GGACR/Zappa/Frame Data: Difference between revisions

From Dustloop Wiki
< GGACR‎ | Zappa
m (use subtitle)
(14 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 744: Line 745:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Dog Awaken<div><small>D during sleeping Dog</small></div>
  |version=Dog Awaken
  |damage=--
|subtitle=D during sleeping Dog
  |tension=--
  |damage=
  |gb+=--
  |tension=
  |gb-=--
  |gb+=
  |level=--
  |gb-=
  |guard=--
  |level=
  |cancel=--
  |guard=
  |startup=--
  |cancel=
  |active=--
  |startup=
  |active=
  |recovery=30 total
  |recovery=30 total
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
Line 770: Line 772:
  |level=2
  |level=2
  |guard=HLF[All]
  |guard=HLF[All]
  |cancel=--
  |cancel=
  |startup=16[16]
  |startup=16[16]
  |active=8
  |active=8
  |recovery=36[60]
  |recovery=36[60]
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 791: Line 793:
  |level=2
  |level=2
  |guard=HLF[All]
  |guard=HLF[All]
  |cancel=--
  |cancel=
  |startup=17[17]
  |startup=17[17]
  |active=12
  |active=12
  |recovery=17[24 after landing]
  |recovery=17[24 after landing]
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Low profile on 1~13F and 34F~ (landing time after a hit or block)
*Low profile on 1~13F and 34F~ (landing time after a hit or block)
*Feet invincibile 14~33F
*Feet invincible 14~33F
*On hit or block, Dog performs rebound animation (total 61F)
*On hit or block, Dog performs rebound animation (total 61F)
*Pulls in opponent on air hit (untechable for 20F)
*Pulls in opponent on air hit (untechable for 20F)
Line 814: Line 816:
  |level=3
  |level=3
  |guard=All[All]
  |guard=All[All]
  |cancel=--
  |cancel=
  |startup=10[see note]
  |startup=10[see note]
  |active=12
  |active=12
  |recovery=31[24 after landing]
  |recovery=31[24 after landing]
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Low profile 1~4F and 44F onwards
*Low profile 1~4F and 44F onwards
*Feet invincibile 9~43F
*Feet invincible 9~43F
*Floats opponent on hit (untechable on ground hit for 28F)
*Floats opponent on hit (untechable on ground hit for 28F)
*+1[0] Soul on hit
*+1[0] Soul on hit
Line 837: Line 839:
  |gb+=20
  |gb+=20
  |gb-=6
  |gb-=6
  |level=5
  |level=3
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=
  |startup=36[36]
  |startup=36[36]
  |active=4
  |active=4
  |recovery=22[46]
  |recovery=22[46]
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 859: Line 861:
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=4D
  |version=4D
  |damage=--
  |damage=
  |tension=--
  |tension=
  |gb+=--
  |gb+=
  |gb-=--
  |gb-=
  |level=--
  |level=
  |guard=--
  |guard=
  |cancel=--
  |cancel=
  |startup=--
  |startup=
  |active=--
  |active=
  |recovery=total 59[24 after landing]
  |recovery=total 59[24 after landing]
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 886: Line 888:
  |level=2
  |level=2
  |guard=HA[All]
  |guard=HA[All]
  |cancel=--
  |cancel=
  |startup=13[13]
  |startup=13[13]
  |active=until landing
  |active=until landing
  |recovery=40 [24 after landing]
  |recovery=40 [24 after landing]
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 897: Line 899:
*Initial prorate 75%
*Initial prorate 75%
*Dog performs rebound animation on hit or block
*Dog performs rebound animation on hit or block
*Slams down on air hit (untechable for 12F)
*Slams down opponent on air hit (untechable for 12F)
* see notes *1  
* see notes *1  
}}
}}
Line 922: Line 924:
  |level=3
  |level=3
  |guard=All
  |guard=All
  |cancel=CJR
  |cancel=SJR
  |startup=5
  |startup=5
  |active=4
  |active=4
Line 942: Line 944:
  |level=4
  |level=4
  |guard=All
  |guard=All
  |cancel=CJR
  |cancel=SJR
  |startup=8
  |startup=8
  |active=2
