Mobile Suit Gundam: Ex Revue/Zaku: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
mNo edit summary
 
(17 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{| class="wikitable" style="float:right; margin-left: 10px;"
======<span style="visibility:hidden;font-size:0">Overview</span>======
|-
{{FP Overview
! align="center" colspan="2" | Zaku
|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=
| align="center" colspan="2" |[[File:Zaku Portrait.png|frameless|center|600x600px]]
*'''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.
| '''Jumps''' || One
|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.
| '''Air Throw''' || No
*'''Needs to Commit''': Zaku’s best disjoints take a long time to whiff, making it risky to poke.
|-
 
|border=no|tablewidth=102
|flex_header=Zaku: Gene
|flex_data=[[File:GXER_Pilot_Gene.png]]
[[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>
}}


== 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.


==Normals==
==Normals==
{{MoveData
{{MoveData
|input=5A
|input=cl.A
|image=GEXR_Zaku_5a.png
|image=GEXR_Zaku_5aClose.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
   |damage=7
   |startup=
   |startup=
   |active=
   |active=
Line 29: Line 37:
   |special cancel=Yes
   |special cancel=Yes
   |guard=Mid
   |guard=Mid
   |description=An amazingly disjointed jab, although it's somewhat slow. Also functions as a serviceable anti-air.
   |description=A short, quick jab that whiffs on crouchers.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input=5B
|input=f.A
|image=GEXR_Zaku_5b.png
|image=GEXR_Zaku_5a.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
   |damage=9
   |startup=
   |startup=
   |active=
   |active=
Line 45: Line 56:
   |special cancel=Yes
   |special cancel=Yes
   |guard=Mid
   |guard=Mid
   |description=A slow poke with decent range.
   |description=An amazingly disjointed jab, although it's somewhat slow. Also functions as a serviceable anti-air.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input=5C
|input=cl.B
|image=GEXR_Zaku_5c.png
|image=GEXR_Zaku_5bClose.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
   |damage=17
   |startup=
   |startup=
   |active=
   |active=
Line 61: Line 75:
   |special cancel=Yes
   |special cancel=Yes
   |guard=Mid
   |guard=Mid
   |description=A long-ranged poke that has some terrifying empty cancels at the cost of being rather slow to whiff.
   |description=An anti-air disjoint, but usually is relegated to combos since you have better anti-airs at that range.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input=2A
|input=f.B
|image=GEXR_Zaku_2a.png
|image=GEXR_Zaku_5b.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
   |damage=19
   |startup=
   |startup=
   |active=
   |active=
Line 76: Line 93:
   |frameAdv=
   |frameAdv=
   |special cancel=Yes
   |special cancel=Yes
   |guard=Low
   |guard=Mid
   |description=A fast low that can be linked into C normals at any range and forces stand.
   |description=A slow poke with decent range.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input=2B
|input=5C
|image=GEXR_Zaku_2b-1.png
|image=GEXR_Zaku_5c.png
|image2=GEXR_Zaku_2b_2.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
   |damage=24
   |startup=
   |startup=
   |active=
   |active=
Line 93: Line 112:
   |frameAdv=
   |frameAdv=
   |special cancel=Yes
   |special cancel=Yes
   |guard=Low
   |guard=Mid
   |description=Zaku performs a two-hit sweep. It does it's job.
   |description=A long-ranged poke that has some terrifying empty cancels at the cost of being rather slow to whiff.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input=2C
|input=2A
|image=GEXR_Zaku_2c.png
|image=GEXR_Zaku_2a.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
   |damage=9
   |startup=
   |startup=
   |active=
   |active=
Line 109: Line 131:
   |frameAdv=
   |frameAdv=
   |special cancel=Yes
   |special cancel=Yes
   |guard=Mid
   |guard=Low
   |description=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.
   |description=A fast low that can be linked into C normals at any range and forces stand.
  }}
  }}
}}
}}


==Proximity Normals==
 
 
{{MoveData
{{MoveData
|input=cl.5A
|input=2B
|image=GEXR_Zaku_5aClose.png
|image=GEXR_Zaku_2b-1.png
|image2=GEXR_Zaku_2b_2.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
   |damage=17
   |startup=
   |startup=
   |active=
   |active=
Line 127: Line 151:
   |frameAdv=
   |frameAdv=
   |special cancel=Yes
   |special cancel=Yes
   |guard=Mid
   |guard=Low
   |description=A short, quick jab that whiffs on crouchers.
   |description=Zaku performs a two-hit sweep. It does it's job.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input=cl.5B
|input=2C
|image=GEXR_Zaku_5bClose.png
|image=GEXR_Zaku_2c.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
   |damage=27
   |startup=
   |startup=
   |active=
   |active=
Line 144: Line 171:
   |special cancel=Yes
   |special cancel=Yes
   |guard=Mid
   |guard=Mid
   |description=An anti-air disjoint, but usually is relegated to combos since you have better anti-airs at that range.
   |description=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.
  }}
  }}
}}
}}


