GGACR/Zappa/Frame Data

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System Data

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)


Summonless

input name damage guard startup active recovery onBlock gbp gbm level prorate tension invuln notes
input name damage guard startup active recovery onBlock gbp gbm level prorate tension invuln notes
5P 5P 9 Mid 5 2 6 +2 3 8 1 90% none Self Cancelable with Triplets, Sword, and Raoh
5K 5K 22 Mid 9 6 8 -2 6 7 2 1~4F, 9~14F, 19~22F Feet 5~8F, 15~18F Lower Body
c.S c.S 26 Mid 8 6 28 -10 10 7 3 2.64
f.S f.S 30 Mid 13 9 10 -5 10 7 3 2.64
f.S Puddle 0 Low 34 3 3 8 2 2.64
5H 5H 20x3 High 22 3x6 12 -7 11x3 6x3 4 3.84x3 22~39F Lower Body
6P 6P 24 Low 11 3 18 -7 8 7 3 90% 2.64 1-13f above the knees Causes knockdown on ground CH.
6H 6H 50 High 21 19 14 -14 15 6 5 3.84 44~49F Low Profile 50~57F Above Feet Zappa is airborne from 19~39f, Wall bounces on hit (untechable for 20F), Untechable for 60F on CH.
5D 5D 17 High 26 4 22 -9 11 20 4 3.84 10~33F Throw 18~37F Lower Body CH state till end of recovery.
2P 2P 12 Mid 5 3 9 -2 3 8 1 90% 1.44 1~End Low Profile Self Cancelable with Triplets, Sword, and Raoh
2K 2K 16 Low 7 6 7 -1 5 7 2 80% 2.64
2S 2S 26 Mid 11 9 12 -7 10 7 3 2.64 1~4F, 9~10F, 20~21F, 26~31F Low Profile Staggers on ground CH (max: 49F).
2H 2H 60 Mid 15 5 14 0 20 6 5 3.84 Staggers on ground hit (max: 35F). Dizzy modifier x2.
2D 2D 30 Low 11 6 12 -4 8 7 3 2.64 10~20F Low Profile
j.P j.P 13 High/Air 6 6 9 3 8 1 1.44
j.K j.K 22 High/Air 10 11 18 6 7 2 2.64
j.S j.S 32 High/Air 9 3 15 10 6 3 2.64
j.H j.H 28 High/Air 12 2(1)2 12 10 6 3 2.64 Can only hit a maximum of 1 hit.
j.D j.D 44 High/Air 9 6 18+5 after landing 10 6 3 2.64 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.
236P Hello, Three Centipedes 20 Mid 10 4 20 -11 6 7 2 5.00/12.00 1-13F All Knocks down opponent on hit (untechable for 60F) +1 Soul on hit.


Triplets

input name damage guard startup active recovery onBlock gbp gbm level prorate tension invuln notes
input name damage guard startup active recovery onBlock gbp gbm level prorate tension invuln notes
c.S c.S 20 Mid 6 2 12 0 10 7 3 2.64
f.S f.S 20 Mid 9 7 7 0 10 7 3 90% 2.64 Staggers opponent on Counter Hit(max 39F).
f.SS f.SS 20 Mid 10 7 9,11 -2 3 8 3 90% 1.44 Staggers opponent on Counter Hit (max 35F) Listed Frame Adv is from the 2nd hit.
6S 6S 28 Mid 14 6 20 -9 4
5H 5H 25 Mid 14 5 13 -4 10 7 3 2.64
5HH 5HH 25 Mid 15 5 15,17 -6 3 7 3 2.64 Listed Frame Adv is from the 2nd hit.
6H 6H 30x3 High 16 5(3)5(10)5 8 +4 11x3 6x3 4 3.84x3 After Zappa turns his back all of the currently present triplets attack Zappa's body has the same recovery regardless of # of triplets.
2S 2S 18 Low 5 6 6 0 5 7 2 2.64
2SS 2SS 18 Low 6 6 8,10 -2 3 8 2 1.44
2H 2H 25 All 14 9 14 +2 6 7 3 1.20 Floats opponent on hit (untechable for 22F).
2HH 2HH 25 All 14 9 16 0 6 7 3 1.20 Floats opponent on hit (untechable for 24F).
j.S j.S 25 All 10 5 21 10 7 3 2.64
j.SS j.SS 25 All 11 5 21 3 7 3 2.64
j.H j.H 25 All 19 9 17 6 7 3 1.20 Floats opponent on hit (untechable for 22F).
j.HH j.HH 25 All 15 9 17 6 7 3 1.20 Floats opponent on hit (untechable for 22F).
j.2S j.2S 18 All 7 6 8 2 Level 1 Attack on block.
236P Please Don't Come Back 16 All 9 see notes total 39 -6 0 7 3 2.00/1.20 Lasts for 2 bounces off the floor (78F when performed on the ground) and 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) CH state till end of recovery If Zappa has no ghosts, nothing is fired and has a total animation length of 49F Air Version: Total of 41F
236K Please Don't Come Back 16 All 9 see notes total 39 -6 0 7 3 2.00/1.20 Lasts for 3 bounces off the floor (49F for ground version) CH state till end of recovery If Zappa has no ghosts, nothing is fired and has a total animation length of 49F Air Version: Total of 41F
236S Please Don't Come Back 16 All 9 see notes total 39 -6 0 7 3 2.00/1.20 CH state till end of recovery If Zappa has no ghosts, nothing is fired and has a total animation length of 49F Air Version: Total of 41F
236H Please Don't Come Back 16 All 9 see notes total 39 -6 0 7 3 2.00/1.20 Lasts until it hits the floor (46F for ground version). CH state till end of recovery If Zappa has no ghosts, nothing is fired and has a total animation length of 49F Air Version: Total of 41F.
236D Please Don't Come Back 16x3 All 11 see notes total 47 see notes 0 7x3 3 2.00/1.20 CH state during recovery Hitstop 13F 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 length for air version: 49F.
Banana 0 Low 99 0 7 2 -/2.64
Golf Ball 30 All 38 0 6 4 -/3.84
Potted Plant 25 All 1 43 0 7 2 -/2.64
214P I Was Lonely After All... 28 Total Triplets begin returning on 18F Recalling a Haunting Triplet 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.

