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After blocking this attack, how soon can the attacker move compared to the defender. 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.
A positive value means the attacker can move first.
A negative value means the defender can move first.
Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
When hitting an airborne opponent, how many frames for which they cannot air tech.
The duration of wallstick and slide is part of total untechable time.
Ground bounce lasts for 10 frames which are added on top of move's untechable time.
Notes field will include ground bounce frames in untech time.
Attack Level Values
Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.
Use the chart below to determine how much hitstun/blockstun an attack will inflict.
Blockstun
Attack Level
Lv 1
Lv 2
Lv 3
Lv 4
Lv 5
Normal Blockstun
9
11
13
16
18
FD Blockstun
+2
+2
+2
+2
+2
IB Blockstun
-2
-3
-3
-4
-4
Air Blockstun
9
11
13
16
19
Air FD Blockstun
+2
+3
+4
+4
+4
Air IB Blockstun
-6
-6
-6
-7
-8
Blockstop/Hitstop
11
12
13
14
15
Hitstun/Untech Time
Attack Level
Lv 1
Lv 2
Lv 3
Lv 4
Lv 5
Standing Hitstun
10
12
14
17
19
Crouching Hitstun
+0
+1
+1
+1
+1
Untechable Time (Air hit)
10
12
14
16
18
Hitstop
11
12
13
14
15
CH Hitstop
+0
+2
+4
+8
+12
Untechable time is doubled on CH.
Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
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
Triplet Moves
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
c.S
c.S
Mid
3
0
6
2
12
SJR
N/A
13
14
14
13
20
2.64
10
7
f.S
f.S
Mid
3
0
9
7
7
SJR
90%
N/A
13
14
14
13
20
2.64
10
7
f.SS
f.SS
Mid
3
-2
9
7
9
SJR
90%
N/A
13
14
14
13
20
1.44
10
7
f.SSS
f.SSS
Mid
3
-4
9
7
11
SJR
90%
N/A
13
14
14
13
20
1.44
10
7
5H
5H
Mid
3
-4
14
5
13
SJR
N/A
13
14
14
13
25
2.64
10
7
5HH
5HH
Mid
3
-6
14
5
15
SJR
N/A
13
14
14
13
25
2.64
10
7
5HHH
5HHH
Mid
3
-8
14
5
17
SJR
N/A
13
14
14
13
25
2.64
10
7
6S
6S
Mid
4
-9
14
6
20
SJR
N/A
16
17
16
14
28
3.84
14
6
6SS
6SS
Mid
4
-11
14
6
22
SJR
N/A
16
17
16
14
28
3.84
14
6
6SSS
6SSS
Mid
4
-13
14
6
24
SJR
N/A
16
17
16
14
28
3.84
14
6
6H
6H
High
4
+4,-11,-19
16
5(3)5(10)5
8
R
N/A
16
17
16
14
30×3
3.84×3
11×3
6×3
2S
2S
Low
2
0
5
6
6
SR
N/A
11
13
13
12
18
2.64
5
7
2SS
2SS
Low
2
-2
5
6
8
SR
N/A
11
13
13
12
18
1.44
5
7
2SSS
2SSS
Low
2
-4
5
6
10
SR
N/A
11
13
13
12
18
1.44
5
7
2H
2H
All
3
+2
14
9
14
N/A
13
Launch
22
13
25
1.20
6
7
2HH
2HH
All
3
0
14
9
16
N/A
13
Launch
24
13
25
1.20
6
7
2HHH
2HHH
All
3
-2
14
9
18
N/A
13
Launch
24
13
25
1.20
6
7
j.S
j.S
All
3
10
5
25
SR
N/A
13
14
14
13
25
2.64
10
7
j.2S
j.2S
All
2
7
6
8
SR
N/A
9
13
13
12
18
2.64
3
7
j.H
j.H
All
3
19
9
17
N/A
13
Launch
22
13
25
1.20
6
7
236P
Please Don't Come Back
All
3
15
see notes
Total 39
F
10~11F
11
14
14
13
16
2.00/1.20
0
7
236K/S/H
Please Don't Come Back
All
3
-6
9
See notes
Total 39
F
10~11F
11
14
14
13
16
K/H: 2.00/1.20 S: 3.00/1.20
0
7
236D
Please Don't Come Back
All
3
see notes
11
see notes
Total 52
F
16~17F
11
14
14
13
16×3
2.00/1.20×3
0
7×3
Banana
Banana
Low
2
99
N/A
11
Launch
20
6
0
-/2.64
0
5
Golf Ball
Golf Ball
All
4
38
N/A
16
17
16
14
30
-/3.84
0
6
Potted Plant
Potted Plant
All
2
1
43
N/A
11
13
18
6
25
-/2.64
0
7
214P
I Was Lonely After All...
