Char's Zaku
|
|
Jumps |
Two
|
Air Throw |
Yes
|
Pummel Grab |
No
|
Defense |
-1
|
Character Info
Char's Zaku is a modified and improved version of the standard Zaku, three times faster than the average Zaku and painted in Char's iconic red. In EX Revue Char's Zaku is the undeniable best character in the game, with incredibly fast and tricky movement thanks to it's walk speed, double jump, fast falling speed, some of the best dashes in the game, incredibly strong buttons, unblockable setups and devastating combo potential thanks to multiple infinite combos that can be performed even from midscreen with relative ease.
Strengths & Weaknesses
Strengths |
Weaknesses
|
- Dominates the neutral game with ease thanks to absurdly strong low risk/high reward buttons
- Insanely high combo potential
- Can and will infinite your opponent with the slightest touch
- Stellar movement speed, fall speed and has a double jump
|
- Lacks a conventional reversal
- Takes 1 extra damage from each hit
|
Normals
f.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
7
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Yes
|
A slow, but disjointed jab with use as an anti-air.
|
|
cl.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
7
|
Mid
|
-
|
-
|
-
|
-
|
-
|
No
|
A quick jab, whiffs on crouching opponents but it combos into itself with a microwalk infinitely, although 2A is better for what cl.A is trying to do.
|
|
f.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
14
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Yes
|
A relatively mediocre poke.
|
|
cl.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
14
|
Mid
|
-
|
-
|
-
|
-
|
-
|
No
|
Char's Zaku swings it's heat axe in front of it. It's not a bad button per se, but a large amount of C.Zaku's other buttons do the job cl.B was supposed to do better.
|
|
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
22
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Yes
|
An incredibly long range poke that can be easily cancelled out of for a free knockdown.
|
|
2A Three times faster than it really should be. Three times faster than it really should be.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
7
|
Low
|
-
|
-
|
-
|
-
|
-
|
Yes
|
The bread winner. This button does it all. Hits low incredibly fast, takes no time at all to whiff, combos into itself infinitely with a microwalk even at max range, plus on block, great tick throw potential. If you play Char's Zaku and you aren't abusing this attack you're doing something wrong.
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
14
|
Low
|
-
|
-
|
-
|
-
|
-
|
Yes
|
A two-hit sweep with a deceptively large hitbox. Second hit leads to an unblockable safe jump.
|
|
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
24
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Yes
|
Char's Zaku swings it's heat axe upwards at an angle. With a good disjoint and fast startup this move will be your go-to anti air.
|
|
Jumping Normals
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
7
|
High
|
-
|
-
|
-
|
-
|
-
|
No
|
Incredible air-to-ground normal which can become unblockable if done low enough to the ground.
|
|
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
14
|
High
|
-
|
-
|
-
|
-
|
-
|
No
|
A terrifying amount of active frames and comically large hitbox make this unassuming looking kick into a disgustingly strong body splash, and it can even crossup.
|
|
j.2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
14
|
High
|
-
|
-
|
-
|
-
|
-
|
No
|
Cross up button. Becomes unblockable if done low enough to the ground.
|
|
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
19
|
High
|
-
|
-
|
-
|
-
|
-
|
No
|
See Normal Zaku j.C, only now the unblockable aspect of the move is made extra threatening by C.Zaku's absurd fall speed.
|
|
Specials
Zaku Machine Gun 236x
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
A version
|
14
|
Mid
|
-
|
-
|
-
|
-
|
-
|
No
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
B version
|
17
|
Mid
|
-
|
-
|
-
|
-
|
-
|
No
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
C version
|
19
|
Mid
|
-
|
-
|
-
|
-
|
-
|
No
|
Decent fireball. Heavier versions travel faster and do more damage.
|
|
646x
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
14+12+11+9
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Technically C.Zaku's reversal. Takes a while to come out and is unsafe on block while still being throwable between the multiple hits. There aren't many situations where you would use this unironically over a backdash or 2369x.
|
|
Spiral Attack 2369x
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Special Cancel
|
22
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Char's Zaku jumps into the air before divebombing the opponent. Makes for a solid fireball punish and combos from 5c or 2c from pretty far away for a knockdown. As with any TK motion, you can make it fairly ambiguous to forward jumps even if the opponent is watching your inputs.
|
|
Combos
- cl.2A (6) > cl.2A (6) > cl.2A (6) > cl.2A (6) > cl.2A (6) > cl.2A (6) > cl.2A (6) > cl.2A (6) > cl.2A (6) > cl.2A
- 2A loop, do as many reps as you'd like
- j.C > cl.5A (6) > cl.5A (6) > cl.5A (6) > cl.5A (6) > cl.5A (6) > cl.5A (6) > cl.5A (6) > cl.5A (6) > 2A > 5C xx 2369A(stun) > throw j.C(unblockable) > 2C > 236B
- A very stylish touch of death combo, but 2A > 5C only works outside the corner, so be careful going for this combo too close to the corner.
Colors
Char's Zaku colors