Full credit for translation goes to noodalls.

 

Zappa Normals (No summon/Dog) Frame Data

Name

Damage

TG

‚b

Startup

Active

Recovery

Frame adv.

Block

Lv

Notes

‚o

9

1.4

C‚i‚q

5

2

6

+2

H/LEF

1

90% prorating

‚j

22

2.6

C‚q

9

6

8

-2

H/LEF

2

F1-4, F9-14, F19-22 foot invincibility.

F5-8, F15-18 lower body invincibility.

CH on ground knocks down.

Close ‚r

26

2.6

C‚i‚q

8

6

18

-10

H/LEF

3

-

Far ‚r

30

2.6

C‚q

13

9

7

-2

H/LEF

3

-

‚g‚r

20*3

3.8

‚q‚e

22

3*6

12

-7

HEF

4

F22-39 lower body invincibility.

Dust

17

3.8

C‚q

21

4

22

-9

HEF

4

Dust F7-30 throw invincibility. F15-32 lower body invincibility.

Not possible with dog summoned.

6‚o

24

2.6

C‚i‚q

11

3

18

-7

LEF

3

6P F1-2 upper body invincibility. F3-13 above knee invincibility.

CH on ground knocks down.

6‚g‚r

50

3.8

‚q

21

19

26

-26

HEF

5

6HS F19-39 considered airborne. F44-49 have a low stance.

F50-57 everything except feet is invincible. Wall bounce effect.

Untechable for 60F.

2‚o

12

1.4

C‚i‚q

5

3

9

-2

H/LEF

1

2P Low stance throughout. Prorate 90%.

2‚j

16

2.6

C‚q

7

6

7

-1

L

2

Prorate 80%

2‚r

26

2.6

C‚q

11

9

12

-7

H/LEF

3

Stagger on CH (maximum 39F)

2‚g‚r

60

3.8

C‚i‚q

15

5

14

}0

H/LEF

5

Stagger (maximum 35F). Dizzy value doubled.

2D

30

2.6

C‚q

13

6

12

-4

L

3

Not possible with dog summoned.

‚i‚o

13

1.4

C‚i‚q

6

6

9

-

HEA

1

-

‚i‚j

22

2.6

C‚q

10

11

18

-

HEA

2

-

‚i‚r

32

2.6

C‚i‚q

9

3

15

-

HEA

3

-

‚i‚g‚r

28

2.6

C‚q

12

2(1)2

12

-

HEA

3

-

‚i‚c

44

2.6

C‚q

9

6

18
landing 5

-

HEA

3

Launches, untechable for 28F, airborne at 14F.

On CH, gives wall bounce, untechable for 56F, airborne at 28F.

Not possible with dog summoned.

Ground Throw

50

-

-

-

-

-

-

-

-

Throw Distance 45. Wall bounce effect. Untechable for 60F. Prorate 50%.

Air Throw

60

-

-

-

-

-

-

-

-

Airthrow Distance 110. Knocks down. Prorate 50%.

‚c‚`‚`

25

2.6

‚q

15

4

15

-5

Any

3

Invincible 1-20F. 21-31F invincible against throws. CH on ground knocks down. Total animation 33F.

 


Zappa Normals (Sword) Frame Data

Name

Damage

TG

‚b

Startup

Active

Recovery

Frame adv.

Block

Lv

Notes

‚o

9

1.4

cC‚i‚q

5

2

6

+2

H/LEF

1

Prorate 90%

‚j

22

2.6

C‚q

9

6

8

-2

H/LEF

2

F1-4, F9-14, F19-22 foot invincibility.

F5-8, F15-18 lower body invincibility. CH on ground knocks down.

Close ‚r

36

2.6

C‚i‚q

5

4

14

-4

H/LEF

3

Close S Forces standing.

Far ‚r

30

2.6

C‚i‚q

8

2

19

-4

Any

4

-

‚g‚r

35*2

3.8

C‚q

9

2(11)3

16

}0

Any

5

-

Dust

17

3.8

C‚q

21

4

22

-9

HEF

4

F7-30 throw invincibility. F15-32 lower body invincibility.

6‚o

24

2.6

C‚i‚q

11

3

18

-7

LEF

3

6P F1-2 upper body invincibility. F3-13 above knee invincibility.

CH on ground knocks down.

6‚g‚r

29,15

3.8

C‚q

13

20

12

+4

See note

5

Guardable standing or faultless airborne on F1-16. Guardable all F17-24.

