GGACR/Zappa/Frame Data

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Zappa


Glossary

How do I read frame data?

System Data Glossary
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Zappa 1.0 2 3F Middleweight (x1.0) 11F (1~>10F invuln) 1 49F 55F Low Profile Run

Summonless

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 5P 9 3 8 90% Mid 1 SJR 1.44 5 2 6 +2 9 10 10 11
5K 5K 22 6 7 Mid 2 SR 2.64 9 6 8 -2 1~4F, 9~14F, 19~22F Feet
5~8F, 15~18F Lower Body
11 13 13 12
c.S c.S 26 10 7 Mid 3 SJR 2.64 8 6 28 -10 13 14 14 13
f.S f.S 30 10 7 Mid 3 SR 2.64 13 9 10 -5 13 14 14 13
f.S Puddle 0 3 8 Low 2 2.64 34 3 11 Down 13 12
5H 5H 20×3 11×3 6×3 High 4 RF 3.84×3 22 3×6 12 -7 22~39F Lower Body 16 17 16 7
6P 6P 24 8 7 90% Low 3 SJR 2.64 11 3 18 -7 1~13F Above Knees 13 14 14 13
6H 6H 50 15 6 High 5 R 3.84 21 19 14 -14 44~49F Low Profile
50~57F Above Feet
18 Launch 20 + WBounce 15
5D 5D 17 11 20 High 4 SR 3.84 26 4 22 -9 10~33F Throw
18~37F Lower Body
16 Launch 16 14
2P 2P 12 3 8 90% Mid 1 SJR 1.44 5 3 9 -2 1~End Low Profile 9 10 10 11
2K 2K 16 5 7 80% Low 2 SR 2.64 7 6 7 -1 11 13 13 12
2S 2S 26 10 7 Mid 3 SR 2.64 11 9 12 -7 1~4F, 9~10F, 20~21F, 26~31F Low Profile 13 14 14 13
2H 2H 60 20 6 Mid 5 SJR 3.84 15 5 14 0 18 Stagger 35 18 15
2D 2D 30 8 7 Low 3 SR 2.64 11 6 12 -4 10~20F Low Profile 13 14 14 13
j.P j.P 13 3 8 High/Air 1 SJR 1.44 6 6 9 9 10 10 11
j.K j.K 22 6 7 High/Air 2 SR 2.64 10 11 18 11 13 13 12
j.S j.S 32 10 6 High/Air 3 JR 2.64 9 3 15 13 14 14 13
j.H j.H 28 10 6 High/Air 3 R 2.64 12 2(1)2 12 13 14 14 13
j.D j.D 44 10 6 High/Air 3 SR 2.64 9 6 18+5 after landing 13 Launch 28 14 13
236P Hello, Three Centipedes 20 6 7 Mid 2 R 5.00/12.00 10 4 20 -12 1~13F All
14~End Throw
11 Launch 60 12


Triplets

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
c.S c.S 20 10 7 Mid 3 SJR 2.64 6 2 12 0 13 14 14 13
f.S f.S 20 10 7 90% Mid 3 SJR 2.64 9 7 7 0 13 14 14 13
f.SS f.SS 20 3 8 90% Mid 3 SJR 1.44 10 7 9,11 -2 13 14 14 13
6S 6S 28 Mid 4 SJR 3.84 14 6 20 -9 16 17 16 14
5H 5H 25 10 7 Mid 3 SJR 2.64 14 5 13 -4 13 14 14 13
5HH 5HH 25 3 7 Mid 3 SJR 2.64 15 5 15,17 -6 13 14 14 13
6H 6H 30×3 11×3 6×3 High 4 R 3.84×3 16 5(3)5(10)5 8 +4 16 17 16 14
2S 2S 18 5 7 Low 2 SR 2.64 5 6 6 0 11 13 13 12
2SS 2SS 18 3 8 Low 2 SR 1.44 6 6 8,10 -2 11 13 13 12
2H 2H 25 6 7 All 3 1.20 14 9 14 +2 13 Launch 22 13
2HH 2HH 25 6 7 All 3 1.20 14 9 16 0 13 Launch 24 13
j.S j.S 25 10 7 All 3 SR 2.64 10 5 21 13 14 14 13
j.SS j.SS 25 3 7 All 3 SR 2.64 11 5 21 13 14 14 13
j.H j.H 25 6 7 All 3 1.20 19 9 17 13 Launch 22 13
j.HH j.HH 25 6 7 All 3 1.20 15 9 17 13 Launch 22 13
j.2S j.2S 18 All 2 SR 2.64 7 6 8 9 13 13 12
236P Please Don't Come Back 16 0 7 All 3 F 2.00/1.20 15 see notes Total 39 11 14 14 13
236K Please Don't Come Back 16 0 7 All 3 F 2.00/1.20 9 see notes Total 39 -6 11 14 14 13
236S Please Don't Come Back 16 0 7 All 3 F 3.00/1.20 9 see notes Total 39 -6 11 14 14 13
236H Please Don't Come Back 16 0 7 All 3 F 2.00/1.20 9 see notes Total 39 -6 11 14 14 13
236D Please Don't Come Back 16×3 0 7×3 All 3 F 2.00/1.20 11 see notes Total 52 see notes 11 14 14 13
Banana Banana 0 0 7 Low 2 -/2.64 99 11 Launch 13 12
Golf Ball Golf Ball 30 0 6 All 4 -/3.84 38 16 17 16 14
Potted Plant Potted Plant 25 0 7 All 2 -/2.64 1 43 11 13 13 12
214P I Was Lonely After All... Total 32

