GGACR/Zappa/Frame Data: Difference between revisions

From Dustloop Wiki
< GGACR‎ | Zappa
m (renaming dog specials to dog normals)
m (use subtitle)
(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
  |damage=36
|subtitle=D during sleeping Dog
  |tension=2.64
  |damage=
  |gb+=10
  |tension=
  |gb-=7
  |gb+=
  |level=3
  |gb-=
  |guard=All
  |level=
  |cancel=CJR
  |guard=
  |startup=5
  |cancel=
  |active=4
  |startup=
  |recovery=14
  |active=
  |frameAdv=-4
  |recovery=30 total
  |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 970:
|-
|-
  {{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=
  |description=
{{ColumnList |col=1 |text=
*Initial prorate 85%
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=2H
  |version=j.H
  |damage=68
  |damage=32
  |tension=3.84
  |tension=2.64
  |gb+=15
  |gb+=10
  |gb-=6
  |gb-=7
  |level=5
  |level=3
  |guard=LF
  |guard=HA
  |cancel=CR
  |cancel=SRF
  |startup=19
  |startup=9
  |active=8
  |active=9
  |recovery=12
  |recovery=15
  |frameAdv=-1
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 28F)
*Initial prorate 90%
*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=j.S
  |version=c.S
  |damage=35
  |damage=40
  |tension=2.64
  |tension=3.84
  |gb+=10
  |gb+=14
  |gb-=7
  |gb-=6
  |level=3
  |level=4
  |guard=HA
  |guard=HLF
  |cancel=JR
  |cancel=SR
  |startup=7
  |startup=10
  |active=3
  |active=11
  |recovery=15
  |recovery=0
  |frameAdv=--
  |frameAdv=+6
  |description=
  |description=
{{ColumnList |col=1 |text=
*Untechable for 16F
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=j.H
  |version=f.S
  |damage=45
  |damage=36
  |tension=3.84
  |tension=3.84
  |gb+=14
  |gb+=14
  |gb-=6
  |gb-=6
  |level=4
  |level=4
  |guard=HA
  |guard=HLF
  |cancel=R
  |cancel=SJR
  |startup=16
  |startup=9
  |active=6
  |active=6
|recovery=16
|frameAdv=-5
|description=
}}
|-
{{FrameDataNoHeader-GGACR
|version=5H
|damage=48
|tension=3.84
|gb+=15
|gb-=6
|level=5
|guard=LF
|cancel=SR
|startup=13
|active=9
  |recovery=13
  |recovery=13
  |frameAdv=--
  |frameAdv=-3
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
*Ground bounces opponent on hit (untechable for 36F)
*Knocks down opponent on ground hit
}}
}}
  }}
  }}
|-
|}
==Throws==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Throw
  |version=6H
  |damage=60
  |damage=76
  |tension=4.00
  |tension=3.84
  |gb+=--
  |gb+=20
  |gb-=6
  |gb-=6
  |level=--
  |level=5
  |guard=36 pixels
  |guard=HLF
  |cancel=--
  |cancel=SR
  |startup=--
  |startup=17
  |active=--
  |active=6
  |recovery=--
  |recovery=24
  |frameAdv=--
  |frameAdv=-11
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Wall bounces opponent on hit (untechable for 60F)
*Slides opponent on hit (untechable for 65F, slides for 50F)
*Forced prorate 50%
*Attack is fully extended on 20F
}}  
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Air Throw
  |version=5D
  |damage=60
  |damage=30
  |tension=4.00
  |tension=3.84
  |gb+=--
  |gb+=11
  |gb-=6
  |gb-=6
  |level=--
  |level=4
  |guard=88 pixels
  |guard=HF
  |cancel=--
  |cancel=SR
  |startup=--
  |startup=24
  |active=--
  |active=5
  |recovery=--
  |recovery=8
  |frameAdv=--
  |frameAdv=+4
  |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=2S
  |damage=20
  |damage=36
  |tension=5.00/12.00
  |tension=2.64
  |gb+=6
  |gb+=8
  |gb-=7
  |gb-=7
  |level=2
  |level=3
  |guard=HLF
  |guard=LF
  |cancel=R
  |cancel=SR
  |startup=10
  |startup=7
  |active=4
  |active=3
  |recovery=20
  |recovery=11
  |frameAdv=-12
  |frameAdv=0
|description=
}}
|-
{{FrameDataNoHeader-GGACR
|version=2H
|damage=68
|tension=3.84
|gb+=15
|gb-=6
|level=5
|guard=LF
|cancel=SR
|startup=19
|active=8
|recovery=12
|frameAdv=-1
  |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:
*Floats opponent on hit (untechable for 28F)
*1 = Dog, 2 = Triplets, 0 = Sword, any other digit = Random between Dog, Triplets, and Sword
*If Zappa has 8 Souls, Raoh is summoned instead
*???
}}
}}
  }}
  }}
|-
|}
===Triplet Specials===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Sono Mama Kaette Konaide Kudasai<div><small>236P/K/S/H w/ Triplets air OK</small></div>
  |version=j.S
  |damage=16
  |damage=35
  |tension=2.00/1.20
  |tension=2.64
  |gb+=0
  |gb+=10
  |gb-=7
  |gb-=7
  |level=3
  |level=3
  |guard=All
  |guard=HA
  |cancel=F
  |cancel=JR
  |startup=9
  |startup=7
  |active=see notes
  |active=3
  |recovery=total 39
  |recovery=15
  |frameAdv=-6
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Attack Level 2
*Untechable for 16F
*Zappa is in CH state during recovery
*Hitstop 13F
*FRC timing 10~11F
*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=
}}
*Active time is as follows:
|-
* P version: 2 bounces off the floor (78F when performed on the ground)
{{FrameDataNoHeader-GGACR
* K version: 3 bounces off the floor (49F for ground version)
|version=j.H
* S version lasts until it reaches the edge of the screen
|damage=45
* H lasts until it hits the floor (46F for ground version)
|tension=3.84
* 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+=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)
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
|}
  |version=D Sono Mama Kaette Konaide Kudasai<div><small>236D w/ Triplets air OK</small></div>
 
