Zeta Gundam is easily one of the most deceivingly generic suits in the game. Despite being a protagonist suit of a legendary franchise, Zeta Gundam is one of 4 hidden suits in this game that can only be accessed by cheat codes and savestates. Due to this, not much was known about the character until recently. With one recent revelation being Zeta Gundam's infinite out of command dash, allowing him to have an entire playstyle that focuses around the use of his command dash glitch and infinite. Zeta doesn't have many conversions and seems relatively simple, with most of his room for mix-up happening at close to mid range. Zeta Gundam does above-average damage, and has some of the best gun damage in the game, although he doesn't possess much quick moves in his kit beyond his jabs. Because of this Zeta struggles to be an offensive character, and struggles to win by playing defensively as his strong moves have limited range, and poor frame data. Zeta's conversion chart also plays around the limited usability of his super due to the fact that it does not fully connect unless the opponent is off the ground. Zeta Gundam is considered a below-average suit performance wise, but with otherwise high reward if you understand his limited conversions or if you can execute his infinite.
Archetype: Balanced / Poke & Punish
Strengths
Weaknesses
Great Gun Damage: If 26SP hits successfully, and will typically deal nearly 50% damage on all characters. This damage is equivalent to Nu's, however Zeta's beam rifle has noticeable start up time and can only be combo-d into at very close range from moves such as WP/WK.
Dash Infinite: As long as Zeta does not use any forward or back dashes, he can activate his dash and it will continuously push Zeta forward as long as he cancels it with an attack. Because of this Zeta can repeatedly 2WP to lock his opponents down, resulting in a true infinite if executed successfully. This also allows Zeta to perform a glitch that keeps him at the edge of the screen at all times.
Command Dash: Zeta's command dash can instantly close out distance when thrown out, and let Zeta get in opponent's faces quickly. Although you cannot cancel into his hyper dash.
Multi-directional Spin Kicks: Zeta can manipulate his j.5SK in multiple ways, by aiming in the 2, 6, or 8 directions, he can extend the reach of his spin kicks, which also substitutes as a passive movement option.
Disappointing Normals: Much of Zeta's moves have limited or non-existent follow ups and many of his moves may act more like limited pokes with mediocre frame data.
Mediocre Super: Zeta's super has situational use, as it does not fully connect even when it hits, unless the opponent is OTG (Off-The-Ground). This does however mean Zeta can successfully perform his super out of sweeps or overheat.
Weak Offense: Most of Zeta's gameplan is heavily dependent on his opponent making mistakes, as many of Zeta's safest and quickest moves are jabs, and his strong moves have mixed range and frame data. Because of this Zeta Gundam tends to play more defensively when he doesn't have opportunities to dash in.
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
XX - Special name: Quick description of a special move.
Super
26X+X - Super name: Quick description of their super.
Command Normals
6X - Command normal name: Quick description of the command normal.
Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
Unlike his in previous Battle Master/Assault games, he can perform an infinite due to a rare glitch in the game, where his dash momentum is conserved if cancelled upon with an attack, meaning he can successively jab lock people with crouching 2WP. This does however change his playstyle as he loses the ability to do this out of command dash if he uses normal dashes once during the match. Because of this, Zeta can be played in two different ways mid-fight based on whether one wants to use the dash-in to lock down or infinite opponents, or search for punishing openings and build a more patient ground game instead. Zeta Gundam posssesses a kit of otherwise okay normals, although most of Zeta's moves don't have great range, and he suffers from subpar frame data on many of his attacks. Because of this, Zeta tends to do much better at close range and when he can throw out weak moves instead. Zeta Gundam does however have no problem getting good damage whether it be from 5WP strings, crouching 2SK into sweep, or 26P for his amazing projectile damage. Because of this, Zeta should be constantly looking for opportunities to get damaging attacks and pokes out, while keeping your opponent on guard with your command dash.
Offense
Zeta's offense is based upon capitalizing on what few punishes your character has. If you are able to beat out your opponent by throwing out attacks, Zeta can then close in on his opponent if he finds his SK and SP moves have constant utility. This means Zeta will often times benefit in a close-range environment where he can win by pokes and strong conversions. If your opponent is off the ground, you can use super, although this works best out of cr.2SK sweep. Your WP moves will be your friend, as this will let you lend in with an attack safely, and throw out a quick frame move that can lead to 4 hit strings that nab at least 45% of your opponent's health (5WP, 5WK, 2WK, 5SK -> Super Optional). If you can force gunfights you can use 26SP to safely take away up to about 50% of your opponent's health. Zeta does above average damage, and has no problem getting it as long as you are constantly monitoring your openings and execution. Zeta can mix up and get in with j.SK spin kicks if Zeta wants to have microspace movement options without his dash in ability if he decides to commit to the dash infinite. Zeta Gundam's offensive game expands drastically once he can lock opponents down on the ground with command dash and contest his opponent's normals.
Defense
Zeta Gundam's defense is often times based on Zeta's ability to get slow openings into his opponents and punishing their mistakes. If you find yourself punishing your opponents mistakes while having to make constant movements and attacks out of pressure - then you are going to adopt a more defensive stance. Because of this, you may not be able to throw out command dash safely, although you may have some luck tripping up your opponent with 24K, although this may not be always advised. If your opponent tries to use projectiles against you, you can always use your gun, but keep in mind it does have start-up, so this may not work at close-mid range. Zeta's landing j.WP can be useful for getting back onto the ground, or using one of several directions on j.SK to mix up your landing, or to chase your opponent in the air. Zeta's SP moves can be useful for contesting out attacks, as long as they are not invulnerable. Zeta will prefer to focus on a passive defensive style that doesn't offer too much for his opponent to work with.
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.