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※1: Triplet haunts the opponent on hit (+1 Soul). | |||
:Haunting lasts 481F, after which Triplet returns. | |||
::On block or when negating a projectile, Triplet disappears for 101F, after which it loiters for 23F before returning to Zappa. | :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== | ==Dog== |
Revision as of 12:42, 15 May 2022
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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Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own. Use the chart below to determine how much hitstun/blockstun an attack will inflict.
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For more values, see GGACR/Frame Data |
System Data
Error: No field named "backdash" found for any of the specified database tables.
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 | 18 | -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 | 5 | 7 | Low | 2 | 2.64 | 34 | 3 | 11 | Down | 13 | 6 | |||||||
5H | 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 | ||
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 | ||
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 | ||
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 | 5 | 7 | High/Air | 2 | SR | 2.64 | 10 | 11 | 18 | 11 | 13 | 13 | 12 | ||||
j.S | j.S | 32 | 8 | 7 | High/Air | 3 | JR | 2.64 | 9 | 3 | 15 | 13 | 14 | 14 | 13 | ||||
j.H | j.H | 28 | 8 | 7 | High/Air | 3 | R | 2.64 | 12 | 2(1)2 | 12 | 13 | 14 | 14 | 13 | ||||
j.D | j.D | 44 | 8 | 7 | 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 | 10 | 7 | 90% | Mid | 3 | SJR | 1.44 | 9 | 7 | 9 | -2 | 13 | 14 | 14 | 13 | ||
f.SSS | f.SSS | 20 | 10 | 7 | 90% | Mid | 3 | SJR | 1.44 | 9 | 7 | 11 | -4 | 13 | 14 | 14 | 13 | ||
5H | 5H | 25 | 10 | 7 | Mid | 3 | SJR | 2.64 | 14 | 5 | 13 | -4 | 13 | 14 | 14 | 13 | |||
5HH | 5HH | 25 | 10 | 7 | Mid | 3 | SJR | 2.64 | 14 | 5 | 15 | -6 | 13 | 14 | 14 | 13 | |||
5HHH | 5HHH | 25 | 10 | 7 | Mid | 3 | SJR | 2.64 | 14 | 5 | 17 | -8 | 13 | 14 | 14 | 13 | |||
6S | 6S | 28 | 14 | 6 | Mid | 4 | SJR | 3.84 | 14 | 6 | 20 | -9 | 16 | 17 | 16 | 14 | |||
6SS | 6SS | 28 | 14 | 6 | Mid | 4 | SJR | 3.84 | 14 | 6 | 22 | -11 | 16 | 17 | 16 | 14 | |||
6SSS | 6SSS | 28 | 14 | 6 | Mid | 4 | SJR | 3.84 | 14 | 6 | 24 | -13 | 16 | 17 | 16 | 14 | |||
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 | |||
2S | 2S | 18 | 5 | 7 | Low | 2 | SR | 2.64 | 5 | 6 | 6 | 0 | 11 | 13 | 13 | 12 | |||
2SS | 2SS | 18 | 5 | 7 | Low | 2 | SR | 1.44 | 5 | 6 | 8 | -2 | 11 | 13 | 13 | 12 | |||
2SSS | 2SSS | 18 | 5 | 7 | Low | 2 | SR | 1.44 | 5 | 6 | 10 | -4 | 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 | ||||
2HHH | 2HHH | 25 | 6 | 7 | All | 3 | 1.20 | 14 | 9 | 18 | -2 | 13 | Launch | 24 | 13 | ||||
j.S | j.S | 25 | 10 | 7 | All | 3 | SR | 2.64 | 10 | 5 | 25 | 13 | 14 | 14 | 13 | ||||
j.2S | j.2S | 18 | 3 | 7 | All | 2 | SR | 2.64 | 7 | 6 | 8 | 9 | 13 | 13 | 12 | ||||
j.H | j.H | 25 | 6 | 7 | All | 3 | 1.20 | 19 | 9 | 17 | 13 | Launch | 22 | 13 | |||||
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/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 | |||
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 | |||
Banana | Banana | 0 | 0 | 5 | Low | 2 | -/2.64 | 99 | 11 | Launch | 20 | 6 | |||||||
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 | 18 | 6 | ||||||
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 | 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
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 | 85% | 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 | 80% | 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 | 60 | 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 | 14 | 6 | All | 4 | RF | 1.50/3.60 | 17 | 4 | 16 | -3 | 16 | Launch | 28 + WBounce | 14 | |||
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 |
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 | |||
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
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 | Down | ||||||||||||
DAA | 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 | ||
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 | 60 | 14 | |||
236236H | I'm Scared... | Fatal | 30 pixels | 4+2 | 35 | 10 | 1~5F Strike |
Gatling Table
No Summon
Dog
Sword
Triplet
- ※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
- 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.