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Zappa
Normal Attacks List
Ghost Normal Attacks List
Sword Normal Attacks List
Raoh Normal Attacks List
Special Attacks List

Normals

Move Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 9 1.44 3 8 1 HLF CJR 5 2 6 +2 Prorates 90%.
K 22 2.64 6 7 2 HLF CR 9 6 8 -2 1-4,9-14,19-22 feet invincibility. 5-8, 15-18 lower body invincibility. Causes knockdown on ground CH.
c.S 26 2.64 10 7 3 HLF CJR 8 6 18 -10 -
f.S 30 2.64 10 7 3 HLF CR 13 9 7 -2 Spit reaches it's maximum horizontal distance in 19F. If the 1st hit whiffs, it turns into f.S(on ground).
f.S (on ground) 0 2.64 5 7 2 L - 34 3 - - Staggers on hit (max: 33F).
H 20x3 3.84x3 11x3 6x3 4 HF RF 22 3x6 12 -7 22-39 lower body invincibility. Hit stop 7. Can hit up to a maximum of 3 times. FRC timing: 31-33, 37-39.
6P 24 2.64 8 7 3 LF CJR 11 3 18 -7 1-13 above the knees invincibility. Prorates 90%. Causes knockdown on ground CH.
6H 50 3.84 15 6 5 HF R 21 19 26 -26 Airborne: 19-39. 44-49 low stance. 50-57 invincible above the feet. Wall bounces on hit (untechable for 20F).
Dust 17 3.84 11 20 4 HF CR 24 4 22 -9 10-33 invincible to throws. 18-35 lower body invincibility. CH state till end of recovery.
DAA 25 2.64 10 7 3 any R 15 4 15 -5 1-20 invincible. 21-31 invincible to throws. Causes knockdown on ground hit. *MOOK ERRATA* Prorates 50%.
2P 12 1.44 3 8 1 HLF CJR 5 3 9 -2 Low stance from frame 1 on. Prorates 90%.
2K 16 2.64 5 7 2 LF CR 7 6 7 -1 Prorates 80%.
2S 26 2.64 10 7 3 HLF CR 11 9 12 -7 1-4,9-10,20-21,26-31 low stance. Staggers on ground CH (max: 49F).
2H 60 3.84 20 6 5 HLF CJR 15 5 14 +0 Staggers on ground hit (max: 35F). Dizzy modifier x2.
2D 30 2.64 8 7 3 LF CR 12 6 12 -4 10-20 low stance.
j.P 13 1.44 3 8 1 HA JR 6 6 9 - -
j.K 22 2.64 6 7 2 HA R 10 11 18 - -
j.S 32 2.64 10 6 3 HA JR 9 3 15 - -
j.H 28 2.64 10 6 3 HA R 12 2(1)2 12 - Can only hit once.
j.D 44 2.64 10 6 3 HA R 9 6 18 - Causes blowback (untechable on ground hit for 28F) on normal hit. Wall bounces on CH (untechable on ground hit for 60F). Additional 5F of recovery after landing.
Throw 50 4.00 - 6 - 45 pixels - - - - - Wall bounces on hit (untechable for 60F). Forced prorate 50%. 18F window to follow-up throw with an attack.
Air Throw 60 4.00 - 6 - 88 pixels - - - - - Knockdown on hit. Forced prorate 50%.
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Ghost Normals