  |active=2
Line 958: Line 960:
  |level=5
  |level=5
  |guard=All
  |guard=All
  |cancel=CR
  |cancel=SR
  |startup=9
  |startup=9
  |active=2(10)3
  |active=2(10)3
Line 975: Line 977:
  |level=4,2
  |level=4,2
  |guard=see note
  |guard=see note
  |cancel=CR
  |cancel=SR
  |startup=13
  |startup=13
  |active=24,6
  |active=24,6
Line 997: Line 999:
  |level=3
  |level=3
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=9
  |startup=9
  |active=3
  |active=3
Line 1,004: Line 1,006:
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
*Can be blocked low even if the Sword attack comes out higher than the default ground position
*Must be blocked low even if the Sword attack comes out higher than the default ground position
}}
}}
  }}
  }}
Line 1,016: Line 1,018:
  |level=5
  |level=5
  |guard=All
  |guard=All
  |cancel=CJR
  |cancel=SJR
  |startup=7
  |startup=7
  |active=14,8
  |active=14,8
Line 1,036: Line 1,038:
  |level=3
  |level=3
  |guard=HA
  |guard=HA
  |cancel=CJR
  |cancel=SJR
  |startup=7
  |startup=7
  |active=3
  |active=3
  |recovery=18
  |recovery=18
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
Line 1,055: Line 1,057:
  |level=3
  |level=3
  |guard=HA
  |guard=HA
  |cancel=CRF
  |cancel=SRF
  |startup=9
  |startup=9
  |active=9
  |active=9
  |recovery=15
  |recovery=15
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 1,082: Line 1,084:
  |level=4
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=CR
  |cancel=SR
  |startup=10
  |startup=10
  |active=11
  |active=11
Line 1,099: Line 1,101:
  |level=4
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=CJR
  |cancel=SJR
  |startup=9
  |startup=9
  |active=6
  |active=6
Line 1,116: Line 1,118:
  |level=5
  |level=5
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=13
  |startup=13
  |active=9
  |active=9
Line 1,135: Line 1,137:
  |level=5
  |level=5
  |guard=HLF
  |guard=HLF
  |cancel=CR
  |cancel=SR
  |startup=17
  |startup=17
  |active=6
  |active=6
Line 1,156: Line 1,158:
  |level=4
  |level=4
  |guard=HF
  |guard=HF
  |cancel=CR
  |cancel=SR
  |startup=24
  |startup=24
  |active=5
  |active=5
Line 1,173: Line 1,175:
  |level=3
  |level=3
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=7
  |startup=7
  |active=3
  |active=3
Line 1,190: Line 1,192:
  |level=5
  |level=5
  |guard=LF
  |guard=LF
  |cancel=CR
  |cancel=SR
  |startup=19
  |startup=19
  |active=8
  |active=8
Line 1,213: Line 1,215:
  |active=3
  |active=3
  |recovery=15
  |recovery=15
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
Line 1,232: Line 1,234:
  |active=6
  |active=6
  |recovery=13
  |recovery=13
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
Line 1,250: Line 1,252:
  |damage=60
  |damage=60
  |tension=4.00
  |tension=4.00
  |gb+=--
  |gb+=
  |gb-=6
  |gb-=6
  |level=--
  |level=
  |guard=36 pixels
  |guard=36 pixels
  |cancel=--
  |cancel=
  |startup=--
  |startup=
  |active=--
  |active=
  |recovery=--
  |recovery=
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 1,270: Line 1,272:
  |damage=60
  |damage=60
  |tension=4.00
  |tension=4.00
  |gb+=--
  |gb+=
  |gb-=6
  |gb-=6
  |level=--
  |level=
  |guard=88 pixels
  |guard=88 pixels
  |cancel=--
  |cancel=
  |startup=--
  |startup=
  |active=--
  |active=
  |recovery=--
  |recovery=
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 1,295: Line 1,297:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Konnichiwa Sanbiki no Mukade<div><small>236P w/ no summon</small></div>
  |version=Hello, Three Centipedes
|subtitle=236P w/ no summon
  |damage=20
  |damage=20
  |tension=5.00/12.00
  |tension=5.00/12.00
Line 1,311: Line 1,314:
*Fully invincible 1~13F
*Fully invincible 1~13F
*Knocks down opponent on hit (untechable for 60F)
