GGACR/Zappa/Frame Data: Difference between revisions

From Dustloop Wiki
< GGACR‎ | Zappa
(18 intermediate revisions by 2 users not shown)
Line 23: Line 23:
  |level=1
  |level=1
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=5
  |startup=5
  |active=2
  |active=2
Line 42: Line 42:
  |level=2
  |level=2
  |guard=HLF
  |guard=HLF
  |cancel=CR
  |cancel=SR
  |startup=9
  |startup=9
  |active=6
  |active=6
Line 49: Line 49:
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Feet invincibile 1~4F, 9~14F, 19~22F
*Feet invincible 1~4F, 9~14F, 19~22F
*Lower body invincibile 5~8F, 15~18F
*Lower body invincible 5~8F, 15~18F
*Knocks down opponent on ground CH
*Knocks down opponent on ground CH
}}  
}}  
Line 63: Line 63:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=8
  |startup=8
  |active=6
  |active=6
Line 79: Line 79:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CR
  |cancel=SR
  |startup=13
  |startup=13
  |active=9
  |active=9
Line 99: Line 99:
  |level=2
  |level=2
  |guard=L
  |guard=L
  |cancel=--
  |cancel=
  |startup=34
  |startup=34
  |active=3
  |active=3
  |recovery=--
  |recovery=
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
Line 125: Line 125:
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Lower body invincibile 22~39F
*Lower body invincible 22~39F
*Hitstop 7F
*Hitstop 7F
*Max 3 hits
*Max 3 hits
Line 140: Line 140:
  |level=3
  |level=3
  |guard=LF
  |guard=LF
  |cancel=CJR
  |cancel=SJR
  |startup=11
  |startup=11
  |active=3
  |active=3
Line 147: Line 147:
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Above knees invincibile 1~13F
*Above knees invincible 1~13F
*Initial prorate 90%
*Initial prorate 90%
*Knocks down opponent on ground CH
*Knocks down opponent on ground CH
Line 184: Line 184:
  |level=4
  |level=4
  |guard=HF
  |guard=HF
  |cancel=CR
  |cancel=SR
  |startup=26
  |startup=26
  |active=4
  |active=4
Line 227: Line 227:
  |level=1
  |level=1
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=5
  |startup=5
  |active=3
  |active=3
Line 247: Line 247:
  |level=2
  |level=2
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=7
  |startup=7
  |active=6
  |active=6
Line 266: Line 266:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CR
  |cancel=SR
  |startup=11
  |startup=11
  |active=9
  |active=9
Line 274: Line 274:
{{ColumnList |text=
{{ColumnList |text=
*Low profile 1~4F, 9~10F, 20~21F, 26~31F
*Low profile 1~4F, 9~10F, 20~21F, 26~31F
*Staggers opponent on ground CH (max 49F)
*Staggers opponent on ground CH (max 54F)
}}
}}
  }}
  }}
Line 286: Line 286:
  |level=5
  |level=5
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=15
  |startup=15
  |active=5
  |active=5
Line 306: Line 306:
  |level=3
  |level=3
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=11
  |startup=11
  |active=6
  |active=6
Line 325: Line 325:
  |level=1
  |level=1
  |guard=HA
  |guard=HA
  |cancel=CJR
  |cancel=SJR
  |startup=6
  |startup=6
  |active=6
  |active=6
  |recovery=9
  |recovery=9
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
  }}
  }}
Line 341: Line 341:
  |level=2
  |level=2
  |guard=HA
  |guard=HA
  |cancel=CR
  |cancel=SR
  |startup=10
  |startup=10
  |active=11
  |active=11
  |recovery=18
  |recovery=18
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
  }}
  }}
Line 361: Line 361:
  |active=3
  |active=3
  |recovery=15
  |recovery=15
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
  }}
  }}
Line 377: Line 377:
  |active=2(1)2
  |active=2(1)2
  |recovery=12
  |recovery=12
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
Line 392: Line 392:
  |level=3
  |level=3
  |guard=HA
  |guard=HA
  |cancel=CR
  |cancel=SR
  |startup=9
  |startup=9
  |active=6
  |active=6
  |recovery=18+5 after landing
  |recovery=18+5 after landing
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 419: Line 419:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=6
  |startup=6
  |active=2
  |active=2
Line 438: Line 438:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=9
  |startup=9
  |active=7
  |active=7
Line 459: Line 459:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=10
  |startup=10
  |active=7
  |active=7
Line 481: Line 481:
  |level=4
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=14
  |startup=14
  |active=6
  |active=6
Line 501: Line 501:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=14
  |startup=14
  |active=5
  |active=5
Line 520: Line 520:
  |level=3
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=15
  |startup=15
  |active=5
  |active=5
Line 560: Line 560:
  |level=2
  |level=2
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=5
  |startup=5
  |active=6
  |active=6
Line 579: Line 579:
  |level=2
  |level=2
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=6
  |startup=6
  |active=6
  |active=6
Line 586: Line 586:
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
*Listed Frame Adv is from the 2nd hit
*see notes *1 and *2
*see notes *1 and *2
}}
}}
Line 598: Line 599:
  |level=3
  |level=3
  |guard=All
  |guard=All
  |cancel=--
  |cancel=
  |startup=14
  |startup=14
  |active=9
  |active=9
Line 619: Line 620:
  |level=3
  |level=3
  |guard=All
  |guard=All
  |cancel=--
  |cancel=-
  |startup=14
  |startup=14
  |active=9
  |active=9
Line 641: Line 642:
  |level=3
  |level=3
  |guard=All
  |guard=All
  |cancel=CR
  |cancel=SR
  |startup=10
  |startup=10
  |active=5
  |active=5
  |recovery=21
  |recovery=21
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
Line 660: Line 661:
  |level=3
  |level=3
  |guard=All
  |guard=All
  |cancel=CR
  |cancel=SR
  |startup=11
  |startup=11
  |active=5
  |active=5
  |recovery=21
  |recovery=21
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
Line 679: Line 680:
  |level=3
  |level=3
  |guard=All
  |guard=All
  |cancel=--
  |cancel=
  |startup=19
  |startup=19
  |active=9
  |active=9
  |recovery=17
  |recovery=17
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 700: Line 701:
  |level=3
  |level=3
  |guard=All
  |guard=All
  |cancel=--
  |cancel=
  |startup=15
  |startup=15
  |active=9
  |active=9
  |recovery=17
  |recovery=17
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 721: Line 722:
  |level=2
  |level=2
  |guard=All
  |guard=All
  |cancel=CR
  |cancel=SR
  |startup=7
  |startup=7
  |active=6
  |active=6
  |recovery=8
  |recovery=8
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
Line 738: Line 739:
: *4: Can be cancelled into other moves too
: *4: Can be cancelled into other moves too