  |damage=16x3
==Throws==
  |tension=2.00/1.20x3
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
  |gb+=0
|-
  |gb-=7x3
{{FrameDataHeader-GGACR|version=yes}}
  |level=3
|-
  |guard=All
  {{FrameDataNoHeader-GGACR
  |cancel=F
  |version=Throw
  |startup=11
  |damage=60
  |active=see notes
  |tension=4.00
  |recovery=total 47
  |gb+=
  |frameAdv=see notes
  |gb-=6
  |level=
  |guard=36 pixels
  |cancel=
  |startup=
  |active=
  |recovery=
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Attack Level 2
*Wall bounces opponent on hit (untechable for 60F)
*Zappa is in CH state during recovery
*Forced prorate 50%
*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=Banana
  |version=Air Throw
  |damage=0
  |damage=60
  |tension=-/2.64
  |tension=4.00
  |gb+=0
  |gb+=
  |gb-=7
  |gb-=6
  |level=2
  |level=
  |guard=LF
  |guard=88 pixels
  |cancel=--
  |cancel=
  |startup=--
  |startup=
  |active=99
  |active=
  |recovery=--
  |recovery=
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Knocks down opponent on ground hit
*Knocks down opponent on hit
*Hitstop 6
*Forced prorate 50%
*Chip damage x0
}}  
*Ignores OTG
}}
  }}
  }}
|-
|-
{{FrameDataNoHeader-GGACR
|}
|version=Golf Ball
 
