Char's Zaku II-S is one of the most aggressive suits in the entire game. IIS has some of the best movement speeds in the game and accordingly some of the best offense. From a DP that leads into a full combo, buttons that are incredibly plus and rewarding, and the unique ability to special cancel on block or whiff, Char Zaku can turn the tides of any game once he has an opening. Thanks to his highly plus 5WK, Char Zaku will have no problem keeping on the aggression and forcing his opponents to dodge. These factors make this suit leagues above his green counterpart in nearly every category. Despite rampant aggression, strong mixups, and infinite combos that can take you across the screen with 5WK and Cracker Grenade, Zaku II-S struggles in many matchups. The primary issue is his unique thrusters, which send him flying across the screen farther than anyone else. While characters like Ball can take advantage of this with divekick triangle jumps, IIS is forced to predictably parachute down with cracker grenades. Furthermore, his buttons are tied for the stubbiest in the game, although his movement helps make up for this deficiency. With all this in mind, Char Zaku is one of scariest suits in the game but also one of the most demanding, making him one of the toughest characters to master.
Archetype: Combo and Rushdown
Strengths
Weaknesses
Incredible Offensive Pressure: Char Zaku's close range is uniquely powerful. He possesses multiple heavily plus on block normals like 5WK, a whopping +10 on block, multiple instant overheads between j.2WP, j.WK, and j.2SK, and some of the most reliable chip pressure thanks to his exclusive ability to cancel his 5WP and 2WP into specials on whiff. This becomes truly terrifying when you add in his infinite, meaning almost any hit can cost a stock.
Cracker Grenade: Char's Cracker Grenades are reliable for combo extensions and pressure. Additionally, while low priority they can help him set up a wall to run behind or halt approaches.
Powerful DP: Zaku II-S's DP is one of if not the best in the game, having not only invincibility, leading into a combo. With good execution this can lead into an infinite and thus a stock.
Lightning Speed: Zaku II-S possesses some of the best movement speeds in the game, with his fast dash and air speed making him one of the best characters at dash blocking in, and his huge backdash making him good at making space when needed.
Low Health: Zaku II-S has one of the worst defensive ratings, along the likes of Wing Zero. While not awful, it's not uncommon for him to lose a stock from a single combo, especially against characters with strong supers.
Thruster Overextension: Despite having the fastest thruster jump in the entire game, he violently flies across the screen at 2x the average speed. This makes getting in from the air incredibly predictable as he can only come down by using Cracker Grenades to stop his momentum. While it can serve the purpose of getting out of the corner better, this is niche compared to the flexibility of a regular thruster jump.
Stubby Range: While incredible for pressure, Zaku IIS' normals are tied for being the stubbiest in the game. This means he can't play mid range and in essence has to force his way in to enact his gameplan. While Cracker Grenades and his machine gun can help, both are low priority and thus will lose out to characters with even slightly better zoning.
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
26P (Air OK) - Zaku Machine Gun: Fires a volley of shots, low priority, average ammo consumption, varies with button strength.
24P (Air OK) - Cracker Grenade: Throws lingering cracker grenades, effective combo tool, forces trades, can be destroyed.
26X+X - Cracker Special: Throws a flurry of cracker grenades, invulnerability on start-up, plus on block, can be destroyed.
Command Normals
6SK - Shoulder Tackle: Charges at the opponents with a shoulder tackle, can be effectively combod into for cracker grenade or Super.
j.2SK - Stomping: Stomp-down normal, can cross-up, can lead into a cracker grenade combo.
j.2WP - Low Punch: Can be used on crouching opponent as an instant overhead (IOH), and as a universal combo tool that can link into many attacks.
j.6K - Front Kick: Can be used as a good close-mid range spacing and punish tool, can link into cracker grenade combos, and be thrown out after landing super to extend combos.
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.