Mobile Suit Gundam: Ex Revue/Zaku: Difference between revisions
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{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center; width:100%; font-weight:bold; padding 10px " | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center; width:100%; font-weight:bold; padding 10px " | ||
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! Combo !! Position !! Damage !! Works on: !! Notes | ! Type !! Combo !! Position !! Damage !! Works on: !! Notes | ||
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|style="padding:10px" | j.C > 2A > 2C | |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. | ||
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|style="padding:10px" | j.C > 2C | |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. | ||
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|style="padding:10px" | j.C(6) > 2A(6) > (cl.5A 6)*3 > 2A > 2C | |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. | ||
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|style="padding:10px" | j.C > 2A(6) > cl.5A(6) > 2A | |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. | ||
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|style="padding:10px" | j.C > 2C | |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. | ||
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|style="padding:10px" | (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. | |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. | ||
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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 |
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623x
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Combos/Setups
Type | Combo | Position | Damage | Works on: | Notes |
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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. |