Mobile Suit Gundam: Ex Revue/CZaku: Difference between revisions
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{ | {{FP Overview | ||
| | |overview= Char's Zaku is a modified and improved version of the standard Zaku II, three times faster than the average Zaku and painted in Char's iconic red. In EX Revue Char's Zaku is the undeniable best character in the game, with incredibly fast and tricky movement thanks to it's walk speed, double jump, fast falling speed, some of the best dashes in the game, incredibly strong buttons, unblockable setups and devastating combo potential thanks to multiple infinite combos that can be performed even from midscreen with relative ease. | ||
|pros= | |||
| | *'''Always Threatening''': Char’s Zaku dominates the neutral game with ease thanks to absurdly strong low risk/high reward buttons. | ||
*'''Great Mobility''': Char’s Zaku has incredibly fast movement, a double jump and a deadly fall speed that allow it to get in, bait anti airs and start aggression with relative ease. | |||
*'''Insane Combo Potential''': With good enough reactions and execution, a Char’s Zaku can either start a high damage combo or just go infinite with the slightest touch. | |||
|cons= | |||
*'''Low Health''': Char’s Zaku takes 1 extra damage from each hit until guts kick in. | |||
*'''No Conventional Reversal''': The closest thing to a reversal Char’s Zaku has is it’s 646X, and while it isn’t bad it certainly isn’t the ideal option to throw out on wakeup. | |||
| | |||
| | |border=no|tablewidth=102 | ||
|flex_data=[[File:Czaku Portrait.png]] | |||
<table style="width: 100%; border-collapse: collapse;"> | |||
<tr><td style="text-align: right;">'''Jumps''':</td><td style="width:48%; text-align: left;"> Two </td></tr> | |||
<tr><td style="text-align: right;">'''Air Throw''':</td><td style="width:48%; text-align: left;"> Yes</td></tr> | |||
<tr><td style="text-align: right;">'''Pummel Grab''':</td><td style="width:48%; text-align: left;"> No </td></tr> | |||
<tr><td style="text-align: right;">'''Defense''':</td><td style="width:48%; text-align: left;"> -1 </td></tr> | |||
</table> | |||
}} | |||
==Normals== | ==Normals== | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=f.A | |input=f.A | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=cl.B | |input=cl.B | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=f.B | |input=f.B | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=5C | |input=5C | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=2A | |input=2A | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=2B | |input=2B | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=2C | |input=2C | ||
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}} | }} | ||
}} | }} | ||
==Jumping Normals== | ==Jumping Normals== | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=j.B | |input=j.B | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=j.2B | |input=j.2B | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=j.C | |input=j.C | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=646x | |input=646x | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=2369x | |input=2369x | ||
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==Combos== | ==Combos== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center; width:100%; font-weight:bold; padding 10px " | |||
|- | |||
! Combo !! Position !! Damage !! Works on: !! Notes | |||
|- | |||
|style="padding:10px" | 2A > 6 > 2A*n || Any || ? || Any || One of two infinite combos. Can be started off a max range 2A. Do as many reps as you can. | |||
|- | |||
|style="padding:10px" | j.C > cl.5A (6) > cl.5A > 6 > cl.5A > 6 > cl.5A > 6 > cl.5A > 6 > cl.5A > 6 > cl.5A > 6 > cl.5A > 6 > 2A > 5C xx 2369A(stun) > throw j.C(unblockable) > 2C > 236B || Any || ? || Any || A very stylish touch of death combo, but 2A > 5C only works outside the corner, so be careful going for this combo too close to the corner. | |||
|- | |||
|} | |||
==Colors== | ==Colors== |
Revision as of 09:01, 3 September 2021
Overview
Char's Zaku is a modified and improved version of the standard Zaku II, three times faster than the average Zaku and painted in Char's iconic red. In EX Revue Char's Zaku is the undeniable best character in the game, with incredibly fast and tricky movement thanks to it's walk speed, double jump, fast falling speed, some of the best dashes in the game, incredibly strong buttons, unblockable setups and devastating combo potential thanks to multiple infinite combos that can be performed even from midscreen with relative ease.
Playstyle
Pros | Cons |
|
|
Normals
cl.A
|
---|
f.A
|
---|
cl.B
|
---|
f.B
|
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5C
|
---|
2A
|
---|
2B
|
---|
2C
|
---|
Jumping Normals
j.A
|
---|
j.B
|
---|
j.2B
|
---|
j.C
|
---|
Specials
Zaku Machine Gun
236x |
---|
646x
|
---|
Spiral Attack
2369x |
---|
Combos
Combo | Position | Damage | Works on: | Notes |
---|---|---|---|---|
2A > 6 > 2A*n | Any | ? | Any | One of two infinite combos. Can be started off a max range 2A. Do as many reps as you can. |
j.C > cl.5A (6) > cl.5A > 6 > cl.5A > 6 > cl.5A > 6 > cl.5A > 6 > cl.5A > 6 > cl.5A > 6 > cl.5A > 6 > 2A > 5C xx 2369A(stun) > throw j.C(unblockable) > 2C > 236B | Any | ? | Any | A very stylish touch of death combo, but 2A > 5C only works outside the corner, so be careful going for this combo too close to the corner. |