Total 32
N/A
※1: Triplet haunts the opponent on hit (+1 Soul).
Haunting lasts 481F, after which Triplet returns.
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.
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.
Sword Moves
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
frcWindow
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
c.S
c.S
All
3
-4
5
4
14
SJR
N/A
13
Stand 14
14
13
36
2.64
0
7
f.S
f.S
All
4
-4
8
2
19
SR
90%
N/A
16
17
16
14
30
3.84
0
6
5H
5H
All
4
-2
9
2(10)3
16
SR
N/A
16
17
16
14
30×2
3.84×2
0
6×2
6H
6H
High/Air→All, Low/Air
4,2
+4
13
24,6
2
SR
N/A
16, 11
17, 12
18
14, 12
29,15
3.84×2
0
6,7
2S
2S
Low/Air [All]
2
-6
9
3
15
SR
85%
N/A
11
13
13
12
22
2.64
0
7
2H
2H
All
5
+2
7
14,8
9
SJR
N/A
18
19
18
15
30×2
3.84×2
0
6×2
j.S
j.S
High/Air
2
7
3
18
SJR
80%
N/A
11
13
13
12
26
2.64
0
7
j.H
j.H
High/Air
2
9
9
15
SRF
90%
9~11F
11
13
13
12
32
2.64
0
7
236S
This Has Gotta Hurt
Mid
4
-12
12
16
13
RF
1~3F of recovery after hit or block
16
17
16
14
20
2.50/6.00
14
6
236S~H
This Has Gotta Hurt Followup
Mid
3
-24
9
12
26
R
N/A
13
Launch
60
13
45
3.00/7.00
10
7
623H
Please Fall
All
4
-21
10
9
29
RF
1~12F Upper Body, Throw
90%
13~16F
16
Launch
26
14
40
2.50/6.00
14
6
63214H
Come Close, and I'll Kill You
All
4
-3
17
4
16
RF
17~20F
16
Launch
28 + WBounce
14
30
1.50/3.60
14
6
j.236H
Coming Through
All
3
12
Until landing
23 after landing
RF
1~2F after landing
13
Launch
24
6
24×N
2.50/3.00×N
6×N
4×N
Raou Moves
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
input
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
c.S
c.S
Mid
4
+6
10
11
0
SR
16
17
16
14
40
3.84
14
6
f.S
f.S
Mid
4
-5
9
6
16
SJR
16
17
16
14
36
3.84
14
6
5H
5H
Low
5
-3
13
9
13
SR
18
Down
18
15
48
3.84
15
6
5D
5D
High
4
+4
24
5
8
SR
16
Launch
16
14
30
3.84
11
6
6H
6H
Mid
5
-11
17
6
24
SR
18
Launch
65 + Slide 50
15
76
3.84
20
6
2S
2S
Low
3
0
7
3
11
SR
13
14
14
13
36
2.64
8
7
2H
2H
Low
5
-1
19
8
12
SR
18
Launch
28
15
68
3.84
15
6
j.S
j.S
High/Air
3
7
3
15
JR
13
14
16
13
35
2.64
8
7
j.H
j.H
High/Air
4
16
6
13
R
16
Launch
36 + GBounce
14
45
3.84
11
6
236S
Darkness Anthem
Mid
5
+7
25
18
8
18
19
60
15
35×2
2.00/3.60×2
14×2
6×2
j.236S
Air Darkness Anthem
Mid
5
+7
25
18
8
18
19
60
15
35×2
2.00/3.60×2
14×2
6×2
236S>P/K/S/H
Darkness Anthem Followup
Mid
4
0
15
34(2)20
Total 38
16
Launch
60
14
50
2.00/3.60
20
6
214S
Last Edguy
Mid
5
-30
4
12
37
R
1~4F All 5~7F Strike
18
Launch
60
15
80
3.00/7.20
20
6
j.214S
Air Last Edguy
All
5
-35
4
12
38+Until Landing+3
R
1~4F All 5~7F Strike
18
Launch
60
15
80
3.00/7.20
20
6
632146S
Bellows Malice
Mid
5
+13
5+10
27
Total 37
1~5F All
18
Launch
60
7
40×10
20×10
6×10
Other
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
name
guard
level
onBlock
startup
active
recovery
cancel
invuln
prorate
blockstun
groundHit
airHit
hitstop
damage
tension
gbp
gbm
Ground Throw
45 pixels
50%
Launch 60 + WBounce
60
4.00
6
Air Throw
88 pixels
50%
Down
60
4.00
6
Dead Angle Attack
All
3
-5
15
4
15
1~20F All 21~31F Throw
50%
13
Down
14
13
25
0.52
10
7
Etiquette Starts Here
High
5
+3
16
5
11
R
18
Down
18
15
30
15
6
Birth!!
