Mobile Suit Gundam: Ex Revue/Z'gok: Difference between revisions

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*Scary corner pressure thanks to Z’gok’s safe on block invincible reversal
*Scary corner pressure thanks to Z’gok’s safe on block invincible reversal
*Amazing air to air button in j.B
*Amazing air to air button in j.B
*Takes 1 less point of damage from hits
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*Has trouble cornering opponents thanks to lackluster pokes/midscreen pressure
*Has trouble cornering opponents thanks to lackluster pokes/midscreen pressure

Revision as of 14:45, 19 July 2021

Z'gok
Z'gok Portrait.png
Jumps One
Air Throw No
Pummel Grab Yes (6/4B)
Defense 1

Character Info

Z'gok is a mass produced amphibious mobile suit used by the Principality of Zeon, used for bypassing the Earth Federation's defenses via an underwater passageway during the attack at Jaburo. Sadly, Z'gok and it's pilot "Soldier 2" don't quite live up to how they performed in the anime. With low combo potential thanks to jabs that don't combo into themselves and rather awkward tools, Z'gok struggles to get in and open up opponents who understand it's rather linear gameplan.

Strengths & Weaknesses

Strengths Weaknesses
  • Has an unblockable okizeme loop
  • Scary corner pressure thanks to Z’gok’s safe on block invincible reversal
  • Amazing air to air button in j.B
  • Takes 1 less point of damage from hits
  • Has trouble cornering opponents thanks to lackluster pokes/midscreen pressure
  • Z’gok has next to no combo potential whatsoever
  • Awful fireball for almost every situation
  • Incredibly linear gameplan


Normals

5A
Z'gok 5a.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
9 mid - - - - - Yes

A solid jab, nothing special here

5B
Z'gok 5b.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
17 mid - - - - - Yes

A fairly decent anti-air, but a tad too stubby to be strong.

5C
Z'gok 5c.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
27 low - - - - - No

A solid standing sweep. One of Z'gok's better buttons for sure.

2A
Z'gok 2a.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
9 low - - - - - Yes

A short, fairly slow, low hitting jab. Just like 5A there's nothing special going on here.

2B
Z'gok 2b.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
17 mid - - - - - Yes

At first glance this may seem like a great poke that can low profile stuff, but in reality it isn't. It doesn't low profile much and hitting mid isn't very nice. It's still an ok poke all things considered.

2C
Z'gok 2c 1.PNG
Z'gok 2c 2.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
24 mid - - - - - Yes

A good anti-air, but really slow.

Proximity Normals

cl.5B
Z'gok cl5b.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
17 mid - - - - - Yes

Like 5b, but much slower and worse as an anti-air thanks to the smaller hitbox.

cl.5C
Z'gok cl5c.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
24 mid - - - - - Yes

At a glance this looks like an amazing anti-air hurt by it's status as a proximity normal, but it's secretly an awful anti-air hurt by it's status as a proximity normal.

Jumping Normals

j.A
Z'gok ja.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12 high - - - - - No

Great all-purpose jump-in. Good air-to-air, good air-to-ground, but other buttons are better for both purposes. If you don't know what your opponent is doing you can't go wrong with j.A.

j.B
Z'gok jb.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
19 high - - - - - No

Amazing air-to-air, awful for air-to-ground approaches. If you see your opponent holding up on their input display, feel free to swat them out of the air with this.

j.C
Z'gok jc.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
27 high - - - - - No

Great jump-in button, really bad air-to-air. This move can crossup too!

j.2B
Z'gok j2b.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
17 high - - - - - No

A downwards jab. Good for hitting people directly under you or for crossing up. If this move connects close enough to the ground it even becomes unblockable.

Specials

Headbutt
[4]6x
Z'gok dosukoi.PNG
Dosukoi!
Dosukoi!
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
A version 12+14 Mid - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 16+14 Mid - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 19+17 Mid - - - - - No

Doing it's best E. Honda impression, Z'gok lunges head first towards the opponent, knocking down if it connects. The lower the strength of the button, the less distance Z'gok covers.

Overhead!
[2]8x
Z'gok overhead A.PNG
A version first hit
A version first hit
Z'gok overhead BC.PNG
B/C Version first hit
B/C Version first hit
Z'gok overhead hit 2.PNG
Second hit
Second hit
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 19+17 Mid - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 22+17 Mid - - - - - No

Deception is commonplace in warfare, and Z'gok demonstrates that beautifully by screaming "Overhead!" during an attack that hits mid. One of Z'gok's better attacks and Z'gok's reversal, however only the A version is fully invincible. Just like [4]6x, Z'gok moves forward more depending on the strength of the button used. This attack is the bread and butter of Z'gok's corner pressure. It's safe on block, difficult to challenge and leaves Z'gok in range to go for another one. Using and abusing this special is integral to any Z'gok player's success.

214x
Z'gok 214x.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
14(projectile)+12(headbutt) mid - - - - - No

Z'gok leaps backwards before lunging forward with a miniature version of [4]6x and fires some missiles out of it's head. The missiles will go fullscreen at different speeds depending on the strength of the button used for the attack, while Z'gok travels different distances based on the strength of the button. If Z'gok's main body connects, the opponent will be knocked down. This attack is pretty bad during fireball wars and is too slow combo into.

Mash X
Z'gok hands.gif
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
4 per hit mid - - - - - No

Once again pretending to be E. Honda, Z'gok performs the hundred hand slap, but with drill hands. Unlike it's red counterpart, the button you press does nothing to change the angle of the drills.

Combos

  • j.C > 5C
Jump in sweep, doesn't get much simpler than that.
  • j.C > 2A xx [4]6x
A very basic combo off of a jump in attack. Gives oki.

Colors

Z'gok colors
General
Hud
Controls
Characters
Acguy
Char's Gelgoog
Char's Zaku
Char's Z'gok
Dolmel
Dom
Gelgoog
Gouf
Guncannon
Gundam
Gyan
Zaku
Z'gok
Zeong