Guardable crouching or faultless air F25-30.

If opponent is crouching it will hit on F23 (against Sol)

2‚o

12

1.4

cC‚i‚q

5

3

9

-2

H/LEF

1

Low stance throughout. Prorate 90%.

2‚j

16

2.6

C‚q

7

6

7

-1

L

2

Prorate 80%

2‚r

22

2.6

C‚q

9

3

15

-4

LEF

3

-

2‚g‚r

40*2

3.8

C‚q

7

22

14,8

+1

H/LEF

5

When second hit whiffs, recovery is -11.

2D

30

2.6

C‚q

13

6

12

-4

L

3

-

‚i‚o

13

1.4

C‚i‚q

6

6

9

-

HEA

1

-

‚i‚j

22

2.6

C‚q

10

11

18

-

HEA

2

-

‚i‚r

26

2.6

C‚q

7

3

23

-

HEA

3

-

‚i‚g‚r

32

2.6

C‚q

9

9

15

-

HEA

3

-

‚i‚c

44

2.6

C‚q

9

6

18
landing 5

-

HEA

3

Floats, on ground hit untechable for 28F on air hitF 14F.
Wall bounces on CH, untechable for 56F on ground hit, 28F on air hit.

Ground Throw

50

-

-

-

-

-

-

-

-

Throw Distance 45. Wall bounce effect. Untechable for 60F. Prorate 50%.

Air Throw

60

-

-

-

-

-

-

-

-

Airthrow Distance 110. Knocks down. Prorate 50%.

‚c‚`‚`

25

2.6

‚q

15

4

15

-5

Any

3

DAA Invincible 1-20F. 21-31F invincible against throws.

CH on ground knocks down. Total animation 33F.

 


Zappa Normals (3 Ghosts) Frame Data

Name

Damage

TG

‚b

Startup

Active

Recovery

Frame adv.

Block

Lv

Notes

‚o

9

1.4

C‚i‚q

5

2

6

+2

H/LEF

1

Prorate 90%

‚j

22

2.6

C‚q

9

6

8

-2

H/LEF

2

F1-4, F9-14, F19-22 foot invincibility.

F5-8, F15-18 lower body invincibility. CH on ground knocks down.

Close ‚r

20[15]

2.6

C‚i‚q

6

2

19

-7

H/LEF

3[1]

When there are no ghosts, the entire move is recovery.

On hit attack level 2.

Far ‚r

15[10]

2.6

C‚i‚q

9

7

17

-7

H/LEF

2[1]

Stagger on CH (maximum 37F[35]).

When there are no ghosts, the entire move is recovery.

‚g‚r

25[18]

3.8

C‚i‚q

14

5

21

-9

H/LEF

3[1]

When there are no ghosts, the entire move is recovery.

On hit attack level 2.

Dust

17

3.8

C‚q

21

4

22

-9

HEF

4

F7-30 throw invincibility. F15-32 lower body invincibility.

6‚o

24

2.6

C‚i‚q

11

3

18

-7

LEF

3

F1-2 upper body invincibility. F3-13 above knee invincibility.

CH on ground knocks down.

6‚g‚r

36*3

3.8

‚q

14

5(3)5
(10)5

8

+4

HEF

4

Attack depends on number of ghosts.

When there are no ghosts, entire move is recovery.

2‚o

12

1.4

cC‚i‚q

5

3

9

-2

H/LEF

1

Low stance throughout. Prorate 90%.

2K

16

2.6

C‚q

7

6

7

-1

LEF

2

Prorate 80%

2‚r

15

2.6

cC‚q

5[6]

6

6

}0[-2]

LEF

2[1]

When there are no ghosts, entire move is recovery.

2‚g‚r

25

3.8

-

17[18]

9

11

+5

Any

2

On hit attack level 3. After move, ghosts will disappear for 102F

then reappear, stay in that spot for 123F then return.
You can collect ghosts by touching them. Knocks down on CH.

2D

30

2.6

C‚q

13

6

12

-4

LEF

3

-

‚i‚o

13

1.4

C‚i‚q

6

6

9

-

HEA

1

-

‚i‚j

22

2.6

C‚q

10

11

18

-

HEA

2

-

‚i‚r

35[25]

3.8

C‚q

14[15]

5

21

-

HEA

3[1]

On hit attack level 2.

‚i‚g‚r

25

3.8

-

14[15]

9

17

-

Any

2

On hit attack level 3. After move, ghosts will disappear for 102F

then reappear, stay in that spot for 123F then return.
You can collect ghosts by touching them. Knocks down on CH.

