GGACR/Zappa/Frame Data

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Glossary

How do I read frame data?

System Data Glossary
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
R Roman cancellable
F Force Roman cancellable
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Zappa
GGACR_Zappa_Icon.png
1.0 2 3F Middleweight (x1.0) 11F (1~>10F invuln) 1 49F 55F Low Profile Run


Summonless

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 5P 9 3 8 90% Mid 1 SJR 5 2 6 +2 none 9 10 10 11
5K 5K 22 6 7 Mid 2 SR 9 6 8 -2 1~4F, 9~14F, 19~22F Feet
5~8F, 15~18F Lower Body
11 13 13 12
c.S c.S 26 10 7 Mid 3 SJR 2.64 8 6 28 -10 13 14 14 13
f.S f.S 30 10 7 Mid 3 SR 2.64 13 9 10 -5 13 14 14 13
f.S Puddle 0 3 8 Low 2 2.64 34 3 11 13 13 12
5H 5H 20×3 11×3 6×3 High 4 RF 3.84×3 22 3×6 12 -7 22~39F Lower Body 16 17 16 14
6P 6P 24 8 7 90% Low 3 SJR 2.64 11 3 18 -7 1-13f above the knees 13 14 14 13
6H 6H 50 15 6 High 5 R 3.84 21 19 14 -14 44~49F Low Profile
50~57F Above Feet
18 Launch 20 + WBounce 15
5D 5D 17 11 20 High 4 SR 3.84 26 4 22 -9 10~33F Throw
18~37F Lower Body
16 Launch 16 14
2P 2P 12 3 8 90% Mid 1 SJR 1.44 5 3 9 -2 1~End Low Profile 9 10 10 11
2K 2K 16 5 7 80% Low 2 SR 2.64 7 6 7 -1 11 13 13 12
2S 2S 26 10 7 Mid 3 SR 2.64 11 9 12 -7 1~4F, 9~10F, 20~21F, 26~31F Low Profile 13 14 14 13
2H 2H 60 20 6 Mid 5 SJR 3.84 15 5 14 0 18 Stagger 35 18 15
2D 2D 30 8 7 Low 3 SR 2.64 11 6 12 -4 10~20F Low Profile 13 14 14 13
j.P j.P 13 3 8 High/Air 1 SJR 1.44 6 6 9 9 10 10 11
j.K j.K 22 6 7 High/Air 2 SR 2.64 10 11 18 11 13 13 12
j.S j.S 32 10 6 High/Air 3 JR 2.64 9 3 15 13 14 14 13
j.H j.H 28 10 6 High/Air 3 R 2.64 12 2(1)2 12 13 14 14 13
j.D j.D 44 10 6 High/Air 3 SR 2.64 9 6 18+5 after landing 13 Launch 28 14 13
236P Hello, Three Centipedes 20 6 7 Mid 2 R 5.00/12.00 10 4 20 -11 1-13F All 11 Launch 60 12