Move Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
c.S 20 2.64 10 7 3 HLF CJR 6 2 12 +0 *1,*2
c.S (Hits 2,3) 15 2.64 3 7 2 HLF CJR 7 2 12 -4 Level 1 attack on hit. *1,*2
f.S 15 2.64 10 7 3 HLF CJR 9 7 7 +0 Staggers on ground CH (max: 39F) *1,*2
f.S (Hits 2,3) 10 1.44 3 8 1 HLF CJR 10 7 7 -4 Staggers on ground CH (max: 35F) *1,*2
H 25 2.64 10 7 3 HLF CJR 14 5 13 -4 *1,*2
H (Hits 2,3) 18 2.64 3 7 2 HLF CJR 15 5 13 -8 Level 1 attack on hit. *1,*2
6H 36x3 3.84x3 11x3 6x3 4 HF R 16 5(3)5(10)5 8 +4 After Zappa turns his back, all of the currently present ghosts attack.(Zappa's body has the same recovery, regardless of # of ghosts) *1
2S 15 2.64 5 7 2 LF CR 5 6 6 +0 *1,*2
S(Hits 2,3) 15 1.44 3 8 1 LF CR 6 6 6 -2 *1,*2
2H 25 1.20 6 7 3 any - 17 9 11 +5 Floats on hit (untechable for 24F). Is a level 2 attack on block. *1,*2,*3
2H (Hits 2,3) 25 1.20 6 7 3 any - 18 9 11 +5 Floats on hit (untechable for 24F). Is a level 2 attack on block. *1,*2,*3
j.S 35 2.64 10 7 3 HA CR 14 5 21 - *1,*2
j.S (Hits 2,3) 25 2.64 3 7 2 HA CR 15 5 21 - Level 1 attack on block. *1,*2
j.H 25 1.20 6 7 3 any - 14 9 17 - Floats on hit (untechable for 22F). Level 2 attack on block. *1,*2,*3
j.H (Hits 2,3) 25 1.20 6 7 3 any - 15 9 17 - Floats on hit (untechable for 22F). Level 2 attack on block. *1,*2,*3
*1: If Zappa doesn't have any ghosts 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 2nd frame of startup of the 2nd hit.
*3: Causes knockdown on ground hit. Ghost disappears after attack. Ghost stays disappeared for 104F, after which they stay in place for 122F before returning.
(Collect the ghosts by touching them).
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Sword Normals

Move Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
c.S 36 2.64 10 7 3 HLF CJR 5 4 14 -4 Forces opponent to stand on hit.
f.S 30 3.84 14 6 4 HLF CJR 8 2 19 -4 -
H 35x2 3.84x2 20x2 6x2 5 HLF CR 9 2(10)3 16 +0 -
6H 29,15 3.84x2 14,5 6,7 4,2 see note CR 13 24,6 2 +4 22F startup to hit crouching opponents (Tested on Sol). Block data is as follows: From frames 13-28: HF, frames 29-36: any, frame 37 on: LF. Max of 2 hits.
2S 22 2.64 8 7 3 LF CR 9 3 15 -4 -
2H 30x2 3.84x2 20x2 6x2 5 HLF CJR 7 14,8 9 +2 CH state till end of recovery. If the 2nd hit fails to connect, SD is -12 instead.
j.S 26 2.64 10 7 3 HA CJR 7 3 18 - -
j.H 32 2.64 10 7 3 HA CRF 9 9 15 - FRC timing: 9-11.
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Raoh Normals

Move Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
c.S 40 3.84 14 6 4 HLF CR 10 11 0 +6 -
f.S 36 3.84 14 6 4 HLF CR 9 6 16 -5 -
H 48 3.84 15 6 5 LF CR 13 9 13 -3 Causes knockdown on ground hit.
6H 76 3.84 20 6 5 HLF CR 17 6 24 -11 Causes slide effect on hit (untechable for 65F, slide lasts 50F). Attack is fully extended on frame 20.
Dust 30 3.84 11 6 4 HF CR 22 5 8 +4 -
2S 36 2.64 8 7 3 LF CR 7 3 11 +0 -
2H 68 3.84 15 6 5 LF CR 19 8 12 -1 Floats on hit (untechable for 28F)
j.S 35 2.64 10 7 3 HA R 7 3 15 - Untechable on air hit for 16F.
j.H 45 3.84 14 6 4 HA R 16 6 13 - Ground bounces on hit (untechable for 36F).
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Specials