==Jumping Normals==
==Jumping Normals==
Line 155: Line 183:
|data=
|data=
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
   |damage=12
   |startup=
   |startup=
   |active=
   |active=
Line 165: Line 193:
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input=j.B
|input=j.B
Line 172: Line 203:
|data=
|data=
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
   |damage=17
   |startup=
   |startup=
   |active=
   |active=
Line 179: Line 210:
   |special cancel=No
   |special cancel=No
   |guard=High
   |guard=High
   |description=Multi-hit jump-in. Good hitbox on either hit to hit opponents above you.
   |description=Multi-hit jump-in. Good hitbox on either hit to catch opponents above you.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input=j.C
|input=j.2B
|image=GEXR_Zaku_jc.png
|image=GEXR_Zaku_j2b.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
   |damage=17
   |startup=
   |startup=
   |active=
   |active=
Line 195: Line 229:
   |special cancel=No
   |special cancel=No
   |guard=High
   |guard=High
   |description=Massive horizontal range, great crossup potential, and unblockable if done low enough to the ground.
   |description=Crossup button with your best air-to-ground disjoint, but very short horrizontal range. Unblockable if done low to the ground.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input=j.2B
|input=j.C
|image=GEXR_Zaku_j2b.png
|image=GEXR_Zaku_jc.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
   |damage=22
   |startup=
   |startup=
   |active=
   |active=
Line 211: Line 248:
   |special cancel=No
   |special cancel=No
   |guard=High
   |guard=High
   |description=Crossup button with your best air-to-ground disjoint, but very short horrizontal range. Unblockable if done low to the ground.
   |description=Massive horizontal range, great crossup potential, and unblockable if done low enough to the ground.
  }}
  }}
}}
}}
Line 217: Line 254:
{{MoveData
{{MoveData
|input=236x
|input=236x
|name= Zaku Missile
|image=GEXR_Zaku_236x.png
|image=GEXR_Zaku_236x.png
|caption=
|caption=
|data=
|data=
{{AttackData-GEXR
  |version=A version
  |damage=17
  |startup=
  |active=
  |recovery=
  |frameAdv=
  |special cancel=No
  |guard=Low
  |description=
}}
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
  |version=B version
  |damage=22
  |startup=
  |active=
  |recovery=
  |frameAdv=
  |special cancel=No
  |guard=Low
  |description=
}}
  {{AttackData-GEXR
  |version=C version
   |damage=17
   |startup=
   |startup=
   |active=
   |active=
Line 231: Line 292:
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input=214x
|input=214x
|name=Double Spin Kick
|image=GEXR_Zaku_214x_1.png
|image=GEXR_Zaku_214x_1.png
|image2=GEXR_Zaku_214x_2.png
|image2=GEXR_Zaku_214x_2.png
|caption=
|caption=
|data=
|data=
{{AttackData-GEXR
  |version=A version
  |damage=12+10
  |startup=
  |active=
  |recovery=
  |frameAdv=
  |special cancel=No
  |guard=Mid
  |description=
}}
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
  |version=B version
  |damage=14+12
  |startup=
  |active=
  |recovery=
  |frameAdv=
  |special cancel=No
  |guard=Mid
  |description=
}}
  {{AttackData-GEXR
  |version=C version
   |damage=17+15
   |startup=
   |startup=
   |active=
   |active=
Line 245: Line 333:
   |special cancel=No
   |special cancel=No
   |guard=Mid
   |guard=Mid
   |description=2-hit tatsu that hits low. Unsafe on block. Heavier versions travel farther but have more recovery. A version sets up unblockable oki. Serviceable fireball punish in most matchups and makes for an incredible combo ender.
   |description=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.
  }}
  }}
}}
}}
{{MoveData
{{MoveData
|input=623x
|input=623x
Line 257: Line 348:
|caption3=B version second hitbox
|caption3=B version second hitbox
|data=
|data=
{{AttackData-GEXR
  |version=A version
  |damage=17
  |startup=
  |active=
  |recovery=
  |frameAdv=
  |special cancel=No
  |guard=Mid
  |description=
}}
  {{AttackData-GEXR
  {{AttackData-GEXR
   |damage=
  |version=B version
  |damage=22
  |startup=
  |active=
  |recovery=
  |frameAdv=
  |special cancel=No
  |guard=Mid
  |description=
}}
  {{AttackData-GEXR
  |version=C version
   |damage=17+15
   |startup=
   |startup=
   |active=
   |active=
Line 265: Line 379:
   |special cancel=No
   |special cancel=No
   |guard=Mid
   |guard=Mid
   |description=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.
   |description=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==
==Combos/Setups==
*j.C > 5C > 214C
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center; width:100%; font-weight:bold; padding 10px "
:Works midscreen and in the corner from any range of j.C.
|-
*j.C > 2A > 2C xx 214A/C
! Type !! Combo !! Position !! Damage !! Works on: !! Notes
:Simple midscreen knockdown. Landing this twice in a row will stun for a likely kill.
|-
*j.C > 2C xx 214A/214C
|style="padding:10px" | Combo || j.C > 2A > 2C > 214A/C || Mid-Screen Only || ? || All || Simple 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
|style="padding:10px" |  Combo || j.C > 2C > 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.
: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
|style="padding:10px" |  Combo || j.C(6) > 2A(6) > (cl.5A 6)*3 > 2A > 2C > 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.
: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
|style="padding:10px" |  Combo || j.C > 2A(6) > cl.5A(6) > 2A > 623A || Corner Only || ? || All || Corner hitconfirm off j.C. Useful when attempting unblockable safe jump oki near the corner.
:Max damage off unblockable in the corner. Requires a 1f and won't knock down.
|-
*(236B 5C 236B 5C) xN
|style="padding:10px" |  Combo ||  j.C > 2C 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.
: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.
|-
|style="padding:10px" | Infinite || (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.
|-
|}