|damage=30
==Specials==
|tension=-/3.84
===No Summon Specials===
|gb+=0
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|gb-=6
|-
|level=4
  {{FrameDataHeader-GGACR|version=yes}}
|guard=All
|cancel=--
|startup=38
|active=--
|recovery=--
|frameAdv=--
  |description=
{{ColumnList |col=1 |text=
*Chip damage x0
}}
}}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Hachiue
  |version=Hello, Three Centipedes
  |damage=25
|subtitle=236P w/ no summon
  |tension=-/2.64
  |damage=20
  |gb+=0
  |tension=5.00/12.00
  |gb+=6
  |gb-=7
  |gb-=7
  |level=2
  |level=2
  |guard=All
  |guard=HLF
  |cancel=--
  |cancel=R
  |startup=1
  |startup=10
  |active=43
  |active=4
  |recovery=--
  |recovery=20
  |frameAdv=--
  |frameAdv=-12
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Hitstop 6F
*Fully invincible 1~13F
*Chip damage x0
*Knocks down opponent on hit (untechable for 60F)
*Removes OTG status on opponent on hit
*+1 Soul on hit
}}
{{ColumnList |col=1 |text=
*On the 15F, Zappa can control which ghost he summons based on the last digit on the timer:
*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=Recall Triplets<div><small>214P in Haunt Mode</small></div>
 
|damage=--
===Triplet Specials===
|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.
::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 Hachiue) to be thrown at the opponent on 1F, 121F, 241F, and 361F of Haunting.
 
===Sword Specials===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
Line 1,316: Line 1,333:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Itasou, the iuka Itai<div><small>236S w/ Sword</small></div>
  |version=Please Don't Come Back
  |damage=20
|subtitle=236P/K/S/H w/ Triplets air OK
  |tension=2.50/6.00
  |damage=16
  |gb+=14
  |tension=2.00/1.20
  |gb-=6
  |gb+=0
  |level=4
  |gb-=7
  |guard=HLF
  |level=3
  |cancel=RF
  |guard=All
  |startup=12
  |cancel=F
  |active=16
  |startup=9
  |recovery=13
  |active=see notes
  |frameAdv=-12
  |recovery=total 39
  |frameAdv=-6
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Staggers oppoonent on ground CH (max 43F)
*Attack Level 2
*Zappa has 28F recovery on hit or block
*Zappa is in CH state during recovery
*FRC timing is 1~2F of recovery on hit or block
*Hitstop 13F
*Can cancel into Followup from 12F of recovery onwards on hit or block
*FRC timing 10~11F
*If the attack hits really late into the active frames, you cannot cancel this move into Followup
*If Zappa has no ghosts, nothing is fired and has a total animation length of 49F
*+1 Souls on hit
*Total lenght for the air version: 41F
* see notes *2 and *3
}}
{{ColumnList |col=1 |text=
*Active time is as follows:
* P version: 2 bounces off the floor (78F when performed on the ground)
* K version: 3 bounces off the floor (49F for ground version)
* 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)
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Followup<div><small>236S->H w/ Sword</small></div>
  |version=D Please Don't Come Back
  |damage=45
|subtitle=236D w/ Triplets air OK
  |tension=3.00/7.20
  |damage=16x3
  |gb+=10
  |tension=2.00/1.20x3
  |gb-=7
  |gb+=0
  |gb-=7x3
  |level=3
  |level=3
  |guard=HLF
  |guard=All
  |cancel=R
  |cancel=F
  |startup=9
  |startup=11
  |active=12
  |active=see notes
  |recovery=26
  |recovery=total 47
  |frameAdv=-24
  |frameAdv=see notes
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Knocks down opponent on hit
*Attack Level 2
*Zappa is in CH state during recovery
*Zappa is in CH state during recovery
*+3 Souls on hit
*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=Ochitoite Kudasai<div><small>623H w/ Sword</small></div>
  |version=Banana
  |damage=40
  |damage=0
  |tension=2.50/6.00
  |tension=-/2.64
  |gb+=14
  |gb+=0
  |gb-=6
  |gb-=7
  |level=4
  |level=2
  |guard=HLF
  |guard=LF
  |cancel=RF
  |cancel=
  |startup=10
  |startup=
  |active=9
  |active=99
  |recovery=29
  |recovery=
  |frameAdv=-21
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Fully invincible 1~11F
*Knocks down opponent on ground hit
*Throw invincible on 12F
*Hitstop 6
*Floats opponent on hit (untechable for 26F)
*Chip damage x0
*Initial prorate 90%
*Ignores OTG
*FRC timing 13~16F
*+2 Souls on hit
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Chikazuku to Yukimasu<div><small>63214H w/ Sword</small></div>
  |version=Golf Ball
  |damage=30
  |damage=30
  |tension=1.50/3.60
  |tension=-/3.84
  |gb+=20
  |gb+=0
  |gb-=6
  |gb-=6
  |level=5
  |level=4
  |guard=HLF
  |guard=All
  |cancel=RF
  |cancel=
  |startup=17
  |startup=38
  |active=4
  |active=--
  |recovery=16
  |recovery=--
  |frameAdv=-1
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |col=1 |text=
*Wall bounces opponent on hit (untechable on ground hit for 28F)
*Chip damage x0
*FRC timing 17~20F
*+2 Souls on hit
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Hai, Kaerimasu<div><small>j.236H w/ Sword</small></div>
  |version=Potted Plant
  |damage=24xn
  |damage=25
  |tension=2.50/3.00xn
  |tension=-/2.64
  |gb+=6xn
  |gb+=0
  |gb-=4xn
  |gb-=7
  |level=3
  |level=2
  |guard=All
  |guard=All
  |cancel=R
  |cancel=
  |startup=12
  |startup=1
  |active=till landing
  |active=43
  |recovery=23 after landing
  |recovery=
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Floats opponent on hit (untechable for 24F)
*Slams down opponent on air hit
*Sword first hits below Zappa
*Sword starts spinning on hit or block (1 full revolution takes 8F)
*Hitstop 6F
*Hitstop 6F
*FRC timing 1~2F after landing
*Chip damage x0
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=I Was Lonely After All...
|subtitle=214P in Haunt Mode
|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.
::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.


===Raoh Specials===
===Sword Specials===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
Line 1,436: Line 1,495:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Darkness Anthem<div><small>236S w/ Raoh</small></div>
  |version=This Has Gotta Hurt
  |damage=35x2
|subtitle=236S w/ Sword
  |tension=2.00/3.60x2
  |damage=20
  |gb+=14x2
  |tension=2.50/6.00
  |gb-=6x2
  |gb+=14
  |level=5
  |gb-=6
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=RF
  |startup=25
  |startup=12
  |active=18
  |active=16
  |recovery=8
  |recovery=13
  |frameAdv=+7
  |frameAdv=-12
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Knocks down opponent on air hit
*Staggers oppoonent on ground CH (max 43F)
*Can cancel into Followup Attack from 24~35F
*Zappa has 28F recovery on hit or block, 13F recovery on whiff
*Darkness anthem projectile is still active after inputting the follow-up
*FRC timing is 1~3F of recovery on hit or block
*Chip damage x4
*Can cancel into Followup from 12F of recovery onwards on hit or block
*Max 2 hits
*If the attack hits really late into the active frames, you cannot cancel this move into Followup
*Projectile appears on 23F
*+1 Souls on hit
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Air Darkness Anthem<div><small>j.236S w/ Raoh</small></div>
  |version=Followup
  |damage=35x2
|subtitle=236S->H w/ Sword
  |tension=2.00/3.60x2
  |damage=45
  |gb+=14x2
  |tension=3.00/7.20
  |gb-=6x2
  |gb+=10
  |level=4
  |gb-=7
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=R
  |startup=25
  |startup=9
  |active=18
  |active=12
  |recovery=26
  |recovery=26
  |frameAdv=+7
  |frameAdv=-24
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Can cancel into Followup Attack from 2~35F
*Knocks down opponent on hit
*Followup Attack starts up on 36F
*Zappa is in CH state during recovery
*Projectile appears on 23F
*+3 Souls on hit
*Listed Frame Adv is from fastest attack possible performed from standing (startup 28F, total 50F)
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Followup Attack<div><small>Darkness Anthem -> P/K/S/H</small></div>
  |version=Please Fall
  |damage=50
|subtitle=623H w/ Sword
  |tension=-/3.60
  |damage=40
  |tension=2.50/6.00
  |gb+=14
  |gb+=14
  |gb-=6
  |gb-=6
  |level=4
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=RF
  |startup=15
  |startup=10
  |active=34(2)20
  |active=9
  |recovery=total 38
  |recovery=29
  |frameAdv=0
  |frameAdv=-21
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Knocks down opponent on hit
*Upper body invincible 1~11F
*Zappa is in CH state during recovery
*Throw invincible on 12F
*Chip damage x0.375
*Floats opponent on hit (untechable for 26F)
*Max 1 hit
*Initial prorate 90%
*Darkness anthem attack disappears on 13F (if it hasn't already)
*FRC timing 13~16F
*+2 Souls on hit
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Last Edogai<div><small>214S w/ Raoh</small></div>
  |version=Come Close, and I'll Kill You
  |damage=80
|subtitle=63214H w/ Sword
  |tension=3.00/7.20
  |damage=30
  |tension=1.50/3.60
  |gb+=20
  |gb+=20
  |gb-=6
  |gb-=6
  |level=5
  |level=5
  |guard=HLF
  |guard=All
  |cancel=R
  |cancel=RF
  |startup=4
  |startup=17
  |active=12
  |active=4
  |recovery=37
  |recovery=16
  |frameAdv=-30
  |frameAdv=-1
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Fully invincible 1~4F
*Wall bounces opponent on hit (untechable on ground hit for 28F)
*Strike invincible 5~7F
*FRC timing 17~20F
*Floats opponent on hit (untechable for 60F)
*+2 Souls on hit
*Zappa is in CH state during recovery
*Chip damage x0
*Attack is fully extended on 10F
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Air Last Edogai<div><small>j.214S w/ Raoh</small></div>
  |version=Coming Through
  |damage=80
|subtitle=j.236H w/ Sword
  |tension=3.00/7.20
  |damage=24xN
  |gb+=20
  |tension=2.50/3.00xN
  |gb-=6
  |gb+=6xN
  |level=5
  |gb-=4xN
  |level=3
  |guard=All
  |guard=All
  |cancel=R
  |cancel=RF
  |startup=4
  |startup=12
  |active=12
  |active=till landing
  |recovery=3 after landing
  |recovery=23 after landing
  |frameAdv=-35
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Listed Frame Adv is from fastest attack possible performed from standing (startup 7F)
*Floats opponent on hit (untechable for 24F)
*Fully invincible 1~4F
*Sword first hits below Zappa
*Strike invincible 5~7F
*Sword starts spinning on hit or block (1 full revolution takes 8F)
*Floats opponent on hit (untechable for 60F)
*Hitstop 6F
*Zappa is in CH state during recovery
*FRC timing 1~2F after landing
*Chip damage x0
*Attack is fully extended on 10F
}}
}}
  }}
  }}
Line 1,555: Line 1,614:
|}
|}


==Force Breaks==
===Raoh Specials===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
Line 1,561: Line 1,620:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Regiashou wa Koko Kara<div><small>214D</small></div>
  |version=Darkness Anthem
  |damage=30
|subtitle=236S w/ Raoh
  |tension=--
  |damage=35x2
  |gb+=15
  |tension=2.00/3.60x2
  |gb-=6
  |gb+=14x2
  |gb-=6x2
  |level=5
  |level=5
  |guard=HF
  |guard=HLF
  |cancel=R
  |cancel=
  |startup=16
  |startup=25
  |active=5
  |active=18
  |recovery=11
  |recovery=8
  |frameAdv=+3
  |frameAdv=+7
  |description=  
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Slams down and knocks down opponent on hit
*Knocks down opponent on air hit
*Ground bounces and knocks down opponent on CH
*Can cancel into Followup Attack from 24~35F
*Zappa is in CH state during recovery
*Darkness anthem projectile is still active after inputting the Followup Attack
*Removes Zappa's current summon on 1F
*Chip damage x4
*+2 Soul on hit
*Max 2 hits
*Projectile appears on 23F
}}
}}
  }}
  }}
|-
|}
==Overdrives==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Umareru<nowiki>!!</nowiki><div><small>632146H</small></div>
  |version=Air Darkness Anthem
  |damage=40x4
|subtitle=j.236S w/ Raoh
  |tension=--
  |damage=35x2
  |gb+=14x4
  |tension=2.00/3.60x2
  |gb-=6x4
  |gb+=14x2
  |gb-=6x2
  |level=4
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=R
  |cancel=
  |startup=1+11
  |startup=25
  |active=8
  |active=18
  |recovery=30
  |recovery=26
  |frameAdv=-15
  |frameAdv=+7
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Fully invincible 1~19F
*Can cancel into Followup Attack from 2~35F
*Strike invincible 20~21F
*Followup Attack starts up on 36F
*Knocks down opponent on hit
*Projectile appears on 23F
*Hitstop 7F
*Listed Frame Adv is from TKing attack (startup 28F, total 50F)
*Removes Zappa's current summon (if he has one) on 1F
*+1 Soul per hit
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Bellows Malice<div><small>632146S w/ Raoh</small></div>
  |version=Followup Attack
  |damage=40x10
|subtitle=Darkness Anthem -> P/K/S/H
  |tension=--
  |damage=50
  |gb+=20x10
  |tension=-/3.60
  |gb-=6x10
  |gb+=14
  |level=5
  |gb-=6
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=
  |startup=5+10
|startup=15
  |active=27
|active=34(2)20
|recovery=total 38
|frameAdv=0
|description=
{{ColumnList |text=
*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)
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=Last Edguy
|subtitle=214S w/ Raoh
|damage=80
|tension=3.00/7.20
|gb+=20
|gb-=6
|level=5
|guard=HLF
|cancel=R
|startup=4
|active=12
|recovery=37
|frameAdv=-30
|description=
{{ColumnList |text=
*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
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=Air Last Edguy
|subtitle=j.214S w/ Raoh
|damage=80
|tension=3.00/7.20
|gb+=20
|gb-=6
|level=5
|guard=All
|cancel=R
|startup=4
|active=12
|recovery=3 after landing
|frameAdv=-35
|description=
{{ColumnList |text=
*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
}}
}}
|-
|}
 