Special Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Konnichiwa Sanbiki no Mukade
(No Summon Only)
236P 20 5.00/12.00 6 7 2 HLF R 10 4 20 -12
1-9 invincible to strikes. Knockdown on hit. Last Digit of the timer determines which summon appears. 0: Sword appears, 1: Dog appears, 2: Ghosts appear, in all other cases summon is chosen randomly from Dog, Ghost or Sword. If Zappa has 8 souls, summons Raoh. +3 souls on hit.
Dog Attack (Neutral)
(Dog only)
D 20 -/1.20 0 7 2 HLF [any] - 16 [16] 8 36[60] -
1-6, 48-50, 54-59 low stance. Follow up version can only be cancelled into from Dog Attack (Neutral) or Dog Bite attack (2D). *1
Dog Attack (Forward)
(Dog only)
6D 20 /1.20 0 7 2 HLF [any] - 17[10] 12 17 [after landing 24] -
1-13, 34 - end of move, on hit or block, Dog is in low stance during landing recovery. 14-33 feet invincibility. On hit or block, Dog performs rebound animation (total: 61F). *1
Dog Attack (Somersault)
(Dog only)
8D 20 -/1.20 0 7 3 any [any] - 10 [see note] 12 31 [after landing 24] -
1-4, 44 - end of move, low stance. 9-43 feet invincibility. Floats on hit (untechable on ground hit for 28F). Follow up version's startup is 10F when performed after Dog Attack (Neutral) or Dog Bite, 4F when performed after Dog Attack (Forward), Dog Somersault, or the Dog Attack (jump) Follow-up. +1[0] Soul on hit.
Dog Attack (Bite)
(Dog only)
2D 45 -/1.20 [20] 6 5 Unblockable [any] - 36 [36] 4 22 [46] -
Causes blowback on hit (untechable for 28F). [Inflicts 24F of block stun when blocked]. Prorates 50%. [Chip damage x2.] Follow-up version can only be cancelled into from Dog Attack (Neutral) or Dog Bite. +3[0] souls on hit. *1
Dog Attack (Jump)
(Dog only)
4D - - - - - - - - - total: 59 [after landing 24] -
Dog is invincible during this move. 2-43 [2- 16 frames before landing] can perform Follow-up attack.
-> Follow-up Attack
(Dog only)
After 4D, D 20 -/1.20 0 7 2 HA [any] - 13 [13] till landing 40 [after landing 24] -
Landing: 1-12, 37-end of move, on hit or block, dog is in low stance during landing recovery. 13-36 invincibility above the feet. Prorates 75%. On hit or block, Dog performs rebound animation. *1
Sono Mama Kaette Konaide Kudasai (P/K/S/H)
(Ghosts only)
236 P/K/S/H 16 2.00/1.20 0 7 3 any F 9 see note total: 39 -6
Attack level 2. CH state till end of recovery. Hit stop 13. FRC timing: 10-11. 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 frame 37 the ghost's horizontal position changes to match that of the opponent then drops straight down, for the ground version, startup of 53F to hit a standing opponent (tested on Sol). If Zappa has no ghosts, nothing is fired and has a total animation length of 49F. *2, *3
Sono Mama Kaette Konaide Kudasai (D)
(Ghosts only)
236D 16x3 2.00 / 1.20x3 0 7x3 3 any F 11 See note total: 47 See note
Attack level 2. CH state till end of recovery. Hit stop 13. FRC timing: 16-17. Active frames are the same as the K,S and H versions. SD varies depending on number of ghosts remaining. 3 ghosts (K,S,H): -10, 2 ghosts (S,H): -11, 1 ghost (S): -12. If Zappa has no ghosts, nothing is fired and has a total animation length of 49F. *2, *3
Banana - 0 -/2.64 0 7 2 LF - - 79 - -
Causes knockdown on ground hit. Hit stop 6. Does no chip damage.
Golf Ball - 40 -/3.84 0 6 4 any - 38 - - -
Does no chip damage.
Hachiue - 25 -/2.64 0 7 2 any - 1 43 - -
Hit stop 6. Does no chip damage.
Itasou, tte iuka Itai
(Sword only)
236S 20 2.50 / 6.00 14 6 4 HLF RF 12 16 13 -12
Staggers on ground CH (max: 43F). On hit or when blocked, has 28F of recovery. FRC timing: recovery frames 1-2 after move hits or is blocked. On hit or block, cancel into Follow-up from recovery frame 12 on. If the attack hits really late into the active frames, you cannot cancel this move into the Follow-up. +1 Souls on hit.