==Colors==
==Colors==
[[image:GEXR_zaku_colors.PNG|frame|left|Zaku colors]]
[[image:GEXR_zaku_colors.PNG|frame|center|Zaku colors]]


{{Navbox| title= Mobile Suit Gundam Ex Revue |link=Mobile Suit Gundam: Ex Revue
{{Navbox| title= Mobile Suit Gundam Ex Revue |link=Mobile Suit Gundam: Ex Revue

Latest revision as of 07:03, 29 December 2021

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.

Playstyle
Pros Cons
  • 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.
  • 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 to Commit: Zaku’s best disjoints take a long time to whiff, making it risky to poke.
Zaku: Gene
GXER Pilot Gene.png

Zaku Portrait.png

Jumps: One
Air Throw: No
Pummel Grab: No
Defense: 0


Normals

cl.A
GEXR Zaku 5aClose.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
7 Mid - - - - - Yes

A short, quick jab that whiffs on crouchers.


f.A
GEXR Zaku 5a.png
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.


cl.B
GEXR Zaku 5bClose.png
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.


f.B
GEXR Zaku 5b.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
19 Mid - - - - - Yes

A slow poke with decent range.


5C
GEXR Zaku 5c.png
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
GEXR Zaku 2a.png
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
GEXR Zaku 2b-1.png
GEXR Zaku 2b 2.png
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
GEXR Zaku 2c.png
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.


Jumping Normals

j.A
GEXR Zaku ja.png
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
GEXR Zaku jb 1.png
GEXR Zaku jb 2.png
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.2B
GEXR Zaku j2b.png
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.


j.C
GEXR Zaku jc.png
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.

Specials

Zaku Missile
236x
GEXR Zaku 236x.png
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.


Double Spin Kick
214x
GEXR Zaku 214x 1.png
GEXR Zaku 214x 2.png
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
GEXR Zaku 623x 1.png
Startup hitbox
Startup hitbox
GEXR Zaku 623a c-2.png
A/C version second hitbox
A/C version second hitbox
GEXR Zaku 623b 2.png
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/Setups

Type Combo Position Damage Works on: Notes
Combo j.C > 2A > 2C > 214A/C Mid-Screen Only ? All Simple knockdown. Landing this twice in a row will stun for a likely kill.
Combo j.C > 2C > 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.
Combo j.C(6) > 2A(6) > (cl.5A 6)*3 > 2A > 2C > 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.
Combo j.C > 2A(6) > cl.5A(6) > 2A > 623A Corner Only ? All Corner hitconfirm off j.C. Useful when attempting unblockable safe jump oki near the corner.
Combo j.C > 2C > 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.
Infinite (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.

Colors

Zaku 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