Paragraph introducing the character and what they do.
Full Armor Double Zeta, piloted by Judau, is one of the strongest keep-away characters in the game. FAZZ's gameplan depends on wiping out bars of health with his gun, baiting opponents into approaches, and anti-airing with his 4SP, missile barrages, supers, and guns to keep any approaching opponent in a doozy. As one of the handful of I-Field characters in the game, FAZZ can nullify most projectile engagements outright, forcing his opponents to play close, and chase him, made only more difficult by his incredible health. As a keep-away character he will always want to be the one calling the shots, literally and figuratively, and making good use of his particle beam cannon (5SK and j.5SK) to harass his opponents. And in engagements he can throw out his 26K for invulnerability, as an effective punish move. Despite how strong his guns are, he can burn through them quick just by landing them, meaning it is advised you use his WP variation of the move, and to land all his shots, and preferably on characters with a lot of health to expand before they overheat. His normals game mostly consists around WP and pokes, meaning it will be hard to make up damage deficits without significant damage windows and one of his best air moves consists around his j.2WK knee drop attack. FAZZ works best as a ranged character, when he's on the run, he's on the gun.
'''Archetype''': The general fighting game archetype the character belongs to.
'''Archetype''': Keep Away / Poke & Tank
{{ProConTable|width=100
{{ProConTable|width=100
|pros=
|pros=
* '''Pro''': Something good this character does.
* '''I-Field''': FAZZ can win out almost all ranged encounters in the game once he throws out his I-Field. Combine this with his guns and SK, he has an effective way to play endless keep-away and keep projectile characters on his terms, meaning FAZZ has the potential to be a potential counterpick in certain matchups if played right.
* '''Double Beam Rifle''': Double Beam Rifle does some of the most damage out of any projectiles in the game. With his SP variation alone can wipe out half a bar of health on the average suit. Meaning if you land all of his shots, you can take out half of their total health alone with the right calls and gun management.
* '''SK Beams''': With his SK button, FAZZ can unleash his Particle Cannon, which can be thrown out at the end of combos, and pushes him back. When he uses his particle cannon when he is about to land, he can follow it up immediately for another press allowing him to play effective keep-away that makes him hard to punish.
* '''Invul Moves''': FAZZ's super has some of the most I-frames out of any character in the game. Despite having slow start-up, it can be used to trick out or bait opponents into punishing it as it pushes FAZZ to the back of the screen. FAZZ's Knee Life Shot acts like a DP that can be used to punish and contest many moves, although its 2nd hit doesn't fully connect, it will do considerable amounts of damage if landed.
* '''Amazing Health''': FAZZ has some of the highest armor values out of any character in the game, along the likes of GP02A and The-O, giving him the best health out of all the non-Boss suits in the game. Meaning you will have to work extra hard to take down Full-Armor Double Zeta.
|cons=
|cons=
* '''Con''': A weaknees of the character.
* '''I-Field''': Because he has an I-Field, FAZZ cannot dodge out of corners leaving him vulnerable to inescapable frame traps if pressured. Because of this chicken blocking will be your best bet, and you should never be fully grounded especially if you are being pushed near the corner, meaning you need to play constant keep-away. His burlier size will make him an attractive target for the combo fiends alike.
* '''Low Ammo''': With his WP, he uses 50 ammo per shot allowing you to throw it 10 times, if you throw out his SP and miss, you will be out 150 ammo. Despite the damage, FAZZ may only get 3-4 chances to throw out his trump card during battle, meaning you must conserve it wisely. If you run through all his ammo, you will have no way to rack up considerable damage outside of pokes and predictable BnB conversions involving WP and 2WK.
* '''Lackluster Combo Game''': FAZZ's combo-game is non-existent outside of WP, while he has good BnBs to work with, he has no way of effectively churning out mid-range combo conversions and has to make up his damage entirely through hitting projectiles and making call-outs with quick pokes and what few effective normals he has. This means that FAZZ is incredibly predictable and telegraphed in his available options.
* '''Disappointing Normals''': With some of the worst mid-range in the entire game, FAZZ is left relying on his specials, as his SP is incredibly sluggish and are hard to hit outside of close-range combos. His mid-range is non-existent, and his only way to sweep at close-mid range is through crouching 2SP and 2SK. Because of this his character is dependent on projectile play to win neutral.
* '''Bad Super''': FAZZ's super takes a long while to start-up, despite its many I-frames and pushback that propels him to the edge of the screen, FAZZ's super is painfully reactable and struggles to take half a bar of damage, making it the worst beam super in the entire game.
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{{Content Box|header=Move list|content=
{{Content Box|header=Move list|content=
;Special Moves
;Special Moves
:XX - ''Special name'': Quick description of a special move.
:26P (Air OK) - ''Double Beam Rifle'': High priority beam projectile, ammo and number of shots depends on variation.
:26K - ''Knee Lift Shot'': Invul move that knocks his opponent into the air before firing his beam rifle, ammo and number of shots depends on variation.
:24P - ''Spray Missile'': Sends a volley of tracking missiles at his opponent, lands on the ground near the edge of the screen, does not fully combo into other missiles.
:624P - ''Mega Beam Saber'': Slow unblockable beam saber, typically does 40% damage if landed.
;Super
;Super
:26X+X - ''Super name'': Quick description of their super.
:26X+X - ''High Mega Cannon'': Slow start up, launches a large multi-hit tracking beam attack, low damage.
;Command Normals
;Command Normals
:6X - ''Command normal name'': Quick description of the command normal.
:4SP - ''Guard Punch'': Large and disjointed anti-air punch, should not be used repeatedly or too close due to it being hugely negative on hit and on block, can be cancelled into his SK or specials.
:j.2WK - ''Knee Drop'': Does a landing drop knee attack, can be used for combos into SP or SK.
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|content2=
|content2=
{{Content Box|header=Stats & vitals|content=
{{Content Box|header=Stats & vitals|content=
*'''Damage Taken''' = How much damage they take, their armor.
*'''Damage Taken''' = .75% (S-)
*'''Walk Speed''' = Their walk speed number, note if it's faster than normal.
*'''Base Damage Multiplier''' = 112.50% (SS+)
*'''Dash Speed''' = Their dash speed, note if it's faster than normal.
*'''Walk Speed''' = 2.5 (B)
*'''Button + Button action''' = Their defensive action, Spot Dodge or I-Field
*'''Dash Speed''' = 6 (B)
*'''Backdash Type''' = What type of backdash they have, Hop, Thrusters, or None.
Full Armor Double Zeta, piloted by Judau, is one of the strongest keep-away characters in the game. FAZZ's gameplan depends on wiping out bars of health with his gun, baiting opponents into approaches, and anti-airing with his 4SP, missile barrages, supers, and guns to keep any approaching opponent in a doozy. As one of the handful of I-Field characters in the game, FAZZ can nullify most projectile engagements outright, forcing his opponents to play close, and chase him, made only more difficult by his incredible health. As a keep-away character he will always want to be the one calling the shots, literally and figuratively, and making good use of his particle beam cannon (5SK and j.5SK) to harass his opponents. And in engagements he can throw out his 26K for invulnerability, as an effective punish move. Despite how strong his guns are, he can burn through them quick just by landing them, meaning it is advised you use his WP variation of the move, and to land all his shots, and preferably on characters with a lot of health to expand before they overheat. His normals game mostly consists around WP and pokes, meaning it will be hard to make up damage deficits without significant damage windows and one of his best air moves consists around his j.2WK knee drop attack. FAZZ works best as a ranged character, when he's on the run, he's on the gun.
Archetype: Keep Away / Poke & Tank
Strengths
Weaknesses
I-Field: FAZZ can win out almost all ranged encounters in the game once he throws out his I-Field. Combine this with his guns and SK, he has an effective way to play endless keep-away and keep projectile characters on his terms, meaning FAZZ has the potential to be a potential counterpick in certain matchups if played right.
Double Beam Rifle: Double Beam Rifle does some of the most damage out of any projectiles in the game. With his SP variation alone can wipe out half a bar of health on the average suit. Meaning if you land all of his shots, you can take out half of their total health alone with the right calls and gun management.
SK Beams: With his SK button, FAZZ can unleash his Particle Cannon, which can be thrown out at the end of combos, and pushes him back. When he uses his particle cannon when he is about to land, he can follow it up immediately for another press allowing him to play effective keep-away that makes him hard to punish.
Invul Moves: FAZZ's super has some of the most I-frames out of any character in the game. Despite having slow start-up, it can be used to trick out or bait opponents into punishing it as it pushes FAZZ to the back of the screen. FAZZ's Knee Life Shot acts like a DP that can be used to punish and contest many moves, although its 2nd hit doesn't fully connect, it will do considerable amounts of damage if landed.
Amazing Health: FAZZ has some of the highest armor values out of any character in the game, along the likes of GP02A and The-O, giving him the best health out of all the non-Boss suits in the game. Meaning you will have to work extra hard to take down Full-Armor Double Zeta.
I-Field: Because he has an I-Field, FAZZ cannot dodge out of corners leaving him vulnerable to inescapable frame traps if pressured. Because of this chicken blocking will be your best bet, and you should never be fully grounded especially if you are being pushed near the corner, meaning you need to play constant keep-away. His burlier size will make him an attractive target for the combo fiends alike.
Low Ammo: With his WP, he uses 50 ammo per shot allowing you to throw it 10 times, if you throw out his SP and miss, you will be out 150 ammo. Despite the damage, FAZZ may only get 3-4 chances to throw out his trump card during battle, meaning you must conserve it wisely. If you run through all his ammo, you will have no way to rack up considerable damage outside of pokes and predictable BnB conversions involving WP and 2WK.
Lackluster Combo Game: FAZZ's combo-game is non-existent outside of WP, while he has good BnBs to work with, he has no way of effectively churning out mid-range combo conversions and has to make up his damage entirely through hitting projectiles and making call-outs with quick pokes and what few effective normals he has. This means that FAZZ is incredibly predictable and telegraphed in his available options.
Disappointing Normals: With some of the worst mid-range in the entire game, FAZZ is left relying on his specials, as his SP is incredibly sluggish and are hard to hit outside of close-range combos. His mid-range is non-existent, and his only way to sweep at close-mid range is through crouching 2SP and 2SK. Because of this his character is dependent on projectile play to win neutral.
Bad Super: FAZZ's super takes a long while to start-up, despite its many I-frames and pushback that propels him to the edge of the screen, FAZZ's super is painfully reactable and struggles to take half a bar of damage, making it the worst beam super in the entire game.
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
26P (Air OK) - Double Beam Rifle: High priority beam projectile, ammo and number of shots depends on variation.
26K - Knee Lift Shot: Invul move that knocks his opponent into the air before firing his beam rifle, ammo and number of shots depends on variation.
24P - Spray Missile: Sends a volley of tracking missiles at his opponent, lands on the ground near the edge of the screen, does not fully combo into other missiles.
624P - Mega Beam Saber: Slow unblockable beam saber, typically does 40% damage if landed.
Super
26X+X - High Mega Cannon: Slow start up, launches a large multi-hit tracking beam attack, low damage.
Command Normals
4SP - Guard Punch: Large and disjointed anti-air punch, should not be used repeatedly or too close due to it being hugely negative on hit and on block, can be cancelled into his SK or specials.
j.2WK - Knee Drop: Does a landing drop knee attack, can be used for combos into SP or SK.
Stats & vitals
Damage Taken = .75% (S-)
Base Damage Multiplier = 112.50% (SS+)
Walk Speed = 2.5 (B)
Dash Speed = 6 (B)
Button + Button action = Shield
Backdash Type = Thrusters
Quick combo reference
Ground BNB 1: 2WP > 5SP > 2WK > 26P OR 5SK OR 2SK
Ground BNB 2: 2WP > 2SP > 26P OR 5SK
Air BNB: j.5WP > j.5WK/j.2WK > j.5SP > j.26P OR j.5SK
Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.
Offense
Describe how a character runs their offense.
Defense
Describe how a character defends themselves when they're on the receiving end.
Additional Resources
Links to any additional resources, delete category if there are none.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
Midscreen
Commbo Example (5WP > 2WP > 2SK)
Damage. Describe when to use the combo and how hard it is.
Corner
Combo Example
Combo desc
Matchups
Overall
Their general matchup spread, how good are they across the board. Do they have weaknesses against an archetype? Does they do especially well against a certain group?
Overview: Describe overall the flow of the matchup.
Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
Frame Data
Fill in frame data here, if it has an additional property that lasts for certain frames list it in Notes (i.e. XF~XF Invincible, XF~XF Armor). Delete this line when it's done.
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
Fill in the character's chain options, similar to a Guilty Gear wiki Gattling Table. Make sure you get everything. Delete the specials section if the character has no cancelable specials. If a character has a whiff/block cancelable special, add [+] after it (i.e. 5WP[+], 2WP[+]). If a move is only cancelable on a specific hit, specify it (i.e. 5SP (First Hit Only) or 5SP (Second Hit Only)). Delete this line when it's finished.
Chains
WP
WK
SP
SK
Special Cancel
5WP
-
-
-
-
Yes/No
2WP
-
-
-
-
Yes/No
5WK
-
-
-
-
Yes/No
2WK
-
-
-
-
Yes/No
5SP
-
-
-
-
Yes/No
2SP
-
-
-
-
Yes/No
5SK
-
-
-
-
Yes/No
2SK
-
-
-
-
No
Air Chains
WP
WK
SP
SK
Special Cancel
j.WP
-
-
-
-
Yes/No
j.WK
-
-
-
-
Yes/No
j.2WK
-
-
-
-
Yes/No
j.SP
-
-
-
-
Yes/No
j.SK
-
-
-
-
Yes/No
j.2SK
-
-
-
-
Yes/No
Specials
Cancel Options
XP
XP, XK
XP
XP, XK
Special Name (Input), Special Name (Input), and Special Name(Input) cannot be special canceled into.
X = X is available on hit
X[+] = X is available on hit, block, or whiff
Trivia
Add any fun facts about the character worth noting.