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GGAC Zappa Portrait.png

Defense Modifier: x 1.00

Guts Rating: 2

Stun Resistance: 60

Jump Startup: 4

Backdash Time: 11

Backdash Invincibility: 1-10

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Zappa normal p.png
Zappa normal k.png
Zappa normal s.png
Zappa normal h.png
Zappa normal d.png
Zappa ex p.png
Zappa ex k.png
Zappa ex s.png
Zappa ex h.png
Zappa ex d.png
Zappa slash p.png
Zappa slash k.png
Zappa slash s.png
Zappa slash h.png
Zappa slash d.png
Zappa reload p.png
Zappa reload k.png
Zappa reload s.png
Zappa reload h.png
Zappa reload d.png


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.

Strengths And Weaknesses

Strengths Weaknesses
  • Lots of low profile moves, including dash.
  • Variety of overheads.
  • Excellent Backdash.
  • FB and Overdrive can get Raoh quickly.
  • Summon has high invincibility and hits OTG.
  • Amazing Mixup potential (half-full screen overheads and lows).
  • Decent damage output.
  • Ranged normals.
  • Full-screen knockdown tools.
  • Unblockable setups.
  • Infinites (until the enemy bursts).
  • Great defensive options. Dog can take a hit for Zappa.
  • Great zoning - controls a ludicrous amount of space.
  • Extensive, safe pressure.
  • Ludicrous damage.
  • Extreme range and speed.
  • Great poking tools.
  • Amazing DP.
  • Very high chip damage.
  • Very steep learning curve.
  • Overall poor Anti-airs.
No Summons
  • No reliable reversals outside backdash/DAA.
  • Terrible damage and range
  • Linger can screw up your combos.
  • Extremely limited options if opponents get past sword.
  • Higher execution requirements.
  • Zappa loses knockdown tools in some matchups.
  • Dog takes 30 frames to "activate".
  • Slow moves.
  • Poor damage.
  • Randomized item drops can screw up your combos.
  • Very limited mixup.
  • Zappa's poses make him vulnerable.
  • Only lasts 15 seconds.
  • Ironically Zappa's worst summon.

Character Specific Mechanics[edit]


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:

  • Naked Zappa - Zappa will start each round in this default state. This state is also his weakest form.
  • Dog - Replaces his Dust button with a familiar which can act autonomously from Zappa.
  • Triplets - Grant Zappa long range specials and augmented normals which are great for keep-away. Triplets also create random items on hit to harass the opponent.
  • Sword - Grants Zappa strong damage output and overwhelming mixup potential while also allowing him to attack from nearly fullscreen.
  • Raoh - 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.

Special Cancelable 5D[edit]

Zappa is one of the only two characters in the game who can special cancel 5D.

Guilty Bits Character Intro

Naked Moves[edit]


GGAC Zappa 5P.png
A gentleman always extends for a friendly handshake.
Damage Guard Cancel Startup Active Recovery Frame Adv.
9 Mid SJR 5 2 6 +2

Tied with 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.

Gatling Options: 6P,5K,2K,cS,fS,2S,5H,2H,6H,5D,2D
Prorates 90%.

GGAC Zappa 5K.png
Low Crush
Damage Guard Cancel Startup Active Recovery Frame Adv.
22 Mid SR 9 6 8 -2

Zappa's 5K acts as a low crush, and an unorthodox poke. Can chain into 2H for an air combo if it hits an enemy airborne.

  • Floats on hit.
  • Knocks down enemy on ground CH.

Gatling Options: fS,2S,5H,2H,6H,5D,2D
Supplemental Frame Data:
1-4,9-14,19-22 feet invincibility. 5-8,15-18 lower body invincibility.

GGAC Zappa cS.png
S-ko poke
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Mid SJR 8 6 18 -10

Good combo starter, but otherwise cS doesn't stand out in neutral. It's mostly delegated to combo fille.

  • Against crouching opponents combos into 2H with dash momentum.

Gatling Options: 6P,fS,2S,5H,2H,6H,5D,2D

GGAC Zappa fS.png
Lunch always comes back to bite me
GGAC Zappa fSonground.png
Let's look at your presentation
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Attack 30 Mid SR 13 9 10 -5

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.

Spit reaches its maximum horizontal distance in 19F. If the 1st hit whiffs, it turns into f.S(on ground).