Dog

input name damage guard startup active recovery onBlock gbp gbm level prorate tension invuln notes
input name damage guard startup active recovery onBlock gbp gbm level prorate tension invuln notes
D Awaken Dog 30 Total If the dog idles for 300F it enters sleep mode 30F to awaken dog.
5D 5D 20 Mid 16[16] 8 36[60] 0 7 2 -/1.20 1~6F, 48~50F, 54~59F Low Profile Can only cancel into this attack from 5D or 2D.
6D 6D 20 Mid 17[17] 12 17[24 after landing] 0 7 2 -/1.20 1~13F, 34F onwards Low Profile 14~33F Feet On hit or block, Dog performs rebound animation (total 61F) Pulls in opponent on air hit (untechable for 20F).
8D 8D 20 All 10[see note] 12 31[24 after landing] 0 7 3 -/1.20 1~4F, 44F onwards Low Profile Floats opponent on hit (untechable on ground hit for 28F) +1[0] Soul on hit Followup has startup of 10F when performed after 5D or 2D Followup has startup of 4F when performed after 6D, 8D, or 4DD.
2D 2D 45 Mid 36[36] 4 22[46] 20 6 3 50% -/1.20 Knocks down opponent on hit (untechable for 20F) [Blockstun 24F] [Chip damage x2] Follow-up version can only be done from 5D or 2D +3[0] Souls on hit +1[0] Souls on block
4D 4D total 59[24 afterlanding] All Can perform Followup Attack (4DD) between 2~43F [2~16F frames before landing].
4DD 4DD 20 High/Air 13[13] until landing 40 [24 after landing] 0 7 2 75% -/1.20 1~12F Low Profile, Above feet invincible 13~36F Dog performs rebound animation on hit or block Slams down opponent on air hit (untechable for 12F).
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