==Force Breaks==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
{{FrameDataNoHeader-GGACR
|version=Etiquette Starts Here
|subtitle=214D
|damage=30
|tension=
|gb+=15
|gb-=6
|level=5
|guard=HF
|cancel=R
|startup=16
|active=5
|recovery=11
|frameAdv=+3
|description=
{{ColumnList |text=
*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
}}
}}
|-
|}
 
==Overdrives==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
{{FrameDataHeader-GGACR|version=yes}}
|-
{{FrameDataNoHeader-GGACR
|version=Birth<nowiki>!!</nowiki>
|subtitle=632146H
|damage=40x4
|tension=
|gb+=14x4
|gb-=6x4
|level=4
|guard=HLF
|cancel=R
|startup=1+11
|active=8
|recovery=30
|frameAdv=-15
|description=
{{ColumnList |text=
*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
}}
}}
|-
{{FrameDataNoHeader-GGACR
|version=Bellows Malice
|subtitle=632146S w/ Raoh
|damage=40x10
|tension=
|gb+=20x10
|gb-=6x10
|level=5
|guard=HLF
|cancel=
  |startup=5+10
  |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...
|subtitle=in IK Mode 236236H
|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 03:43, 12 May 2014

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

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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 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: 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

Template: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

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

Template: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
*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

Template: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

Raoh Specials

Template: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

Force Breaks

Template: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

Overdrives

Template: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

Instant Kill

Template: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

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)