GGACR/Zappa/Frame Data

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System Data[edit]

Defense:x1.0
Guts:2
Weight:Middleweight (x1.0)
Stun Resistance:60
Prejump:3F
Backdash:11F (1~>10F invuln)
Wakeup Time:49F (Face Up) / 55F (Face Down)
Unique Movements:


Normal Moves[edit]

No Summon Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
5P GGAC Zappa 5P.png 9 Mid 5 2 6 +2 - 3 8 1.44 SJR 1
  • Initial prorate 90%
5K GGAC Zappa 5K.png 22 Mid 9 6 8 -2 1~4F, 9~14F, 19~22F Feet
5~8F, 15~18F Lower Body
6 7 2.64 SR 2
  • Knocks down opponent on ground CH
c.S GGAC Zappa cS.png 26 Mid 8 6 18 -10 - 10 7 2.64 SJR 3
f.S GGAC Zappa fS.png 30 Mid 13 9 10 -5 - 10 7 2.64 SR 3
  • Spit reaches it's maximum horizontal distance in 19F
  • If the 1st hit whiffs, it turns into f.S (on ground)
f.S Puddle GGAC Zappa fSonground.png 0 L 34 3 - - - 3 8 2.64 - 2
  • Knocks down opponent on hit
5H GGAC Zappa 5H.png 20x3 High 22 3x6 12 -7 22~39F Lower Body 11x3 6x3 3.84x3 RF 4
  • Hitstop 7F
  • Max 3 hits
  • FRC timing 31~33F, 37~39F
6P GGAC Zappa 6P.png 24 Low 11 3 18 -7 - 8 7 2.64 SJR 3
  • Above knees invincible 1~13F
  • Initial prorate 90%
  • Knocks down opponent on ground CH
6H GGAC Zappa 6H.png 50 High 21 19 14 -14 44~49F Low Profile
50~57F Above Feet
15 6 3.84 R 5
  • Zappa is airborne from 19~39F
  • Wall bounces opponent on hit (untechable for 20F)
  • Untechable for 60F on CH
5D GGAC Zappa 5D.png 17 High 26 4 22 -9 10~33F Throw
18~37F Lower Body
11 20 3.84 SR 4
  • Zappa is in CH state during recovery
2P GGAC Zappa 2P.png 12 Mid 5 3 9 -2 1~End Low Profile 3 8 1.44 SJR 1
  • Low profile 1F onwards
  • Initial prorate 90%
2K GGAC Zappa 2K.png 16 Low 7 6 7 -1 - 5 7 2.64 SR 2
  • Initial prorate 80%
2S GGAC Zappa 2S.png 26 Mid 11 9 12 -7 1~4F, 9~10F, 20~21F, 26~31F Low Profile 10 7 2.64 SR 3
  • Staggers opponent on ground CH (max 54F)
2H GGAC Zappa 2H.png 60 Mid 15 5 14 0 - 20 6 3.84 SJR 5
  • Staggers opponent on ground hit (max 35F)
  • Dizzy modifier x2
2D GGAC Zappa 2D.png 30 Low 11 6 12 -4 10~20F Low Profile 8 7 2.64 SR 3
j.P GGAC Zappa jP.png 13 High/Air 6 6 9 - - 3 8 1.44 SJR 1
j.K GGAC Zappa jK.png 22 High/Air 10 11 18 - - 6 7 2.64 SR 2
j.S GGAC Zappa jS.png 32 High/Air 9 3 15 - - 10 6 2.64 JR 3
j.H GGAC Zappa jH.png 28 High/Air 12 2(1)2 12 - - 10 6 2.64 R 3
  • Max 1 hit
j.D GGAC Zappa jD.png 44 High/Air 9 6 18+5 after landing - - 10 6 2.64 SR 3
  • blows back opponent on normal hit (untechable on ground hit for 28F)
  • Wall bounces opponent on CH (untechable on ground hit for 60F)