Mid
4
-15
1+11
8
30
R
1~19F All 20~21F Strike
16
Launch
60
14
40×4
14×4
6×4
I'm Scared...
30 pixels
4+2
35
10
1~5F Strike
Fatal
Gatling Table
No Summon
Ground Gatlings
P
K
S
H
D
Cancel
5PGuardMidStartup5Recovery6Advantage+2
6P
5K, 2K
c.S, f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
2PGuardMidStartup5Recovery9Advantage-2
6P
5K, 2K
c.S, f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
6PGuardLowStartup11Recovery18Advantage-7
-
-
f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
5KGuardMidStartup9Recovery8Advantage-2
6P
-
f.S, 2S
5H, 2H, 6H
5D, 2D
Special, Super
2KGuardLowStartup7Recovery7Advantage-1
6P
-
c.S, f.S, 2S
2H
5D, 2D
Special, Super
c.SGuardMidStartup8Recovery18Advantage-10
6P
-
f.S, 2S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
f.SGuardMidStartup13Recovery10Advantage-5
-
-
2S
5H, 2H, 6H
5D, 2D
Special, Super
2SGuardMidStartup11Recovery12Advantage-7
-
-
f.S
5H, 2H
5D, 2D
Special, Super
5HGuardHighStartup22Recovery12Advantage-13
-
-
-
-
-
-
2HGuardMidStartup15Recovery14Advantage0
5P, 2P, 6P
5K, 2K
c.S, f.S, 2S
5H, 6H
5D, 2D
Jump, Special, Super
6HGuardHighStartup21Recovery14Advantage-14
-
-
-
-
-
-
5DGuardHighStartup26Recovery22Advantage-9
-
-
-
-
-
Homing Jump, Special, Super
2DGuardLowStartup11Recovery12Advantage-4
-
-
-
-
-
Special, Super
Air Gatlings
P
K
S
H
D
Cancel
j.PGuardHigh/AirStartup6Recovery9Advantage-
-
j.K
j.S
j.H
j.D
Jump
j.KGuardHigh/AirStartup10Recovery18Advantage-
j.P
-
j.S
-
-
-
j.SGuardHigh/AirStartup9Recovery15Advantage-
-
j.K
-
j.H
j.D
Jump
j.HGuardHigh/AirStartup12Recovery12Advantage-
-
-
-
-
j.D
-
j.DGuardHigh/AirStartup9Recovery18+5 after landingAdvantage-
-
-
-
-
-
-
Dog
Ground Gatlings
P
K
S
H
Cancel
5PGuardMidStartup5Recovery6Advantage+2
6P
5K, 2K
c.S, f.S, 2S
5H, 2H, 6H
Jump, Special, Super
2PGuardMidStartup5Recovery9Advantage-2
6P
5K, 2K
c.S, f.S, 2S
5H, 2H
Jump, Special, Super
6PGuardLowStartup11Recovery18Advantage-7
-
-
c.S, f.S, 2S
5H, 2H, 6H
Jump, Special, Super
5KGuardMidStartup9Recovery8Advantage-2
6P
-
c.S, f.S, 2S
5H, 2H
Special, Super
2KGuardLowStartup7Recovery7Advantage-1
6P
-
c.S, f.S, 2S
2H
Special, Super
c.SGuardMidStartup8Recovery18Advantage-10
6P
-
f.S, 2S
5H, 2H
Jump, Special, Super
f.SGuardMidStartup13Recovery10Advantage-5
-
-
2S
5H, 2H
Special, Super
2SGuardMidStartup11Recovery12Advantage-7
-
-
-
5H, 2H
Special, Super
5HGuardHighStartup22Recovery12Advantage-13
-
-
-
-
-
2HGuardMidStartup15Recovery14Advantage0
