GGACR/Zappa/Frame Data

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System Data[edit]

Defense Modifier: x 1.00
Guts Rating: 2
Stun Resistance: 60
Prejump: 4
Backdash Time: 11
Backdash Invincibility: 1-10
Wakeup (Face Up/Down): 49 / 55

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.
5P 9 1.44 3 8 1 Mid SJR 5 2 6 +2
  • Initial prorate 90%
5K 22 2.64 6 7 2 Mid SR 9 6 8 -2
  • Feet invincible 1~4F, 9~14F, 19~22F
  • Lower body invincible 5~8F, 15~18F
  • Knocks down opponent on ground CH
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
  • Spit reaches it's maximum horizontal distance in 19F
  • If the 1st hit whiffs, it turns into f.S (on ground)
f.S Puddle 0 2.64 3 8 2 L - 34 3 - -
  • Knocks down opponent on hit
5H 20x3 3.84x3 11x3 6x3 4 High RF 22 3x6 12 -7
  • Lower body invincible 22~39F
  • Hitstop 7F
  • Max 3 hits
  • FRC timing 31~33F, 37~39F
6P 24 2.64 8 7 3 Low SJR 11 3 18 -7
  • Above knees invincible 1~13F
  • Initial prorate 90%
  • Knocks down opponent on ground CH
6H 50 3.84 15 6 5 High R 21 19 14 -14
  • Zappa is airborne from 19~39F
  • Low profile 44~49F
  • Above feet invincible 50~57F
  • Wall bounces opponent on hit (untechable for 20F)
  • Untechable for 60F on CH
5D 17 3.84 11 20 4 High SR 26 4 22 -9
  • Throw invincible 10~33F
  • Lower body invincible 18~37F
  • Zappa is in CH state during recovery
2P 12 1.44 3 8 1 Mid SJR 5 3 9 -2
  • Low profile 1F onwards
  • Initial prorate 90%
2K 16 2.64 5 7 2 Low SR 7 6 7 -1
  • Initial prorate 80%
2S 26 2.64 10 7 3 Mid SR 11 9 12 -7
  • Low profile 1~4F, 9~10F, 20~21F, 26~31F
  • Staggers opponent on ground CH (max 54F)
2H 60 3.84 20 6 5 Mid SJR 15 5 14 0
  • Staggers opponent on ground hit (max 35F)
  • Dizzy modifier x2
2D 30 2.64 8 7 3 Low SR 11 6 12 -4
  • Low profile 10~20F
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 -
  • Max 1 hit
j.D 44 2.64 10 6 3 High, Air SR 9 6 18+5 after landing -
  • 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]

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.
c.S 20 2.64 10 7 3 Mid SJR 6 2 12 0
  • see notes *1 and *2
f.S (1) 20 2.64 10 7 3 Mid SJR 9 7 7 0
  • Initial prorate 90%
  • Staggers opponent on ground hit (max 39F)
  • see notes *1 and *2
f.S (2,3) 20 1.44 3 8 3 Mid SJR 10 7 9,11 -2
  • Initial prorate 90%
  • Staggers opponent on ground hit (max 35F)
  • Listed Frame Adv is from the 2nd hit
  • see notes *1 and *2
6S 28 ?? ?? ?? 4 Mid SJR 14 6 20 -9
  • Press 6S again to perform a followup attack
  • see notes *1, *2 and *4
5H (1) 25 2.64 10 7 3 Mid SJR 14 5 13 -4
  • see notes *1 and *2
5H (2,3) 25 2.64 3 7 3 Mid SJR 15 5 15,17 -6
  • Listed Frame Adv is from the 2nd hit
  • see notes *1 and *2
6H 30x3 3.84x3 11x3 6x3 4 High R 16 5(3)5(10)5 8 +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) 18 2.64 5 7 2 Low SR 5 6 6 0
  • see notes *1 and *2
2S (2,3) 18 1.44 3 8 2 Low SR 6 6 8,10 -2
  • Listed Frame Adv is from the 2nd hit
  • see notes *1 and *2
2H (1) 25 1.20 6 7 3 All - 14 9 14 +2
  • Floats opponent on hit (untechable for 22F)
  • Level 2 Attack on block
  • see notes *1, *2, and *3
2H (2,3) 25 1.20 6 7 3 All - 14 9 16 0
  • 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) 25 2.64 10 7 3 All SR 10 5 21 -
  • see notes *1, and *2
j.S (2,3) 25 2.64 3 7 3 All SR 11 5 21 -
  • see notes *1, and *2
j.H (1) 25 1.20 6 7 3 All - 19 9 17 -
  • Floats opponent on hit (untechable for 22F)
  • Level 2 Attack on block
  • see notes *1, *2, and *3
j.H (2,3) 25 1.20 6 7 3 All - 15 9 17 -
  • Floats opponent on hit (untechable for 22F)
  • Level 2 Attack on block
  • see notes *1, *2, and *3
j.2S 18 ?? ?? ?? 2 All SR 7 6 8 -
  • 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]

