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

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! Combo !! Position !! Damage !! Works on: !! Notes
! Combo !! Position !! Damage !! Works on: !! Notes !! Video Example
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|style="padding:10px" | j.C > f.C || Any || ? || All || A quick 2-hit jump in combo. About as simple as it gets.
|style="padding:10px" | j.C > f.C || Any || ? || All || A quick 2-hit jump in combo. About as simple as it gets. || [https://youtu.be/gKjMYYURAic Link]
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|style="padding:10px" | j.C > 2A xx [4]6x || Any || ? || All || Another simple confirm into a knockdown, but with a special this time.
|style="padding:10px" | j.C > 2A xx [4]6x || Any || ? || All || Another simple confirm into a knockdown, but with a special this time. || [https://youtu.be/jvRpNMdPgrc Link]
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Revision as of 09:53, 7 December 2021

Overview
Overview

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 his rather linear gameplan.

Playstyle
Pros Cons
  • Great Corner Pressure: Z’gok has devastating corner pressure thanks to Overhead pressure and okizeme loops.
  • Not a Combo Character: Z’gok lacks the ability to chain normals, it’s rare to see Z’gok do a combo that consists of more than a jump-in, one normal and a special.
  • Can’t Handle Zoning: Z’gok’s awkward movement speed, awful fireball and linear approach tools make it hard to get in on zoners to say the least.
  • Very Linear Character: Z’gok has one plan and not much beyond that. If Z’gok can’t corner his opponent fast the game will be an uphill battle at best.
Z'gok: Akahana
GXER Pilot Akahana.png

Z'gok Portrait.png

Jumps: One
Air Throw: No
Pummel Grab:Yes (6/4B)
Defense: +1



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


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

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


f.B
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.


cl.C
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 hitboxes reveal it's secretly an awful anti-air hurt by it's status as a proximity normal.


f.C
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.


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.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.


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!

Specials

Headbutt
[4]6x
Z'gok dosukoi.PNG
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.


Head Missile
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.


Screw Claw
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/Setups

Combo Position Damage Works on: Notes Video Example
j.C > f.C Any ? All A quick 2-hit jump in combo. About as simple as it gets. Link
j.C > 2A xx [4]6x Any ? All Another simple confirm into a knockdown, but with a special this time. Link

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