Triplet Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
c.S GGAC Zappa ghost cS.png 20 Mid 6 2 12 0 - 10 7 2.64 SJR 3
  • see notes *1 and *2
f.S (1) GGAC Zappa ghost fS.png 20 Mid 9 7 7 0 - 10 7 2.64 SJR 3
  • Initial prorate 90%
  • Staggers opponent on ground hit (max 39F)
  • see notes *1 and *2
f.S (2,3) GGAC Zappa ghost fS.png 20 Mid 10 7 9,11 -2 - 3 8 1.44 SJR 3
  • Initial prorate 90%
  • Staggers opponent on ground hit (max 35F)
  • Listed Frame Adv is from the 2nd hit
  • see notes *1 and *2
6S GGAC Zappa ghost 6S.png 28 Mid 14 6 20 -9 - ?? ?? ?? SJR 4
  • Press 6S again to perform a followup attack
  • see notes *1, *2 and *4
5H (1) GGAC Zappa ghost 5H.png 25 Mid 14 5 13 -4 - 10 7 2.64 SJR 3
  • see notes *1 and *2
5H (2,3) GGAC Zappa ghost 5H.png 25 Mid 15 5 15,17 -6 - 3 7 2.64 SJR 3
  • Listed Frame Adv is from the 2nd hit
  • see notes *1 and *2
6H GGAC Zappa ghost 6H.png 30x3 High 16 5(3)5(10)5 8 +4 - 11x3 6x3 3.84x3 R 4
  • After Zappa turns his back, all of the currently present triplets attack. Zappa's body has the same recovery, regardless of # of triplets.
  • see notes *1
2S (1) GGAC Zappa ghost 2S.png 18 Low 5 6 6 0 - 5 7 2.64 SR 2
  • see notes *1 and *2
2S (2,3) GGAC Zappa ghost 2S.png 18 Low 6 6 8,10 -2 - 3 8 1.44 SR 2
  • Listed Frame Adv is from the 2nd hit
  • see notes *1 and *2
2H (1) GGAC Zappa ghost 2H.png 25 All 14 9 14 +2 - 6 7 1.20 - 3
  • Floats opponent on hit (untechable for 22F)
  • Level 2 Attack on block
  • see notes *1, *2, and *3
2H (2,3) GGAC Zappa ghost 2H.png 25 All 14 9 16 0 - 6 7 1.20 - 3
  • Floats opponent on hit (untechable for 24F)
  • Level 2 Attack on block
  • Listed Frame Adv from the 2nd hit
  • see notes *1, *2, and *3
j.S (1) GGAC Zappa ghost jS.png 25 All 10 5 21 - - 10 7 2.64 SR 3
  • see notes *1, and *2
j.S (2,3) GGAC Zappa ghost jS.png 25 All 11 5 21 - - 3 7 2.64 SR 3
  • see notes *1, and *2
j.H (1) GGAC Zappa ghost jH.png 25 All 19 9 17 - - 6 7 1.20 - 3
  • Floats opponent on hit (untechable for 22F)
  • Level 2 Attack on block
  • see notes *1, *2, and *3
j.H (2,3) GGAC Zappa ghost jH.png 25 All 15 9 17 - - 6 7 1.20 - 3
  • Floats opponent on hit (untechable for 22F)
  • Level 2 Attack on block
  • see notes *1, *2, and *3
j.2S GGAC Zappa ghost j2S.png 18 All 7 6 8 - - ?? ?? ?? SR 2
  • Level 1 Attack on block
*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]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Dog AwakenGGACR Zappa AwakenDog.png
D
- - - - 30 total - - - - - - -
  • Dog can perform attack from 31F onwards
5D GGAC Zappa dog 5D.png 20 Mid[All] 16[16] 8 36[60] - 1~6F, 48~50F, 54~59F Low Profile 0 7 -/1.20 - 2
  • Can only cancel into this attack from 5D or 2D
  • see notes *1
6D GGAC Zappa dog 6D.png 20 Mid[All] 17[17] 12 17[24 after landing] - 1~13F, 34F onwards Low Profile
14~33F Feet
0 7 -/1.20 - 2
  • Low profile 34F~ (landing time after a hit or block)
  • On hit or block, Dog performs rebound animation (total 61F)
  • Pulls in opponent on air hit (untechable for 20F)
  • see notes *1
8D GGAC Zappa dog 8D.png 20 All[All] 10[see note] 12 31[24 after landing] - 1~4F, 44F onwards Low Profile

Feet invincible 9~43F

0 7 -/1.20 - 3
  • Floats opponent on hit (untechable on ground hit for 28F)
  • +1[0] Soul on hit
  • Followup has startup 10F when performed after 5D or 2D
  • Followup has startup 4F when performed after 6D, 8D, or 4D->D
  • see notes *1
2D GGAC Zappa dog 2D.png 45 Mid 36[36] 4 22[46] - - 20 6 -/1.20 - 3
  • Knocks down opponent on hit (untechable for 20F)
  • [Blockstun 24F]
  • Initial prorate 50%
  • [Chip damage x2]
  • Follow-up version can only be done from 5D or 2D
  • +3[0] Souls on hit
  • +1[0] Souls on block
  • see notes *1
4D GGAC Zappa dog 4D.png - - - - total 59[24 after landing] - 1~End All - - - - -
  • Dog is invincible during move
  • Can perform Followup Attack (4D->D) between 2~43F [2~16F frames before landing]
  • see notes *1
4DD GGAC Zappa dog 4DD.png 20 High/Air[All] 13[13] until landing 40 [24 after landing] - 1~12F Low Profile

Above feet invincible 13~36F

0 7 -/1.20 - 2
  • Low profile 37F onwards on hit or block (after landing)
  • Initial prorate 75%
  • Dog performs rebound animation on hit or block
  • Slams down opponent on air hit (untechable for 12F)
  • see notes *1
*1: Listed frame data is for the Dog. Data listed in [ ] is for followup version of the move.
Dog is invincible while idle.
If the dog idles for 300F, it enters sleep mode, 30F to wake up dog from sleep.
If a Dog Attack hits or is blocked, can perform follow up attack versions of other Dog Attack attacks on any of the following frames up to 25F before ending the attack
The last 24F of the recovery of follow-up versions of Dog Attack attacks are invincible.
The knockback on Dog attacks is based on the Dog's position

Sword Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
c.S GGAC Zappa sword cS.png 36 All 5 4 14 -4 - 10 7 2.64 SJR 3
  • Forces opponent into stand state on hit
f.S GGAC Zappa sword fS.png 30 All 8 2 19 -4 - 14 6 3.84 SR 4
5H GGAC Zappa sword 5H.png 35x2 All 9 2(10)3 16 0 - 20x2 6x2 3.84x2 SR 5
6H GGAC Zappa sword 6H.png 29,15 see note 13 24,6 2 +4 - 14,5 6,7 3.84x2 SR 4,2
  • Startup to hit crouching opponent is 22F (tested on Sol)
  • Opponent must guard HF from 13~28F, All from 29~36F, and LF from 37F onwards
  • Max 2 hits
  • Untechable for 18F
2S GGAC Zappa sword 2S.png 22 Low 9 3 15 -4 - 8 7 2.64 SR 3
  • Must only be blocked low if the Sword attack comes out at its default grounded height.
2H GGAC Zappa sword 2H.png 30x2 All 7 14,8 9 +2 - 20x2 6x2 3.84x2 SJR 5
  • Zappa is in CH state during recovery
  • Frame Adv is -12 if 2nd hit misses opponent
j.S GGAC Zappa sword jS.png 26 High/Air 7 3 18 - - 10 7 2.64 SJR 3
  • Initial prorate 85%
j.H GGAC Zappa sword jH.png 32 High/Air 9 9 15 - - 10 7 2.64 SRF 3
  • Initial prorate 90%
  • FRC timing 9~11F

Raoh Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
c.S GGAC Zappa raoh cS.png 40 Mid 10 11 0 +6 - 14 6 3.84 SR 4
f.S GGAC Zappa raoh fS.png 36 Mid 9 6 16 -5 - 14 6 3.84 SJR 4
5H GGAC Zappa raoh 5H.png 48 Low 13 9 13 -3 - 15 6 3.84 SR 5
  • Knocks down opponent on ground hit
6H GGAC Zappa raoh 6H.png 76 Mid 17 6 24 -11 - 20 6 3.84 SR 5
  • Slides opponent on hit (untechable for 65F, slides for 50F)
  • Attack is fully extended on 20F
5D GGAC Zappa raoh 5D.png 30 High 24 5 8 +4 - 11 6 3.84 SR 4
2S GGAC Zappa raoh 2S.png 36 Low 7 3 11 0 - 8 7 2.64 SR 3
2H GGAC Zappa raoh 2H.png 68 Low 19 8 12 -1 - 15 6 3.84 SR 5
  • Floats opponent on hit (untechable for 28F)
j.S GGAC Zappa raoh jS.png 35 High/Air 7 3 15 - - 10 7 2.64 JR 3
  • Untechable for 16F
j.H GGAC Zappa raoh jH.png 45 High/Air 16 6 13 - - 14 6 3.84 R 4
  • Ground bounces opponent on hit (untechable for 36F)

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Throw GGAC Zappa throw.png 60 36 pixels - - - - - - 6 4.00 - -
  • Wall bounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
Air Throw GGAC Zappa airThrow.png 60 88 pixels - - - - - - 6 4.00 - -
  • Knocks down opponent on hit
  • Forced prorate 50%
DAAGGAC Zappa 2H.png 25 All 15 4 15 -5 1~20F All
21~31F Throw
10 7 2.64 R 3
  • Knocks down opponent on ground hit
  • Initial prorate 50%