input name damage guard startup active recovery onBlock gbp gbm level prorate tension invuln notes
input name damage guard startup active recovery onBlock gbp gbm level prorate tension invuln notes
c.S c.S 36 All 5 4 14 -4 10 7 3 2.64 Forces opponent into stand state on hit.
f.S f.S 30 All 8 2 19 -4 14 6 4 3.84
5H 5H 35x2 All 9 2(10)3 16 0 20x2 6x2 5 3.84x2
6H 6H 29,15 High,Mid,Low 13 24,6 2 +4 14,5 6,7 4,2 3.84x2 Startup to hit crouching opponent is 22F (tested on Sol) Opponent must guard HF from 13~28F All from 29~36F LF from 37F onwards Max 2 hits Untechable for 18F.
2S 2S 22 Mid/Low 9 3 15 -4 8 7 3 2.64 Must only be blocked low if the Sword attack comes out at its default grounded height.
2H 2H 30x2 All 7 14,8 9 +2 20x2 6x2 5 3.84x2 Zappa is in CH state during recovery Frame Adv is -12 if 2nd hit misses opponent.
j.S j.S 26 High/Air 7 3 18 10 7 3 85% 2.64
j.H j.H 32 High/Air 9 9 15 10 7 3 90% 2.64
236S This Has Gotta Hurt 20 Mid 12 16 13 -12 14 6 4 2.50/6.00 Staggers opponent on ground CH (max 43F) Zappa has 28F recovery on hit or block 13F recovery on whiff 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 Soul on hit.
236S~H This Has Gotta Hurt Followup 45 Mid 9 12 26 -24 10 7 3 3.00/7.00 Knocks down opponent on hit Zappa is in CH state during recovery +3 Souls on hit.
623H Please Fall 40 Mid 10 9 29 -21 14 6 4 90% 2.50/6.00 1~11F Upper Body 12~12F Throw Floats opponent on hit (untechable for 26F) Knocks down on counterhit +2 Souls on hit.
63214H Come Close, and I'll Kill You 30 All 17 4 16 -1 20 6 5 1.50/3.60 Wall bounces opponent on hit (untechable on ground hit for 28F).
j.236H Coming Through 24XN All 12 till landing 23 after landing 6xN 4xN 3 2.50/3.00xN 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.


Raoh

input name damage guard startup active recovery onBlock gbp gbm level prorate tension invuln notes
input name damage guard startup active recovery onBlock gbp gbm level prorate tension invuln notes
c.S c.S 40 Mid 10 11 0 +6 14 6 4 3.84
f.S f.S 36 Mid 9 6 16 -5 14 6 4 3.84
5H 5H 48 Low 13 9 13 -3 15 6 5 3.84 Knocks down opponent on ground hit.
6H 6H 76 Mid 17 6 24 -11 20 6 5 3.84 lides opponent on hit (untechable for 65F, slides for 50F) Attack is fully extended on 20F.
5D 5D 30 High 24 5 8 +4 11 6 4 3.84
2S 2S 36 Low 7 3 11 0 8 7 3 2.64
2H 2H 68 Low 19 8 12 -1 15 6 5 3.84 Floats opponent on hit (untechable for 28F).
j.S j.S 35 High/Air 7 3 15 10 7 3 2.64 Untechable for 16F.
j.H j.H 45 High/Air 16 6 13 14 6 4 3.84 Ground bounces opponent on hit (untechable for 36F).
236S Darkness Anthem 35x2 Mid 25 18 8 +7 14x2 6x2 5 2.00/3.60x2 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.
j.236S Air Darkness Anthem 35x2 Mid 25 18 26 +7 14x2 6x2 4 2.00/3.60x2 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).
236S>P/K/S/H Darkness Anthem Followup 50 Mid 15 34(2)20 total 38 0 14 6 4 -/3.60 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).
214S Last Edguy 80 Mid 4 12 37 -30 20 6 5 3.00/7.20 1~4F All 5~7F Strike Floats opponent on hit (untechable for 60F) Zappa is in CH state during recovery Chip damage x0 Attack is fully extended on 10F.
j.214S Air Last Edguy 80 All 4 12 3 after landing -35 20 6 5 3.00/7.20 1~4F All 5~7F Strike 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.
632146S Bellows Malice 40x10 Mid 5+10 27 total 37 +13 20x10 6x10 5 1~5F All Knocks down opponent on hit Zappa is in CH state during recovery Hitstop 7F Chip damage x2.5.


Other

input name damage guard startup active recovery onBlock gbp gbm level prorate tension invuln notes
input name damage guard startup active recovery onBlock gbp gbm level prorate tension invuln notes
6H or 4H Ground Throw 60 45 pixels 1 6 50% 4.00 Wall bounces opponent on hit (untechable for 60F)
j.6H or j.4H Ground Throw 60 88 pixels 1 6 50% 4.00
Dead Angle 25 All 15 4 15 -5 10 7 3 50% 2.64 1~20F All 21~31F Throw Causes knockdown on ground hit
214D Etiquette Starts Here 30 High 16 5 11 +3 15 6 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
632146H Birth!! 40x4 Mid 1+11 8 30 -15 14x4 6x4 4 1~19F All 20~21F Strike Removes Zappa's current summon (if he has one) on 1F. +1 Soul per hit.
236236H Instant Kill Fatal 30 pixels 4+1 35 10 1~5F All IK Mode activation: 76F


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 6P - f.S, 2S 5H, 2H, 6H 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, 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

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

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)

Navigation

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