===Sword Normals===
===Dog Normals===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
Line 744: Line 745:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=c.S
  |version=Dog Awaken<div><small>D during sleeping Dog</small></div>
  |damage=36
  |damage=
  |tension=2.64
  |tension=
  |gb+=10
  |gb+=
  |gb-=7
  |gb-=
  |level=3
  |level=
  |guard=All
  |guard=
  |cancel=CJR
  |cancel=
  |startup=5
  |startup=
  |active=4
  |active=
  |recovery=14
  |recovery=30 total
  |frameAdv=-4
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
*Forces opponent into stand state on hit
*Dog can perform attack from 31F onwards
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=f.S
  |version=5D
  |damage=30
  |damage=20
  |tension=3.84
  |tension=-/1.20
  |gb+=14
  |gb+=0
  |gb-=6
  |gb-=7
  |level=4
  |level=2
  |guard=All
  |guard=HLF[All]
  |cancel=CJR
  |cancel=
  |startup=8
  |startup=16[16]
  |active=2
  |active=8
  |recovery=19
  |recovery=36[60]
  |frameAdv=-4
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
*Low profile 1~6F, 48~50F, and 54~59F
*Can only cancel into this attack from 5D or 2D
*see notes *1
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=5H
  |version=6D
  |damage=35x2
  |damage=20
  |tension=3.84x2
  |tension=-/1.20
  |gb+=20x2
  |gb+=0
  |gb-=6x2
  |gb-=7
  |level=5
  |level=2
  |guard=All
  |guard=HLF[All]
  |cancel=CR
  |cancel=
  |startup=9
  |startup=17[17]
  |active=2(10)3
  |active=12
  |recovery=16
  |recovery=17[24 after landing]
  |frameAdv=0
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
*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)
* see notes *1
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=6H
  |version=8D
  |damage=29,15
  |damage=20
  |tension=3.84x2
  |tension=-/1.20
  |gb+=14,5
  |gb+=0
  |gb-=6,7
  |gb-=7
  |level=4,2
  |level=3
  |guard=see note
  |guard=All[All]
  |cancel=CR
  |cancel=
  |startup=13
  |startup=10[see note]
  |active=24,6
  |active=12
  |recovery=2
  |recovery=31[24 after landing]
  |frameAdv=+4
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Startup to hit crouching opponent is 22F (tested on Sol)
*Low profile 1~4F and 44F onwards
*Opponent must guard HF from 13~28F, All from 29~36F, and LF from 37F onwards
*Feet invincible 9~43F
*Max 2 hits
*Floats opponent on hit (untechable on ground hit for 28F)
*Untechable for 18F
*+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
*see notes *1
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=2S
  |version=2D
  |damage=22
  |damage=45
  |tension=2.64
  |tension=-/1.20
  |gb+=8
  |gb+=20
  |gb-=7
  |gb-=6
  |level=3
  |level=3
  |guard=LF
  |guard=HLF
  |cancel=CR
  |cancel=
  |startup=9
  |startup=36[36]
  |active=3
  |active=4
  |recovery=15
  |recovery=22[46]
  |frameAdv=-4
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |text=
*Can be blocked low even if the Sword attack comes out higher than the default ground position
*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
* see notes *1
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=2H
  |version=4D
  |damage=30x2
  |damage=
  |tension=3.84x2
  |tension=
  |gb+=20x2
  |gb+=
  |gb-=6x2
  |gb-=
  |level=5
  |level=
  |guard=All
  |guard=
  |cancel=CJR
  |cancel=
  |startup=7
  |startup=
  |active=14,8
  |active=
  |recovery=9
  |recovery=total 59[24 after landing]
  |frameAdv=+2
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Zappa is in CH state during recovery
*Dog is invincible during move
*Frame Adv is -12 if 2nd hit misses opponent
*Can perform Followup Attack (4D->D) between 2~43F [2~16F frames before landing]
* see notes *1
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=j.S
  |version=4DD
  |damage=26
  |damage=20
  |tension=2.64
  |tension=-/1.20
  |gb+=10
  |gb+=0
  |gb-=7
  |gb-=7
  |level=3
  |level=2
  |guard=HA
  |guard=HA[All]
  |cancel=CJR
  |cancel=
  |startup=7
  |startup=13[13]
  |active=3
  |active=until landing
  |recovery=18
  |recovery=40 [24 after landing]
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |text=
*Initial prorate 85%
*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)
* see notes *1
}}
}}
  }}
  }}
|-
|}
: *1: Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move.
::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 Normals===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=j.H
  |version=c.S
  |damage=32
  |damage=36
  |tension=2.64
  |tension=2.64
  |gb+=10
  |gb+=10
  |gb-=7
  |gb-=7
  |level=3
  |level=3
  |guard=HA
  |guard=All
  |cancel=CRF
  |cancel=SJR
  |startup=9
  |startup=5
  |active=9
  |active=4
  |recovery=15
  |recovery=14
  |frameAdv=--
  |frameAdv=-4
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Initial prorate 90%
*Forces opponent into stand state on hit
*FRC timing 9~11F
}}
}}
  }}
  }}
|-
|}
===Raoh Normals===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=c.S
  |version=f.S
  |damage=40
  |damage=30
  |tension=3.84
  |tension=3.84
  |gb+=14
  |gb+=14
  |gb-=6
  |gb-=6
  |level=4
  |level=4
  |guard=HLF
  |guard=All
  |cancel=CR
  |cancel=SJR
  |startup=10
  |startup=8
  |active=11
  |active=2
  |recovery=0
  |recovery=19
  |frameAdv=+6
  |frameAdv=-4
  |description=
  |description=
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=f.S
  |version=5H
  |damage=36
  |damage=35x2
  |tension=3.84
  |tension=3.84x2
  |gb+=14
  |gb+=20x2
  |gb-=6
  |gb-=6x2
  |level=4
  |level=5
  |guard=HLF
  |guard=All
  |cancel=CJR
  |cancel=SR
  |startup=9
  |startup=9
  |active=6
  |active=2(10)3
  |recovery=16
  |recovery=16
  |frameAdv=-5
  |frameAdv=0
  |description=
  |description=
   