Specials[edit]

No Summon Specials[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Hello, Three CentipedesGGAC Zappa konnichiwa.png
236P
20 Mid 10 4 20 -12 1~13F All 6 7 5.00/12.00 R 2
  • Knocks down opponent on hit (untechable for 60F)
  • Removes OTG status on opponent on hit
  • +1 Soul on hit
  • On the 15F, Zappa can control which ghost he summons based on the last digit on the timer:
  • 1 = Dog, 2 = Triplets, 0 = Sword, any other digit = Random between Dog, Triplets, and Sword
  • If Zappa has 8 Souls, Raoh is summoned instead
  • ???

Triplet Specials[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Please Don't Come BackGGAC Zappa SonoMama.png
236P/K/S/H
16 All 9 see notes total 39 -6 - 0 7 2.00/1.20 F 3
  • Attack Level 2
  • Zappa is in CH state during recovery
  • Hitstop 13F
  • FRC timing 10~11F
  • If Zappa has no ghosts, nothing is fired and has a total animation length of 49F
  • Total lenght for the air version: 41F
  • see notes *2 and *3
  • Active time is as follows:
  • P version: 2 bounces off the floor (78F when performed on the ground)
  • K version: 3 bounces off the floor (49F for ground version)
  • S version lasts until it reaches the edge of the screen
  • H lasts until it hits the floor (46F for ground version)
  • P version has 15F of startup, on 37F the Triplet's horizontal position changes to match that of the opponent then drops straight down, for the ground version, startup of 53F to hit a standing opponent (tested on Sol)
D Please Don't Come BackGGAC Zappa SonoMama.png
236D Triplet
16x3 All 11 see notes total 47 see notes - 0 7x3 2.00/1.20x3 F 3
  • Attack Level 2
  • Zappa is in CH state during recovery
  • Hitstop 13F
  • FRC timing 16~17F
  • Active frames are the same as the K, S, and H versions
  • Frame Adv varies depending on number of ghosts remaining
  • 3 ghosts (K,S,H): -10, 2 ghosts (S,H): -11, 1 ghost (S): -12
  • Total lenght for air version: 49F
  • see notes *2 and *3
Banana GGAC Zappa banana.png 0 Low - 99 - - - 0 7 -/2.64 - 2
  • Knocks down opponent on ground hit
  • Hitstop 6
  • Chip damage x0
  • Ignores OTG
Golf Ball GGAC Zappa golfball.png 30 All 38 - - - - 0 6 -/3.84 - 4
  • Chip damage x0
Potted Plant GGAC Zappa hachiue.png 25 All 1 43 - - - 0 7 -/2.64 - 2
  • Slams down opponent on air hit
  • Hitstop 6F
  • Chip damage x0
I Was Lonely After All...GGAC Zappa RecallTriplets.png
214P
- - - - 28 total - - - - - - -
  • Triplets begin returning on 18F
  • Recalling Triplets ends Haunting
  • Zappa is in CH state from 1~20F
*2: Triplet haunts the opponent on hit.
Haunting lasts 481F, after which Triplet returns.
On block or when negating a projectile, Triplet disappears for 101F, after which it loiters for 23F before returning to Zappa.
If the Triplet fails to hit anything, the total time it spends disappeared is 23F for the P and K versions, 2F for the S and H versions, after which it loiters in place for 122F before returning to Zappa.
Triplets can be picked up while loitering.
Launched Triplets disappear immediately if Zappa is hit.
*3: +1 Soul 1F after a successful hit and activates Haunting.
The ghost that hit the opponent will haunt him for 481F before returning.
Haunting causes a random item (golf ball, banana, or Potted Plant) to be thrown at the opponent on 1F, 121F, 241F, and 361F of Haunting.