*Knocks down opponent on hit (untechable for 60F)
*Removes OTG status on opponent on hit
*+1 Soul on hit
*+1 Soul on hit
}}
}}
Line 1,329: Line 1,333:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Sono Mama Kaette Konaide Kudasai<div><small>236P/K/S/H w/ Triplets air OK</small></div>
  |version=Please Don't Come Back
|subtitle=236P/K/S/H w/ Triplets air OK
  |damage=16
  |damage=16
  |tension=2.00/1.20
  |tension=2.00/1.20
Line 1,362: Line 1,367:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=D Sono Mama Kaette Konaide Kudasai<div><small>236D w/ Triplets air OK</small></div>
  |version=D Please Don't Come Back
|subtitle=236D w/ Triplets air OK
  |damage=16x3
  |damage=16x3
  |tension=2.00/1.20x3
  |tension=2.00/1.20x3
Line 1,396: Line 1,402:
  |level=2
  |level=2
  |guard=LF
  |guard=LF
  |cancel=--
  |cancel=
  |startup=--
  |startup=
  |active=99
  |active=99
  |recovery=--
  |recovery=
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 1,418: Line 1,424:
  |level=4
  |level=4
  |guard=All
  |guard=All
  |cancel=--
  |cancel=
  |startup=38
  |startup=38
  |active=--
  |active=--
  |recovery=--
  |recovery=--
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |col=1 |text=
{{ColumnList |col=1 |text=
Line 1,430: Line 1,436:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Hachiue
  |version=Potted Plant
  |damage=25
  |damage=25
  |tension=-/2.64
  |tension=-/2.64
Line 1,437: Line 1,443:
  |level=2
  |level=2
  |guard=All
  |guard=All
  |cancel=--
  |cancel=
  |startup=1
  |startup=1
  |active=43
  |active=43
  |recovery=--
  |recovery=
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*Slams down opponent on air hit
*Hitstop 6F
*Hitstop 6F
*Chip damage x0
*Chip damage x0
Line 1,450: Line 1,457:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Recall Triplets<div><small>214P in Haunt Mode</small></div>
  |version=I Was Lonely After All...
  |damage=--
|subtitle=214P in Haunt Mode
  |tension=--
  |damage=
  |gb+=--
  |tension=
  |gb-=--
  |gb+=
  |level=--
  |gb-=
  |guard=--
  |level=
  |cancel=--
  |guard=
  |startup=--
  |cancel=
  |active=--
  |startup=
  |active=
  |recovery=28 total
  |recovery=28 total
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
Line 1,479: Line 1,487:
: *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 1,487: Line 1,495:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Itasou, the iuka Itai<div><small>236S w/ Sword</small></div>
  |version=This Has Gotta Hurt
|subtitle=236S w/ Sword
  |damage=20
  |damage=20
  |tension=2.50/6.00
  |tension=2.50/6.00
Line 1,502: Line 1,511:
{{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 1,511: Line 1,520:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Followup<div><small>236S->H w/ Sword</small></div>
  |version=Followup
|subtitle=236S->H w/ Sword
  |damage=45
  |damage=45
  |tension=3.00/7.20
  |tension=3.00/7.20
Line 1,532: Line 1,542:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Ochitoite Kudasai<div><small>623H w/ Sword</small></div>
  |version=Please Fall
|subtitle=623H w/ Sword
  |damage=40
  |damage=40
  |tension=2.50/6.00
  |tension=2.50/6.00
Line 1,546: Line 1,557:
  |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 1,556: Line 1,567:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Chikazuku to Yukimasu<div><small>63214H w/ Sword</small></div>
  |version=Come Close, and I'll Kill You
|subtitle=63214H w/ Sword
  |damage=30
  |damage=30
  |tension=1.50/3.60
  |tension=1.50/3.60
Line 1,562: Line 1,574:
  |gb-=6
  |gb-=6
  |level=5
  |level=5
  |guard=HLF
  |guard=All
  |cancel=RF
  |cancel=RF
  |startup=17
  |startup=17
Line 1,577: Line 1,589:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Hai, Kaerimasu<div><small>j.236H w/ Sword</small></div>
