GGACR/Zappa/Frame Data

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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

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

Raoh Normals

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

Throws

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

Specials

No Summon Specials

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

Triplet Specials

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Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
*2: Triplet haunts the opponent on hit.
Haunting lasts 481F, after which Triplet returns.
On block or when negating a projectile, Triplet disappears for 101F, after which it loiters for 23F before returning to Zappa.
If the Triplet fails to hit anything, the total time it spends disappeared is 23F for the P and K versions, 2F for the S and H versions, after which it loiters in place for 122F before returning to Zappa.
Triplets can be picked up while loitering.
Launched Triplets disappear immediately if Zappa is hit.
*3: +1 Soul 1F after a successful hit and activates Haunting.
The ghost that hit the opponent will haunt him for 481F before returning.
Haunting causes a random item (golf ball, banana, or Hachiue) to be thrown at the opponent on 1F, 121F, 241F, and 361F of Haunting.

Sword Specials

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

Raoh Specials

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

Force Breaks

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

Overdrives

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

Instant Kill

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

Gatling Table

No Summon

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


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

Dog

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

Sword

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


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

Triplet

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


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

Raoh

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


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