every now and then. You'll be using this for damage more than anything.

Additional Frame Data Initial prorate 90%. FRC timing 9~11F.

Special Moves

This Has Gotta Hurt

236S with Sword

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. Invuln Level
236S 20 Mid 12 16 13 -12 4
236S~H 45 Mid 9 12 26 -24 3

Important move, as it brings the sword back to Zappa's position immediately.

  • Punishable on hit by some characters if it doesn't counterhit but the threat of the followup can make the enemy scared to go for a punish. The FRC point after making contact lets you start/continue a combo on hit or perform a 50/50 mixup on block.
  • If the move connects on its last active frame it will not have an FRC point or followup but the recovery will only be 13 frames making the move plus on block.
  • Avoid FRC'ing this move with the H button, as if you miss you'll likely get the very unsafe followup instead.
  • Note that you can hold 4 or 6 to change the distance traveled by the move.

Additional Frame Data: Staggers opponent on ground CH (max 43F). Zappa has 28F recovery on hit or block, 13F recovery on whiff. FRC timing on 1~3F after the move connects. Can cancel into followup from 12F of recovery onwards on hit or block. +1 Soul on hit. On block deals 2 chip damage.


  • The followup is only guaranteed when the first hit of 236S counter hits, or when you have meter to cancel. Otherwise, the two moves will not combo.
  • On hit, however, this move will knock down and net you three orbs. You can RC it after having it blocked to continue pressure, or throw it out occasionally against players not expecting it.
    • Be careful, as you will be punished if it is blocked.

Additional Frame Data: Knocks down opponent on hit. Zappa is in CH state for entire duration. +3 Souls on hit. On block deals 5 chip damage.

Please Fall

623H with Sword

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. Invuln Level
40 All 10 9 29 -21 1~12F Upper Body, Throw 4

This move will return the sword to Zappa and deal a fair amount of damage.

  • The hit itself will follow the sword, meaning that if you use this move while the sword is away from Zappa, the hitbox will move from the sword towards Zappa, but will only be active for a short period of time.
  • Due to this, you should try to use its FRC point at 13~16f it to make it safe.
    • On hit, you can FRC it and continue to combo, as the sword will maintain its position from where you FRC'd it.
    • Conversely, RC'ing the move will still have the sword return to Zappa's position, so your followup combos will change, and may be more effective should you choose to burn 50% over 25%.
  • Sword 623H also has a good amount of upper body invul, so you can use it to get opponents off of you from the air if the sword is nearby. You may want to cancel into this after a short close string (2P2K2D) to get the sword back to your position without compromising your knockdown.

Additional Frame Data: Floats opponent on hit (untechable for 26F). Initial prorate 90%. +2 Souls on hit. On block deals 5 chip damage.

Come Close, and I'll Kill You

63214H with Sword

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. Invuln Level
30 All 17 4 16 -3 4

The most used special with sword. It grants 2 orbs on hit, and knocks down opponents in the corner.

  • Swipe works after 2H and 6H(1) to knock them down and rerun the vortex, but note that when the opponent is not in the corner, they will be able to tech after the wallbounce.
  • Swipe will also move the sword slightly forward, but is good for maintaining pressure if the sword is at its max range.
  • The FRC point can be used to extend combos and make the move safer in case it whiffs, but is also useful for forcing a mixup situation in unexpected scenarios.
    • Out of the corner though, you may want to avoid ending your combos with this and simply go for resets instead.

Additional Frame Data: Wall bounces opponent on hit (untechable on ground hit for 28F). On block deals 3 chip damage. FRC timing 17~20F.

Coming Through

j.236H with Sword

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. Invuln Level
24×N All 12 Until landing 23 after landing 3

  • Interesting move with a very large hitbox, that will track the sword to Zappa's position when used in the air. It does a moderate amount of damage and can be used for some silly combos, but mainly sees use as returning the sword to Zappa while airborne.
  • When used, the sword's spin will create a large hitbox that moves towards Zappa, and can catch people trying to get from the sword to you, as it is active during the entirety of Zappa's air time.
  • It is incredibly unsafe and will lose to most 6Ps, so be wary, and be ready to use its FRC point when you hit the ground.

Additional Frame Data: 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. On block deals 3 chip damage per hit. FRC timing 1~2F after landing.

Normal Moves

c.S

f.S

5H

5D

6H

2S

2H

j.S

j.H

Special Moves

Darkness Anthem

236S with Raoh (Air OK)

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. Invuln Level
236S 35×2 Mid 25 18 8 +7 5
j.236S 35×2 Mid 25 18 8 +7 5

Amazing. Darkness Anthem is used for combos, oki, and scaring your opponent into making the wrong decision.

  • By itself, this move deals a good amount of hitstun, is plus on block, is untechable on air hit, deals FOUR times normal chip damage, hits twice, and leads to huge damage, just like the rest of Raoh's moveset.
  • Of course, this is just the base of its functionality. Darkness Anthem's strength lies heavily in its followups.

Additional Frame Data: 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 (17 damage per hit on block). Max 2 hits. Projectile appears on 23F.


  • The air version is nearly identical to the grounded version, Air Darkness Anthem has the same followups and utility, with the main difference being its combo potential.
  • You can use air Darkness Anthem after a j.H to hold them in the air, and continue your combos. This works midscreen with dash momentum, as well as in the corner. This is extremely useful for Dust combos, or those starting with j.H or 2H.