Puddle on ground 0 L - 34 3 - -

Knocks down opponent on hit. Great overall, with some deceptive range, and can be used in conjunction with the dog for an unblockable setup.

GGAC Zappa 5H.png
All hands! Prepare for warp!
Damage Guard Cancel Startup Active Recovery Frame Adv.
20x3 High RF 22 3x6 12 -7

One of the weirdest moves in the game: a six hitbox overhead that's unsafe on hit. Amazing when used in conjunction with the Dog, otherwise a bit risky without meter. The FRC can make it safer and can link to a 5P afterwards, leading to knockdown and a summon, but by itself you won't get much. Use it to go for the kill, or feel free to try using it for a tick throw setup (with the FRC) if you're one ballsy player.

Lower body invincible 22~39F. Hitstop 7F. Max 3 hits. FRC timing 31~33F, 37~39F.

GGAC Zappa 5D.png
Tongue. Good, if telegraphed overhead.
Damage Guard Cancel Startup Active Recovery Frame Adv.
17 High SR 26 4 22 -9

Another interesting move, Zappa's dust is easy to see, but comes out relatively quickly, has both throw and lower body invincibility, and is the one of the only two Dusts in the game that can be special cancelled! The most common followup out of 5D is to do an Impossible Dust with jD, land, and perform (2H) Centipedes.

10-33 invincible to throws. Lower body invincibility 18-37F. CH state till end of recovery.

GGAC Zappa 2P.png
Could you lend me 200 yen?
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Mid SJR 5 3 9 -2

Another good, fast poke, 2P is a great combo starter, going into 2K into whatever. It's generally best to go into 2K, 2D, Centipedes when naked, or whatever combo you'd like when using a summon.

Low profile 1F onwards. Prorates 90%.

GGAC Zappa 2K.png
Hits low and moves Zappa forwards. Extremely important.
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 Low SR 7 6 7 -1

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.

Prorates 80%.

GGAC Zappa 2S.png
Recently the doll's hair grew back when I cut it!
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Mid SR 11 9 12 -7

Nothing great by itself, but it has decent range and will allow Zappa to combo into 2H against crouchers. Like cS, it's mostly combo filler. Has some...odd patterns in its low profile states. Good on counter hit, go ahead and dash into whatever.

1-4,9-10,20-21,26-31 low stance. Staggers on ground CH (max: 49F).

GGAC Zappa 2H.png
Beefy chomp
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Mid SJR 15 5 14 0

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, cranks the guard bar a ton, and does chip damage. 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, cS, and 2S against crouchers, and 5K, 6P, cS, and 2S on counter hit.

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

GGAC Zappa 2D.png
Sorry, was this seat taken?
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Low SR 11 6 12 -4

Still another low profile Zappa normal, 2D is meant mostly for knockdown into Centipedes when naked, or knockdown with the Triplets. By itself, though, it's not recommended to throw out alone.

10-20 low stance.

GGAC Zappa 6P.png
Amazing poke. Dash into it if you're so inclined.
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 Low SJR 11 3 18 -7

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.

1-13 above the knees invincibility. Prorates 90%. Causes knockdown on ground CH.

GGAC Zappa 6H.png
Nn? Well use the Catapult!
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 High R 21 19 14 -14

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.

Zappa is airborne from 19~39F. Low profile 44~49F. 50-57 invincible above the feet. Wall bounces on hit (untechable for 20F). Untechable for 60F on CH.

Air Normals[edit]

GGAC Zappa jP.png
Go to anti-air
Damage Guard Cancel Startup Active Recovery Frame Adv.
13 High, Air SJR 6 6 9 -

Zappa's best air-to-air and air combo starter. It's Zappa's fastest jumping normal, and combos into jK, jS, and jD easily. When Zappa has any summon out, jP will cancel into itself. With Triplets, jP*N > djP*N > jD becomes a staple aerial combo.

GGAC Zappa jK.png
Just great! Why doesn't anybody understand me?!
Damage Guard Cancel Startup Active Recovery Frame Adv.
22 High, Air SR 10 11 18 -

Has some of the best range of all of Zappa's jumping normals, but its speed and nature of its hitbox don't make for a particularly great aerial. It hits pretty far out and combos into jS and jD, and back into jP, but not being jump cancellable hurts its utility. It's a bit slow and is probably naked Zappa's best jump in whne properly timed, but Zappa is always better suited to summoning as soon as possible (and safely).