   
Line 938: Line 969:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=5H
  |version=6H
  |damage=48
  |damage=29,15
  |tension=3.84
  |tension=3.84x2
  |gb+=15
  |gb+=14,5
  |gb-=6
  |gb-=6,7
  |level=5
  |level=4,2
  |guard=LF
  |guard=see note
  |cancel=CR
  |cancel=SR
  |startup=13
  |startup=13
  |active=9
  |active=24,6
  |recovery=13
  |recovery=2
  |frameAdv=-3
  |frameAdv=+4
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |text=
*Knocks down opponent on ground hit
*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
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=6H
  |version=2S
  |damage=76
  |damage=22
  |tension=3.84
  |tension=2.64
  |gb+=20
  |gb+=8
  |gb-=6
  |gb-=7
  |level=5
  |level=3
  |guard=HLF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=17
  |startup=9
  |active=6
  |active=3
  |recovery=24
  |recovery=15
  |frameAdv=-11
  |frameAdv=-4
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Slides opponent on hit (untechable for 65F, slides for 50F)
*Must be blocked low even if the Sword attack comes out higher than the default ground position
*Attack is fully extended on 20F
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=5D
  |version=2H
  |damage=30
  |damage=30x2
  |tension=3.84
  |tension=3.84x2
  |gb+=11
  |gb+=20x2
  |gb-=6
  |gb-=6x2
  |level=4
  |level=5
  |guard=HF
  |guard=All
  |cancel=CR
  |cancel=SJR
  |startup=24
  |startup=7
  |active=5
  |active=14,8
  |recovery=8
  |recovery=9
  |frameAdv=+4
  |frameAdv=+2
  |description=
  |description=
{{ColumnList |text=
*Zappa is in CH state during recovery
*Frame Adv is -12 if 2nd hit misses opponent
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=2S
  |version=j.S
  |damage=36
  |damage=26
  |tension=2.64
  |tension=2.64
  |gb+=8
  |gb+=10
  |gb-=7
  |gb-=7
  |level=3
  |level=3
  |guard=LF
  |guard=HA
  |cancel=CR
  |cancel=SJR
  |startup=7
  |startup=7
  |active=3
  |active=3
  |recovery=11
  |recovery=18
  |frameAdv=0
  |frameAdv=
|description=
}}
|-
{{FrameDataNoHeader-GGACR
|version=2H
|damage=68
|tension=3.84
|gb+=15
|gb-=6
|level=5
|guard=LF
|cancel=CR
|startup=19
|active=8
|recovery=12
|frameAdv=-1
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
*Floats opponent on hit (untechable for 28F)
*Initial prorate 85%
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=j.S
  |version=j.H
  |damage=35
  |damage=32
  |tension=2.64
  |tension=2.64
  |gb+=10
  |gb+=10
Line 1,038: Line 1,056:
  |level=3
  |level=3
  |guard=HA
  |guard=HA
  |cancel=JR
  |cancel=SRF
  |startup=7
  |startup=9
  |active=3
  |active=9
  |recovery=15
  |recovery=15
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |text=
*Untechable for 16F
*Initial prorate 90%
}}
*FRC timing 9~11F
}}
|-
{{FrameDataNoHeader-GGACR
|version=j.H
|damage=45
|tension=3.84
|gb+=14
|gb-=6
|level=4
|guard=HA
|cancel=R
|startup=16
|active=6
|recovery=13
|frameAdv=--
|description=
{{ColumnList |col=1 |text=
*Ground bounces opponent on hit (untechable for 36F)
}}
}}
  }}
  }}
Line 1,070: Line 1,070:
|}
|}


==Throws==
===Raoh Normals===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
Line 1,076: Line 1,076:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Throw
  |version=c.S
  |damage=60
  |damage=40
  |tension=4.00
  |tension=3.84
  |gb+=--
  |gb+=14
  |gb-=6
  |gb-=6
  |level=--
  |level=4
  |guard=36 pixels
  |guard=HLF
  |cancel=--
  |cancel=SR
  |startup=--
  |startup=10
  |active=--
  |active=11
  |recovery=--
  |recovery=0
  |frameAdv=--
  |frameAdv=+6
  |description=
  |description=
{{ColumnList |text=
*Wall bounces opponent on hit (untechable for 60F)
*Forced prorate 50%
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Air Throw
  |version=f.S
  |damage=60
  |damage=36
  |tension=4.00
  |tension=3.84
  |gb+=--
  |gb+=14
  |gb-=6
  |gb-=6
  |level=--
  |level=4
  |guard=88 pixels
  |guard=HLF
  |cancel=--
  |cancel=SJR
  |startup=--
  |startup=9
  |active=--
  |active=6
  |recovery=--
  |recovery=16
  |frameAdv=--
  |frameAdv=-5
  |description=
  |description=
{{ColumnList |text=
*Knocks down opponent on hit
*Forced prorate 50%
}}
  }}
  }}
|-
|}
==Special Moves==
===No Summon Specials===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Konnichiwa Sanbiki no Mukade<div><small>236P w/ no summon</small></div>
  |version=5H
  |damage=20
  |damage=48
  |tension=5.00/12.00
  |tension=3.84
  |gb+=6
  |gb+=15
  |gb-=7
  |gb-=6
  |level=2
  |level=5
  |guard=HLF
  |guard=LF
  |cancel=R
  |cancel=SR
  |startup=10
  |startup=13
  |active=4
  |active=9
  |recovery=20
  |recovery=13
  |frameAdv=-12
  |frameAdv=-3
  |description=
  |description=
{{ColumnList |text=
*Fully invincible 1~13F
*Knocks down opponent on hit (untechable for 60F)
*+1 Soul on hit
}}
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
*On the 15F, Zappa can control which ghost he summons based on the last digit on the timer:
*Knocks down opponent on ground hit
*1 = Dog, 2 = Triplets, 0 = Sword, any other digit = Random between Dog, Triplets, and Sword
*If Zappa has 8 Souls, Raoh is summoned instead
*???
}}
}}
  }}
  }}
|-
|-
|}
  {{FrameDataNoHeader-GGACR
 
