GGSlash/Zappa/Frame Data

From Dustloop Wiki

System Data

Defense Modifier: x 1.00

Guts Rating: 2

Stun Resistance: 60

Jump Startup: 4

Backdash Time: 11

Backdash Invincibility: 1-10


Normal Moves

No Summon Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 9 1.4 - - 1 HLF SJR 5 2 6 +2
  • Initial proration 90%
5K 22 2.6 - - 2 HLF SR 9 6 8 -2
  • 1-4F, 9-14F, 19-22F Foot inv
  • 5-8F, 15-18F Lower body inv
  • Knocks down opponent on ground CH
c.S 26 2.6 - - 3 HLF SJR 8 6 18 -10
f.S 30 2.6 - - 3 HLF SR 13 9 7 -2
5H 20*3 3.8 - - 4 HF RF 22 3*6 12 -7
  • 22-39F Lower body inv
6P 24 2.6 - - 3 LF SJR 11 3 18 -7
  • 1-2F Upper body inv
  • 3-13F Above knees inv
  • Knocks down opponent on ground CH
6H 50 3.8 - - 5 HF R 21 19 26 -26
  • 19-39F Airborne
  • 44-49F Low profile
  • 50-57F Above feet inv
  • Wall bounces opponent on hit (untechable for 60F)
5D 17 3.8 - - 4 HF SR 21 4 22 -9
  • 7-30F Throw inv
  • 15-32F Lower body inv
2P 12 1.4 - - 1 HLF SJR 5 3 9 -2
  • 1F onward Low Profile
  • Initial proration 90%
2K 16 2.6 - - 2 L SR 7 6 7 -1
  • Initial proration 80%
2S 26 2.6 - - 3 HLF SR 11 9 12 -7
  • Staggers opponent on ground CH (max 39F)
2H 60 3.8 - - 5 HLF SJR 15 5 14 ±0
  • Staggers opponent on ground hit (max 35F)
  • Dizzy modifier x2
2D 30 2.6 - - 3 L SR 13 6 12 -4
j.P 13 1.4 - - 1 HA SJR 6 6 9 -
j.K 22 2.6 - - 2 HA SR 10 11 18 -
j.S 32 2.6 - - 3 HA SJR 9 3 15 -
j.H 28 2.6 - - 3 HA SR 12 2(1)2 12 -
j.D 44 2.6 - - 3 HA SR 9 6 18+5L -
  • Floats opponent on hit (untechable on ground hit for 28F, air hit 14F)
  • Wall bounces opponent on CH (untechable on ground CH for 56F, air CH 28F)
Ground Throw 50 - - - - Throw: 45 Pixels - - - - -
  • Wall bounces opponent on hit (untechable for 60F)
  • Knocks down opponent on hit
  • Forced proration 50%
Air Throw 60 - - - - Throw: 110 Pixels - - - - -
  • Knocks down opponent on hit
  • Forced proration 50%
DAA 25 2.6 - - 3 All R 15 4 15 -5
  • Fully invincible 1~20F
  • Throw invincible 21~31F
  • Knocks down opponent on ground CH
  • Initial prorate 50%

Triplet Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
c.S 20 [15] 2.6 - - 3 [1] HLF SJR 6 2 19 -7
  • If Zappa doesn't have any Triplets with him, this move loses all active frames.
  • On hit, becomes Attack Lv 2
f.S
Triplets
15 [10] 2.6 - - 2 [1] HLF SJR 9 7 17 -7
  • Staggers opponent on ground CH (max 37F [35F])
  • If Zappa doesn't have any Triplets with him, this move loses all active frames.
5H
Triplets
25 [18] 3.8 - - 3 [1] HLF SJR 14 5 21 -9
  • If Zappa doesn't have any Triplets with him, this move loses all active frames.
  • On hit, becomes Attack Lv 2
6H
Triplets
36*3 3.8 - - 4 HF R 14 5(3)5(10)5 8 +4
  • Does one hit for each Triplet Zappa has with him
  • If Zappa doesn't have any Triplets with him, this move loses all active frames
2S
Triplets
15 2.6 - - 3 LF CSR 5 [6] 6 6 0 [-2]
  • If Zappa doesn't have any Triplets with him, this move loses all active frames
2H
Triplets
25 3.8 - - 2 All - 17 [18] 9 11 +5
  • On hit, becomes Attack Lv 3
  • Triplet disappears after attack for 102F, and stays in place for 123F before moving back to Zappa
  • While Triplet is staying in place, Zappa can move to it to gather it immediately
  • Knocks down opponent on hit
  • If Zappa doesn't have any Triplets with him, this move loses all active frames
j.S
Triplets
35 [25] 3.8 - - 3 [1] HA SR 14 [15] 5 21 -
  • On hit becomes Attack Lv 2
  • If Zappa doesn't have any Triplets with him, this move loses all active frames
j.H
Triplets
25 3.8 - - 2 HA - 14 [15] 9 17 -
  • On hit becomes Attack Lv 3
  • Triplet disappears after attack for 102F, and stays in place for 123F before moving back to Zappa
  • While Triplet is staying in place, Zappa can move to it to gather it immediately
  • Knocks down opponent on hit
  • If Zappa doesn't have any Triplets with him, this move loses all active frames

