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. 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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
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.
Cancel Types  
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.
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.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

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.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
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

Ground Gatlings
P K S H D Cancel
5PGGAC Zappa 5P.pngGuardMidStartup5Recovery6Advantage+2 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Zappa 2P.pngGuardMidStartup5Recovery9Advantage-2 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGAC Zappa 6P.pngGuardLowStartup11Recovery18Advantage-7 - - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5KGGAC Zappa 5K.pngGuardMidStartup9Recovery8Advantage-2 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
2KGGAC Zappa 2K.pngGuardLowStartup7Recovery7Advantage-1 6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Zappa cS.pngGuardMidStartup8Recovery18Advantage-10 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC Zappa fS.pngGuardMidStartup13Recovery10Advantage-5 - - 2S 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC Zappa 2S.pngGuardMidStartup11Recovery12Advantage-7 - - f.S 5H, 2H 5D, 2D Special, Super
5HGGAC Zappa 5H.pngGuardHighStartup22Recovery12Advantage-13 - - - - - -
2HGGAC Zappa 2H.pngGuardMidStartup15Recovery14Advantage0 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Special, Super
6HGGAC Zappa 6H.pngGuardHighStartup21Recovery14Advantage-14 - - - - - -
5DGGAC Zappa 5D.pngGuardHighStartup26Recovery22Advantage-9 - - - - - Homing Jump, Special, Super
2DGGAC Zappa 2D.pngGuardLowStartup11Recovery12Advantage-4 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Zappa jP.pngGuardHigh/AirStartup6Recovery9Advantage- - j.K j.S j.H j.D Jump
j.KGGAC Zappa jK.pngGuardHigh/AirStartup10Recovery18Advantage- j.P - j.S - - -
j.SGGAC Zappa jS.pngGuardHigh/AirStartup9Recovery15Advantage- - j.K - j.H j.D Jump
j.HGGAC Zappa jH.pngGuardHigh/AirStartup12Recovery12Advantage- - - - - j.D -
j.DGGAC Zappa jD.pngGuardHigh/AirStartup9Recovery18+5 after landingAdvantage- - - - - - -

Dog

Ground Gatlings
P K S H Cancel
5PGGAC Zappa 5P.pngGuardMidStartup5Recovery6Advantage+2 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H Jump, Special, Super
2PGGAC Zappa 2P.pngGuardMidStartup5Recovery9Advantage-2 6P 5K, 2K c.S, f.S, 2S 5H, 2H Jump, Special, Super
6PGGAC Zappa 6P.pngGuardLowStartup11Recovery18Advantage-7 - - c.S, f.S, 2S 5H, 2H, 6H Jump, Special, Super
5KGGAC Zappa 5K.pngGuardMidStartup9Recovery8Advantage-2 6P - c.S, f.S, 2S 5H, 2H Special, Super
2KGGAC Zappa 2K.pngGuardLowStartup7Recovery7Advantage-1 6P - c.S, f.S, 2S 2H Special, Super
c.SGGAC Zappa cS.pngGuardMidStartup8Recovery18Advantage-10 6P - f.S, 2S 5H, 2H Jump, Special, Super
f.SGGAC Zappa fS.pngGuardMidStartup13Recovery10Advantage-5 - - 2S 5H, 2H Special, Super
2SGGAC Zappa 2S.pngGuardMidStartup11Recovery12Advantage-7 - - - 5H, 2H Special, Super
5HGGAC Zappa 5H.pngGuardHighStartup22Recovery12Advantage-13 - - - - -
2HGGAC Zappa 2H.pngGuardMidStartup15Recovery14Advantage0 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 6H Jump, Special, Super
6HGGAC Zappa 6H.pngGuardHighStartup21Recovery14Advantage-14 - - - - -
Air Gatlings
P K S H Cancel
j.PGGAC Zappa jP.pngGuardHigh/AirStartup6Recovery9Advantage- j.P j.K j.S j.H Jump
j.KGGAC Zappa jK.pngGuardHigh/AirStartup10Recovery18Advantage- j.P - j.S - -
j.SGGAC Zappa jS.pngGuardHigh/AirStartup9Recovery15Advantage- - j.K - j.H Jump
j.HGGAC Zappa jH.pngGuardHigh/AirStartup12Recovery12Advantage- - - - - -