->Follow-up Attack
(Sword only)
During Itasou, H 45 3.00/7.20 10 7 3 HLF R 9 12 26 -24
Knockdown on hit. CH state till end of recovery. +3 Souls on hit.
Ochitoite Kudasai
(Sword only)
623H 40 2.50/6.00 14 6 4 HLF RF 10 9 29 -21
1-11 invincible, 12 invincible to strikes. Floats on hit (untechable for 26F). Prorates 80%. FRC timing: 13-16. +1 Souls on hit.
Chikazuku to Yukimasu
(Sword only)
63214H 30 1.50/3.60 20 6 5 HLF RF 17 4 16 -1
Wall bounces on hit (untechable on ground hit for 28F). FRC timing: 17-20. +1 Souls on hit.
Hai, Kaerimasu
(Sword only)
(air) 236H 24xn 2.50/ 3.00xn 6xn 4xn 3 any R 12 till landing after landing 23 -
Floats on hit (untechable for 24F). Sword starts in the bottom position first. On hit or block, sword starts spinning (1 revolution takes 8F to complete). Hit stop 6.
Darkness Anthem
(Raoh only)
236S 35x2 2.00/3.60x2 14x2 6x2 4 HLF - 25 18 8 +7
Causes knockdown on air hit. 24-35 can cancel into Follow-up Attack. Darkness anthem projectile can still remain even after cancelling into follow-up. Chip damage x4. Max of 2 hits. Projectile appears on frame 23.
Follow-up Attack (Raoh only) During Darkness Anthem
P/K/S
50 -/3.60 14 6 4 HLF - 15 34(2)20 total: 38 +0
Causes knockdown on hit. CH state till end of recovery. Chip damage x0.375. Max of 1 hit. Darkness anthem attack disappears on frame 13 (if it hasn't already). K-version only: Can float downed opponents.
Last Edogai
(Raoh only)
214S 100 3.00/7.20 20 6 5 HLF R 4 12 37 -30
1-4 invincible. 5-7 invincible to strikes. Floats on hit (untechable for 60F). CH state till end of recovery. Does no chip damage. Attack is fully extended on frame 10.
Force Break Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Reigisahou wa Koko Kara 214D 30 -25% 15 6 5 HF R 16 5 13 +1
Plummets opponent and causes knockdown on hit. Ground bounces and causes knockdown on CH. CH state till end of recovery. Removes Zappa's current summon (if he has one) on frame 1. +1 Soul on hit.
Super Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Umareru!! 632146H 40x4 -50% 14x4 6x4 4 HLF R 1+11 8 30 -15
1-19 invincible. 20-21 invincible to strikes. Causes knockdown on hit. Hit stop 7. Removes Zappa's current summon (if he has one) on frame 1.
Bellows Malice
(Raoh only)
632146S 40x10 -50% 20x10 6x10 5 HLF - 5+10 27 total: 37 +13
1-5 invincible. Causes knockdown on hit. CH state till end of recovery. Hit stop 7. Chip damage x2.
Instant Kill Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Kowai yo~ (IK mode only) 236236H Fatal KO - - - - 30 pixels - 4+1 35 10 -
IK activation: 76F. Strike invincibility till frame 5.
*1: Listed frame data is for the dog. Data listed in [ ] is for follow-up attack 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. The last 24 frames of the recovery of follow-up versions of Dog Attack attacks are invincible.
*2: Ghost haunts the opponent on hit. Haunting lasts 481F, after which Ghost returns. On block or when negating a projectile, Ghost disappears for 101F, after which it loiters for 23F before returning to Zappa. If the ghost 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. Ghosts can be picked up while loitering. Launched ghosts disappear immediately if Zappa is hit.
*3: Gains +1 soul 1 frame after a successful hit and activates Haunt mode. The ghost that hit the opponent will haunt him for 481F before returning. Haunt mode causes a random item (golf ball, banana peel, or Hachiue) to be thrown at the opponent on frames 1F,121F, 241F and 361F of Haunt mode.