Triplets

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
c.S c.S 20 10 7 Mid 3 SJR 2.64 6 2 12 0 13 14 14 13
f.S f.S 20 10 7 90% Mid 3 SJR 2.64 9 7 7 0 13 14 14 13
f.SS f.SS 20 3 8 90% Mid 3 SJR 1.44 10 7 9,11 -2 13 14 14 13
6S 6S 28 Mid 4 SJR 14 6 20 -9 16 17 16 14
5H 5H 25 10 7 Mid 3 SJR 2.64 14 5 13 -4 13 14 14 13
5HH 5HH 25 3 7 Mid 3 SJR 2.64 15 5 15,17 -6 13 14 14 13
6H 6H 30×3 11×3 6×3 High 4 R 3.84×3 16 5(3)5(10)5 8 +4 16 17 16 14
2S 2S 18 5 7 Low 2 SR 2.64 5 6 6 0 11 13 13 12
2SS 2SS 18 3 8 Low 2 SR 1.44 6 6 8,10 -2 11 13 13 12
2H 2H 25 6 7 All 3 1.20 14 9 14 +2 13 Launch 22 13
2HH 2HH 25 6 7 All 3 - 1.20 14 9 16 0 13 Launch 24 13
j.S j.S 25 10 7 All 3 SR 2.64 10 5 21 13 14 14 13
j.SS j.SS 25 3 7 All 3 SR 2.64 11 5 21 13 14 14 13
j.H j.H 25 6 7 All 3 1.20 19 9 17 13 Launch 22 13
j.HH j.HH 25 6 7 All 3 1.20 15 9 17 13 Launch 22 13
j.2S j.2S 18 All 2 7 6 8 9 13 13 12
236P Please Don't Come Back 16 0 7 All 3 F 2.00/1.20 9 see notes total 39 -6 13 14 14 13
236K Please Don't Come Back 16 0 7 All 3 F 2.00/1.20 9 see notes total 39 -6 13 14 14 13
236S Please Don't Come Back 16 0 7 All 3 F 2.00/1.20 9 see notes total 39 -6 13 14 14 13
236H Please Don't Come Back 16 0 7 All 3 F 2.00/1.20 9 see notes total 39 -6 13 14 14 13
236D Please Don't Come Back 16×3 0 7×3 All 3 F 2.00/1.20 11 see notes total 47 see notes 13 14 14 13
Banana 0 0 7 Low 2 -/2.64 99 11 Launch 13 12
Golf Ball 30 0 6 All 4 -/3.84 38 16 17 16 14
Potted Plant 25 0 7 All 2 -/2.64 1 43 11 13 13 12
214P I Was Lonely After All... 28 Total
*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 gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
D Awaken Dog 30 Total
5D 5D 20 0 7 Mid 2 -/1.20 16[16] 8 36[60] 1~6F, 48~50F, 54~59F Low Profile 11 13 13 12
6D 6D 20 0 7 Mid 2 -/1.20 17[17] 12 17[24 after landing] 1~13F, 34F onwards Low Profile
14~33F Feet
11 13 20 12
8D 8D 20 0 7 All 3 -/1.20 10[see note] 12 31[24 after landing] 1~4F, 44F onwards Low Profile 13 Launch 28 14 13
2D 2D 45 20 6 Mid 3 -/1.20 36[36] 4 22[46] 24 Launch 20 13
4D 4D total 59[24 afterlanding] All
4DD 4DD 20 0 7 75% High/Air 2 -/1.20 13[13] until landing 40 [24 after landing] 1~12F Low Profile, Above feet invincible 13~36F 11 13 12 12
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 gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
c.S c.S 36 10 7 All 3 SJR 2.64 5 4 14 -4 13 Stand 14 14 13
f.S f.S 30 14 6 All 4 SR 3.84 8 2 19 -4 16 17 16 14
5H 5H 30×2 20×2 6×2 All 5 SR 3.84×2 9 2(10)3 16 0 18 19 18 15
6H 6H 29,15 14,5 6,7 High,Mid,Low 4,2 SR 3.84×2 13 24,6 2 +4 16, 11 17, 12 18 14, 12
2S 2S 22 8 7 Mid/Low 3 SR 2.64 9 3 15 -4 13 14 14 13
2H 2H 30×2 20×2 6×2 All 5 SJR 3.84×2 7 14,8 9 +2 18 19 18 15
j.S j.S 26 10 7 85% High/Air 3 SJR 2.64 7 3 18 13 14 14 13
j.H j.H 32 10 7 90% High/Air 3 SRF 2.64 9 9 15 13 14 14 13
236S This Has Gotta Hurt 20 14 6 Mid 4 RF 2.50/6.00 12 16 13 -12 16 17 16 14
236S~H This Has Gotta Hurt Followup 45 10 7 Mid 3 R 3.00/7.00 9 12 26 -24 13 Launch Down 13
623H Please Fall 40 14 6 90% Mid 4 RF 2.50/6.00 10 9 29 -21 1~11F Upper Body
12~12F Throw
16 Launch 26 14
63214H Come Close, and I'll Kill You 30 20 6 All 5 RF 1.50/3.60 17 4 16 -1 18 Launch 28 + WBounce 15
j.236H Coming Through 24XN 6xN 4xN All 3 RF 2.50/3.00xN 12 till landing 23 after landing 13 Launch 24 13


Raoh

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
c.S c.S 40 14 6 Mid 4 SR 3.84 10 11 0 +6 16 17 16 14
f.S f.S 36 14 6 Mid 4 SJR 3.84 9 6 16 -5 16 17 16 14
5H 5H 48 15 6 Low 5 SR 3.84 13 9 13 -3 18 Down 18 15
6H 6H 76 20 6 Mid 5 SR 3.84 17 6 24 -11 18 Launch 65 + Slide 50 15
5D 5D 30 11 6 High 4 SR 3.84 24 5 8 +4 16 Launch 16 14
2S 2S 36 8 7 Low 3 SR 2.64 7 3 11 0 13 14 14 13
2H 2H 68 15 6 Low 5 SR 3.84 19 8 12 -1 18 Launch 28 15
j.S j.S 35 10 7 High/Air 3 JR 2.64 7 3 15 13 14 16 13
j.H j.H 45 14 6 High/Air 4 R 3.84 16 6 13 16 Launch 36 + GBounce 14
236S Darkness Anthem 35×2 14×2 6×2 Mid 5 2.00/3.60×2 25 18 8 +7 18 19 Down 15
j.236S Air Darkness Anthem 35×2 14×2 6×2 Mid 4 2.00/3.60×2 25 18 26 +7 16 17 Down 14
236S>P/K/S/H Darkness Anthem Followup 50 14 6 Mid 4 -/3.60 15 34(2)20 total 38 0 16 Launch Down 14
214S Last Edguy 80 20 6 Mid 5 R 3.00/7.20 4 12 37 -30 1~4F All
5~7F Strike
18 Launch 60 15
j.214S Air Last Edguy 80 20 6 All 5 R 3.00/7.20 4 12 3 after landing -35 1~4F All
5~7F Strike
18 Launch 60 15
632146S Bellows Malice 40×10 20×10 6×10 Mid 5 5+10 27 total 37 +13 1~5F All 18 19 Down 7


Other

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
6H or 4H Ground Throw 60 6 50% 45 pixels 4.00 1
j.6H or j.4H Ground Throw 60 6 50% 88 pixels 4.00 1
Dead Angle Dead Angle 25 10 7 50% All 3 2.64 15 4 15 -5 1~20F All
21~31F Throw
13 Launch Down 13
214D Etiquette Starts Here 30 15 6 High 5 R 16 5 11 +3 18 Down 18 15
632146H Birth!! 40×4 14×4 6×4 Mid 4 R 1+11 8 30 -15 1~19F All
20~21F Strike
16 Launch Down 14
236236H Instant Kill Fatal 30 pixels 4+1 35 10 1~5F All


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 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

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