Sword

Ground Gatlings
P K S H D Cancel
5PGGAC Zappa 5P.pngGuardMidStartup5Recovery6Advantage+2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Zappa 2P.pngGuardMidStartup5Recovery9Advantage-2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
6PGGAC Zappa 6P.pngGuardLowStartup11Recovery18Advantage-7 - 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5KGGAC Zappa 5K.pngGuardMidStartup9Recovery8Advantage-2 6P - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
2KGGAC Zappa 2K.pngGuardLowStartup7Recovery7Advantage-1 6P - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
c.SGGAC Zappa sword cS.pngGuardAllStartup5Recovery14Advantage-4 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC Zappa sword fS.pngGuardAllStartup8Recovery19Advantage-4 - - 2S 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC Zappa sword 2S.pngGuardLow/Air [All]Startup9Recovery15Advantage-6 - - - 5H, 2H, 6H 5D, 2D Special, Super
5HGGAC Zappa sword 5H.pngGuardAllStartup9Recovery16Advantage-2 - - - - 5D, 2D Special, Super
2HGGAC Zappa sword 2H.pngGuardAllStartup7Recovery9Advantage+2 - - - 6H - Jump, Special, Super
6HGGAC Zappa sword 6H.pngGuardHigh/Air→All, Low/AirStartup13Recovery2Advantage+4 - - - - - Special, Super
5DGGAC Zappa 5D.pngGuardHighStartup26Recovery22Advantage-9 - - - - - Homing Jump, Special, Super
2DGGAC Zappa 2D.pngGuardLowStartup11Recovery12Advantage-4 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Zappa jP.pngGuardHigh/AirStartup6Recovery9Advantage- j.P j.K j.S j.H j.D Jump, Special, Super
j.KGGAC Zappa jK.pngGuardHigh/AirStartup10Recovery18Advantage- j.P - j.S - - Special, Super
j.SGGAC Zappa sword jS.pngGuardHigh/AirStartup7Recovery18Advantage- - j.K - j.H j.D Jump, Special, Super
j.HGGAC Zappa sword jH.pngGuardHigh/AirStartup9Recovery15Advantage- - - - - - Special, Super
j.DGGAC Zappa jD.pngGuardHigh/AirStartup9Recovery18+5 after landingAdvantage- - - - - - Special, Super

