Mobile Suit Gundam: Ex Revue/Z'gok: Difference between revisions
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======<span style="visibility:hidden;font-size:0">Overview</span>====== | |||
| | {{FP 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. | |||
|pros= | |||
*'''Great Corner Pressure''': Z’gok has devastating corner pressure thanks to Overhead pressure and okizeme loops. | |||
| | |cons= | ||
*'''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. | |||
| | |border=no|tablewidth=102 | ||
|flex_header=Z'gok: Akahana | |||
|flex_data=[[File:GXER_Pilot_Akahana.png]] | |||
[[File:Z'gok 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;">Yes (6/4B) </td></tr> | |||
<tr><td style="text-align: right;">'''Defense''':</td><td style="width:48%; text-align: left;"> +1 </td></tr> | |||
</table> | |||
}} | |||
Line 55: | Line 41: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input= | |input=cl.B | ||
|image=Z' | |image=Z'gok_cl5b.PNG | ||
|caption= | |caption= | ||
|data= | |data= | ||
Line 66: | Line 55: | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
| special cancel = Yes | |special cancel=Yes | ||
|guard=mid | |guard=mid | ||
|description= | |description=Like f.b, but much slower and worse as an anti-air thanks to the smaller hitbox. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input= | |input=f.B | ||
|image=Z' | |image=Z'gok_5b.PNG | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-GEXR | {{AttackData-GEXR | ||
|damage= | |damage=17 | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|special cancel= | | special cancel = Yes | ||
|guard= | |guard=mid | ||
|description=A | |description=A fairly decent anti-air, but a tad too stubby to be strong. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input= | |input=cl.C | ||
|image=Z' | |image=Z'gok_cl5c.PNG | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-GEXR | {{AttackData-GEXR | ||
|damage= | |damage=24 | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 99: | Line 94: | ||
|frameAdv= | |frameAdv= | ||
|special cancel=Yes | |special cancel=Yes | ||
|guard= | |guard=mid | ||
|description= | |description=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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input= | |input=f.C | ||
|image=Z' | |image=Z'gok_5c.PNG | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-GEXR | {{AttackData-GEXR | ||
|damage= | |damage=27 | ||
|startup= | |startup= | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|special cancel= | |special cancel=No | ||
|guard= | |guard=low | ||
|description= | |description=A solid standing sweep. One of Z'gok's better buttons for sure. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input= | |input=2A | ||
|image=Z' | |image=Z'gok_2a.PNG | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-GEXR | {{AttackData-GEXR | ||
|damage= | |damage=9 | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 132: | Line 132: | ||
|frameAdv= | |frameAdv= | ||
|special cancel=Yes | |special cancel=Yes | ||
|guard= | |guard=low | ||
|description=A | |description=A short, fairly slow, low hitting jab. Just like 5A there's nothing special going on here. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input= | |input=2B | ||
|image=Z' | |image=Z'gok_2b.PNG | ||
|caption= | |caption= | ||
|data= | |data= | ||
Line 151: | Line 152: | ||
|special cancel=Yes | |special cancel=Yes | ||
|guard=mid | |guard=mid | ||
|description= | |description=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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input= | |input=2C | ||
| | |image=Z'gok_2c_1.PNG | ||
|image2=Z'gok_2c_2.PNG | |||
|caption= | |caption= | ||
|data= | |data= | ||
Line 167: | Line 172: | ||
|special cancel=Yes | |special cancel=Yes | ||
|guard=mid | |guard=mid | ||
|description= | |description=A good anti-air, but really slow. | ||
}} | }} | ||
}} | }} | ||
==Jumping Normals== | ==Jumping Normals== | ||
Line 188: | Line 194: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=j.B | |input=j.B | ||
Line 204: | Line 213: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=j. | |input=j.2B | ||
|image=Z' | |image=Z'gok_j2b.PNG | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-GEXR | {{AttackData-GEXR | ||
|damage= | |damage=17 | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 217: | Line 229: | ||
|special cancel=No | |special cancel=No | ||
|guard=high | |guard=high | ||
|description= | |description=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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=j. | |input=j.C | ||
|image=Z' | |image=Z'gok_jc.PNG | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-GEXR | {{AttackData-GEXR | ||
|damage= | |damage=27 | ||
|startup= | |startup= | ||
|active= | |active= | ||
Line 233: | Line 248: | ||
|special cancel=No | |special cancel=No | ||
|guard=high | |guard=high | ||
|description= | |description=Great jump-in button, really bad air-to-air. This move can crossup too! | ||
}} | }} | ||
}} | }} | ||
Line 278: | Line 293: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name=Overhead! | |name=Overhead! | ||
Line 308: | Line 326: | ||
|special cancel=No | |special cancel=No | ||
|guard=Mid | |guard=Mid | ||
|description= 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. | |description= 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. Calling this attack the bread and butter of Z'gok's corner pressure would be an understatement, this is one of the few redeemable qualities of Z'gok. It's safe on block, difficult to challenge and leaves Z'gok in range to go for another one. Cornering the opponent and abusing this special is integral to any Z'gok player's success, but the second the plan falls apart it's time to go next. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=214x | |input=214x | ||
|name=Head Missile | |||
|image=Z'gok_214x.PNG | |image=Z'gok_214x.PNG | ||
|caption= | |caption= | ||
Line 327: | Line 349: | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|input=Mash X | |input=Mash X | ||
|name=Screw Claw | |||
|image=Z'gok_hands.gif | |image=Z'gok_hands.gif | ||
|caption= | |caption= | ||
Line 343: | Line 369: | ||
}} | }} | ||
}} | }} | ||
==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 !! Video Example | |||
|- | |||
|style="padding:10px" | Combo || j.C > f.C || Any || ? || All || A quick 2-hit jump in combo. About as simple as it gets. || [https://youtu.be/gKjMYYURAic Link] | |||
|- | |||
|style="padding:10px" | Combo ||j.C > 2A > [4]6x || Any || ? || All || Another simple confirm into a knockdown, but with a special this time. || [https://youtu.be/jvRpNMdPgrc Link] | |||
|- | |||
|} | |||
==Colors== | ==Colors== | ||
[[image:Z'gok colors.PNG|frame| | [[image:Z'gok colors.PNG|frame|center|Z'gok 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 06:16, 24 November 2022
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 |
|
|
Normals
5A
|
---|
cl.B
|
---|
f.B
|
---|
cl.C
|
---|
f.C
|
---|
2A
|
---|
2B
|
---|
2C
|
---|
Jumping Normals
j.A
|
---|
j.B
|
---|
j.2B
|
---|
j.C
|
---|
Specials
Headbutt
[4]6x |
---|
Overhead!
[2]8x |
---|
Head Missile
214x |
---|
Screw Claw
Mash X |
---|
Combos/Setups
Type | Combo | Position | Damage | Works on: | Notes | Video Example |
---|---|---|---|---|---|---|
Combo | j.C > f.C | Any | ? | All | A quick 2-hit jump in combo. About as simple as it gets. | Link |
Combo | j.C > 2A > [4]6x | Any | ? | All | Another simple confirm into a knockdown, but with a special this time. | Link |