Additional Frame Data: Can cancel into Followup Attack from 2~35F. Followup Attack starts up on 36F. Chip damage x4 (17 damage per hit on block). Max 2 hits. Projectile appears on 23F. Listed Frame Adv is from TKing attack (startup 28F, total 50F).

Darkness Anthem Followup

Darkness Anthem > P/K/S/H

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. Invuln Level
50 Mid 15 34(2)20 Total 38 0 4

  • Darkness Anthem's followups only add ultility to the already powerful move, turning them into a nearly full screen projectile based on the input.
  • Every single version launches the opponent high on hit with enough untechable time to knock down. This usually allowing room to go into 6H loop.
    • P followup shoots the projectile straight forwards, going full screen. Great for pressure.
    • K followup shoots at a downwards angle, hitting low profile attempts, and removing OTG on hit, making it staple for 6H loop.
    • S followup shoots at an upwards angle, catching jump out attempts and resetting pressure.
    • H followup goes forwards like P, but much more slowly, making it better for close range pressure.

All air followups are the same, and can be used for similar loops.

Additional Frame Data: Knocks down opponent on hit. Zappa is in CH state during recovery. Chip damage x3 (18 damage on block). Max 1 hit. Darkness Anthem Attack disappears on 13F (if it hasn't already).

Last Edguy

214S with Raoh (Air OK)

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. Invuln Level
214S 80 Mid 4 12 37 -30 1~4F All
5~7F Strike
5
j.214S 80 All 4 12 38+Until Landing+3 -35 1~4F All
5~7F Strike
5

Pants-shitting. Last Edguy is a Dragon Punch rivaling the strength and terror of Volcanic Viper.

  • 4 frame startup, enormous vertical and horizontal range, eighty base damage, and enough hitstun to usually knock down.
  • Gives Zappa a reliable wakeup option and is especially useful in combos. RC'ing it leads to even higher damage than Raoh normally gets, and you can do hilarious damage with full tension by doing 5-6 of these in a single combo. Turn Zappa's terror back on them.

Additional Frame Data: FFloats opponent on hit (untechable for 60F). Zappa is in CH state during recovery. Chip damage x0. Attack is fully extended on 10F.


Air version is just as damaging, but less useful than the grounded version.

  • Works more or less the same, but will cut Zappa's air momentum on use, and is even less safe on block due to the added recovery.
  • It might be useful to end air combos if it will kill, but otherwise it's not particularly useful.

Additional Frame Data: Listed Frame Adv is from TKing attack (startup 7F). Floats opponent on hit (untechable for 60F). Zappa is in CH state during recovery. Chip damage x0. Attack is fully extended on 10F.

Overdrives

Bellows Malice

632146S with Raoh

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. Invuln Level
40×10 Mid 5+10 27 Total 37 +13 1~5F All 5

A terrifying overdrive which has just as much utility on block as on hit.

  • Bellows Malice hits several times for high amounts of damage, and has a low enough recovery that you can follow it up pretty easily.
    • However, it has a large deadzone in front of Zappa, so instead of a reversal, it's better used from further away, usually around 1/3 to 1/2 screen.
  • Excellent for ending Raoh's longer combos if you have the meter.
  • Inversely, on block, this move absolutely tears through opponents. Each hit deals double and a half chip damage, draining opponents' health and cranking their guard bar to flashing if they don't FD, and eating more than half their tension bar if they do.
  • Use Bellows Malice wisely with Raoh and he becomes even more dangerous.

Additional Frame Data: Knocks down opponent on hit. Zappa is in CH state during recovery. Hitstop 7F. Chip damage x2.5 (12 damage per hit on block).

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Force Breaks

Etiquette Starts Here

214D

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. Invuln Level
30 High 16 5 11 +3 5

  • Etiquette is an incredibly useful move for mixup and for orbs. It's an extremely fast overhead, something you'd expect from Millia, is plus on block, and grants two orbs on hit.
  • It also unsummons whatever you have at the moment, which can be a godsend if the sword or dog are far from you, or your ghosts are currently out of commission. Because of this, you can OTG centipedes immediately afterwards, for a guaranteed three orbs if necessary.
  • Its range is slightly farther than 5D, and can be combo'd after 2D or S attacks, as well as thrown out in a string. Great move.

Additional Frame Data: 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. Deals 3 chip damage.

Overdrives

Birth!!

632146H

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. Invuln Level
40×4 Mid 1+11 8 30 -15 1~19F All
20~21F Strike
4

Excellent for damage and orbs, but very wonky as a reversal, despite its beefy invincibility, due to its incredibly slow startup after the flash.

  • You can combo into it fairly easily, mainly after 2D, and dash up with OTG Centipedes afterwards as usual. However, using this as a wakeup option, while more reliable than hoping for normal Centipedes, will only work if the opponent has committed to a lengthy oki option.
  • Note that it will also remove Zappa's current summon, including Raoh. Use this move wisely.

Additional Frame Data: Knocks down opponent on hit. Hitstop 7F. Removes Zappa's current summon on 1F. +1 Soul per hit. 5 Chip Damage per hit.

Instant Kill

I'm Scared...

During IK Mode: 236236H

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

External References

Navigation

 Zappa


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