※1: Triplet haunts the opponent on hit (+1 Soul).

Haunting lasts 481F, after which Triplet returns.
Haunting causes a random item (Golf Ball, Banana, or Potted Plant) to be thrown at the opponent on 1F, 121F, 241F, and 361F of Haunting.
On block or when negating a projectile, Triplet disappears for 101F, after which it loiters for 23F before returning to Zappa.
If the Triplet fails to hit anything, the total time it spends disappeared is 23F for the P and K versions, 2F for the S and H versions, after which it loiters in place for 122F before returning to Zappa.
Triplets can be picked up while loitering.
Launched Triplets disappear immediately if Zappa is hit.

Dog

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
D Awaken Dog Total 30
5D 5D 20 0 7 Mid 2 1.20 16[16] 8 36[60] 1~6F, 48~50F, 54~59F Low Profile 11 13 13 12
6D 6D 20 0 7 Mid 2 1.20 17[17] 12 17[24 after landing] 1~13F, 34F onwards Low Profile
14~33F Feet
11 13 20 12
8D 8D 20 0 7 All 3 1.20 10[see note] 12 31[24 after landing] 1~4F, 44F onwards Low Profile
9~43F Feet
13 Launch 28 14 13
2D 2D 45 20 6 Mid 3 1.20 36[36] 4 27[51] 14 Launch 24 13
4D 4D Total 59[24 after landing] All
4DD 4DD 20 0 7 75% High/Air 2 1.20 13[13] Until landing 40[24 after landing] 1~12F, 37F onwards Low Profile
13~36F Above Feet
11 13 12 12
Dog is invincible while idle.
If the dog idles for 300F, it enters sleep mode, 30F to wake up dog from sleep.
If a Dog Attack hits or is blocked, can perform follow up attack versions of other Dog Attack attacks on any of the following frames up to 25F before ending the attack
The last 24F of the recovery of follow-up versions of Dog Attack attacks are invincible.
The knockback on Dog attacks is based on the Dog's position

Sword

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
c.S c.S 36 0 7 All 3 SJR 2.64 5 4 14 -4 13 Stand 14 14 13
f.S f.S 30 0 6 90% All 4 SR 3.84 8 2 19 -4 16 17 16 14
5H 5H 30×2 0 6×2 All 4 SR 3.84×2 9 2(10)3 16 -2 16 17 16 14
6H 6H 29,15 0 6,7 High/Air→All, Low/Air 4,2 SR 3.84×2 13 24,6 2 +4 16, 11 17, 12 18 14, 12
2S 2S 22 0 7 90% Low/Air[All] 2 SR 2.64 9 3 15 -6 11 13 13 12
2H 2H 30×2 0 6×2 All 5 SJR 3.84×2 7 14,8 9 +2 18 19 18 15
j.S j.S 26 0 7 85% High/Air 2 SJR 2.64 7 3 18 11 13 13 12
j.H j.H 32 0 7 90% High/Air 2 SRF 2.64 9 9 15 11 13 13 12
236S This Has Gotta Hurt 20 14 6 Mid 4 RF 2.50/6.00 12 16 13 -12 16 17 16 14
236S~H This Has Gotta Hurt Followup 45 10 7 Mid 3 R 3.00/7.00 9 12 26 -24 13 Launch Down 13
623H Please Fall 40 14 6 90% All 4 RF 2.50/6.00 10 9 29 -21 1~12F Upper Body, Throw 16 Launch 26 14
63214H Come Close, and I'll Kill You 30 20 6 All 4 RF 1.50/3.60 17 4 16 -3 16 Launch 28 + WBounce 14
j.236H Coming Through 24XN 6xN 4xN All 3 RF 2.50/3.00xN 12 Until landing 23 after landing 13 Launch 24 13