Triplet

Ground Gatlings
P K S H D Cancel
5PGGAC Zappa 5P.pngGuardMidStartup5Recovery6Advantage+2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S, 6S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Zappa 2P.pngGuardMidStartup5Recovery9Advantage-2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGAC Zappa 6P.pngGuardLowStartup11Recovery18Advantage-7 - - c.S, f.S, 2S, 6S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5KGGAC Zappa 5K.pngGuardMidStartup9Recovery8Advantage-2 6P - c.S, f.S, 2S, 6S 5H, 2H 5D, 2D Special, Super
2KGGAC Zappa 2K.pngGuardLowStartup7Recovery7Advantage-1 6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Zappa ghost cS.pngGuardMidStartup6Recovery12Advantage0 6P - f.S, 2S, 6S 5H, 2H 5D, 2D Jump, Special, Super
f.S※1GGAC Zappa ghost fS.pngGuardMidStartup9Recovery7Advantage0 - - f.S[+], 2S[+], 6S[+] 5H[+], 2H[+] 5D, 2D Jump, Special, Super
2S※2GGAC Zappa ghost 2S.pngGuardLowStartup5Recovery6Advantage0 - - f.S, 2S, 6S 5H, 2H 5D, 2D Special, Super
6S※1GGAC Zappa ghost 6S.pngGuardMidStartup14Recovery20Advantage-9 - - f.S[+], 2S[+], 6S[+] 5H[+], 2H[+] 5D Jump, Special, Super
5H※1GGAC Zappa ghost 5H.pngGuardMidStartup14Recovery13Advantage-4 - - f.S[+], 2S[+], 6S[+] 5H[+], 2H[+] - Jump, Special, Super
2H※3GGAC Zappa ghost 2H.pngGuardAllStartup14Recovery14Advantage+2 - - - 2H[+] - -
6HGGAC Zappa ghost 6H.pngGuardHighStartup16Recovery8Advantage+4,-11,-19 - - - - - -
5DGGAC Zappa 5D.pngGuardHighStartup26Recovery22Advantage-9 - - - - - Homing Jump, Special, Super
2DGGAC Zappa 2D.pngGuardLowStartup11Recovery12Advantage-4 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Zappa jP.pngGuardHigh/AirStartup6Recovery9Advantage- j.P j.K j.S, j.2S j.H j.D Jump, Special, Super
j.KGGAC Zappa jK.pngGuardHigh/AirStartup10Recovery18Advantage- j.P - j.S, j.2S - - Special, Super
j.S※1GGAC Zappa ghost jS.pngGuardAllStartup10Recovery25Advantage- - j.K j.S[+], j.2S[+] j.H[+] j.D Special, Super
j.2S※1GGAC Zappa ghost j2S.pngGuardAllStartup7Recovery8Advantage- - - j.S[+], j.2S[+] j.H[+] - Special, Super
j.H※3GGAC Zappa ghost jH.pngGuardAllStartup19Recovery17Advantage- - - - j.H[+] - -
j.DGGAC Zappa jD.pngGuardHigh/AirStartup9Recovery18+5 after landingAdvantage- - - - - - 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. 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.

Raoh

Ground Gatlings
P K S H D Cancel
5PGGAC Zappa 5P.pngGuardMidStartup5Recovery6Advantage+2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Zappa 2P.pngGuardMidStartup5Recovery9Advantage-2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
6PGGAC Zappa 6P.pngGuardLowStartup11Recovery18Advantage-7 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5KGGAC Zappa 5K.pngGuardMidStartup9Recovery8Advantage-2 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
2KGGAC Zappa 2K.pngGuardLowStartup7Recovery7Advantage-1 6P - c.S, f.S, 2S 2H 5D, 2D Special, Super
c.SGGAC Zappa raoh cS.pngGuardMidStartup10Recovery0Advantage+6 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
f.SGGAC Zappa raoh fS.pngGuardMidStartup9Recovery16Advantage-5 - - 2S 5H, 2H 5D, 2D Jump, Special, Super
2SGGAC Zappa raoh 2S.pngGuardLowStartup7Recovery11Advantage0 - - - 5H, 2H 5D, 2D Special, Super
5HGGAC Zappa raoh 5H.pngGuardLowStartup13Recovery13Advantage-3 - - - 2H 5D, 2D Special, Super
2HGGAC Zappa raoh 2H.pngGuardLowStartup19Recovery12Advantage-1 - - - - 5D, 2D Special, Super
6HGGAC Zappa raoh 6H.pngGuardMidStartup17Recovery24Advantage-11 - - - - - Special, Super
5DGGAC Zappa raoh 5D.pngGuardHighStartup24Recovery8Advantage+4 - - - - - Homing Jump, Special, Super
2DGGAC Zappa 2D.pngGuardLowStartup11Recovery12Advantage-4 - - - 6H - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Zappa jP.pngGuardHigh/AirStartup6Recovery9Advantage- j.P j.K j.S j.H j.D Jump, Special, Super
j.KGGAC Zappa jK.pngGuardHigh/AirStartup10Recovery18Advantage- j.P - j.S - j.D Special, Super
j.SGGAC Zappa raoh jS.pngGuardHigh/AirStartup7Recovery15Advantage- j.P j.K - j.H j.D Jump, Special, Super
j.HGGAC Zappa raoh jH.pngGuardHigh/AirStartup16Recovery13Advantage- - - - - j.D Special, Super
j.DGGAC Zappa jD.pngGuardHigh/AirStartup9Recovery18+5 after landingAdvantage- - - - - - 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

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