To do: Check the move names, commands, WARNING: All Ghost notes are guesses and have not been checked, and fill in errata.
Supposedly, according to the Mook, Unsummon/Dog Zappa's moves are all special cancelable, although the Ghost/Sword versin of the same move are not (j.P, K, D). Why this matters, is beyond me, as Unsummon Zappa has no air specials, Dog Zappa can use the dog anytime, it doesn't cancel his jumping attacks per se. Seems rather silly to me.


Gatling Table with No Summon

PKSHDJumpSpecial
5P6P5K, 2Kc.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
2P6P5K, 2Kc.5S, f.5S, 2S5H, 2H5D, 2Dyesyes
6P--f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
5K6P-f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
2K--2S2H5D, 2D-yes
c.5S6P-f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
f.5S--2S5H, 2H, 6H5D, 2D-yes
2S---5H, 2H5D, 2D-yes
5H-------
2H5P, 2P5K, 2Kc.5S, f.5S, 2S5H, 6H5D, 2Dyesyes
6H-------
5D-----homing jump on hityes
2D------yes
j.P-j.Kj.Sj.Hj.Dyes-
j.Kj.P-j.S----
j.S-j.K-j.Hj.Dyes-
j.H----j.D--
j.D-------

Gatling Table with Dog Summon

PKSHDJumpSpecial
Same as 'No Summon' except all gatlings to/from D are removed

Gatling Table with Sword Summon

PKSHDJumpSpecial
5P5P, 2P, 6P5K, 2Kc.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
2P5P, 2P, 6P5K, 2Kc.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
6P--c.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
5K6P-c.5S, f.5S, 2S5H, 2H, 6H5D, 2D-yes
2K6P-c.5S, f.5S, 2S5H, 2H, 6H5D, 2D-yes
c.5S6P-f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
f.5S--2S5H, 2H, 6H5D, 2Dyesyes
2S---5H, 2H, 6H5D, 2D-yes
5H------yes
2H-----yesyes
6H------yes
5D-----homing jump on hityes
2D------yes
j.Pj.Pj.Kj.Sj.Hj.Dyesyes
j.Kj.P-j.S---yes
j.S-j.K-j.Hj.Dyesyes
j.H------yes
j.D------yes

Gatling Table with Ghosts Summon

PKSHDJumpSpecial
5P5P, 2P, 6P5K, 2Kc.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
2P5P, 2P, 6P5K, 2Kc.5S, f.5S, 2S5H, 2H5D, 2Dyesyes
6P--c.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
5K6P-c.5S, f.5S, 2S5H, 2H5D, 2D-yes
2K6P-c.5S, f.5S, 2S2H5D, 2D-yes
c.5S6P-f.5S, 2S5H, 2H5D, 2Dyesyes
f.5S*--f.5S, 2S5H, 2H5D, 2Dyesyes
2S--2S5H, 2H5D, 2D-yes
5H*------yes
2H*-----yesyes
6H-------
5D-----homing jump on hityes
2D------yes
j.Pj.Pj.Kj.Sj.Hj.Dyesyes
j.Kj.P-j.S---yes
j.S*-j.Kj.Sj.Hj.D-yes
j.H*----j.H--
j.D------yes
Note:
* = can gatling into itself as many times as you have ghosts available. 1 gatling consumes 1 ghost.


Gatling Table with Raou Summon

PKSHDJumpSpecial
5P5P, 2P, 6P5K, 2Kc.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
2P5P, 2P, 6P5K, 2Kc.5S, f.5S, 2S5H, 2H5D, 2Dyesyes
6P--c.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
5K6P-c.5S, f.5S, 2S5H, 2H5D, 2D-yes
2K--c.5S, f.5S, 2S2H5D, 2D-yes
c.5S6P-f.5S, 2S5H, 2H, 6H5D, 2D-yes
f.5S--2S5H, 2H5D, 2D-yes
2S---5H, 2H5D, 2D-yes
5H---2H5D, 2D-yes
2H----5D, 2D-yes
6H------yes
5D-----homing jump on hityes
2D------yes
j.Pj.Pj.Kj.Sj.Hj.Dyes-
j.Kj.P-j.S-j.D--
j.S-j.K-j.Hj.D--
j.H----j.D--
j.D-------
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Translator Author Revision Status
Oh no! I'm Falling v0.9 04/26/07 Needs proofing/translation check
Dustloop.com
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