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.
Dog Awaken
D
- - - - - - - - - 30 total -
  • Dog can perform attack from 31F onwards
5D 20 -/1.20 0 7 2 Mid[All] - 16[16] 8 36[60] -
  • Low profile 1~6F, 48~50F, and 54~59F
  • Can only cancel into this attack from 5D or 2D
  • see notes *1
6D 20 -/1.20 0 7 2 Mid[All] - 17[17] 12 17[24 after landing] -
  • Low profile on 1~13F and 34F~ (landing time after a hit or block)
  • Feet invincible 14~33F
  • On hit or block, Dog performs rebound animation (total 61F)
  • Pulls in opponent on air hit (untechable for 20F)
  • see notes *1
8D 20 -/1.20 0 7 3 All[All] - 10[see note] 12 31[24 after landing] -
  • Low profile 1~4F and 44F onwards
  • Feet invincible 9~43F
  • 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 45 -/1.20 20 6 3 Mid - 36[36] 4 22[46] -
  • 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 - - - - - - - - - total 59[24 after landing] -
  • Dog is invincible during move
  • Can perform Followup Attack (4D->D) between 2~43F [2~16F frames before landing]
  • see notes *1
4DD 20 -/1.20 0 7 2 High, Air[All] - 13[13] until landing 40 [24 after landing] -
  • Low profile on 1~12F and 37F~ on hit or block (after landing)
  • Above feet invincible 13~36F
  • 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]

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.
c.S 36 2.64 10 7 3 All SJR 5 4 14 -4
  • Forces opponent into stand state on hit
f.S 30 3.84 14 6 4 All SJR 8 2 19 -4
5H 35x2 3.84x2 20x2 6x2 5 All SR 9 2(10)3 16 0
6H 29,15 3.84x2 14,5 6,7 4,2 see note SR 13 24,6 2 +4
  • 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 22 2.64 8 7 3 Low SR 9 3 15 -4
  • Must only be blocked low if the Sword attack comes out at its default grounded height.
2H 30x2 3.84x2 20x2 6x2 5 All SJR 7 14,8 9 +2
  • Zappa is in CH state during recovery
  • Frame Adv is -12 if 2nd hit misses opponent
j.S 26 2.64 10 7 3 High, Air SJR 7 3 18 -
  • Initial prorate 85%
j.H 32 2.64 10 7 3 High, Air SRF 9 9 15 -
  • Initial prorate 90%
  • FRC timing 9~11F

Raoh 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.
c.S 40 3.84 14 6 4 Mid SR 10 11 0 +6
f.S 36 3.84 14 6 4 Mid SJR 9 6 16 -5
5H 48 3.84 15 6 5 Low SR 13 9 13 -3
  • Knocks down opponent on ground hit
6H 76 3.84 20 6 5 Mid SR 17 6 24 -11
  • Slides opponent on hit (untechable for 65F, slides for 50F)
  • Attack is fully extended on 20F
5D 30 3.84 11 6 4 High SR 24 5 8 +4
2S 36 2.64 8 7 3 Low SR 7 3 11 0
2H 68 3.84 15 6 5 Low SR 19 8 12 -1
  • Floats opponent on hit (untechable for 28F)
j.S 35 2.64 10 7 3 High, Air JR 7 3 15 -
  • Untechable for 16F
j.H 45 3.84 14 6 4 High, Air R 16 6 13 -
  • Ground bounces opponent on hit (untechable for 36F)