5P, 2P, 6P
5K, 2K
c.S, f.S, 2S
5H, 6H
Jump, Special, Super
6HGuardHighStartup21Recovery14Advantage-14
-
-
-
-
-
Air Gatlings
P
K
S
H
Cancel
j.PGuardHigh/AirStartup6Recovery9Advantage-
j.P
j.K
j.S
j.H
Jump
j.KGuardHigh/AirStartup10Recovery18Advantage-
j.P
-
j.S
-
-
j.SGuardHigh/AirStartup9Recovery15Advantage-
-
j.K
-
j.H
Jump
j.HGuardHigh/AirStartup12Recovery12Advantage-
-
-
-
-
-
Triplets
Ground Gatlings
P
K
S
H
D
Cancel
5PGuardMidStartup5Recovery6Advantage+2
5P, 2P, 6P
5K, 2K
c.S, f.S, 2S, 6S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
2PGuardMidStartup5Recovery9Advantage-2
5P, 2P, 6P
5K, 2K
c.S, f.S, 2S
5H, 2H
5D, 2D
Jump, Special, Super
6PGuardLowStartup11Recovery18Advantage-7
-
-
c.S, f.S, 2S, 6S
5H, 2H, 6H
5D, 2D
Jump, Special, Super
5KGuardMidStartup9Recovery8Advantage-2
6P
-
c.S, f.S, 2S, 6S
5H, 2H
5D, 2D
Special, Super
2KGuardLowStartup7Recovery7Advantage-1
6P
-
c.S, f.S, 2S
2H
5D, 2D
Special, Super
c.SGuardMidStartup6Recovery12Advantage0
6P
-
f.S, 2S, 6S
5H, 2H
5D, 2D
Jump, Special, Super
f.S※1GuardMidStartup9Recovery7Advantage0
-
-
f.S[+], 2S[+], 6S[+]
5H[+], 2H[+]
5D, 2D
Jump, Special, Super
2S※2GuardLowStartup5Recovery6Advantage0
-
-
f.S, 2S, 6S
5H, 2H
5D, 2D
Special, Super
6S※1GuardMidStartup14Recovery20Advantage-9
-
-
f.S[+], 2S[+], 6S[+]
5H[+], 2H[+]
5D
Jump, Special, Super
5H※1GuardMidStartup14Recovery13Advantage-4
-
-
f.S[+], 2S[+], 6S[+]
5H[+], 2H[+]
-
Jump, Special, Super
2H※3GuardAllStartup14Recovery14Advantage+2
-
-
-
2H[+]
-
-
6HGuardHighStartup16Recovery8Advantage+4,-11,-19
-
-
-
-
-
-
5DGuardHighStartup26Recovery22Advantage-9
-
-
-
-
-
Homing Jump, Special, Super
2DGuardLowStartup11Recovery12Advantage-4
-
-
-
-
-
Special, Super
Air Gatlings
P
K
S
H
D
Cancel
j.PGuardHigh/AirStartup6Recovery9Advantage-
j.P
j.K
j.S, j.2S
j.H
j.D
Jump, Special
j.KGuardHigh/AirStartup10Recovery18Advantage-
j.P
-
j.S, j.2S
-
-
Special
j.S※1GuardAllStartup10Recovery25Advantage-
-
j.K
j.S[+], j.2S[+]
j.H[+]
j.D
Special
j.2S※1GuardAllStartup7Recovery8Advantage-
-
-
j.S[+], j.2S[+]
j.H[+]
-
Special
j.H※3GuardAllStartup19Recovery17Advantage-
-
-
-
j.H[+]
-
-
j.DGuardHigh/AirStartup9Recovery18+5 after landingAdvantage-
-
-
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Special
※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. Only first gatling in the chain will gatling into non ghost move.
※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.