Sword Specials[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
This Has Gotta HurtGGAC Zappa itasou.png
236S
20 Mid 12 16 13 -12 - 14 6 2.50/6.00 RF 4
  • Staggers oppoonent on ground CH (max 43F)
  • Zappa has 28F recovery on hit or block, 13F recovery on whiff
  • FRC timing is 1~3F of recovery 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
  • +1 Souls on hit
FollowupGGAC Zappa itasou.png
236S->H
45 Mid 9 12 26 -24 - 10 7 3.00/7.20 R 3
  • Knocks down opponent on hit
  • Zappa is in CH state during recovery
  • +3 Souls on hit
Please FallGGAC Zappa ochitoite.png
623H
40 Mid 10 9 29 -21 1~11F Upper Body
12~12F Throw
14 6 2.50/6.00 RF 4
  • Floats opponent on hit (untechable for 26F)
  • Initial prorate 90%
  • FRC timing 13~16F
  • +2 Souls on hit
Come Close, and I'll Kill YouGGAC Zappa 63214H.png
63214H
30 All 17 4 16 -1 - 20 6 1.50/3.60 RF 5
  • Wall bounces opponent on hit (untechable on ground hit for 28F)
  • FRC timing 17~20F
  • +2 Souls on hit
Coming ThroughGGAC Zappa hai.png
j.236H
24xN All 12 till landing 23 after landing - - 6xN 4xN 2.50/3.00xN RF 3
  • Floats opponent on hit (untechable for 24F)
  • Sword first hits below Zappa
  • Sword starts spinning on hit or block (1 full revolution takes 8F)
  • Hitstop 6F
  • FRC timing 1~2F after landing

Raoh Specials[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Darkness AnthemGGAC Zappa darkness.png
236S
35x2 Mid 25 18 8 +7 - 14x2 6x2 2.00/3.60x2 - 5
  • Knocks down opponent on air hit
  • Can cancel into Followup Attack from 24~35F
  • Darkness anthem projectile is still active after inputting the Followup Attack
  • Chip damage x4
  • Max 2 hits
  • Projectile appears on 23F
Air Darkness AnthemGGAC Zappa darkness.png
j.236S
35x2 Mid 25 18 26 +7 - 14x2 6x2 2.00/3.60x2 - 4
  • Can cancel into Followup Attack from 2~35F
  • Followup Attack starts up on 36F
  • Projectile appears on 23F
  • Listed Frame Adv is from TKing attack (startup 28F, total 50F)
Followup AttackGGAC Zappa darknessFollowup.png
Darkness Anthem > P/K/S/H
50 Mid 15 34(2)20 total 38 0 - 14 6 -/3.60 - 4
  • Knocks down opponent on hit
  • Zappa is in CH state during recovery
  • Chip damage x0.375
  • Max 1 hit
  • Darkness Anthem Attack disappears on 13F (if it hasn't already)
Last EdguyGGAC Zappa edogai.png
214S
80 Mid 4 12 37 -30 1~4F All
5~7F Strike
20 6 3.00/7.20 R 5
  • Floats opponent on hit (untechable for 60F)
  • Zappa is in CH state during recovery
  • Chip damage x0
  • Attack is fully extended on 10F
Air Last EdguyGGAC Zappa edogai.png
j.214S
80 All 4 12 3 after landing -35 1~4F All
5~7F Strike
20 6 3.00/7.20 R 5
  • Listed Frame Adv is from TKing attack (startup 7F)
  • Floats opponent on hit (untechable for 60F)
  • Zappa is in CH state during recovery
  • Chip damage x0
  • Attack is fully extended on 10F

Force Breaks[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Etiquette Starts HereGGAC Zappa regaishou.png
214D
30 High 16 5 11 +3 - 15 6 - R 5
  • Slams down and knocks down opponent on hit
  • Ground bounces opponent and fully untechable on CH
  • Zappa is in CH state during recovery
  • Removes Zappa's current summon on 1F
  • +2 Soul on hit

Overdrives[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Birth!!GGAC Zappa 632146H.png
632146H
40x4 Mid 1+11 8 30 -15 1~19F All
20~21F Strike
14x4 6x4 - R 4
  • Knocks down opponent on hit
  • Hitstop 7F
  • Removes Zappa's current summon (if he has one) on 1F
  • +1 Soul per hit
Bellows MaliceGGAC Zappa 632146S.png
632146S
40x10 Mid 5+10 27 total 37 +13 1~5F All 20x10 6x10 - - 5
  • Knocks down opponent on hit
  • Zappa is in CH state during recovery
  • Hitstop 7F
  • Chip damage x2.5

Instant Kill[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
I'm Scared...GGAC Zappa IK1.png
GGAC Zappa IK2.png

in IK Mode: 236236H
Fatal 30 pixels 4+1 35 10 - 1~5F All - - - - -
  • IK Mode activation: 76F

Gatling Table[edit]

No Summon[edit]

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[edit]

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

Sword[edit]

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[edit]

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[edit]

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)

Navigation[edit]

Ambox notice.png To edit frame data, edit values in GGACR/Zappa/Data.