Mobile Suit Gundam: Ex Revue/CZgok

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Overview
Overview

The Z'gok commander type is a variant of the mass produced mobile suit Z'gok with higher performance and better maneuverability piloted by Char Aznable during the attack on Jaburo. It's improved performance is reflected in EX Revue, where his normals are mostly better versions of the attacks seen on the standard Z'gok, as well as having increased movement speed and a different jump arc.

Playstyle
Pros Cons
  • Easy Pickups: Char’s Z’gok can get easy knockdowns off most small hits
  • Easy Damage: Char’s Z’gok can get good damage combos off simple light confirms.
  • Solid Okizeme: Char’s Z’gok has very solid mixups against knocked down opponents, and if the opponent doesn’t guess right they’ll often find themselves knocked down and in the same spot all over again.
  • Can’t Handle Zoning: Char’s Z’gok has trouble getting in against characters with even halfway decent zoning.
  • Stubby Normals: Char’s Z’gok can’t really play the midrange game all too well
Z'gok: Char
GXER Pilot Char.png

CZ'Gok Portrait.png

Jumps: One
Air Throw: No
Pummel Grab: Yes (4/6B)
Defense: 0


Normals

5A
Cz'gok 5a.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
6 mid - - - - - Yes

A nice, fast jab. Nothing special here


cl.5B
Cz'gok cl5b.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
14 mid - - - - - Yes

Like f.B, but much slower and worse as an anti-air thanks to the smaller hitbox.


f.B
Cz'gok 5b.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
14 mid - - - - - Yes

A fairly decent anti-air, but a tad too stubby to be strong.


cl.C
Cz'gok cl5c.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
22 mid - - - - - Yes

At a glance this looks like an amazing anti-air hurt by it's status as a proximity normal, but the hitboxes reveal it's secretly an awful anti-air hurt by it's status as a proximity normal.


f.C
Cz'gok 5c.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
24 mid - - - - - No

A far reaching punch, no disjoint and fairly easy to whiff punish so throwing it out as a poke isn't the best idea.


2A
Cz'gok 2a.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
7 low - - - - - Yes

A short, low hitting jab. Just like 5A there's nothing special going on here.


2B
Cz'gok 2b.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
14 mid - - - - - Yes

At first glance this may seem like a great poke that can low profile stuff, but in reality it isn't. It doesn't low profile much and hitting mid isn't very nice. It's still an ok poke all things considered.


cl.2C
Cz'gok cl2c 1.PNG
Cz'gok cl2c 2.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
22 mid - - - - - Yes

A solid but slow anti-air that's really hurt by it's status as a proximity normal.


f.2C
Cz'gok 2c.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
22 low - - - - - Yes

A standard sweep, reaches pretty far.

Jumping Normals

j.A
C'zgok ja.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
9 high - - - - - No

Great all-purpose jump-in. Good air-to-air, good air-to-ground, but other buttons are better for both purposes. If you don't know what your opponent is doing you can't go wrong with j.A.


j.B
C'zgok jb.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
17 high - - - - - No

Amazing air-to-air, awful for air-to-ground approaches. If you see your opponent holding up on their input display, feel free to swat them out of the air with this.


j.2B
C'zgok j2b.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
17 high - - - - - No

A downwards jab. Good for hitting people directly under you or for crossing up. If this move connects close enough to the ground it even becomes unblockable.


j.C
C'zgok jc.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
22 high - - - - - No

Great jump-in button, really bad air-to-air. This move can crossup too!

Specials

Dash Claw
[4]6x
Cz'gok dash punch.PNG
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
A version 22 Mid - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 24 Mid - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 27 Mid - - - - - No

Char's Z'gok dashes forward with a punch, with the button used for the attack changing how far it travels, and the C version causes a knockdown, while the B version can be cancelled into the B version of hands. Great combo ender.


Power Claw
[2]8x
Cz'gok flash kick 1.PNG
First hitbox
First hitbox
Cz'gok flash kick A 2.PNG
A version second hitbox
A version second hitbox
Cz'gok flash kick bc 2.PNG
B/C version Second hitbox
B/C version Second hitbox
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
A version 24 Mid - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 27 Mid - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 10+9+8 Mid - - - - - No

Char's Z'gok jumps into the air with a shoryuken. Only the A version is completely invincible while rising, but the B and C versions go longer and farther than the A version does.


214x
Cz'gok fireball.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
14 mid - - - - - No

Char's Z'gok reaches forward and shoots a projectile that moves faster the stronger the button you used to do the attack.


A Hands
Mash A
C'zgok mash A.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
10 low - - - - - No

Char's Z'gok does a downwards angled hundred hands slap that hits low and knocks down.


B hands
Mash B
C'zgok mash B.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
5 per hit mid - - - - - No

Char's Z'gok does the hundred hands slap.


C hands
Mash C
C'zgok mash C.PNG
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
varies from 4 to 7 damage per hit low - - - - - No

Char's Z'gok does an anti-air hundred hands slap. It's fine as an anti air but it could be a lot better.

Combos/Setups

Type Combo Position Damage Works on: Notes Video Example
Combo 2A > 2A > 2A xx [4]6C Any 36 All Some jabs into a knockdown. Simple, short, effective. Reduce the number of 2As based on distance. Link
Combo nj.C > 5C xx 214x > 2A > 2A > 2A xx [4]6C Corner Only 83 All High damage combo good for post-stun kills. Link
Combo nj.C > cl.5C xx 214x > 5A > 5A > 5A > 5A > [4]6C (stun) cl.5C xx 214x > 2A [2]8C Corner Only 147 All A stylish touch of death combo.

Colors

Char's Z'gok colors
General
Hud
Controls
Characters
Acguy
Char's Gelgoog
Char's Zaku
Char's Z'gok
Dolmel
Dom
Gelgoog
Gouf
Guncannon
Gundam
Gyan
Zaku
Z'gok
Zeong