GGACR/Zappa/Frame Data
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Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Matchups | Forums | Videos |
System Data[edit]
Defense[edit]
x1.00
Guts Rating[edit]
2
Weight[edit]
Middleweight (1.0x)
Stun Resistance[edit]
60
Prejump[edit]
4f
Backdash[edit]
11f (1~>10f invuln)
Wakeup Time[edit]
49f (Face Up) / 55f (Face Down)
Movement Options[edit]
Double Jump, 1 Airdash, Ground Dash (Run)
Normal Moves[edit]
No Summon Normals[edit]
Version | Damage | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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5P | 9 | 1.44 | 3 | 8 | 1 | Mid | SJR | 5 | 2 | 6 | +2 |
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5K | 22 | 2.64 | 6 | 7 | 2 | Mid | SR | 9 | 6 | 8 | -2 |
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c.S | 26 | 2.64 | 10 | 7 | 3 | Mid | SJR | 8 | 6 | 18 | -10 |
f.S | 30 | 2.64 | 10 | 7 | 3 | Mid | SR | 13 | 9 | 10 | -5 |
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f.S Puddle | 0 | 2.64 | 3 | 8 | 2 | L | - | 34 | 3 | - | - |
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5H | 20x3 | 3.84x3 | 11x3 | 6x3 | 4 | High | RF | 22 | 3x6 | 12 | -7 |
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6P | 24 | 2.64 | 8 | 7 | 3 | Low | SJR | 11 | 3 | 18 | -7 |
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6H | 50 | 3.84 | 15 | 6 | 5 | High | R | 21 | 19 | 14 | -14 |
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5D | 17 | 3.84 | 11 | 20 | 4 | High | SR | 26 | 4 | 22 | -9 |
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2P | 12 | 1.44 | 3 | 8 | 1 | Mid | SJR | 5 | 3 | 9 | -2 |
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2K | 16 | 2.64 | 5 | 7 | 2 | Low | SR | 7 | 6 | 7 | -1 |
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2S | 26 | 2.64 | 10 | 7 | 3 | Mid | SR | 11 | 9 | 12 | -7 |
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2H | 60 | 3.84 | 20 | 6 | 5 | Mid | SJR | 15 | 5 | 14 | 0 |
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2D | 30 | 2.64 | 8 | 7 | 3 | Low | SR | 11 | 6 | 12 | -4 |
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j.P | 13 | 1.44 | 3 | 8 | 1 | High/Air | SJR | 6 | 6 | 9 | - |
j.K | 22 | 2.64 | 6 | 7 | 2 | High/Air | SR | 10 | 11 | 18 | - |
j.S | 32 | 2.64 | 10 | 6 | 3 | High/Air | JR | 9 | 3 | 15 | - |
j.H | 28 | 2.64 | 10 | 6 | 3 | High/Air | R | 12 | 2(1)2 | 12 | - |
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j.D | 44 | 2.64 | 10 | 6 | 3 | High/Air | SR | 9 | 6 | 18+5 after landing | - |
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Triplet Normals[edit]
Version | Damage | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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c.S | 20 | 2.64 | 10 | 7 | 3 | Mid | SJR | 6 | 2 | 12 | 0 |
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f.S (1) | 20 | 2.64 | 10 | 7 | 3 | Mid | SJR | 9 | 7 | 7 | 0 |
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f.S (2,3) | 20 | 1.44 | 3 | 8 | 3 | Mid | SJR | 10 | 7 | 9,11 | -2 |
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6S | 28 | ?? | ?? | ?? | 4 | Mid | SJR | 14 | 6 | 20 | -9 |
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5H (1) | 25 | 2.64 | 10 | 7 | 3 | Mid | SJR | 14 | 5 | 13 | -4 |
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5H (2,3) | 25 | 2.64 | 3 | 7 | 3 | Mid | SJR | 15 | 5 | 15,17 | -6 |
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6H | 30x3 | 3.84x3 | 11x3 | 6x3 | 4 | High | R | 16 | 5(3)5(10)5 | 8 | +4 |
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2S (1) | 18 | 2.64 | 5 | 7 | 2 | Low | SR | 5 | 6 | 6 | 0 |
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2S (2,3) | 18 | 1.44 | 3 | 8 | 2 | Low | SR | 6 | 6 | 8,10 | -2 |
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2H (1) | 25 | 1.20 | 6 | 7 | 3 | All | - | 14 | 9 | 14 | +2 |
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2H (2,3) | 25 | 1.20 | 6 | 7 | 3 | All | - | 14 | 9 | 16 | 0 |
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j.S (1) | 25 | 2.64 | 10 | 7 | 3 | All | SR | 10 | 5 | 21 | - |
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j.S (2,3) | 25 | 2.64 | 3 | 7 | 3 | All | SR | 11 | 5 | 21 | - |
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j.H (1) | 25 | 1.20 | 6 | 7 | 3 | All | - | 19 | 9 | 17 | - |
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j.H (2,3) | 25 | 1.20 | 6 | 7 | 3 | All | - | 15 | 9 | 17 | - |
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j.2S | 18 | ?? | ?? | ?? | 2 | All | SR | 7 | 6 | 8 | - |
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- *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[edit]
Version | Damage | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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Dog Awaken D |
- | - | - | - | - | - | - | - | - | 30 total | - |
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5D | 20 | -/1.20 | 0 | 7 | 2 | Mid[All] | - | 16[16] | 8 | 36[60] | - |
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6D | 20 | -/1.20 | 0 | 7 | 2 | Mid[All] | - | 17[17] | 12 | 17[24 after landing] | - |
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8D | 20 | -/1.20 | 0 | 7 | 3 | All[All] | - | 10[see note] | 12 | 31[24 after landing] | - |
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2D | 45 | -/1.20 | 20 | 6 | 3 | Mid | - | 36[36] | 4 | 22[46] | - |
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4D | - | - | - | - | - | - | - | - | - | total 59[24 after landing] | - |
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4DD | 20 | -/1.20 | 0 | 7 | 2 | High/Air[All] | - | 13[13] | until landing | 40 [24 after landing] | - |
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- *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[edit]
Raoh Normals[edit]
Universal Mechanics[edit]
Specials[edit]
No Summon Specials[edit]
Triplet Specials[edit]
Version | Damage | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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Please Don't Come Back 236P/K/S/H |
16 | 2.00/1.20 | 0 | 7 | 3 | All | F | 9 | see notes | total 39 | -6 |
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D Please Don't Come Back 236D Triplet |
16x3 | 2.00/1.20x3 | 0 | 7x3 | 3 | All | F | 11 | see notes | total 47 | see notes |
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Banana | 0 | -/2.64 | 0 | 7 | 2 | Low | - | - | 99 | - | - |
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Golf Ball | 30 | -/3.84 | 0 | 6 | 4 | All | - | 38 | - | - | - |
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Potted Plant | 25 | -/2.64 | 0 | 7 | 2 | All | - | 1 | 43 | - | - |
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I Was Lonely After All... 214P |
- | - | - | - | - | - | - | - | - | 28 total | - |
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- *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[edit]
Raoh Specials[edit]
Version | Damage | TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | GB+How much the Guard Bar increases on block. Click the link for the full article. | GB-How much the Guard Bar decreases on hit. Click the link for the full article. | LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. |
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Darkness Anthem 236S |
35x2 | 2.00/3.60x2 | 14x2 | 6x2 | 5 | Mid | - | 25 | 18 | 8 | +7 |
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Air Darkness Anthem j.236S |
35x2 | 2.00/3.60x2 | 14x2 | 6x2 | 4 | Mid | - | 25 | 18 | 26 | +7 |
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Followup Attack Darkness Anthem > P/K/S/H |
50 | -/3.60 | 14 | 6 | 4 | Mid | - | 15 | 34(2)20 | total 38 | 0 |
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Last Edguy 214S |
80 | 3.00/7.20 | 20 | 6 | 5 | Mid | R | 4 | 12 | 37 | -30 |
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Air Last Edguy j.214S |
80 | 3.00/7.20 | 20 | 6 | 5 | All | R | 4 | 12 | 3 after landing | -35 |
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Force Breaks[edit]
Overdrives[edit]
Instant Kill[edit]
Gatling Table[edit]
No Summon[edit]
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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[edit]
Same as No Summon, except j.P self-gatlings, and 5D, 2D, and j.D are removed.
Sword[edit]
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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[edit]
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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[edit]
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 |
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)
[edit]
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To edit frame data, edit values in GGACR/Zappa/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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A.B.A [★]
Anji Mito [★]
Axl Low [★]
Baiken [★]
Bridget [★]
Chipp Zanuff [★]
Dizzy [★]
Eddie [★]
Faust [★]
I-No [★]
Jam Kuradoberi [★]
Johnny [★]
Justice [★]
Kliff Undersn [★]
Ky Kiske [★]
May [★]
Millia Rage [★]
Order-Sol [★]
Potemkin [★]
Robo-Ky [★]
Slayer [★]
Sol Badguy [★]
Testament [★]
Venom [★]
Zappa [★]
Click [★] for character's full frame data
System Explanations