Mobile Suit Gundam: Ex Revue/Zaku: Difference between revisions
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{ | {{FP Overview | ||
| | |overview= 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. | ||
|pros= | |||
*'''Unblockables for Days''': Zaku can land unblockable j.Cs off nearly any knockdown with proper timing, making any hit terrifying as usually Zaku can convert stray hits into a knockdown. | |||
| | *'''High Damage''': Zaku has some of the higher damage normals in the game. | ||
|cons= | |||
*'''Can’t Counter Zone''': Zaku may have an incredible fireball, but it’s not too useful to answer strong zoning since it goes under most projectiles. | |||
| | *'''Needs Standing Opponents''': A lot of Zaku’s hitconfirms whiff on crouching enemies. | ||
*'''Needs to Commit''': Zaku’s best disjoints take a long time to whiff, making it risky to poke. | |||
| | |border=no|tablewidth=102 | ||
|flex_data=[[File:Zaku Portrait.png]] | |||
<table style="width: 100%; border-collapse: collapse;"> | |||
<tr><td style="text-align: right;">'''Jumps''':</td><td style="width:48%; text-align: left;"> One </td></tr> | |||
<tr><td style="text-align: right;">'''Air Throw''':</td><td style="width:48%; text-align: left;"> No</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;"> 0 </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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}} | }} | ||
}} | }} | ||
{{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=214x | |input=214x | ||
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}} | }} | ||
{{MoveData | {{MoveData | ||
|input=623x | |input=623x | ||
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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" | j.C > 2A > 2C xx 214A/C || Any || ? || Mid-Screen Only || Simple knockdown. Landing this twice in a row will stun for a likely kill. | |||
|- | |||
|style="padding:10px" | j.C > 2C xx 214A/C || Any || ? || Any || 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. | |||
|- | |||
|style="padding:10px" | j.C(6) > 2A(6) > (cl.5A 6)*3 > 2A > 2C xx 214A/C || Any || ? || Mid-Screen Only || Optimized mid-screen BnB. Use 214A ender to set up unblockable safejump okizeme, while 214C ender does more damage. | |||
|- | |||
|style="padding:10px" | j.C > 2A(6) > cl.5A(6) > 2A xx 623A || Any || ? || Corner Only || Corner hitconfirm off j.C. Useful when attempting unblockable safe jump oki near the corner. | |||
|- | |||
|style="padding:10px" | j.C > 2C xx 236C > cl.5A > 2A > 2A > f.5A || Any || ? || Corner Only || Max damage off unblockable in the corner. Requires a tight link and won't knock down. | |||
|- | |||
|style="padding:10px" | (236B 5C 236B 5C)*n || Any || ? || Corner Only || 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== | ==Colors== |
Revision as of 14:59, 4 September 2021
Overview
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.
Playstyle
Pros | Cons |
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Normals
cl.A
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f.A
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cl.B
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f.B
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5C
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2A
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2B
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2C
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Jumping Normals
j.A
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j.B
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j.2B
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j.C
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Specials
Zaku Missile
236x |
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Double Spin Kick
214x |
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623x Startup hitbox Startup hitbox A/C version second hitbox A/C version second hitbox B version second hitbox B version second hitbox
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Combos
Combo | Position | Damage | Works on: | Notes |
---|---|---|---|---|
j.C > 2A > 2C xx 214A/C | Any | ? | Mid-Screen Only | Simple knockdown. Landing this twice in a row will stun for a likely kill. |
j.C > 2C xx 214A/C | Any | ? | Any | 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)*3 > 2A > 2C xx 214A/C | Any | ? | Mid-Screen Only | 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 | Any | ? | Corner Only | 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 | Any | ? | Corner Only | Max damage off unblockable in the corner. Requires a tight link and won't knock down. |
(236B 5C 236B 5C)*n | Any | ? | Corner Only | 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. |