‚i‚c

44

2.6

C‚q

9

6

18
landing 5

-

HEA

3

Launches, untechable for 28F, airborne at 14F.

On CH, gives wall bounce, untechable for 56F, airborne at 28F.

Ground Throw

50

-

-

-

-

-

-

-

-

Distance 45. Wall bounce effect. Untechable for 60F. Prorate 50%.

Air Throw

60

-

-

-

-

-

-

-

-

Distance 110. Knocks down. Prorate 50%.

‚c‚`‚`

25

2.6

‚q

15

4

15

-5

Any

3

Invincible 1-20F. 21-31F invincible against throws.

CH on ground knocks down. Total animation 33F.

 


Zappa Normals (Raoh) Frame Data

Name

Damage

TG

‚b

Startup

Active

Recovery

Frame adv.

Block

Lv

Notes

‚o

9

1.4

cC‚i‚q

5

2

6

+2

H/LEF

1

90% prorating

‚j

22

2.6

C‚q

9

6

8

-2

H/LEF

2

F1-4, F9-14, F19-22 foot invincibility.

F5-8, F15-18 lower body invincibility. CH on ground knocks down.

Close ‚r

40

3.8

C‚q

10

11

0

+6

H/LEF

4

-

Far ‚r

36

3.8

C‚q

9

6

16

-5

H/LEF

4

-

‚g‚r

48

3.8

C‚q

13

9

13

}0

H/LEF

5

-

Dust

30

3.8

C‚q

22

5

8

+4

HEF

4

-

6‚o

24

2.6

C‚i‚q

11

3

18

-7

LEF

3

F1-2 upper body invincibility. F3-13 above knee invincibility.

CH on ground knocks down.

6‚g‚r

76

3.8

C‚q

17

6

24

-11

H/LEF

5

Wall bounce effect. Untechable for 60F.

2‚o

12

1.4

cC‚i‚q

5

3

9

-2

H/LEF

1

Low stance throughout. Prorate 90%.

2‚j

16

2.6

C‚q

7

6

7

-1

LEF

2

Prorate 80%

2‚r

36

2.6

C‚q

7

3

9

+2

LEF

3

-

2‚g‚r

68

3.8

C‚q

19

8

12

-1

LEF

5

Launches. Untechable for 28F.

2D

30

2.6

C‚q

13

6

12

-4

LEF

3

-

‚i‚o

13

1.4

C‚i‚q

6

6

9

-

HEA

1

-

‚i‚j

22

2.6

C‚q

10

11

18

-

HEA

2

-

‚i‚r

35

2.6

C‚q

7

3

15

-

HEA

3

-

‚i‚g‚r

45

3.8

cC‚q

16

6

13

-

HEA

4

-

‚i‚c

44

2.6

C‚q

9

6

18
landing 5

-

HEA

3

Launches, untechable for 28F, airborne at 14F.

On CH, gives wall bounce, untechable for 56F, airborne at 28F.

Ground Throw

50

-

-

-

-

-

-

-

-

Distance 45. Wall bounce effect. Untechable for 60F. Prorate 50%.

Air Throw

60

-

-

-

-

-

-

-

-

Distance 110. Knocks down. Prorate 50%.

‚c‚`‚`

25

2.6

‚q

15

4

15

-5

Any

3

Invincible 1-20F. 21-31F invincible against throws.

CH on ground knocks down. Total animation 33F.

 



Zappa Specials/Supers

Name

Command

Damage

TG

‚b

Startup

Active

Recovery

Frame adv.

Block

Lv

Notes

Konnichiwa Sanbiki

no Mukade

(No summon)
236{‚o

20

5.0/1.2

‚q

10

4

20

-12

H/LEF

2

1-9F invincible against attacks. Summon occurs on F23.

Orbs +3. Launches, untechable for 60F

Sono mama Kaette
Konaide Kudasai

‚jA‚rA‚g‚r

(3 Ghosts)
236{‚j‚‚’‚r or ‚g‚r

16

2.0/1.2

‚e

9

-

Total: 39

-6

Any

2

Level 3 attack on hit. 236+K frames depend on height. (Recovery is 48F

if grounded). On anything other than hit, ghosts will loiter for 152F then

return. (If you touch ghosts while they are there they will return.)

CH status during the move. If you are hit, the shot ghost disappears. Orbs + 1.

Opponent is haunted on hit.