Raoh

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
c.S c.S 40 14 6 Mid 4 SR 3.84 10 11 0 +6 16 17 16 14
f.S f.S 36 14 6 Mid 4 SJR 3.84 9 6 16 -5 16 17 16 14
5H 5H 48 15 6 Low 5 SR 3.84 13 9 13 -3 18 Down 18 15
6H 6H 76 20 6 Mid 5 SR 3.84 17 6 24 -11 18 Launch 65 + Slide 50 15
5D 5D 30 11 6 High 4 SR 3.84 24 5 8 +4 16 Launch 16 14
2S 2S 36 8 7 Low 3 SR 2.64 7 3 11 0 13 14 14 13
2H 2H 68 15 6 Low 5 SR 3.84 19 8 12 -1 18 Launch 28 15
j.S j.S 35 10 7 High/Air 3 JR 2.64 7 3 15 13 14 16 13
j.H j.H 45 14 6 High/Air 4 R 3.84 16 6 13 16 Launch 36 + GBounce 14
236S Darkness Anthem 35×2 14×2 6×2 Mid 5 2.00/3.60×2 25 18 8 +7 18 19 Down 15
j.236S Air Darkness Anthem 35×2 14×2 6×2 Mid 4 2.00/3.60×2 25 18 26 +7 16 17 Down 14
236S>P/K/S/H Darkness Anthem Followup 50 14 6 Mid 4 2.00/3.60 15 34(2)20 Total 38 0 16 Launch Down 14
214S Last Edguy 80 20 6 Mid 5 R 3.00/7.20 4 12 37 -30 1~4F All
5~7F Strike
18 Launch 60 15
j.214S Air Last Edguy 80 20 6 All 5 R 3.00/7.20 4 12 Until landing+3 -35 1~4F All
5~7F Strike
18 Launch 60 15
632146S Bellows Malice 40×10 20×10 6×10 Mid 5 5+10 27 Total 37 +13 1~5F All 18 Launch Down 7


Other

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 60 6 50% 45 pixels 4.00 Launch 60 + WBounce
Air Throw Air Throw 60 6 50% 88 pixels 4.00
Dead Angle Dead Angle 25 10 7 50% All 3 0.52 15 4 15 -5 1~20F All
21~31F Throw
13 Down 14 13
214D Etiquette Starts Here 30 15 6 High 5 R 16 5 11 +3 18 Down 18 15
632146H Birth!! 40×4 14×4 6×4 Mid 4 R 1+11 8 30 -15 1~19F All
20~21F Strike
16 Launch Down 14
236236H Instant Kill Fatal 30 pixels 4+1 35 10 1~5F Strike


