
Glossary
System Data Glossary | |
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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 | |||||||||||||
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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. 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.
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Invuln | Attribute and Hitbox invincibility for this attack. | ||||||||||||
gbp | Guard Bar Plus. How much the Guard Bar increases on block. | ||||||||||||
gbm | Guard Bar Minus. 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.
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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. | ||||||||||||
GroundHit | When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed. | ||||||||||||
AirHit | When hitting an airborne opponent, how many frames for which they cannot air tech.
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Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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For more values, see GGACR/Frame Data |
System Data
Damage Received Modifier | Guts Rating | Guard Balance | Guard Recovery | Gravity Mod | Stun Resist | Wakeup Face Down | Wakeup Face Up |
---|---|---|---|---|---|---|---|
1.00 | 2 | 1.0 | 1/5F | 1.0 | 60 | 55F | 49F |
Ground Movement Values
Forwards Walk Speed | Backwards Walk Speed | Initial Dash Speed | Dash Acceleration | Run Skid Speed |
---|---|---|---|---|
3.35 | 3.25 | 9.6 | 0.28 | 95.0 |
Backdash Values
Backdash Duration | Backdash Invuln | Backdash Horizontal Speed |
---|---|---|
11 | 1~10F | 14.0 |
Jump Values
Prejump | Number of Jumps | Jump vY | Jump Height | Jump Duration | Forwards Jump vX | Backwards Jump vX |
---|---|---|---|---|---|---|
3F | 2 | 20.0 | 1.05 | 40F | 7.5 | 5.0 |
High Jump Values
Prejump | High Jump vY | High Jump Height | High Jump Duration | Forwards High Jump vX | Backwards High Jump vX |
---|---|---|---|---|---|
3F |
Air Dash Values
Number of Air Dashes | Forwards Air Dash Startup | Forwards Air Dash Duration | Forwards Air Dash Speed | Backwards Air Dash Startup | Backwards Air Dash Duration | Backwards Air Dash Speed | Minimum Rising Airdash Height |
---|---|---|---|---|---|---|---|
1 | 6F | 20F | 14.0 | 6F | 14F | 14.0 | 60.0 |
Tension Gain Values
Forwards Walk | Run | Forwards Jump | Forwards Air Dash |
---|---|---|---|
7.2 | 15.0 | 6.0 | 15.0 |
Proximity Ranges
Close Slash Proximity Range | Ground Throw Range | Air Throw Range |
---|---|---|
145 | 45 | 88 |
Summonless
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