GGAC Zappa jS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 High, Air JR 9 3 15 -

More combo filler. Delegated to combos and pretty much that when Zappa is naked. Has worse horizontal reach than jK, but some height to its hitbox, and is just fast enough to work in air combos. You'll mainly see it used after jP into jD, or after 2H air hit combos.

GGAC Zappa jH.png
Crossups: just the start of them.
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 High, Air R 12 2(1)2 12 -

This move will almost never hit anybody in front of you, because the hitbox is entirely behind Zappa, making this a great crossup tool. This sees its use, in addition to jump in crossup setups, mostly in Dog loops to keep opponents in the Dog's range when combo'ing from midscreen.

Maximum 1 hit.

GGAC Zappa jD.png
Gonna leave some teethmarks with that range!
Damage Guard Cancel Startup Active Recovery Frame Adv.
44 High, Air SR 9 6 18+5 after landing -

Has a tricky crossup hitbox and wallbounces on counter hit, but jD sees its use mostly as an air combo ender for most of Zappa's summons, sans Raoh. It does pretty good damage, has some better range amongst Zappa's moveset, and is especially useful overall. Probably tied with jP for Zappa's most used aerial.

Causes blowback (untechable on ground hit for 28F) on normal hit. Wall bounces on CH (untechable on ground hit for 60F). Additional 5F of recovery after landing.


Hello, Three Centipedes
236P with No Summon
GGAC Zappa konnichiwa.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 Mid R 10 4 20 -12

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

Fully invincible 1~13F. Knocks down opponent on hit (untechable for 60F). Removes OTG status on opponent on hit. +1 Soul on hit.

Universal Mechanics[edit]

Ground Throw
GGAC Zappa throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 36 pixels - - - - -

Unusual ground throw with shorter range than average to compensate for Zappa's mobility. Throws the opponent opposite of the direction your threw them in. Wallbounces and usually knocks down. You can usually followup with OTG summon when naked, or link a 5P into a combo when near the corner.

Wall bounces opponent on hit (untechable for 60F). Forced prorate 50%.

Air Throw
GGAC Zappa airThrow.png
Free OTG Summons
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 88 pixels - - - - -

A good airthrow which leads to guaranteed OTG Centipedes if you time it correctly. Because you'll get j.H if you whiff, you generally want to OS with j.P+H, which is a much safer option. One of your most reliable AA options due to the nature of Zappa's randomness.

Knocks down on hit. Forced prorate 50%.

Dead Angle Attack
GGAC Zappa 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.

Using the same animation as 2H, Zappa's Dead Angle is a decent gtfo move, with a big hitbox and decent speed. It's obviously unsafe, but that's how it goes with most DAAs.

1-20 invincible. 21-31 invincible to throws. Causes knockdown on ground hit. Prorates 50%.

Triplet Moves[edit]


  • 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).
  • 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.
  • 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.
  • Can be cancelled into other moves too
GGAC Zappa ghost cS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 Mid SJR 6 2 12 0

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

GGAC Zappa ghost fS.png


Version Damage Guard Cancel Startup Active Recovery Frame Adv.
1st hit 20 Mid SJR 9 7 7 0

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.

Initial prorate 90%. Staggers opponent on Counter Hit(max 39F). See notes *1 and *2

2nd, 3rd hits 20 Mid SJR 10 7 9,11 -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.

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

GGAC Zappa ghost 6S.png
Ama * N in an arc
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SJR 14 6 20 -9

A move generally only seen in air combos, as its startup and awkward angle don't make it particularly useful for the Anti-Air purpose you'd imagine. It generally won't combo against grounded opponents either, so it's good if you want to chain into them and end with 236D for a big amount of orbs and getting them off of you with some damage.

Press 6S again to perform a followup attack. See notes *1, *2 and *4.

GGAC Zappa ghost 5H.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
1st hit 25 Mid SJR 14 5 13 -4

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

2nd, 3rd hits 25 Mid SJR 15 5 15,17 -6

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.

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

GGAC Zappa ghost 6H.png
That's an Overhead '98!
Damage Guard Cancel Startup Active Recovery Frame Adv.
30x3 High R 16 5(3)5(10)5 8 +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.

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

GGAC Zappa ghost 2S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
1st hit 18 Low SR 5 6 6 0

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.

See notes *1 and *2

2nd, 3rd hits 18 Low SR 6 6 8,10 -2

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.

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

GGAC Zappa ghost 2H.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
1st hit 25 All - 14 9 14 +2

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.

Floats opponent on hit (untechable for 22F). Level 2 Attack on block. See notes *1, *2, and *3.

2nd, 3rd hits 25 All - 14 9 16 0

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.

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

Air Normals[edit]

GGAC Zappa ghost jS.png
Now a useful combo tool.
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
1st hit 25 All SR 10 5 21 -

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

2nd, 3rd hits 25 All SR 11 5 21 -

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

GGAC Zappa ghost j2S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18 All SR 7 6 8 -

Same animation as 2S in the air, more for space control and hitting people jumping up to intercept you since it's not an overhead. Can be used as a jump in if properly spaced due to its disjointed nature, but again, Zappa rarely wishes to be airborne, and not being an overhead hampers this move's utility. Chains into itself and j.S and j.H on hit, block, and whiff like the rest.

Level 1 Attack on block.

GGAC Zappa ghost jH.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
1st hit 25 All - 19 9 17 -

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.

Floats opponent on hit (untechable for 22F). Level 2 Attack on block. See notes *1, *2, and *3.

2nd,3rd hits 25 All - 15 9 17 -

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.

Floats opponent on hit (untechable for 22F). Level 2 Attack on block. See notes *1, *2, and *3.


Please Don't Come Back
236P/K/S/H with Triplets
GGAC Zappa SonoMama.png
The all-purpose projectile
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 All F 9 see notes total 39 -6

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 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.

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. Up 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. Lasts until it hits the floor (46F for ground version).

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. Lasts for 3 bounces off the floor (49F for ground version).

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. Lasts for 2 bounces off the floor (78F when performed on the ground).

Attack level 2. CH state till end of recovery. Hit stop 13. FRC timing: 10-11. If Zappa has no ghosts, nothing is fired and has a total animation length of 49F. Total length for the air version: 41F. See notes *2, *3.
P version has 15F of startup, on frame 37 the ghost's horizontal position changes to match that of the opponent then drops straight down, for the ground version, startup of 53F to hit a standing opponent (tested on Sol).

Please Don't Come Back
236D with Triplets
GGAC Zappa SonoMamaD.png
Lots of burping going on here
Damage Guard Cancel Startup Active Recovery Frame Adv.
16x3 All F 11 see notes total 47 see notes

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 is later than the K/S/H versions, so be sure to learn that since Zapp will be without cover once he uses the move.

Attack Level 2. CH state during recovery. Hitstop 13F. FRC timing 16~17F. 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): -10, 2 ghosts (S,H): -11, 1 ghost (S): -12 ]. Total length for air version: 49F. See notes *2 and *3.

  • 2: Triplet haunts the opponent on hit. 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.
-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.
  • 3: +1 Soul 1F after a successful hit and activates Haunting.
-The ghost that hit the opponent will haunt him for 481F before returning.
-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.
Curse Items
Fill the screen with bullshit
GGAC Zappa banana.png
GGAC Zappa golfball.png
GGAC Zappa hachiue.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Banana 0 Low - - 99 - -

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.

Golf Ball 30 All - 38 - - -

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.

Potted Plant 25 All - 1 43 - -

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 in Haunt Mode
GGAC Zappa RecallTriplets.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - 28 total -

Very useful for getting lingering ghosts back to your arsenal, but it must be used cautiously due to the lengthy recovery time. The ghosts will not begin to return immediately, ghosts that have temporarly vanished due to 5H/2H will take longer to return, and any ghost haunting the opponent will be recalled. Zappa is in a counter hit state during use, so again, be careful.

Triplets begin returning on 18F. Recalling Triplets ends Haunting. Zappa is in CH state from 1~20F.

Dog Moves[edit]


Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move.
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.
Can cancel first attack into followup version of the move on hit or block
Awaken Dog
D while Sleeping Dog
GGACR Zappa AwakenDog.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - 30 total -

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.

GGAC Zappa dog 5D.png
Skull Vomit. Reliable combo and pressure tool
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 Mid[All] - 16[16] 8 36[60] -

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.

Low profile 1~6F, 48~50F, and 54~59F. Can only cancel into this attack from 5D or 2D.

GGAC Zappa dog 6D.png
Lunging Bite. Excellent range.
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 Mid[All] - 17[17] 12 17[24 after landing] -

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.

Low profile on 1~13F and 34F~ (landing time after a hit or block). Feet invincible 14~33F. On hit or block, Dog performs rebound animation (total 61F). Pulls in opponent on air hit (untechable for 20F).

GGAC Zappa dog 8D.png
Tail DP
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 All[All] - 10[see note] 12 31[24 after landing] -

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.

Low profile 1~4F and 44F onwards. Feet invincible 9~43F. 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 4D->D.

GGAC Zappa dog 2D.png
Makes 2H proud. Good for orbs and leads to knockdown.
Damage Guard Cancel Startup Active Recovery Frame Adv.
45 Mid - 36[36] 4 22[46] -

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.

Knocks down opponent on hit (untechable for 20F). [Blockstun 24F]. Initial prorate 50%. [Chip damage x2]. Follow-up version can only be done from 5D or 2D. +3[0] Souls on hit. +1[0] Souls on block

GGAC Zappa dog 4D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - total 59[24 after landing] -

It is integral that you use this move, as it allows the dog to move while retaining its invincibility. 4D will make the dog hop backwards, allowing for you to move it without the risk of sacrificing it. You can follow up with 4DD, 6D, or 8D if necessary.

Dog is invincible during move. Can perform Followup Attack (4D->D) between 2~43F [2~16F frames before landing].

GGAC Zappa dog 4DD.png
Show them fear with overheads and unblockables.
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 High, Air[All] - 13[13] until landing 40 [24 after landing] -

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.

Low profile on 1~12F and 37F~ on hit or block (after landing). Above feet invincible 13~36F. Initial prorate 75%. Dog performs rebound animation on hit or block. Slams down opponent on air hit (untechable for 12F).

Sword Moves[edit]


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.
GGAC Zappa sword cS.png
Your first bloody slash
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 All SJR 5 4 14 -4

Sword Zappa's main punish starter, due to its damage and gatling options. It has the quickest startup of all of Zappa's sword normals, but is probably one of the least used due to the nature of the sword itself. However, the fact that it forces standing on hit can allow for Zappa's combo game to widen slightly, so keep that in mind.

Forces opponent into stand state on hit.

GGAC Zappa sword fS.png
Your real first bloody slash
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 All SJR 8 2 19 -4

A major distance poking tool which will probably see more use as a combo starter than c.S since you'll run your mixup game with the sword from a distance. F.S pushes the sword forward about 1/8th of the screen, completely laterally, which is good for covering options without committing to raising or dropping the sword's height. Although it has good gatling options, it has a high amount of recovery, so be careful.

GGAC Zappa sword 5H.png
Dig into 'em
Damage Guard Cancel Startup Active Recovery Frame Adv.
35x2 All SR 9 2(10)3 16 0

Good damage and two hits can make this a powerful tool for ending combos into Swipe, especially when Zappa is being pushed out too far to continue any combos. It reaches pretty far in neutral (about a 1/4 of the screen by the second hit), and has surprisingly little recovery, though its active frames still lend to Zappa being vulnerable.

GGAC Zappa sword 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
29,15 see note SR 13 24,6 2 +4

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.

Startup to hit crouching opponent is 22F (tested on Sol). Opponent must guard HF from 13~28F, All from 29~36F, and LF from 37F onwards. Max 2 hits. Untechable for 18F.

GGAC Zappa sword 2S.png
Rip into their shins.
Damage Guard Cancel Startup Active Recovery Frame Adv.
22 Low SR 9 3 15 -4

Zappa's only ranged low, but a ranged low is a blessing for anybody who gets one. 2S will drop the sword's height on use, perfect for comboing into 2H and ensuring that your grounded sword combos connect. However, note that 2S does not hit low if the sword is not at its default grounded height. It still has its uses when its not, but opponents who are aware won't need to worry about Zappa's mixup as heavily.

Must only be blocked low if the Sword attack comes out at its default grounded height.

GGAC Zappa sword 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30x2 All SJR 7 14,8 9 +2

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.

Zappa is in CH state during recovery. Frame Adv is -12 if 2nd hit misses opponent.

Air Normals[edit]

GGAC Zappa sword jS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 High, Air SJR 7 3 18 -

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. J.S 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.

Initial prorate 85%.

GGAC Zappa sword jH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 High, Air SRF 9 9 15 -

Mainly a combo tool and occasional crossup tool, j.H's FRC 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.

Initial prorate 90%. FRC timing 9~11F.


This Has Gotta Hurt
236S with Sword
GGAC Zappa itasou.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
20 Mid RF 12 16 13 -12

Important move, as it brings the sword back to Zappa's position immediately. It's generally not a good move by itself, especially without meter, as it's terribly unsafe, moves really slowly, and its hitbox doesn't seem that great, but it may beat things you don't expect. It has an FRC that's only available if the move makes contact, and you can perform the followup as well.

Note that when you use this move, the speed of travel will compensate to cover the distance between Zappa and the sword. This means that if you use this move while the sword is close, Zappa will not move very far nor fast. However, used with the sword far away, Zappa will rocket forwards to what the sword's position was during the input. Avoid FRC'ing this move with the H button, as if you miss, you'll likely get the very unsafe followup instead. This move gives you one orb on hit.

Staggers opponent on ground CH (max 43F). Zappa has 28F recovery on hit or block, 13F recovery on whiff. FRC timing is 1~3F of recovery on hit or block. Can cancel into Followup from 12F of recovery onwards on hit or block. If the attack hits really late into the active frames, you cannot cancel this move into Followup. +1 Soul on hit.

45 Mid R 9 12 26 -24

Only useful when the first hit of 236H 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.

Knocks down opponent on hit. Zappa is in CH state during recovery. +3 Souls on hit.

Please Fall
623H with Sword
GGAC Zappa ochitoite.png
Getting real murderous with that DP.
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 Mid RF 10 9 29 -21

Formerly a reversal, 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 FRC 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. Earns two orbs on hit.

Upper body invincible 1~11F. Throw invincible on 12F. Floats opponent on hit (untechable for 26F). Initial prorate 90%. FRC timing 13~16F. +2 Souls on hit.

Come Close, and I'll Kill You
63214H with Sword
GGAC Zappa 63214H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 All RF 17 4 16 -1

The most used special with sword. It grants 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 and the FRC 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.

Wall bounces opponent on hit (untechable on ground hit for 28F). FRC timing 17~20F. +2 Souls on hit.

Coming Through
j.236H with Sword
GGAC Zappa hai.png
A screenful of hitbox
Damage Guard Cancel Startup Active Recovery Frame Adv.
24xN All RF 12 till landing 23 after landing -

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 FRC when you hit the ground.

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. FRC timing 1~2F after landing.

Raoh Moves[edit]


GGAC Zappa raoh cS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 Mid SR 10 11 0 +6

Powerful normal which leads into damage and pressure. Its hitstun is high enough that you can combo into 6H against most standing characters, and its activation range is a bit deceptive. It is on the slower side, however, and at this range, Zappa's P and K normals do still have their place.

GGAC Zappa raoh fS.png
Lightning Hand. Good for pokes and pressure starting.
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 Mid SJR 9 6 16 -5

An overall good move balancing speed and range in Raoh's arsenal. Can be combo'd into 2S and 5H for combo continuations and pressure. Also good for tacking in a bit of damage at the end of 6H loop into Last Edguy.

GGAC Zappa raoh 5H.png
Lightning spear. Ranged low.
Damage Guard Cancel Startup Active Recovery Frame Adv.
48 Low SR 13 9 13 -3

Tied with 6H for Raoh's longest reach, 5H is an excellent ranged low which works well to end, start, and link combos. Against a good portion of the cast, you can link into a Darkness Anthem (K) followup in order to lengthen combos. Otherwise, you use it to knock down, get in, and run the train.

Knocks down opponent on ground hit.

GGAC Zappa raoh 6H.png
The Sight of Pain
Damage Guard Cancel Startup Active Recovery Frame Adv.
76 Mid SR 17 6 24 -11

Pivotal combo tool. 6H's damage is comparable to Last Edguy, and causes floorslide on hit, looping into D.Anthem (K) followup and back. This combo usually works as xx > [(dash) 6H > 236P,K] * 2-4. Its vertical range can catch jump outs, but its a bit risky due to its startup, and many characters can crouch under it when used too close.

Slides opponent on hit (untechable for 65F, slides for 50F). Attack is fully extended on 20F.

GGAC Zappa raoh 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 High SR 24 5 8 +4

Raoh's only grounded overhead, but its speed, range, and Frame Advantage make it frightening. It takes so few points from the Guard Bar that it leads to horrifying damage on hit, so this will always keep the opponent on their toes, and can still be special cancelled just like Zappa's regular 5D. You can go for the usual Impossible Dust j.D and land into a longer combo usually dealing 50%+, or go for the harder Last Edguy I.Dust. Use this.