Dog Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5D
Dog
25 -/1.2 - - 2 HLF - 16 6 36 -
  • Frame data is for Dog. Zappa is free to move.
6D
Dog
25 -/1.2 - - 2 HLF - 17 12 18 -
  • On hit/block, Dog enters recovery animation (69F)
  • On whiff, move total is 42F
  • Frame data is for Dog. Zappa is free to move.
8D
Dog
25 -/1.2 - - 3 All - 10 12 31 -
  • Floats opponent on hit (untechable for 28F)
*+1 Souls on hit
  • Frame data is for Dog. Zappa is free to move
2D
Dog
60 -/1.2 - - 5 Unblockable - 36 4 22 -
  • Blows away opponent on hit (untechable for 28F)
  • Initial proration 50%
  • +3 Souls on hit
  • Frame data is for Dog. Zappa is free to move.
4D
Dog
- - - - - - - - - Total 59 -
  • Dog is invincible during move
  • Frame data is for Dog. Zappa is free to move
4D~D
Dog
25 -/1.2 - - 2 HA - 2+13 Until L 40 -
  • When used as lowest height, Frame Advantage is -59
  • Initial proration 75%
  • Frame data is for Dog. Zappa is free to move
Dog Sleep Mode
Idle Dog
- - - - - - - - - - -
  • Occurs when Dog is idle for 300F
  • Press D to wake up Dog, wake up animation is 30F

Sword Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
c.S
Sword
36 2.6 - - 3 HLF SJR 5 4 14 -4
  • Forces opponent into stand state on hit
f.S
Sword
30 2.6 - - 4 All SJR 8 2 19 -4
5H
Sword
35*2 3.8 - - 5 All SR 9 2(11)3 16 0
6H
Sword
29, 15 3.8 - - 5 See notes SR 13 20 12 +4
  • 1-16F attack can be blocked HF
  • 17-24F attack can be blocked All
  • 25-30F attack can be blocked LF
  • Hits crouching Sol on 23F
2S
Sword
22 2.6 - - 3 LF SR 9 3 15 -4
2H
Sword
40*2 3.8 - - 5 HLF SR 7 22 14, 8 +1
  • If 2nd hit whiffs, frame adv is -11F
j.S
Sword
26 2.6 - - 3 HA SR 7 3 23 -
j.H
Sword
32 2.6 - - 3 HA SR 9 9 15 -

Raoh Normals

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
c.S
Raoh
40 3.8 - - 4 HLF SR 10 11 0 +6
f.S
Raoh
36 3.8 - - 4 HLF SR 9 6 16 -5
5H
Raoh
48 3.8 - - 5 HLF SR 13 9 13 ±0
6H
Raoh
76 3.8 - - 5 HLF SR 17 6 24 -11
  • Wall bounces opponent on hit (untechable for 60F)
5D
Raoh
30 3.8 - - 4 HF SR 22 5 8 +4
2S
Raoh
36 2.6 - - 3 LF SR 7 3 9 +2
2H
Raoh
68 3.8 - - 5 LF SR 19 8 12 -1
  • Floats opponent on hit (untechable for 28F)
j.S
Raoh
35 2.6 - - 3 HA SR 7 3 15 -
j.H
Raoh
45 3.8 - - 4 HA CSR 16 6 13 -

Specials

No Summon Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Hello, Three Centipedes
236P
20 5.0/1.2 - - 2 HLF R 10 4 20 -12
  • 1-9F Strike inv
  • Ghost appears on 23F
  • +3 Souls on hit
  • Floats opponent on hit (untechable for 60F)

Triplet Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Please Don't Come Back
Triplets: 236K/S/H (Air OK)
16 2.0/1.2 - - 2 All F 9 - Total 39 -4
  • On hit becomes Attack Lv 3
  • K version lasts longer the higher Zappa. K version on the ground lasts for 48F
  • On guard, Triplet stays in place for 152F, then moves back to Zappa. Zappa can move to Triplet to collect it
  • Zappa is in CH state during move
  • Attack disappears immediately if Zappa gets hit
  • +1 Souls on hit
  • Opponent becomes Cursed on hit
D Please Don't Come Back
Triplets: 236D (Air OK)
16*3 2.0/1.2 - - 2 All F 11 - Total 47 -8
  • Zappa is in CH state during move
  • Attack disappears immediately if Zappa gets hit
  • K version lasts longer the higher Zappa. K version on the ground lasts for 48F
  • On block, Triplet disappears for 100F, stays in place for 23F, then moves back to Zappa
  • On whiff, Triplet stays in place for 123F. Zappa can move to Triplet to collect it
  • +1 Soul for each Triplet that hits opponent
  • Opponent becomes Cursed on hit
Banana 0 -/2.6 - - 2 LF - - 79 - -
  • Knocks down opponent on hit
Golf Ball 40 -/3.8 - - 4 All - - - - -
Potted Plant 25 -/2.6 - - 2 All - - 34 - -
  • Hitstop 6F

Sword Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Please Fall
Sword: 623H
40 2.5/6.0 - - 4 HLF RF 10 9 29 -24
  • 1-11F Full inv
  • 12F Strike inv
  • Floats opponent on hit (untechable for 26F)
  • +1 Souls on hit
Come Close, and I'll Kill You
Sword: 63214H
30*2 2.0/4.8 - - 5 HLF RF 20 2,2 15 +2
  • Staggers opponent on ground hit (max 35F)
  • Guaranteed knockdown on ground CH
  • +1 Souls each hit
  • Frame adv +0 on crouching guard
This Has Gotta Hurt
Sword: 236S
20 2.5/6.0 - - 4 HLF R 12 16 12 -11
  • Staggers opponent on ground CH (max 43F)
  • 23F onward can cancel into followup
  • On hit or block, enters 27F recovery animation
  • If the attack hits really late into the active frames, you cannot cancel this move into Followup
  • +1 Souls on hit
Followup
Sword: 236S ~ H
45 3.0/7.2 - - 3 HLF R 9 12 26 -24
  • Knocks down opponent on hit
  • Zappa is in CH state during move
  • +3 Souls on hit

Raoh Specials

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Last Edguy
Raoh: 214S
100 3.0/7.2 - - 5 HLF R 4 12 37 -30
  • Floats opponent on hit (untechable for 60F)
  • 1-4F Full inv
  • 5-7F Strike inv
  • Zappa is in CH state during recovery
Darkness Anthem
Raoh: 236S
35*2 2.0/3.6 - - 4 HLF - 25 18 8 +7
  • Untechable for 60F on air hit
  • After 23F, attack comes out even if Zappa gets hit
Followup
Raoh: 236S ~ S
50 2.0/3.6 - - 2 HLF - 23+3 34(2)20 Total 26 0
  • Floats opponent on hit (untechable for 60F)
  • 1-4F Full inv
  • 5-7F Strike inv
  • Zappa is in CH state during move

Overdrives

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Birth!
632146H
40*4 - - - 4 HLF R 1+11 8 30 -25
  • 1-19F Full inv
  • 20-21F Strike inv
  • Knocks down opponent on hit
Bellows Malice
Raoh: 632146S
40*10 - - - 5 HLF - 5+10 27 Total 37 +13
  • 1-5F Full inv
  • Knocks down opponent on hit
  • Zappa is in CH state during move

Instant Kill

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
I'm Scared...
in IK Mode 236236H
DESTROY - - - - Throw: 30 Pixels - 4+3 32 11 -
  • IK Mode activation: 76F
  • 1-5F Strike inv
  • Zappa is in CH state during move

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 - - 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

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

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)

Guilty Gear XX Slashe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc