Mobile Suit Gundam: Ex Revue/Zaku: Difference between revisions
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======<span style="visibility:hidden;font-size:0">Overview</span>====== | |||
{{FP Overview | {{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. | |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. | ||
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|border=no|tablewidth=102 | |border=no|tablewidth=102 | ||
|flex_data=[[File:Zaku Portrait.png]] | |flex_data=[[File:GXER_Pilot_Gene.png]] | ||
[[File:Zaku Portrait.png]] | |||
<table style="width: 100%; border-collapse: collapse;"> | <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;">'''Jumps''':</td><td style="width:48%; text-align: left;"> One </td></tr> |
Revision as of 10:41, 6 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 |
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j.C > 2A > 2C xx 214A/C | Mid-Screen Only | ? | All | Simple knockdown. Landing this twice in a row will stun for a likely kill. |
j.C > 2C xx 214A/C | Any | ? | All | 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 | Mid-Screen Only | ? | All | 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 Only | ? | All | 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 | Corner Only | ? | All | Max damage off unblockable in the corner. Requires a tight link and won't knock down. |
(236B 5C 236B 5C)*n | Corner Only | ? | All | 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. |