5P | 9 | 3 | 8 | 90% | Mid | 1 | SJR | 1.44 | 5 | 2 | 6 | +2 | 9 | 10 | 10 | 11 | N/A | ||
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 | N/A | ||
c.S | 26 | 10 | 7 | Mid | 3 | SJR | 2.64 | 8 | 6 | 18 | -10 | 13 | 14 | 14 | 13 | N/A | |||
f.S | 30 | 10 | 7 | Mid | 3 | SR | 2.64 | 13 | 9 | 10 | -5 | 13 | 14 | 14 | 13 | N/A | |||
f.S Puddle | 0 | 5 | 7 | Low | 2 | 2.64 | 34 | 3 | 11 | Down | 13 | 12 | N/A | ||||||
5H | 20×3 | 11×3 | 6×3 | High | 4 | RF | 3.84×3 | 22 | 3×6 | 12 | -13 | 22~39F Lower Body | 16 | 17 | 16 | 7 | 31~33F, 37~39F | ||
5D | 17 | 11 | 20 | High | 4 | SR | 3.84 | 26 | 4 | 22 | -9 | 10~33F Throw 18~37F Lower Body | 16 | Launch | 16 | 14 | N/A | ||
6P | 24 | 8 | 7 | 90% | Low | 3 | SJR | 2.64 | 11 | 3 | 18 | -7 | 1~13F Above Knees | 13 | 14 | 14 | 13 | N/A | |
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 | N/A | ||
2P | 12 | 3 | 8 | 90% | Mid | 1 | SJR | 1.44 | 5 | 3 | 9 | -2 | 1~End Low Profile | 9 | 10 | 10 | 11 | N/A | |
2K | 16 | 5 | 7 | 80% | Low | 2 | SR | 2.64 | 7 | 6 | 7 | -1 | 11 | 13 | 13 | 12 | N/A | ||
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 | N/A | ||
2H | 60 | 20 | 6 | Mid | 5 | SJR | 3.84 | 15 | 5 | 14 | 0 | 18 | Stagger 35 | 18 | 15 | N/A | |||
2D | 30 | 8 | 7 | Low | 3 | SR | 2.64 | 11 | 6 | 12 | -4 | 10~20F Low Profile | 13 | 14 | 14 | 13 | N/A | ||
j.P | 13 | 3 | 8 | High/Air | 1 | SJR | 1.44 | 6 | 6 | 9 | 9 | 10 | 10 | 11 | N/A | ||||
j.K | 22 | 5 | 7 | High/Air | 2 | SR | 2.64 | 10 | 11 | 18 | 11 | 13 | 13 | 12 | N/A | ||||
j.S | 32 | 8 | 7 | High/Air | 3 | JR | 2.64 | 9 | 3 | 15 | 13 | 14 | 14 | 13 | N/A | ||||
j.H | 28 | 8 | 7 | High/Air | 3 | R | 2.64 | 12 | 2(1)2 | 12 | 13 | 14 | 14 | 13 | N/A | ||||
j.D | 44 | 8 | 7 | High/Air | 3 | SR | 2.64 | 9 | 6 | 18+5 after landing | 13 | Launch 28 | 14 | 13 | N/A | ||||
236P | 20 | 6 | 7 | Mid | 2 | R | 5.00/12.00 | 10 | 4 | 20 | -12 | 1~13F All 14~End Throw | 11 | Launch | 60 | 12 | N/A |
Dog Moves
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 | 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 | 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 notes] | 12 | 31 [24 after landing] | 1~4F, 44F onwards Low Profile 9~43F Feet | 13 | Launch 28 | 14 | 13 | ||||
2D | 2D | 45 | 10 | 7 | Mid | 3 | 1.20 | 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 | 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
Triplet Moves
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
c.S | c.S | 20 | 10 | 7 | Mid | 3 | SJR | 2.64 | 6 | 2 | 12 | 0 | 13 | 14 | 14 | 13 | N/A | |||
f.S | f.S | 20 | 10 | 7 | 90% | Mid | 3 | SJR | 2.64 | 9 | 7 | 7 | 0 | 13 | 14 | 14 | 13 | N/A | ||
f.SS | f.SS | 20 | 10 | 7 | 90% | Mid | 3 | SJR | 1.44 | 9 | 7 | 9 | -2 | 13 | 14 | 14 | 13 | N/A | ||
f.SSS | f.SSS | 20 | 10 | 7 | 90% | Mid | 3 | SJR | 1.44 | 9 | 7 | 11 | -4 | 13 | 14 | 14 | 13 | N/A | ||
5H | 5H | 25 | 10 | 7 | Mid | 3 | SJR | 2.64 | 14 | 5 | 13 | -4 | 13 | 14 | 14 | 13 | N/A | |||
5HH | 5HH | 25 | 10 | 7 | Mid | 3 | SJR | 2.64 | 14 | 5 | 15 | -6 | 13 | 14 | 14 | 13 | N/A | |||
5HHH | 5HHH | 25 | 10 | 7 | Mid | 3 | SJR | 2.64 | 14 | 5 | 17 | -8 | 13 | 14 | 14 | 13 | N/A | |||
6S | 6S | 28 | 14 | 6 | Mid | 4 | SJR | 3.84 | 14 | 6 | 20 | -9 | 16 | 17 | 16 | 14 | N/A | |||
6SS | 6SS | 28 | 14 | 6 | Mid | 4 | SJR | 3.84 | 14 | 6 | 22 | -11 | 16 | 17 | 16 | 14 | N/A | |||
6SSS | 6SSS | 28 | 14 | 6 | Mid | 4 | SJR | 3.84 | 14 | 6 | 24 | -13 | 16 | 17 | 16 | 14 | N/A | |||
6H | 6H | 30×3 | 11×3 | 6×3 | High | 4 | R | 3.84×3 | 16 | 5(3)5(10)5 | 8 | +4,-11,-19 | 16 | 17 | 16 | 14 | N/A | |||
2S | 2S | 18 | 5 | 7 | Low | 2 | SR | 2.64 | 5 | 6 | 6 | 0 | 11 | 13 | 13 | 12 | N/A | |||
2SS | 2SS | 18 | 5 | 7 | Low | 2 | SR | 1.44 | 5 | 6 | 8 | -2 | 11 | 13 | 13 | 12 | N/A | |||
2SSS | 2SSS | 18 | 5 | 7 | Low | 2 | SR | 1.44 | 5 | 6 | 10 | -4 | 11 | 13 | 13 | 12 | N/A | |||
2H | 2H | 25 | 6 | 7 | All | 3 | 1.20 | 14 | 9 | 14 | +2 | 13 | Launch | 22 | 13 | N/A | ||||
2HH | 2HH | 25 | 6 | 7 | All | 3 | 1.20 | 14 | 9 | 16 | 0 | 13 | Launch | 24 | 13 | N/A | ||||
2HHH | 2HHH | 25 | 6 | 7 | All | 3 | 1.20 | 14 | 9 | 18 | -2 | 13 | Launch | 24 | 13 | N/A | ||||
j.S | j.S | 25 | 10 | 7 | All | 3 | SR | 2.64 | 10 | 5 | 25 | 13 | 14 | 14 | 13 | N/A | ||||
j.2S | j.2S | 18 | 3 | 7 | All | 2 | SR | 2.64 | 7 | 6 | 8 | 9 | 13 | 13 | 12 | N/A | ||||
j.H | j.H | 25 | 6 | 7 | All | 3 | 1.20 | 19 | 9 | 17 | 13 | Launch | 22 | 13 | N/A | |||||
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 | 10~11F | ||||
236K/S/H | Please Don't Come Back | 16 | 0 | 7 | All | 3 | F | K/H: 2.00/1.20 S: 3.00/1.20 | 9 | See notes | Total 39 | -6 | 11 | 14 | 14 | 13 | 10~11F | |||
236D | Please Don't Come Back | 16×3 | 0 | 7×3 | All | 3 | F | 2.00/1.20×3 | 11 | see notes | Total 52 | see notes | 11 | 14 | 14 | 13 | 16~17F | |||
Banana | Banana | 0 | 0 | 5 | Low | 2 | -/2.64 | 99 | 11 | Launch | 20 | 6 | N/A | |||||||
Golf Ball | Golf Ball | 30 | 0 | 6 | All | 4 | -/3.84 | 38 | 16 | 17 | 16 | 14 | N/A | |||||||
Potted Plant | Potted Plant | 25 | 0 | 7 | All | 2 | -/2.64 | 1 | 43 | 11 | 13 | 18 | 6 | N/A | ||||||
214P | I Was Lonely After All... | Total 32 | N/A |
※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.
Sword Moves
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | frcWindow | |
c.S | c.S | 36 | 0 | 7 | All | 3 | SJR | 2.64 | 5 | 4 | 14 | -4 | 13 | Stand 14 | 14 | 13 | N/A | |||
f.S | f.S | 30 | 0 | 6 | 90% | All | 4 | SR | 3.84 | 8 | 2 | 19 | -4 | 16 | 17 | 16 | 14 | N/A | ||
5H | 5H | 30×2 | 0 | 6×2 | All | 4 | SR | 3.84×2 | 9 | 2(10)3 | 16 | -2 | 16 | 17 | 16 | 14 | N/A | |||
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 | N/A | |||
2S | 2S | 22 | 0 | 7 | 85% | Low/Air [All] | 2 | SR | 2.64 | 9 | 3 | 15 | -6 | 11 | 13 | 13 | 12 | N/A | ||
2H | 2H | 30×2 | 0 | 6×2 | All | 5 | SJR | 3.84×2 | 7 | 14,8 | 9 | +2 | 18 | 19 | 18 | 15 | N/A | |||
j.S | j.S | 26 | 0 | 7 | 80% | High/Air | 2 | SJR | 2.64 | 7 | 3 | 18 | 11 | 13 | 13 | 12 | N/A | |||
j.H | j.H | 32 | 0 | 7 | 90% | High/Air | 2 | SRF | 2.64 | 9 | 9 | 15 | 11 | 13 | 13 | 12 | 9~11F | |||
236S | This Has Gotta Hurt | 20 | 14 | 6 | Mid | 4 | RF | 2.50/6.00 | 12 | 16 | 13 | -12 | 16 | 17 | 16 | 14 | 1~3F of recovery after hit or block | |||
236S~H | This Has Gotta Hurt Followup | 45 | 10 | 7 | Mid | 3 | R | 3.00/7.00 | 9 | 12 | 26 | -24 | 13 | Launch | 60 | 13 | N/A | |||
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 | 13~16F | |
63214H | Come Close, and I'll Kill You | 30 | 14 | 6 | All | 4 | RF | 1.50/3.60 | 17 | 4 | 16 | -3 | 16 | Launch | 28 + WBounce | 14 | 17~20F | |||
j.236H | Coming Through | 24×N | 6×N | 4×N | All | 3 | RF | 2.50/3.00×N | 12 | Until landing | 23 after landing | 13 | Launch | 24 | 6 | 1~2F after landing |
Raou Moves
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 | |||
5D | 5D | 30 | 11 | 6 | High | 4 | SR | 3.84 | 24 | 5 | 8 | +4 | 16 | Launch | 16 | 14 | |||
6H | 6H | 76 | 20 | 6 | Mid | 5 | SR | 3.84 | 17 | 6 | 24 | -11 | 18 | Launch | 65 + Slide 50 | 15 | |||
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 | 8 | 7 | High/Air | 3 | JR | 2.64 | 7 | 3 | 15 | 13 | 14 | 16 | 13 | ||||
j.H | j.H | 45 | 11 | 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 | 60 | 15 | ||||
j.236S | Air Darkness Anthem | 35×2 | 14×2 | 6×2 | Mid | 5 | 2.00/3.60×2 | 25 | 18 | 8 | +7 | 18 | 19 | 60 | 15 | ||||
236S>P/K/S/H | Darkness Anthem Followup | 50 | 20 | 6 | Mid | 4 | 2.00/3.60 | 15 | 34(2)20 | Total 38 | 0 | 16 | Launch | 60 | 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 | 38+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 | 60 | 7 |
Other
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
Ground Throw | 60 | 6 | 50% | 45 pixels | 4.00 | Launch 60 + WBounce | ||||||||||||
Air Throw | 60 | 6 | 50% | 88 pixels | 4.00 | Down | ||||||||||||
Dead Angle Attack | 25 | 10 | 7 | 50% | All | 3 | 0.52 | 15 | 4 | 15 | -5 | 1~20F All 21~31F Throw | 13 | Down | 14 | 13 | ||
Etiquette Starts Here | 30 | 15 | 6 | High | 5 | R | 16 | 5 | 11 | +3 | 18 | Down | 18 | 15 | ||||
Birth!! | 40×4 | 14×4 | 6×4 | Mid | 4 | R | 1+11 | 8 | 30 | -15 | 1~19F All 20~21F Strike | 16 | Launch | 60 | 14 | |||
I'm Scared... | Fatal | 30 pixels | 4+2 | 35 | 10 | 1~5F Strike |
Gatling Table
No Summon
Dog
Triplets
- ※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. Only first gatling in the chain will gatling into non ghost move.
- ※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.
Sword
Raou
- 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

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