  |version=6H
===Dog Specials===
  |damage=76
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
  |tension=3.84
|-
  |gb+=20
{{FrameDataHeader-GGACR|version=yes}}
  |gb-=6
|-
  |level=5
  {{FrameDataNoHeader-GGACR
  |guard=HLF
  |version=Dog Awaken<div><small>after summoning Dog</small></div>
  |cancel=SR
  |damage=--
  |startup=17
  |tension=--
  |active=6
  |gb+=--
  |recovery=24
  |gb-=--
  |frameAdv=-11
  |level=--
  |guard=--
  |cancel=--
  |startup=--
  |active=--
  |recovery=30 total
  |frameAdv=--
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |text=
*Dog can perform attack from 31F onwards
*Slides opponent on hit (untechable for 65F, slides for 50F)
*Attack is fully extended on 20F
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Dog Attack (Neutral)<div><small>5D w/ Dog</small></div>
  |version=5D
  |damage=20
  |damage=30
  |tension=-/1.20
  |tension=3.84
  |gb+=0
  |gb+=11
  |gb-=7
  |gb-=6
  |level=2
  |level=4
  |guard=HLF[All]
  |guard=HF
  |cancel=--
  |cancel=SR
  |startup=16[16]
  |startup=24
  |active=8
  |active=5
  |recovery=36[60]
  |recovery=8
  |frameAdv=--
  |frameAdv=+4
  |description=
  |description=
{{ColumnList |text=
*Low profile 1~6F, 48~50F, and 54~59F
*Can only cancel into this attack from Dog Attack (5D) or Dog Attack (Bite) (2D)
*see notes *1
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Dog Attack (Forward)<div><small>6D w/ Dog</small></div>
  |version=2S
  |damage=20
  |damage=36
  |tension=-/1.20
  |tension=2.64
  |gb+=0
  |gb+=8
  |gb-=7
  |gb-=7
  |level=2
  |level=3
  |guard=HLF[All]
  |guard=LF
  |cancel=--
  |cancel=SR
  |startup=17[17]
  |startup=7
  |active=12
  |active=3
  |recovery=17[24 after landing]
  |recovery=11
  |frameAdv=--
  |frameAdv=0
  |description=
  |description=
{{ColumnList |text=
*Low profile on 1~13F and 34F~ (landing time after a hit or block)
*Feet invincibile 14~33F
*On hit or block, Dog performs rebound animation (total 61F)
*Pulls in opponent on air hit (untechable for 20F)
* see notes *1
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Dog Attack (Somersault)<div><small>8D w/ Dog</small></div>
  |version=2H
  |damage=20
  |damage=68
  |tension=-/1.20
  |tension=3.84
  |gb+=0
  |gb+=15
  |gb-=7
  |gb-=6
  |level=3
  |level=5
  |guard=All[All]
  |guard=LF
  |cancel=--
  |cancel=SR
  |startup=10[see note]
  |startup=19
  |active=12
  |active=8
  |recovery=31[24 after landing]
  |recovery=12
  |frameAdv=--
  |frameAdv=-1
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Low profile 1~4F and 44F onwards
*Floats opponent on hit (untechable for 28F)
*Feet invincibile 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
*see notes *1
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Dog Attack (Bite)<div><small>2D w/ Dog</small></div>
  |version=j.S
  |damage=45
  |damage=35
  |tension=-/1.20
  |tension=2.64
  |gb+=20
  |gb+=10
  |gb-=6
  |gb-=7
  |level=5
  |level=3
  |guard=HLF
  |guard=HA
  |cancel=--
  |cancel=JR
  |startup=36[36]
  |startup=7
  |active=4
  |active=3
  |recovery=22[46]
  |recovery=15
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Knocks down opponent on hit (untechable for 20F)
*Untechable for 16F
*[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
* see notes *1
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Dog Attack (Jump)<div><small>4D w/ Dog</small></div>
  |version=j.H
  |damage=--
  |damage=45
  |tension=--
  |tension=3.84
  |gb+=--
  |gb+=14
  |gb-=--
  |gb-=6
  |level=--
  |level=4
  |guard=--
  |guard=HA
  |cancel=--
  |cancel=R
  |startup=--
  |startup=16
  |active=--
  |active=6
  |recovery=total 59[24 after landing]
  |recovery=13
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Dog is invincible during move
*Ground bounces opponent on hit (untechable for 36F)
*Can perform Followup Attack (4D->D) between 2~43F [2~16F frames before landing]
* see notes *1
}}
}}
  }}
  }}
|-
|}
==Throws==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Followup Attack<div><small>4D -> D w/ Dog</small></div>
  |version=Throw
  |damage=20
  |damage=60
  |tension=-/1.20
  |tension=4.00
  |gb+=0
  |gb+=
  |gb-=7
  |gb-=6
  |level=2
  |level=
  |guard=HA[All]
  |guard=36 pixels
  |cancel=--
  |cancel=
  |startup=13[13]
|startup=
  |active=until landing
|active=
  |recovery=40 [24 after landing]
|recovery=
  |frameAdv=--
|frameAdv=
|description=
{{ColumnList |text=
*Wall bounces opponent on hit (untechable for 60F)
*Forced prorate 50%
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=Air Throw
|damage=60
|tension=4.00
|gb+=
|gb-=6
|level=
|guard=88 pixels
|cancel=
  |startup=
  |active=
  |recovery=
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Low profile on 1~12F and 37F~ on hit or block (after landing)
*Knocks down opponent on hit
*Above feet invincible 13~36F
*Forced prorate 50%
*Initial prorate 75%
}}  
*Dog performs rebound animation on hit or block
*Slams down on air hit (untechable for 12F)
* see notes *1
}}
  }}
  }}
|-
|-
|}
|}
: *1: Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move.
::Dog is invincible while idle.
::If the dog idles for 300F, it enters sleep mode, 30F to wake up dog from sleep.
::If a Dog Attack hits or is blocked, can perform follow up attack versions of other Dog Attack attacks on any of the following frames up to 25F before ending the attack
::The last 24F of the recovery of follow-up versions of Dog Attack attacks are invincible.
::The knockback on Dog attacks is based on the Dog's position


===Triplet Specials===
==Specials==
===No Summon Specials===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
Line 1,330: Line 1,296:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Sono Mama Kaette Konaide Kudasai<div><small>236P/K/S/H w/ Triplets air OK</small></div>
  |version=Hello, Three Centipedes<div><small>236P w/ no summon</small></div>
  |damage=16
  |damage=20
  |tension=2.00/1.20
  |tension=5.00/12.00
  |gb+=0
  |gb+=6
  |gb-=7
  |gb-=7
  |level=3
  |level=2
  |guard=All
  |guard=HLF
  |cancel=F
  |cancel=R
  |startup=9
  |startup=10
  |active=see notes
  |active=4
  |recovery=total 39
  |recovery=20
  |frameAdv=-6
  |frameAdv=-12
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Attack Level 2
*Fully invincible 1~13F
*Zappa is in CH state during recovery
*Knocks down opponent on hit (untechable for 60F)
*Hitstop 13F
*Removes OTG status on opponent on hit
*FRC timing 10~11F
*+1 Soul on hit
*If Zappa has no ghosts, nothing is fired and has a total animation length of 49F
*Total lenght for the air version: 41F
* see notes *2 and *3
}}
}}
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
*Active time is as follows:
*On the 15F, Zappa can control which ghost he summons based on the last digit on the timer:
* P version: 2 bounces off the floor (78F when performed on the ground)
*1 = Dog, 2 = Triplets, 0 = Sword, any other digit = Random between Dog, Triplets, and Sword
* K version: 3 bounces off the floor (49F for ground version)
*If Zappa has 8 Souls, Raoh is summoned instead
* S version lasts until it reaches the edge of the screen
*???
* H lasts until it hits the floor (46F for ground version)
* P version has 15F of startup, on 37F the Triplet'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)
}}
}}
  }}
  }}
|-
|}
===Triplet Specials===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=D Sono Mama Kaette Konaide Kudasai<div><small>236D w/ Triplets air OK</small></div>
  |version=Please Don't Come Back<div><small>236P/K/S/H w/ Triplets air OK</small></div>
  |damage=16x3
  |damage=16
  |tension=2.00/1.20x3
  |tension=2.00/1.20
  |gb+=0
  |gb+=0
  |gb-=7x3
  |gb-=7
  |level=3
  |level=3
  |guard=All
  |guard=All
  |cancel=F
  |cancel=F
  |startup=11
  |startup=9
  |active=see notes
  |active=see notes
  |recovery=total 47
  |recovery=total 39
  |frameAdv=see notes
  |frameAdv=-6
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 1,380: Line 1,348:
*Zappa is in CH state during recovery
*Zappa is in CH state during recovery
*Hitstop 13F
*Hitstop 13F
*FRC timing 16~17F
*FRC timing 10~11F
*Active frames are the same as the K, S, and H versions
*If Zappa has no ghosts, nothing is fired and has a total animation length of 49F
*Frame Adv varies depending on number of ghosts remaining
*Total lenght for the air version: 41F
*3 ghosts (K,S,H): -10, 2 ghosts (S,H): -11, 1 ghost (S): -12
* see notes *2 and *3  
*Total lenght for air version: 49F
*see notes *2 and *3  
}}
}}
}}
{{ColumnList |col=1 |text=
|-
*Active time is as follows:
{{FrameDataNoHeader-GGACR
* P version: 2 bounces off the floor (78F when performed on the ground)
|version=Banana
* K version: 3 bounces off the floor (49F for ground version)
|damage=0
* S version lasts until it reaches the edge of the screen
|tension=-/2.64
* H lasts until it hits the floor (46F for ground version)
|gb+=0
* P version has 15F of startup, on 37F the Triplet'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)
|gb-=7
|level=2
|guard=LF
|cancel=--
|startup=--
|active=99
|recovery=--
|frameAdv=--
|description=
{{ColumnList |text=
*Knocks down opponent on ground hit
*Hitstop 6
*Chip damage x0
*Ignores OTG
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Golf Ball
  |version=D Please Don't Come Back<div><small>236D w/ Triplets air OK</small></div>
  |damage=30
  |damage=16x3
  |tension=-/3.84
  |tension=2.00/1.20x3
  |gb+=0
  |gb+=0
  |gb-=6
  |gb-=7x3
  |level=4
  |level=3
  |guard=All
  |guard=All
  |cancel=--
  |cancel=F
  |startup=38
  |startup=11
  |active=--
  |active=see notes
  |recovery=--
  |recovery=total 47
  |frameAdv=--
  |frameAdv=see notes
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |text=
*Chip damage x0
*Attack Level 2
*Zappa is in 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 lenght for air version: 49F
*see notes *2 and *3
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Hachiue
  |version=Banana
  |damage=25
  |damage=0
  |tension=-/2.64
  |tension=-/2.64
  |gb+=0
  |gb+=0
  |gb-=7
  |gb-=7
  |level=2
  |level=2
  |guard=All
  |guard=LF
  |cancel=--
  |cancel=
  |startup=1
  |startup=
  |active=43
  |active=99
  |recovery=--
  |recovery=
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Hitstop 6F
*Knocks down opponent on ground hit
*Hitstop 6
*Chip damage x0
*Chip damage x0
*Ignores OTG
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Recall Triplets<div><small>214P in Haunt Mode</small></div>
  |version=Golf Ball
  |damage=--
  |damage=30
  |tension=--
  |tension=-/3.84
  |gb+=--
  |gb+=0
  |gb-=--
  |gb-=6
  |level=--
  |level=4
  |guard=--
  |guard=All
  |cancel=--
  |cancel=
  |startup=--
  |startup=38
  |active=--
  |active=--
  |recovery=28 total
  |recovery=--
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Triplets begin returning on 18F
*Chip damage x0
*Recalling Triplets ends Haunting
*Zappa is in CH state from 1~20F
}}
}}
  }}
  }}
|-
|-
|}
{{FrameDataNoHeader-GGACR
: *2: Triplet haunts the opponent on hit.
|version=Potted Plant
::Haunting lasts 481F, after which Triplet returns.
|damage=25
::On block or when negating a projectile, Triplet disappears for 101F, after which it loiters for 23F before returning to Zappa.
|tension=-/2.64
|gb+=0
|gb-=7
|level=2
|guard=All
|cancel=
|startup=1
|active=43
|recovery=
|frameAdv=
|description=
{{ColumnList |text=
*Slams down opponent on air hit
*Hitstop 6F
*Chip damage x0
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=I Was Lonely After All...<div><small>214P in Haunt Mode</small></div>
|damage=
|tension=
|gb+=
|gb-=
|level=
|guard=
|cancel=
|startup=
|active=
|recovery=28 total
|frameAdv=
|description=
{{ColumnList |text=
*Triplets begin returning on 18F
*Recalling Triplets ends Haunting
*Zappa is in CH state from 1~20F
}}
}}
|-
|}
: *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.
::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.
::Triplets can be picked up while loitering.
Line 1,480: Line 1,482:
: *3: +1 Soul 1F after a successful hit and activates Haunting.
: *3: +1 Soul 1F after a successful hit and activates Haunting.
::The ghost that hit the opponent will haunt him for 481F before returning.
::The ghost that hit the opponent will haunt him for 481F before returning.
::Haunting causes a random item (golf ball, banana, or Hachiue) to be thrown at the opponent on 1F, 121F, 241F, and 361F of Haunting.
::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.


===Sword Specials===
===Sword Specials===
Line 1,488: Line 1,490:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Itasou, the iuka Itai<div><small>236S w/ Sword</small></div>
  |version=This Has Gotta Hurt<div><small>236S w/ Sword</small></div>
  |damage=20
  |damage=20
  |tension=2.50/6.00
  |tension=2.50/6.00
Line 1,503: Line 1,505:
{{ColumnList |text=
{{ColumnList |text=
*Staggers oppoonent on ground CH (max 43F)
*Staggers oppoonent on ground CH (max 43F)
*Zappa has 28F recovery on hit or block
*Zappa has 28F recovery on hit or block, 13F recovery on whiff
*FRC timing is 1~2F of recovery on hit or block
*FRC timing is 1~3F of recovery on hit or block
*Can cancel into Followup from 12F of recovery onwards 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
*If the attack hits really late into the active frames, you cannot cancel this move into Followup
Line 1,533: Line 1,535:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Ochitoite Kudasai<div><small>623H w/ Sword</small></div>
  |version=Please Fall<div><small>623H w/ Sword</small></div>
  |damage=40
  |damage=40
  |tension=2.50/6.00
  |tension=2.50/6.00
Line 1,547: Line 1,549:
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Fully invincible 1~11F
*Upper body invincible 1~11F
*Throw invincible on 12F
*Throw invincible on 12F
*Floats opponent on hit (untechable for 26F)
*Floats opponent on hit (untechable for 26F)
Line 1,557: Line 1,559:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Chikazuku to Yukimasu<div><small>63214H w/ Sword</small></div>
  |version=Come Close, and I'll Kill You<div><small>63214H w/ Sword</small></div>
  |damage=30
  |damage=30
  |tension=1.50/3.60
  |tension=1.50/3.60
Line 1,563: Line 1,565:
  |gb-=6
  |gb-=6
  |level=5
  |level=5
  |guard=HLF
  |guard=All
  |cancel=RF
  |cancel=RF
  |startup=17
  |startup=17
Line 1,578: Line 1,580:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Hai, Kaerimasu<div><small>j.236H w/ Sword</small></div>
  |version=Coming Through<div><small>j.236H w/ Sword</small></div>
  |damage=24xn
  |damage=24xN
  |tension=2.50/3.00xn
  |tension=2.50/3.00xN
  |gb+=6xn
  |gb+=6xN
  |gb-=4xn
  |gb-=4xN
  |level=3
  |level=3
  |guard=All
  |guard=All
  |cancel=R
  |cancel=RF
  |startup=12
  |startup=12
  |active=till landing
  |active=till landing
  |recovery=23 after landing
  |recovery=23 after landing
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 1,615: Line 1,617:
  |level=5
  |level=5
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=
  |startup=25
  |startup=25
  |active=18
  |active=18
Line 1,624: Line 1,626:
*Knocks down opponent on air hit
*Knocks down opponent on air hit
*Can cancel into Followup Attack from 24~35F
*Can cancel into Followup Attack from 24~35F
*Darkness anthem projectile is still active after inputting the follow-up
*Darkness anthem projectile is still active after inputting the Followup Attack
*Chip damage x4
*Chip damage x4
*Max 2 hits
*Max 2 hits
Line 1,639: Line 1,641:
  |level=4
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=
  |startup=25
  |startup=25
  |active=18
  |active=18
Line 1,649: Line 1,651:
*Followup Attack starts up on 36F
*Followup Attack starts up on 36F
*Projectile appears on 23F  
*Projectile appears on 23F  
*Listed Frame Adv is from fastest attack possible performed from standing (startup 28F, total 50F)
*Listed Frame Adv is from TKing attack (startup 28F, total 50F)
}}
}}
  }}
  }}
Line 1,661: Line 1,663:
  |level=4
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=
  |startup=15
  |startup=15
  |active=34(2)20
  |active=34(2)20
Line 1,672: Line 1,674:
*Chip damage x0.375
*Chip damage x0.375
*Max 1 hit
*Max 1 hit
*Darkness anthem attack disappears on 13F (if it hasn't already)
*Darkness Anthem Attack disappears on 13F (if it hasn't already)
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Last Edogai<div><small>214S w/ Raoh</small></div>
  |version=Last Edguy<div><small>214S w/ Raoh</small></div>
  |damage=80
  |damage=80
  |tension=3.00/7.20
  |tension=3.00/7.20
Line 1,701: Line 1,703:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Air Last Edogai<div><small>j.214S w/ Raoh</small></div>
  |version=Air Last Edguy<div><small>j.214S w/ Raoh</small></div>
  |damage=80
  |damage=80
  |tension=3.00/7.20
  |tension=3.00/7.20
Line 1,715: Line 1,717:
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Listed Frame Adv is from fastest attack possible performed from standing (startup 7F)
*Listed Frame Adv is from TKing attack (startup 7F)
*Fully invincible 1~4F
*Fully invincible 1~4F
*Strike invincible 5~7F
*Strike invincible 5~7F
Line 1,733: Line 1,735:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Regiashou wa Koko Kara<div><small>214D</small></div>
  |version=Etiquette Starts Here<div><small>214D</small></div>
  |damage=30
  |damage=30
  |tension=--
  |tension=
  |gb+=15
  |gb+=15
  |gb-=6
  |gb-=6
Line 1,748: Line 1,750:
{{ColumnList |text=
{{ColumnList |text=
*Slams down and knocks down opponent on hit
*Slams down and knocks down opponent on hit
*Ground bounces and knocks down opponent on CH
*Ground bounces opponent and fully untechable on CH
*Zappa is in CH state during recovery
*Zappa is in CH state during recovery
*Removes Zappa's current summon on 1F
*Removes Zappa's current summon on 1F
Line 1,763: Line 1,765:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Umareru<nowiki>!!</nowiki><div><small>632146H</small></div>
  |version=Birth<nowiki>!!</nowiki><div><small>632146H</small></div>
  |damage=40x4
  |damage=40x4
  |tension=--
  |tension=
  |gb+=14x4
  |gb+=14x4
  |gb-=6x4
  |gb-=6x4
Line 1,789: Line 1,791:
  |version=Bellows Malice<div><small>632146S w/ Raoh</small></div>
  |version=Bellows Malice<div><small>632146S w/ Raoh</small></div>
  |damage=40x10
  |damage=40x10
  |tension=--
  |tension=
  |gb+=20x10
  |gb+=20x10
  |gb-=6x10
  |gb-=6x10
  |level=5
  |level=5
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=
  |startup=5+10
  |startup=5+10
  |active=27
  |active=27
  |recovery=total 37
  |recovery=total 37
  |frameAdv=+13
  |frameAdv=+13
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Fully invincible 1~5F
*Fully invincible 1~5F
*Knocks down opponent on hit
*Knocks down opponent on hit
*Zappa is in CH state during recovery
*Zappa is in CH state during recovery
*Hitstop 7F
*Hitstop 7F
*Chip damage x2.5
*Chip damage x2.5
}}
}}
  }}
  }}
|-
|}
 
==Instant Kill==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
{{FrameDataNoHeader-GGACR
|version=I'm Scared...<div><small>in IK Mode 236236H</small></div>
|damage=Fatal
|tension=
|gb+=
|gb-=
|level=
|guard=30 pixels
|cancel=
|startup=4+1
|active=35
|recovery=10
|frameAdv=
|description=
{{ColumnList |text=
*IK Mode activation: 76F
*Strike invincible 1~5F
}}
}}
|-
|}
 
==Gatling Table==
===No Summon===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Ground Gatlings
|-
!
! P !! K !! S !! H !! D !! Cancel
|-
! 5P
| 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
! 2P
| 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
|-
! 6P
| - || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
! 5K
| - || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
! 2K
| - || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp
|-
! c.S
| 6P || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
! f.S
| - || - || 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
! 2S
| - || - || f.S || 5H, 2H || 5D, 2D || Sp
|-
! 5H
| - || - || - || - || - || -
|-
! 2H
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 6H || 5D, 2D || Jump, Sp
|-
! 6H
| - || - || - || - || - || -
|-
! 5D
| - || - || - || - || - || Homing jump, Sp
|-
! 2D
| - || - || - || - || - || Sp
|-
|}
 
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Air Gatlings
|-
!
! P !! K !! S !! H !! D !! Cancel
|-
! j.P
| - || j.K || j.S || j.H || j.D || Jump
|-
! j.K
| j.P || - || j.S || - || - || -
|-
! j.S
| - || j.K || - || j.H || j.D || Jump
|-
! j.H
| - || - || - || - || j.D || -
|-
! j.D
| - || - || - || - || - || -
|-
|}
===Dog===
Same as No Summon, except j.P self-gatlings, and 5D, 2D, and j.D are removed.
 
===Sword===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Ground Gatlings
|-
!
! P !! K !! S !! H !! D !! Cancel
|-
! 5P
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
! 2P
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
! 6P
| - || 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
! 5K
| 6P || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
! 2K
| 6P || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
! c.S
| 6P || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
! f.S
| - || - || 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
! 2S
| - || - || - || 5H, 2H, 6H || 5D, 2D || Sp
|-
! 5H
| - || - || - || - || 5D, 2D || Sp
|-
! 2H
| - || - || - || 6H || - || Jump, Sp
|-
! 6H
| - || - || - || - || - || Sp
|-
! 5D
| - || - || - || - || - || Homing jump, Sp
|-
! 2D
| - || - || - || - || - || Sp
|-
|}
 
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Air Gatlings
|-
!
! P !! K !! S !! H !! D !! Cancel
|-
! j.P
| j.P || j.K || j.S || j.H || j.D || Jump, Sp
|-
! j.K
| j.P || - || j.S || - || - || Sp
|-
! j.S
| - || j.K || - || j.H || j.D || Jump, Sp
|-
! j.H
| - || - || - || - || - || Sp
|-
! j.D
| - || - || - || - || - || Sp
|-
|}
===Triplet===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Ground Gatlings
|-
!
! P !! K !! S !! H !! D !! Cancel
|-
! 5P
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S, 6S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
! 2P
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
|-
! 6P
| - || - || c.S, f.S, 2S, 6S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
! 5K
| 6P || - || c.S, f.S, 2S, 6S || 5H, 2H || 5D, 2D || Sp
|-
! 2K
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp
|-
! c.S
| 6P || - || f.S, 2S, 6S || 5H, 2H || 5D, 2D || Jump, Sp
|-
! f.S<sup>1</sup>
| - || - || <span style="color:green">f.S</span>, <span style="color:green">2S</span>, <span style="color:green">6S</span> || <span style="color:green">5H</span>, <span style="color:green">2H</span> || 5D, 2D || Jump, Sp
|-
! 2S<sup>2</sup>
| - || - || f.S, 2S, 6S || 5H, 2H || 5D, 2D || Sp
|-
! 6S<sup>1</sup>
| - || - || <span style="color:green">f.S</span>, <span style="color:green">2S</span>, <span style="color:green">6S</span> || <span style="color:green">5H</span>, <span style="color:green">2H</span> || 5D || Jump, Sp
|-
! 5H<sup>1</sup>
| - || - || <span style="color:green">f.S</span>, <span style="color:green">2S</span>, <span style="color:green">6S</span> || <span style="color:green">5H</span>, <span style="color:green">2H</span> || - || Jump, Sp
|-
! 2H<sup>3</sup>
| - || - || - || <span style="color:green">2H</span> || - || -
|-
! 6H
| - || - || - || - || - || -
|-
! 5D
| - || - || - || - || - || Homing jump, Sp
|-
! 2D
| - || - || - || - || - || Sp
|-
|}
 
