|
|
Line 29: |
Line 29: |
| *Strong reversal | | *Strong reversal |
| *Incredible oki | | *Incredible oki |
| *Strong tic throws that lead into unblockable safe jumps | | *High reward tick throws |
| | style="width: 50%;"| | | | style="width: 50%;"| |
| *Can’t clash with (most) fireballs, making it close to impossible to play defensive without lifelead | | *Can’t clash with (most) fireballs, making it close to impossible to play defensive without lifelead |
Revision as of 16:26, 23 August 2021
Zaku
|
|
Jumps |
One
|
Air Throw |
No
|
Pummel Grab |
No
|
Defense |
0
|
Character Info
Arguably the most iconic mobile suit ever created, the Zaku was the mass produced MS of the Principality of Zeon and would become a staple of the Gundam franchise, especially the Universal Century, for decades to come. In EX Revue, the Zaku is one of the shotos of the game, an all-rounder with good normals, a fireball, tatsumaki and dragon punch.
Strengths & Weaknesses
Strengths |
Weaknesses
|
- Has acces to unblockables from any jump
- Strong tools to whiff punish/deny zoning
- Strong reversal
- Incredible oki
- High reward tick throws
|
- Can’t clash with (most) fireballs, making it close to impossible to play defensive without lifelead
- High startup across the board
- Hit confirms fail on crouchers
- Disjointed options are incredibly commital
|
Normals
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
9
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Yes
|
An amazingly disjointed jab, although it's somewhat slow. Also functions as a serviceable anti-air.
|
|
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
19
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Yes
|
A slow poke with decent range.
|
|
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
24
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Yes
|
A long-ranged poke that has some terrifying empty cancels at the cost of being rather slow to whiff.
|
|
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
9
|
Low
|
-
|
-
|
-
|
-
|
-
|
Yes
|
A fast low that can be linked into C normals at any range and forces stand.
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
17
|
Low
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Zaku performs a two-hit sweep. It does it's job.
|
|
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
27
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Zaku swings it's heat axe diagonally upwards. With an incredible disjoint and great combo potential, this move is a great poke, although whiffing it is a bit too slow to justify throwing out whenever.
|
|
Proximity Normals
cl.5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
7
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Yes
|
A short, quick jab that whiffs on crouchers.
|
|
cl.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
17
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Yes
|
An anti-air disjoint, but usually is relegated to combos since you have better anti-airs at that range.
|
|
Jumping Normals
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
12
|
High
|
-
|
-
|
-
|
-
|
-
|
No
|
Quick air-to-air. Incredible air-to-ground disjoint.
|
|
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
17
|
High
|
-
|
-
|
-
|
-
|
-
|
No
|
Multi-hit jump-in. Good hitbox on either hit to catch opponents above you.
|
|
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
22
|
High
|
-
|
-
|
-
|
-
|
-
|
No
|
Massive horizontal range, great crossup potential, and unblockable if done low enough to the ground.
|
|
j.2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
17
|
High
|
-
|
-
|
-
|
-
|
-
|
No
|
Crossup button with your best air-to-ground disjoint, but very short horrizontal range. Unblockable if done low to the ground.
|
|
Specials
236x
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
A version
|
17
|
Low
|
-
|
-
|
-
|
-
|
-
|
No
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
B version
|
22
|
Low
|
-
|
-
|
-
|
-
|
-
|
No
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
C version
|
17
|
Low
|
-
|
-
|
-
|
-
|
-
|
No
|
Zaku fires a missile from it's leg. Ambiguous startup to idle, making it difficult to react to. Heavier versions of the projectile travel faster. Mediocre for fireball wars, but travels slowly and goes under most projectiles.
|
|
214x
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
A version
|
12+10
|
Mid
|
-
|
-
|
-
|
-
|
-
|
No
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
B version
|
14+12
|
Mid
|
-
|
-
|
-
|
-
|
-
|
No
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
C version
|
17+15
|
Mid
|
-
|
-
|
-
|
-
|
-
|
No
|
2-hit tatsu that hits low. Unsafe on block. Heavier versions travel farther but have more recovery. A version sets up unblockable oki. Makes for an incredible combo ender.
|
|
623x Startup hitbox Startup hitbox A/C version second hitbox A/C version second hitbox B version second hitbox B version second hitbox
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
A version
|
17
|
Mid
|
-
|
-
|
-
|
-
|
-
|
No
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
B version
|
22
|
Mid
|
-
|
-
|
-
|
-
|
-
|
No
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
C version
|
17+15
|
Mid
|
-
|
-
|
-
|
-
|
-
|
No
|
Frame 1 invincible DP. Heavier versions startup slower and fly higher. Primary anti-air/reversal. A version whiffs quickly so it can be used as a cheeky way to avoid chip damage. C version hits multiple times.
|
|
Combos
- Works midscreen and in the corner from any range of j.C.
- Simple midscreen knockdown. Landing this twice in a row will stun for a likely kill.
- Simple corner conversion that sets up oki. Due to hitstun being reduced in the corner the above combo will not work, so do this instead.
- j.C(6) > 2A(6) > (cl.5A 6) x3 > 2A > 2C xx 214A/214C
- Optimized mid-screen BnB. Use 214A ender to set up unblockable safejump okizeme, while 214C ender does more damage.
- j.C > 2A(6) > cl.5A(6) > 2A xx 623A
- Corner hitconfirm off j.C. Useful when attempting unblockable safe jump oki near the corner.
- j.C > 2C xx 236C > cl.5A > 2A > 2A > f.5A
- Max damage off unblockable in the corner. Requires a 1f and won't knock down.
- Zaku's infinite. Requires you to be roughly a character length from the corner in order to work. If you're not sure whether you're in range or not, just end with a 214C.
Colors
Zaku colors