  |version=Coming Through
  |damage=24xn
|subtitle=j.236H w/ Sword
  |tension=2.50/3.00xn
  |damage=24xN
  |gb+=6xn
  |tension=2.50/3.00xN
  |gb-=4xn
  |gb+=6xN
  |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 1,607: Line 1,620:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Darkness Anthem<div><small>236S w/ Raoh</small></div>
  |version=Darkness Anthem
|subtitle=236S w/ Raoh
  |damage=35x2
  |damage=35x2
  |tension=2.00/3.60x2
  |tension=2.00/3.60x2
Line 1,614: Line 1,628:
  |level=5
  |level=5
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=
  |startup=25
  |startup=25
  |active=18
  |active=18
Line 1,623: Line 1,637:
*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 1,631: Line 1,645:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Air Darkness Anthem<div><small>j.236S w/ Raoh</small></div>
  |version=Air Darkness Anthem
|subtitle=j.236S w/ Raoh
  |damage=35x2
  |damage=35x2
  |tension=2.00/3.60x2
  |tension=2.00/3.60x2
Line 1,638: Line 1,653:
  |level=4
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=
  |startup=25
  |startup=25
  |active=18
  |active=18
Line 1,648: Line 1,663:
*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)
}}
}}
  }}
  }}
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Followup Attack<div><small>Darkness Anthem -> P/K/S/H</small></div>
  |version=Followup Attack
|subtitle=Darkness Anthem -> P/K/S/H
  |damage=50
  |damage=50
  |tension=-/3.60
  |tension=-/3.60
Line 1,660: Line 1,676:
  |level=4
  |level=4
  |guard=HLF
  |guard=HLF
  |cancel=--
  |cancel=
  |startup=15
  |startup=15
  |active=34(2)20
  |active=34(2)20
Line 1,671: Line 1,687:
*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
|subtitle=214S w/ Raoh
  |damage=80
  |damage=80
  |tension=3.00/7.20
  |tension=3.00/7.20
Line 1,700: Line 1,717:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Air Last Edogai<div><small>j.214S w/ Raoh</small></div>
  |version=Air Last Edguy
|subtitle=j.214S w/ Raoh
  |damage=80
  |damage=80
  |tension=3.00/7.20
  |tension=3.00/7.20
Line 1,714: Line 1,732:
  |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 1,732: Line 1,750:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Regiashou wa Koko Kara<div><small>214D</small></div>
  |version=Etiquette Starts Here
|subtitle=214D
  |damage=30
  |damage=30
  |tension=--
  |tension=
  |gb+=15
  |gb+=15
  |gb-=6
  |gb-=6
Line 1,747: Line 1,766:
{{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 1,762: Line 1,781:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Umareru<nowiki>!!</nowiki><div><small>632146H</small></div>
  |version=Birth<nowiki>!!</nowiki>
|subtitle=632146H
  |damage=40x4
  |damage=40x4
  |tension=--
  |tension=
  |gb+=14x4
  |gb+=14x4
  |gb-=6x4
  |gb-=6x4
Line 1,786: Line 1,806:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Bellows Malice<div><small>632146S w/ Raoh</small></div>
  |version=Bellows Malice
|subtitle=632146S w/ Raoh
  |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
Line 1,816: Line 1,837:
|-
|-
  {{FrameDataNoHeader-GGACR
  {{FrameDataNoHeader-GGACR
  |version=Kowai yo~<div><small>in IK Mode 236236H</small></div>
  |version=I'm Scared...
|subtitle=in IK Mode 236236H  
  |damage=Fatal
  |damage=Fatal
  |tension=--
  |tension=
  |gb+=--
  |gb+=
  |gb-=--
  |gb-=
  |level=--
  |level=
  |guard=30 pixels
  |guard=30 pixels
  |cancel=--
  |cancel=
  |startup=4+1
  |startup=4+1
  |active=35
  |active=35
  |recovery=10
  |recovery=10
  |frameAdv=--
  |frameAdv=
  |description=
  |description=
{{ColumnList |text=
{{ColumnList |text=
*IK Mode activation: 76F
*IK Mode activation: 76F
*Strike invincibile 1~5F
*Strike invincible 1~5F
}}
}}
  }}
  }}
|-
|-
|}
|}