Sono mama Kaette
Konaide Kudasai

‚c

(3 Ghosts)
236{‚c

16*3

2.0/1.2

‚e

11

-

Total: 47

-8

Any

2

CH property until move completes. If you are hit, the shot ghosts disappear.

On guard, the ghosts disappear for 100F then reappear, loiter for 23F then return.

On anything other than guard, ghosts will loiter in that spot for 123F then
return (If you touch ghosts while they are there they will return.) Orbs + 1 per hit.

Opponent is haunted on hit.

ItasouAtte Iu Ka Itai

Sword
236{‚r

20

2.5/6.0

‚q

12

16

12

-11

H/LEF

4

Stagger on CH (maximum 43F). Additional attack available from 23F.

Recovery on hit or guard is 27F. If attack connects on last hit frames,

extension is not possible. Orbs + 1.

¨Follow up

During Itasou

‚g‚r

45

3.0/7.2

‚q

9

12

26

-24

H/LEF

3

Knocks down. CH property until move is completed. Orbs + 3.

Ochitoite Kudasai

(Sword)
623{‚g‚r

40

2.5/6.0

‚q‚e

10

9

29

-24

H/LEF

4

F1-11 invincible. F12 invincible against throws.

Launches, untechable for 26F. Orbs + 1.

Chikazuku to

Yukimasu

(Sword)
63214{‚g‚r

30*2

2.0/4.8

‚q‚e

20

2,2

15

+2

H/LEF

5

Staggers (max 35F). CH on ground knocks down. Orbs + 1 per hit.

Frame advantage on guard is +0.

Dog AttackE‚m

(Dog)

‚c

25

-/1.2

-

16

8

36

-

H/LEF

2

Listed frame data is for dog, not Zappa.

Dog AttackE¨

(Dog)
6{‚c

25

-/1.2

-

17

12

18

-

H/LEF

2

42F on whiff. On far hit or guard, total move is 69F.

Frame data is for the dog.

Dog AttackEͺ

(Dog)
8{‚c

25

-/1.2

-

10

12

31

-

Any

3

Launches, untechable for 28F. Orbs + 1. Frame data is for the dog.

Dog AttackE«

(Dog)
2{‚c

60

-/1.2

-

36

4

22

-

Unblockable

5

Knocks back diagonally, untechable 28F. Prorates 50%. Orbs + 3.

Frame data is for the dog.

Dog AttackE©@

(Dog)
4{‚c

-

-

-

-

-

Total: 59

-

-

-

Dog is invincible throughout movement. Frame data is for the dog.

¨Follow up

During 4+D

‚c

25

-/1.2

-

1+13

Till landing

40

-

HEA

2

When move is done closest to the ground, recovery is -59.

Prorating is 75%. Frame data is for the dog.

Dog Sleep Mode

-

-

-

-

-

-

-

-

-

-

When dog does nothing for 300F, dog enters sleep mode.

Dog can be hit in sleep mode. Dog attacks are 30F slower.

Banana

-

0

-/2.6

-

-

79

-

-

LEF

2

Knocks down

Golf Ball

-

40

-/3.8

-

-

-

-

-

Any

4

-

Hachiue

-

25

-/2.6

-

-

34

-

-

Any

2

-

Darkness Anthem

(Raoh)
236{‚r

35*2

2.0/3.6

-

25

18

8

+7

H/LEF

4

Air hit untechable for 60F. If hit at 23rd frame, move still executes.

¨Follow up

During Darkness

‚o

50

2.0/3.6

-

23+3

34(2)20

Total: 26

}0

H/LEF

2

Launches, untechable for 60F. CH property until move is over.

Last Edogai(?)

(Raoh)
214{‚r

100

3.0/7.2

‚q

4

12

37

-30

H/LEF

5

Launches, untechable 60F. Invincible F1-4. Invincible against hits F5-7.

CH property during recovery.

Bellows Malice

(Raoh)
632146{‚r

40*10

-

-

5+10

27

Total: 37

+13

H/LEF

5

Invincible F1-5. Knocks down. CH property until move is over.

Umareru

632146{‚g‚r

40*4

-

‚q

1+11

8

30

-25

H/LEF

4

F1-19 invincibility. F20-21 invincible against hits. Knocks down.

Kowai yo-

Destroyed mode
236236{‚g‚r

Fatal KO

-

-

4+3

32

11

-

-

-

Destroyed preparation 76F. F1-5 invincible against attacks.

Throw range 30. CH property during move.

 

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