Gatling Table

No Summon

Ground Gatlings
P K S H D Cancel
5PGGAC Zappa 5P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
+2
6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Zappa 2P.pngGuard:
Mid
Startup:
5
Recovery:
9
Advantage:
-2
6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGAC Zappa 6P.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
- - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5KGGAC Zappa 5K.pngGuard:
Mid
Startup:
9
Recovery:
8
Advantage:
-2
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
2KGGAC Zappa 2K.pngGuard:
Low
Startup:
7
Recovery:
7
Advantage:
-1
6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Zappa cS.pngGuard:
Mid
Startup:
8
Recovery:
28
Advantage:
-10
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC Zappa fS.pngGuard:
Mid
Startup:
13
Recovery:
10
Advantage:
-5
- - 2S 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC Zappa 2S.pngGuard:
Mid
Startup:
11
Recovery:
12
Advantage:
-7
- - f.S 5H, 2H 5D, 2D Special, Super
5HGGAC Zappa 5H.pngGuard:
High
Startup:
22
Recovery:
12
Advantage:
-7
- - - - - -
2HGGAC Zappa 2H.pngGuard:
Mid
Startup:
15
Recovery:
14
Advantage:
0
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Special, Super
6HGGAC Zappa 6H.pngGuard:
High
Startup:
21
Recovery:
14
Advantage:
-14
- - - - - -
5DGGAC Zappa 5D.pngGuard:
High
Startup:
26
Recovery:
22
Advantage:
-9
- - - - - Homing Jump, Special, Super
2DGGAC Zappa 2D.pngGuard:
Low
Startup:
11
Recovery:
12
Advantage:
-4
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Zappa jP.pngGuard:
High/Air
Startup:
6
Recovery:
9
Advantage:
-
- j.K j.S j.H j.D Jump
j.KGGAC Zappa jK.pngGuard:
High/Air
Startup:
10
Recovery:
18
Advantage:
-
j.P - j.S - - -
j.SGGAC Zappa jS.pngGuard:
High/Air
Startup:
9
Recovery:
15
Advantage:
-
- j.K - j.H j.D Jump
j.HGGAC Zappa jH.pngGuard:
High/Air
Startup:
12
Recovery:
12
Advantage:
-
- - - - j.D -
j.DGGAC Zappa jD.pngGuard:
High/Air
Startup:
9
Recovery:
18+5 after landing
Advantage:
-
- - - - - -

Dog

Ground Gatlings
P K S H Cancel
5PGGAC Zappa 5P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
+2
6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H Jump, Special, Super
2PGGAC Zappa 2P.pngGuard:
Mid
Startup:
5
Recovery:
9
Advantage:
-2
6P 5K, 2K c.S, f.S, 2S 5H, 2H Jump, Special, Super
6PGGAC Zappa 6P.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
- - c.S, f.S, 2S 5H, 2H, 6H Jump, Special, Super
5KGGAC Zappa 5K.pngGuard:
Mid
Startup:
9
Recovery:
8
Advantage:
-2
6P - c.S, f.S, 2S 5H, 2H Special, Super
2KGGAC Zappa 2K.pngGuard:
Low
Startup:
7
Recovery:
7
Advantage:
-1
6P - c.S, f.S, 2S 2H Special, Super
c.SGGAC Zappa cS.pngGuard:
Mid
Startup:
8
Recovery:
28
Advantage:
-10
6P - f.S, 2S 5H, 2H Jump, Special, Super
f.SGGAC Zappa fS.pngGuard:
Mid
Startup:
13
Recovery:
10
Advantage:
-5
- - 2S 5H, 2H Special, Super
2SGGAC Zappa 2S.pngGuard:
Mid
Startup:
11
Recovery:
12
Advantage:
-7
- - - 5H, 2H Special, Super
5HGGAC Zappa 5H.pngGuard:
High
Startup:
22
Recovery:
12
Advantage:
-7
- - - - -
2HGGAC Zappa 2H.pngGuard:
Mid
Startup:
15
Recovery:
14
Advantage:
0
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 6H Jump, Special, Super
6HGGAC Zappa 6H.pngGuard:
High
Startup:
21
Recovery:
14
Advantage:
-14
- - - - -
Air Gatlings
P K S H Cancel
j.PGGAC Zappa jP.pngGuard:
High/Air
Startup:
6
Recovery:
9
Advantage:
-
j.P j.K j.S j.H Jump
j.KGGAC Zappa jK.pngGuard:
High/Air
Startup:
10
Recovery:
18
Advantage:
-
j.P - j.S - -
j.SGGAC Zappa jS.pngGuard:
High/Air
Startup:
9
Recovery:
15
Advantage:
-
- j.K - j.H Jump
j.HGGAC Zappa jH.pngGuard:
High/Air
Startup:
12
Recovery:
12
Advantage:
-
- - - - -

Sword

Ground Gatlings
P K S H D Cancel
5PGGAC Zappa 5P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
+2
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Zappa 2P.pngGuard:
Mid
Startup:
5
Recovery:
9
Advantage:
-2
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
6PGGAC Zappa 6P.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
- 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5KGGAC Zappa 5K.pngGuard:
Mid
Startup:
9
Recovery:
8
Advantage:
-2
6P - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
2KGGAC Zappa 2K.pngGuard:
Low
Startup:
7
Recovery:
7
Advantage:
-1
6P - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
c.SGGAC Zappa sword cS.pngGuard:
All
Startup:
5
Recovery:
14
Advantage:
-4
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC Zappa sword fS.pngGuard:
All
Startup:
8
Recovery:
19
Advantage:
-4
- - 2S 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC Zappa sword 2S.pngGuard:
Low/Air[All]
Startup:
9
Recovery:
15
Advantage:
-6
- - - 5H, 2H, 6H 5D, 2D Special, Super
5HGGAC Zappa sword 5H.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-2
- - - - 5D, 2D Special, Super
2HGGAC Zappa sword 2H.pngGuard:
All
Startup:
7
Recovery:
9
Advantage:
+2
- - - 6H - Jump, Special, Super
6HGGAC Zappa sword 6H.pngGuard:
High/Air→All, Low/Air
Startup:
13
Recovery:
2
Advantage:
+4
- - - - - Special, Super
5DGGAC Zappa 5D.pngGuard:
High
Startup:
26
Recovery:
22
Advantage:
-9
- - - - - Homing Jump, Special, Super
2DGGAC Zappa 2D.pngGuard:
Low
Startup:
11
Recovery:
12
Advantage:
-4
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Zappa jP.pngGuard:
High/Air
Startup:
6
Recovery:
9
Advantage:
-
j.P j.K j.S j.H j.D Jump, Special, Super
j.KGGAC Zappa jK.pngGuard:
High/Air
Startup:
10
Recovery:
18
Advantage:
-
j.P - j.S - - Special, Super
j.SGGAC Zappa sword jS.pngGuard:
High/Air
Startup:
7
Recovery:
18
Advantage:
-
- j.K - j.H j.D Jump, Special, Super
j.HGGAC Zappa sword jH.pngGuard:
High/Air
Startup:
9
Recovery:
15
Advantage:
-
- - - - - Special, Super
j.DGGAC Zappa jD.pngGuard:
High/Air
Startup:
9
Recovery:
18+5 after landing
Advantage:
-
- - - - - Special, Super

Triplet

Ground Gatlings
P K S H D Cancel
5PGGAC Zappa 5P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
+2
5P, 2P, 6P 5K, 2K c.S, f.S, 2S, 6S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Zappa 2P.pngGuard:
Mid
Startup:
5
Recovery:
9
Advantage:
-2
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGAC Zappa 6P.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
- - c.S, f.S, 2S, 6S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5KGGAC Zappa 5K.pngGuard:
Mid
Startup:
9
Recovery:
8
Advantage:
-2
6P - c.S, f.S, 2S, 6S 5H, 2H 5D, 2D Special, Super
2KGGAC Zappa 2K.pngGuard:
Low
Startup:
7
Recovery:
7
Advantage:
-1
6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Zappa ghost cS.pngGuard:
Mid
Startup:
6
Recovery:
12
Advantage:
0
6P - f.S, 2S, 6S 5H, 2H 5D, 2D Jump, Special, Super
f.S※1GGAC Zappa ghost fS.pngGuard:
Mid
Startup:
9
Recovery:
7
Advantage:
0
- - f.S[+], 2S[+], 6S[+] 5H[+], 2H[+] 5D, 2D Jump, Special, Super
2S※2GGAC Zappa ghost 2S.pngGuard:
Low
Startup:
5
Recovery:
6
Advantage:
0
- - f.S, 2S, 6S 5H, 2H 5D, 2D Special, Super
6S※1GGAC Zappa ghost 6S.pngGuard:
Mid
Startup:
14
Recovery:
20
Advantage:
-9
- - f.S[+], 2S[+], 6S[+] 5H[+], 2H[+] 5D Jump, Special, Super
5H※1GGAC Zappa ghost 5H.pngGuard:
Mid
Startup:
14
Recovery:
13
Advantage:
-4
- - f.S[+], 2S[+], 6S[+] 5H[+], 2H[+] - Jump, Special, Super
2H※3GGAC Zappa ghost 2H.pngGuard:
All
Startup:
14
Recovery:
14
Advantage:
+2
- - - 2H[+] - -
6HGGAC Zappa ghost 6H.pngGuard:
High
Startup:
16
Recovery:
8
Advantage:
+4
- - - - - -
5DGGAC Zappa 5D.pngGuard:
High
Startup:
26
Recovery:
22
Advantage:
-9
- - - - - Homing Jump, Special, Super
2DGGAC Zappa 2D.pngGuard:
Low
Startup:
11
Recovery:
12
Advantage:
-4
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Zappa jP.pngGuard:
High/Air
Startup:
6
Recovery:
9
Advantage:
-
j.P j.K j.S, j.2S j.H j.D Jump, Special, Super
j.KGGAC Zappa jK.pngGuard:
High/Air
Startup:
10
Recovery:
18
Advantage:
-
j.P - j.S, j.2S - - Special, Super
j.S※1GGAC Zappa ghost jS.pngGuard:
All
Startup:
10
Recovery:
21
Advantage:
-
- j.K j.S[+], j.2S[+] j.H[+] j.D Special, Super
j.2S※1GGAC Zappa ghost j2S.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-
- - j.S[+], j.2S[+] j.H[+] - Special, Super
j.H※3GGAC Zappa ghost jH.pngGuard:
All
Startup:
19
Recovery:
17
Advantage:
-
- - - j.H[+] - -
j.DGGAC Zappa jD.pngGuard:
High/Air
Startup:
9
Recovery:
18+5 after landing
Advantage:
-
- - - - - Special, Super
※1 = Can gatling into itself up to 3 times, and as many ghosts you have available. 1 gatling consumes 1 ghost. Attempting to gatling more times than you have ghosts available will cause Zappa to pose for the move, but with no active hitbox and completely vulnerable.
※2 = Same as above, except cannot cancel into other Ghost normals on whiff.
※3 = Same as ※1, except can only self-gatling once activated, and each usage expends one ghost. Expended ghosts will be unusable for 104f and return on 122f.

Raoh

Ground Gatlings
P K S H D Cancel
5PGGAC Zappa 5P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
+2
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Zappa 2P.pngGuard:
Mid
Startup:
5
Recovery:
9
Advantage:
-2
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGAC Zappa 6P.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-7
- - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5KGGAC Zappa 5K.pngGuard:
Mid
Startup:
9
Recovery:
8
Advantage:
-2
6P - c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
2KGGAC Zappa 2K.pngGuard:
Low
Startup:
7
Recovery:
7
Advantage:
-1
6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Zappa raoh cS.pngGuard:
Mid
Startup:
10
Recovery:
0
Advantage:
+6
6P - f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
f.SGGAC Zappa raoh fS.pngGuard:
Mid
Startup:
9
Recovery:
16
Advantage:
-5
- - 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGAC Zappa raoh 2S.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
0
- - - 5H, 2H 5D, 2D Special, Super
5HGGAC Zappa raoh 5H.pngGuard:
Low
Startup:
13
Recovery:
13
Advantage:
-3
- - - 2H 5D, 2D Special, Super
2HGGAC Zappa raoh 2H.pngGuard:
Low
Startup:
19
Recovery:
12
Advantage:
-1
- - - - 5D, 2D Special, Super
6HGGAC Zappa raoh 6H.pngGuard:
Mid
Startup:
17
Recovery:
24
Advantage:
-11
- - - - - Special, Super
5DGGAC Zappa raoh 5D.pngGuard:
High
Startup:
24
Recovery:
8
Advantage:
+4
- - - - - Homing Jump, Special, Super
2DGGAC Zappa 2D.pngGuard:
Low
Startup:
11
Recovery:
12
Advantage:
-4
- - - 6H - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Zappa jP.pngGuard:
High/Air
Startup:
6
Recovery:
9
Advantage:
-
j.P j.K j.S j.H j.D Jump, Special, Super
j.KGGAC Zappa jK.pngGuard:
High/Air
Startup:
10
Recovery:
18
Advantage:
-
j.P - j.S - j.D Special, Super
j.SGGAC Zappa raoh jS.pngGuard:
High/Air
Startup:
7
Recovery:
15
Advantage:
-
j.P j.K - j.H j.D Jump, Special, Super
j.HGGAC Zappa raoh jH.pngGuard:
High/Air
Startup:
16
Recovery:
13
Advantage:
-
- - - - j.D Special, Super
j.DGGAC Zappa jD.pngGuard:
High/Air
Startup:
9
Recovery:
18+5 after landing
Advantage:
-
- - - - - Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

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