==Gatling Table==
==Gatling Table==
===No Summon===
===No Summon===
Line 1,845: Line 1,868:
|-
|-
! 5P
! 5P
| - || - || - || - || - || -
| 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
|-
! 2P
! 2P
| - || - || - || - || - || -
| 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
|-
|-
! 6P
! 6P
| - || - || - || - || - || -
| - || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
|-
! 5K
! 5K
| - || - || - || - || - || -
| - || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
|-
! 2K
! 2K
| - || - || - || - || - || -
| - || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp
|-
! 6K
| - || - || - || - || - || -
|-
|-
! c.S
! c.S
| - || - || - || - || - || -
| 6P || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
|-
! f.S
! f.S
| - || - || - || - || - || -
| - || - || 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
|-
! 2S
! 2S
| - || - || - || - || - || -
| - || - || f.S || 5H, 2H || 5D, 2D || Sp
|-
|-
! 5H
! 5H
Line 1,875: Line 1,895:
|-
|-
! 2H
! 2H
| - || - || - || - || - || -
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 6H || 5D, 2D || Jump, Sp
|-
|-
! 6H
! 6H
Line 1,881: Line 1,901:
|-
|-
! 5D
! 5D
| - || - || - || - || - || homing jump
| - || - || - || - || - || Homing jump, Sp
|-
|-
! 2D
! 2D
| - || - || - || - || - || -
| - || - || - || - || - || Sp
|-
|-
|}
|}
Line 1,896: Line 1,916:
|-
|-
! j.P
! j.P
| - || - || - || - || - || -
| - || j.K || j.S || j.H || j.D || Jump
|-
|-
! j.K
! j.K
| - || - || - || - || - || -
| j.P || - || j.S || - || - || -
|-
|-
! j.S
! j.S
| - || - || - || - || - || -
| - || j.K || - || j.H || j.D || Jump
|-
|-
! j.H
! j.H
| - || - || - || - || - || -
| - || - || - || - || j.D || -
|-
|-
! j.D
! j.D
Line 1,911: Line 1,931:
|-
|-
|}
|}
===Triplet===
===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;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Ground Gatlings
|+Ground Gatlings
Line 1,919: Line 1,942:
|-
|-
! 5P
! 5P
| - || - || - || - || - || -
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
|-
! 2P
! 2P
| - || - || - || - || - || -
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
|-
! 6P
! 6P
| - || - || - || - || - || -
| - || 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
|-
! 5K
! 5K
| - || - || - || - || - || -
| 6P || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
|-
! 2K
! 2K
| - || - || - || - || - || -
| 6P || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
! 6K
| - || - || - || - || - || -
|-
|-
! c.S
! c.S
| - || - || - || - || - || -
| 6P || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
|-
! f.S
! f.S
| - || - || - || - || - || -
| - || - || 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
|-
! 2S
! 2S
| - || - || - || - || - || -
| - || - || - || 5H, 2H, 6H || 5D, 2D || Sp
|-
|-
! 5H
! 5H
| - || - || - || - || - || -
| - || - || - || - || 5D, 2D || Sp
|-
|-
! 2H
! 2H
| - || - || - || - || - || -
| - || - || - || 6H || - || Jump, Sp
|-
|-
! 6H
! 6H
| - || - || - || - || - || -
| - || - || - || - || - || Sp
|-
|-
! 5D
! 5D
| - || - || - || - || - || homing jump
| - || - || - || - || - || Homing jump, Sp
|-
|-
! 2D
! 2D
| - || - || - || - || - || -
| - || - || - || - || - || Sp
|-
|-
|}
|}
Line 1,970: Line 1,990:
|-
|-
! j.P
! j.P
| - || - || - || - || - || -
| j.P || j.K || j.S || j.H || j.D || Jump, Sp
|-
|-
! j.K
! j.K
| - || - || - || - || - || -
| j.P || - || j.S || - || - || Sp
|-
|-
! j.S
! j.S
| - || - || - || - || - || -
| - || j.K || - || j.H || j.D || Jump, Sp
|-
|-
! j.H
! j.H
| - || - || - || - || - || -
| - || - || - || - || - || Sp
|-
|-
! j.D
! j.D
| - || - || - || - || - || -
| - || - || - || - || - || Sp
|-
|-
|}
|}
===Dog===
===Triplet===
Same as No Summon, but all gatlings to and from D are removed.
 