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Air Gatlings
|-
!
! P !! K !! S !! H !! D !! Cancel
|-
! j.P
| j.P || j.K || j.S, j.2S || j.H || j.D || Jump, Sp
|-
! j.K
| j.P || - || j.S, j.2S || - || - || Sp
|-
! j.S<sup>1</sup>
| - || j.K || <span style="color:green">j.S</span>, <span style="color:green">j.2S</span> || <span style="color:green">j.H</span> || j.D || Sp
|-
! j.2S<sup>1</sup>
| - || - || <span style="color:green">j.S</span>, <span style="color:green">j.2S</span> || <span style="color:green">j.H</span> || - || Sp
|-
! j.H<sup>3</sup>
| - || - || - || <span style="color:green">j.H</span> || - || -
|-
! j.D
| - || - || - || - || - || Sp
|-
|}
:*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===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Ground Gatlings
|-
!
! P !! K !! S !! H !! D !! Cancel
|-
! 5P
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
! 2P
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
|-
! 6P
| - || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
! 5K
| 6P || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Sp
|-
! 2K
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp
|-
! c.S
| 6P || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
! f.S
| - || - || 2S || 5H, 2H || 5D, 2D || Jump, Sp
|-
! 2S
| - || - || - || 5H, 2H || 5D, 2D || Sp
|-
! 5H
| - || - || - || 2H || 5D, 2D || Sp
|-
! 2H
| - || - || - || - || 5D, 2D || Sp
|-
! 6H
| - || - || - || - || - || Sp
|-
! 5D
| - || - || - || - || - || Homing jump, Sp
|-
! 2D
| - || - || - || 6H || - || Sp
|-
|}
 
 
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Air Gatlings
|-
!
! P !! K !! S !! H !! D !! Cancel
|-
! j.P
| j.P || j.K || j.S || j.H || j.D || Jump, Sp
|-
! j.K
| j.P || - || j.S || - || j.D || Sp
|-
|-
|}
! j.S
 
| j.P || j.K || - || j.H || j.D || Jump, Sp
==Instant Kill==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{FrameDataHeader-GGACR|version=yes}}
! j.H
| - || - || - || - || j.D || Sp
|-
|-
{{FrameDataNoHeader-GGACR
! j.D
|version=Kowai yo~<div><small>in IK Mode 236236H</small></div>
| - || - || - || - || - || Sp
|damage=Fatal
|tension=--
|gb+=--
|gb-=--
|level=--
|guard=30 pixels
|cancel=--
|startup=4+1
|active=35
|recovery=10
|frameAdv=--
|description=
{{ColumnList |text=
*IK Mode activation: 76F
*Strike invincibile 1~5F
}}
}}
|-
|-
|}
|}
 
*5D can be only canceled into Homing Jump on ground hit
:'''Black''' = On Hit or Block
:<span style="color:green">'''Green''' = Available on whiff</span>
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
: '''Su''' = Overdrives (aka: Supers)
----
----
{{Navbar-GGACR}}
{{Navbar-GGACR}}

Revision as of 21:48, 6 October 2013

System Data

Defense Modifier: x 1.00
Guts Rating: 2
Stun Resistance: 60
Prejump:
Backdash Time: 11
Backdash Invincibility: 10
Wakeup (Face Up/Down): /

Normal Moves

No Summon Normals

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Triplet Normals

Template:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACRTemplate:FrameDataNoHeader-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
*1: 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).
*2: 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.
*3: 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.
*4: Can be cancelled into other moves too

Dog Normals

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
*1: Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move.
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 Normals

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Raoh Normals

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Throws

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Specials

No Summon Specials

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Triplet Specials

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
*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.

Sword Specials

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Raoh Specials

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Force Breaks

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Overdrives

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Instant Kill

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Gatling Table

No Summon

Ground Gatlings
P K S H D Cancel
5P 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6P - - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K - - f.S, 2S 5H, 2H, 6H 5D, 2D Sp
2K - - c.S, f.S, 2S 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Sp
f.S - - 2S 5H, 2H, 6H 5D, 2D Sp
2S - - f.S 5H, 2H 5D, 2D Sp
5H - - - - - -
2H 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Sp
6H - - - - - -
5D - - - - - Homing jump, Sp
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P - j.K j.S j.H j.D Jump
j.K j.P - j.S - - -
j.S - j.K - j.H j.D Jump
j.H - - - - j.D -
j.D - - - - - -

Dog

Same as No Summon, except j.P self-gatlings, and 5D, 2D, and j.D are removed.

Sword

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
6P - 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 6P - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
2K 6P - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, 6H 5D, 2D Sp
2S - - - 5H, 2H, 6H 5D, 2D Sp
5H - - - - 5D, 2D Sp
2H - - - 6H - Jump, Sp
6H - - - - - Sp
5D - - - - - Homing jump, Sp
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, Sp
j.K j.P - j.S - - Sp
j.S - j.K - j.H j.D Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp

Triplet

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S, 6S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6P - - c.S, f.S, 2S, 6S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 6P - c.S, f.S, 2S, 6S 5H, 2H 5D, 2D Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S 6P - f.S, 2S, 6S 5H, 2H 5D, 2D Jump, Sp
f.S1 - - f.S, 2S, 6S 5H, 2H 5D, 2D Jump, Sp
2S2 - - f.S, 2S, 6S 5H, 2H 5D, 2D Sp
6S1 - - f.S, 2S, 6S 5H, 2H 5D Jump, Sp
5H1 - - f.S, 2S, 6S 5H, 2H - Jump, Sp
2H3 - - - 2H - -
6H - - - - - -
5D - - - - - Homing jump, Sp
2D - - - - - Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S, j.2S j.H j.D Jump, Sp
j.K j.P - j.S, j.2S - - Sp
j.S1 - j.K j.S, j.2S j.H j.D Sp
j.2S1 - - j.S, j.2S j.H - Sp
j.H3 - - - j.H - -
j.D - - - - - Sp
  • 1 = Can gatling into itself up to 3 times, and as many ghosts you have available. 1 gatling consumes 1 ghost. Attempting to gatling more times than you have ghosts available will cause Zappa to pose for the move, but with no active hitbox and completely vulnerable.
  • 2 = Same as above, except cannot cancel into other Ghost normals on whiff.
  • 3 = Same as *1, except can only self-gatling once activated, and each usage expends one ghost. Expended ghosts will be unusable for 104f and return on 122f.

Raoh

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
2K 6P - c.S, f.S, 2S 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Sp
f.S - - 2S 5H, 2H 5D, 2D Jump, Sp
2S - - - 5H, 2H 5D, 2D Sp
5H - - - 2H 5D, 2D Sp
2H - - - - 5D, 2D Sp
6H - - - - - Sp
5D - - - - - Homing jump, Sp
2D - - - 6H - Sp


Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, Sp
j.K j.P - j.S - j.D Sp
j.S j.P j.K - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)