GGAC Zappa raoh 2S.png
Ranged low chop
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 Low SR 7 3 11 0

Good ranged low poke that doesn't reach as far as 5H, but starts much faster and combos into 5H, or goes into 5D or another option for frame traps.

GGAC Zappa raoh 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
68 Low SR 19 8 12 -1

Extremely slow move meant for frame traps and jump out attempts, and occasional combo filler due to its damage. Nothing combos into it due to its startup, but it has a huge verical range, and can combo into D.Anthem and its followups when close enough. Useful against some characters as a punish starter, usually midscreen.

Floats opponent on hit (untechable for 28F).

Air Normals[edit]

GGAC Zappa raoh jS.png
2S but aerial
Damage Guard Cancel Startup Active Recovery Frame Adv.
35 High, Air JR 7 3 15 -

Excellent jump in due to its range and low hitbox. You can gatling to and from j.K for airdash combos, or into j.H for a launch against an already airborne opponent.

Untechable for 16F.

GGAC Zappa raoh jH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
45 High, Air R 16 6 13 -

Alternative jump in option that launches on hit and works well for punishes. It leads into D.Anthem air loops, and 6H loops in the corner. Its hitbox reaches very low to the ground, and ground bounces on air hit, lending itself to loops. You can use it to cover a wide amount of vertical space in front of you, especially during an aerial backdash.

Ground bounces opponent on hit (untechable for 36F).


Darkness Anthem
236S or j.236S with Raoh
GGAC Zappa darkness.png
GGAC Zappa darknessFollowup.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 35x2 Mid - 25 18 8 +7

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.

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. Max 2 hits. Projectile appears on 23F.

Air 35x2 Mid - 25 18 26 +7

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.

Can cancel into Followup Attack from 2~35F. Followup Attack starts up on 36F. Projectile appears on 23F. Listed Frame Adv is from TKing attack (startup 28F, total 50F).

D. Anthem~P/K/S/H
50 Mid - 15 34(2)20 total 38 0

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.

Knocks down opponent on hit. Zappa is in CH state during recovery. Chip damage x0.375. Max 1 hit. Darkness Anthem Attack disappears on 13F (if it hasn't already).

Last Edguy[edit]
Last Edguy
214S or j.214S with Raoh
GGAC Zappa edogai.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 80 Mid R 4 12 37 -30

Pants-shitting. Last Edguy is a Dragon Punch rivaling the strength and terror of Volcanic Viper, with 4 frame startup, enormous vertical and horizontal range, eighty base damage (opponents are thankful it is no longer like AC, where it was 100), 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.

Fully invincible 1~4F. Strike invincible 5~7F. Floats opponent on hit (untechable for 60F). Zappa is in CH state during recovery. Chip damage x0. Attack is fully extended on 10F.

Air 80 All R 4 12 3 after landing -35

Just as damaging, but less useful than the grounded version. Air Last Edguy 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.

Listed Frame Adv is from TKing attack (startup 7F). Fully invincible 1~4F. Strike invincible 5~7F. Floats opponent on hit (untechable for 60F). Zappa is in CH state during recovery. Chip damage x0. Attack is fully extended on 10F.

Raoh Overdrive[edit]

Bellows Malice
632146S with Raoh
GGAC Zappa 632146S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40x10 Mid - 5+10 27 total 37 +13

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.

Fully invincible 1~5F. Knocks down opponent on hit. Zappa is in CH state during recovery. Hitstop 7F. Chip damage x2.5.

Universal Force Break[edit]

Etiquette Starts Here[edit]
Etiquette Starts Here
GGAC Zappa regaishou.png
This is "Elegance"
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 High R 16 5 11 +3

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.

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.

Universal Overdrive[edit]

GGAC Zappa 632146H.png
And this is where it gets weird.
Damage Guard Cancel Startup Active Recovery Frame Adv.
40x4 Mid R 1+11 8 30 -15

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.

Fully invincible 1~19F. Strike invincible 20~21F. Knocks down opponent on hit. Hitstop 7F. Removes Zappa's current summon (if he has one) on 1F. +1 Soul per hit.

Instant Kill[edit]

I'm Scared...
During IK Mode 236236H
GGAC Zappa IK1.png
GGAC Zappa IK2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
Fatal 30 pixels - 4+1 35 10 -



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Guilty Gear XX Accent Core Plus Re
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