===Sword===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|+Ground Gatlings
|+Ground Gatlings
Line 1,996: Line 2,013:
|-
|-
! 5P
! 5P
| - || - || - || - || - || -
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S, 6S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
|-
! 2P
! 2P
| - || - || - || - || - || -
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
|-
|-
! 6P
! 6P
| - || - || - || - || - || -
| - || - || c.S, f.S, 2S, 6S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
|-
! 5K
! 5K
| - || - || - || - || - || -
| 6P || - || c.S, f.S, 2S, 6S || 5H, 2H || 5D, 2D || Sp
|-
|-
! 2K
! 2K
| - || - || - || - || - || -
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp
|-
|-
! 6K
! c.S
| - || - || - || - || - || -
| 6P || - || f.S, 2S, 6S || 5H, 2H || 5D, 2D || Jump, Sp
|-
|-
! c.S
! 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
|-
|-
! f.S
! 2S<sup>2</sup>
| - || - || - || - || - || -
| - || - || f.S, 2S, 6S || 5H, 2H || 5D, 2D || Sp
|-
|-
! 2S
! 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
! 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
! 2H<sup>3</sup>
| - || - || - || - || - || -
| - || - || - || <span style="color:green">2H</span> || - || -
|-
|-
! 6H
! 6H
Line 2,032: Line 2,049:
|-
|-
! 5D
! 5D
| - || - || - || - || - || homing jump
| - || - || - || - || - || Homing jump, Sp
|-
|-
! 2D
! 2D
| - || - || - || - || - || -
| - || - || - || - || - || Sp
|-
|-
|}
|}
Line 2,047: Line 2,064:
|-
|-
! j.P
! j.P
| - || - || - || - || - || -
| j.P || j.K || j.S, j.2S || j.H || j.D || Jump, Sp
|-
|-
! j.K
! 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.S
! 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
! j.H<sup>3</sup>
| - || - || - || - || - || -
| - || - || - || <span style="color:green">j.H</span> || - || -
|-
|-
! j.D
! 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===
===Raoh===
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
Line 2,070: Line 2,094:
|-
|-
! 5P
! 5P
| - || - || - || - || - || -
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
|-
! 2P
! 2P
| - || - || - || - || - || -
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp
|-
|-
! 6P
! 6P
| - || - || - || - || - || -
| - || - || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp
|-
|-
! 5K
! 5K
| - || - || - || - || - || -
| 6P || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Sp
|-
|-
! 2K
! 2K
| - || - || - || - || - || -
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp
|-
! 6K
| - || - || - || - || - || -
|-
|-
! c.S
! c.S
| - || - || - || - || - || -
| 6P || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp
|-
|-
! f.S
! f.S
| - || - || - || - || - || -
| - || - || 2S || 5H, 2H || 5D, 2D || Jump, Sp
|-
|-
! 2S
! 2S
| - || - || - || - || - || -
| - || - || - || 5H, 2H || 5D, 2D || Sp
|-
|-
! 5H
! 5H
| - || - || - || - || - || -
| - || - || - || 2H || 5D, 2D || Sp
|-
|-
! 2H
! 2H
| - || - || - || - || - || -
| - || - || - || - || 5D, 2D || Sp
|-
|-
! 6H
! 6H
| - || - || - || - || - || -
| - || - || - || - || - || Sp
|-
|-
! 5D
! 5D
| - || - || - || - || - || homing jump
| - || - || - || - || - || Homing jump, Sp
|-
|-
! 2D
! 2D
| - || - || - || - || - || -
| - || - || - || 6H || - || Sp
|-
|-
|}
|}
Line 2,121: Line 2,142:
|-
|-
! j.P
! j.P
| - || - || - || - || - || -
| j.P || j.K || j.S || j.H || j.D || Jump, Sp
|-
|-
! j.K
! j.K
| - || - || - || - || - || -
| j.P || - || j.S || - || j.D || Sp
|-
|-
! j.S
! j.S
| - || - || - || - || - || -
| j.P || j.K || - || j.H || j.D || Jump, Sp
|-
|-
! j.H
! j.H
| - || - || - || - || - || -
| - || - || - || - || j.D || Sp
|-
|-
! j.D
! j.D
| - || - || - || - || - || -
| - || - || - || - || - || Sp
|-
|-
|}
|}

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

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

Template: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: 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

Template: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

Throws

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

Specials

No Summon Specials

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

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)