Universal Mechanics[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.
Throw 60 4.00 - 6 - 36 pixels - - - - -
  • Wall bounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
Air Throw 60 4.00 - 6 - 88 pixels - - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%
DAA 25 2.64 10 7 3 All R 15 4 15 -5
  • Fully invincible 1~20F
  • Throw invincible 21~31F
  • Knocks down opponent on ground hit
  • Initial prorate 50%

Specials[edit]

No Summon 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.
Hello, Three Centipedes
236P
20 5.00/12.00 6 7 2 Mid R 10 4 20 -12
  • Fully invincible 1~13F
  • 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]

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.
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
  • 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 Back
236D Triplet
  • 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 0 -/2.64 0 7 2 Low - - 99 - -
  • Knocks down opponent on ground hit
  • Hitstop 6
  • Chip damage x0
  • Ignores OTG
Golf Ball 30 -/3.84 0 6 4 All - 38 - - -
  • Chip damage x0
Potted Plant 25 -/2.64 0 7 2 All - 1 43 - -
  • Slams down opponent on air hit
  • Hitstop 6F
  • Chip damage x0
I Was Lonely After All...
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]

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.
This Has Gotta Hurt
236S
20 2.50/6.00 14 6 4 Mid RF 12 16 13 -12
  • 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
Followup
236S->H
45 3.00/7.20 10 7 3 Mid R 9 12 26 -24
  • Knocks down opponent on hit
  • Zappa is in CH state during recovery
  • +3 Souls on hit
Please Fall
623H
40 2.50/6.00 14 6 4 Mid RF 10 9 29 -21
  • Upper body invincible 1~11F
  • Throw invincible on 12F
  • Floats opponent on hit (untechable for 26F)
  • Initial prorate 90%
  • FRC timing 13~16F
  • +2 Souls on hit
Come Close, and I'll Kill You
63214H
30 1.50/3.60 20 6 5 All RF 17 4 16 -1
  • Wall bounces opponent on hit (untechable on ground hit for 28F)
  • FRC timing 17~20F
  • +2 Souls on hit
Coming Through
j.236H
24xN 2.50/3.00xN 6xN 4xN 3 All RF 12 till landing 23 after landing -
  • 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]

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.
Darkness Anthem
236S
35x2 2.00/3.60x2 14x2 6x2 5 Mid - 25 18 8 +7
  • 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 Anthem
j.236S
35x2 2.00/3.60x2 14x2 6x2 4 Mid - 25 18 26 +7
  • 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 Attack
Darkness Anthem > P/K/S/H
50 -/3.60 14 6 4 Mid - 15 34(2)20 total 38 0
  • 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 Edguy
214S
80 3.00/7.20 20 6 5 Mid R 4 12 37 -30
  • Fully invincible 1~4F
  • Strike invincible 5~7F
  • 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 Edguy
j.214S
80 3.00/7.20 20 6 5 All R 4 12 3 after landing -35
  • Listed Frame Adv is from TKing attack (startup 7F)
  • Fully invincible 1~4F
  • Strike invincible 5~7F
  • 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]

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.
Etiquette Starts Here
214D
30 - 15 6 5 High R 16 5 11 +3
  • 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]

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.
Birth!!
632146H
40x4 - 14x4 6x4 4 Mid R 1+11 8 30 -15
  • Fully invincible 1~19F
  • Strike invincible 20~21F
  • Knocks down opponent on hit
  • Hitstop 7F
  • Removes Zappa's current summon (if he has one) on 1F
  • +1 Soul per hit
Bellows Malice
632146S
40x10 - 20x10 6x10 5 Mid - 5+10 27 total 37 +13
  • Fully invincible 1~5F
  • Knocks down opponent on hit
  • Zappa is in CH state during recovery
  • Hitstop 7F
  • Chip damage x2.5

Instant Kill[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.
I'm Scared...
in IK Mode: 236236H
Fatal - - - - 30 pixels - 4+1 35 10 -
  • IK Mode activation: 76F
  • Strike invincible 1~5F

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. 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.
Guilty Gear XX Accent Core Plus Re
Click [★] for character's frame data
System Explanations

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Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc