Mobile Suit Gundam: Ex Revue/Zaku: Difference between revisions
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|special cancel=No | |special cancel=No | ||
|guard=High | |guard=High | ||
|description=Multi-hit jump-in. Good hitbox on either hit to | |description=Multi-hit jump-in. Good hitbox on either hit to catch opponents above you. | ||
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|version=A version | |||
|damage=17 | |||
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|special cancel=No | |||
|guard=Low | |||
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{{AttackData-GEXR | {{AttackData-GEXR | ||
|damage= | |version=B version | ||
|damage=22 | |||
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|guard=Low | |||
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|version=C version | |||
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|version=A version | |||
|damage=12+10 | |||
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|special cancel=No | |||
|guard=Mid | |||
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{{AttackData-GEXR | {{AttackData-GEXR | ||
|damage= | |version=B version | ||
|damage=14+12 | |||
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|special cancel=No | |||
|guard=Mid | |||
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|version=C version | |||
|damage=17+15 | |||
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|caption3=B version second hitbox | |caption3=B version second hitbox | ||
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|version=A version | |||
|damage=17 | |||
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|special cancel=No | |||
|guard=Mid | |||
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{{AttackData-GEXR | {{AttackData-GEXR | ||
|damage= | |version=B version | ||
|damage=22 | |||
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|version=C version | |||
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|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. | ||
}} | }} | ||
}} | }} |
Revision as of 06:59, 13 August 2021
Zaku | |
---|---|
Jumps | One |
Air Throw | No |
Pummel Grab | No |
Defense | 0 |
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.
Strengths & Weaknesses
Strengths | Weaknesses |
---|---|
|
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Normals
5A
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5B
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5C
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2A
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2B
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2C
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Proximity Normals
cl.5A
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cl.5B
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Jumping Normals
j.A
|
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j.B
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j.C
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j.2B
|
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Specials
236x
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214x
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623x Startup hitbox Startup hitbox A/C version second hitbox A/C version second hitbox B version second hitbox B version second hitbox
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Combos
- j.C > 5C > 214C
- Works midscreen and in the corner from any range of j.C.
- j.C > 2A > 2C xx 214A/C
- Simple midscreen knockdown. Landing this twice in a row will stun for a likely kill.
- j.C > 2C xx 214A/214C
- 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
- 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
- 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
- Max damage off unblockable in the corner. Requires a 1f and won't knock down.
- (236B 5C 236B 5C) xN
- 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.