Mobile Suit Gundam: Ex Revue/Zaku: Difference between revisions
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======<span style="visibility:hidden;font-size:0">Overview</span>====== | |||
{{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 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> | |||
}} | |||
==Normals== | ==Normals== | ||
{{MoveData | {{MoveData | ||
|input= | |input=cl.A | ||
|image=GEXR_Zaku_5aClose.png | |||
|caption= | |||
|data= | |||
{{AttackData-GEXR | |||
|damage=7 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|special cancel=Yes | |||
|guard=Mid | |||
|description=A short, quick jab that whiffs on crouchers. | |||
}} | |||
}} | |||
{{MoveData | |||
|input=f.A | |||
|image=GEXR_Zaku_5a.png | |image=GEXR_Zaku_5a.png | ||
|caption= | |caption= | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | |||
|input=cl.B | |||
|image=GEXR_Zaku_5bClose.png | |||
|caption= | |||
|data= | |||
{{AttackData-GEXR | |||
|damage=17 | |||
|startup= | |||
|active= | |||
|recovery= | |||
|frameAdv= | |||
|special cancel=Yes | |||
|guard=Mid | |||
|description=An anti-air disjoint, but usually is relegated to combos since you have better anti-airs at that range. | |||
}} | |||
}} | |||
{{MoveData | {{MoveData | ||
|input= | |input=f.B | ||
|image=GEXR_Zaku_5b.png | |image=GEXR_Zaku_5b.png | ||
|caption= | |caption= | ||
Line 71: | Line 97: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=5C | |input=5C | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=2A | |input=2A | ||
Line 103: | Line 135: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=2B | |input=2B | ||
Line 120: | Line 155: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=2C | |input=2C | ||
Line 137: | Line 175: | ||
}} | }} | ||
==Jumping Normals== | ==Jumping Normals== | ||
Line 188: | Line 193: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=j.B | |input=j.B | ||
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}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=j. | |input=j.2B | ||
|image= | |image=GEXR_Zaku_j2b.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-GEXR | {{AttackData-GEXR | ||
|damage= | |damage=17 | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 218: | Line 229: | ||
|special cancel=No | |special cancel=No | ||
|guard=High | |guard=High | ||
|description= | |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. | |input=j.C | ||
|image= | |image=GEXR_Zaku_jc.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-GEXR | {{AttackData-GEXR | ||
|damage= | |damage=22 | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 234: | Line 248: | ||
|special cancel=No | |special cancel=No | ||
|guard=High | |guard=High | ||
|description= | |description=Massive horizontal range, great crossup potential, and unblockable if done low enough to the ground. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|input=236x | |input=236x | ||
|name= Zaku Missile | |||
|image=GEXR_Zaku_236x.png | |image=GEXR_Zaku_236x.png | ||
|caption= | |caption= | ||
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}} | }} | ||
}} | }} | ||
{{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 | ||
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|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. | |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 360: | Line 382: | ||
}} | }} | ||
}} | }} | ||
==Combos== | ==Combos/Setups== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center; width:100%; font-weight:bold; padding 10px " | |||
: | |- | ||
! Type !! Combo !! Position !! Damage !! Works on: !! Notes | |||
|- | |||
|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. | |||
|- | |||
|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. | |||
|- | |||
|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. | |||
|- | |||
|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. | |||
|- | |||
|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. | |||
|- | |||
|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| | [[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
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 |
---|
623x Startup hitbox Startup hitbox A/C version second hitbox A/C version second hitbox B version second hitbox B version second hitbox
|
---|
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. |