Mobile Suit Gundam: Ex Revue/Zaku

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Overview
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
  • Unblockables for Days: Zaku can land unblockable j.Cs off nearly any knockdown with proper timing, making any hit terrifying as usually Zaku can convert stray hits into a knockdown.
  • High Damage: Zaku has some of the higher damage normals in the game.
  • Can’t Counter Zone: Zaku may have an incredible fireball, but it’s not too useful to answer strong zoning since it goes under most projectiles.
  • Needs to Commit: Zaku’s best disjoints take a long time to whiff, making it risky to poke.
Zaku: Gene
GXER Pilot Gene.png

Zaku Portrait.png

Jumps: One
Air Throw: No
Pummel Grab: No
Defense: 0


Normals

cl.A
GEXR Zaku 5aClose.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
7 Mid - - - - - Yes

A short, quick jab that whiffs on crouchers.


f.A
GEXR Zaku 5a.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
9 Mid - - - - - Yes

An amazingly disjointed jab, although it's somewhat slow. Also functions as a serviceable anti-air.


cl.B
GEXR Zaku 5bClose.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
17 Mid - - - - - Yes

An anti-air disjoint, but usually is relegated to combos since you have better anti-airs at that range.


f.B
GEXR Zaku 5b.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
19 Mid - - - - - Yes

A slow poke with decent range.


5C
GEXR Zaku 5c.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
24 Mid - - - - - Yes

A long-ranged poke that has some terrifying empty cancels at the cost of being rather slow to whiff.


2A
GEXR Zaku 2a.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
9 Low - - - - - Yes

A fast low that can be linked into C normals at any range and forces stand.


2B
GEXR Zaku 2b-1.png
GEXR Zaku 2b 2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
17 Low - - - - - Yes

Zaku performs a two-hit sweep. It does it's job.


2C
GEXR Zaku 2c.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
27 Mid - - - - - Yes

Zaku swings it's heat axe diagonally upwards. With an incredible disjoint and great combo potential, this move is a great poke, although whiffing it is a bit too slow to justify throwing out whenever.


Jumping Normals

j.A
GEXR Zaku ja.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12 High - - - - - No

Quick air-to-air. Incredible air-to-ground disjoint.


j.B
GEXR Zaku jb 1.png
GEXR Zaku jb 2.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
17 High - - - - - No

Multi-hit jump-in. Good hitbox on either hit to catch opponents above you.


j.2B
GEXR Zaku j2b.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
17 High - - - - - No

Crossup button with your best air-to-ground disjoint, but very short horrizontal range. Unblockable if done low to the ground.


j.C
GEXR Zaku jc.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
22 High - - - - - No

Massive horizontal range, great crossup potential, and unblockable if done low enough to the ground.

Specials

Zaku Missile
236x
GEXR Zaku 236x.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
A version 17 Low - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 22 Low - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 17 Low - - - - - No

Zaku fires a missile from it's leg. Ambiguous startup to idle, making it difficult to react to. Heavier versions of the projectile travel faster. Mediocre for fireball wars, but travels slowly and goes under most projectiles.


Double Spin Kick
214x
GEXR Zaku 214x 1.png
GEXR Zaku 214x 2.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
A version 12+10 Mid - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 14+12 Mid - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 17+15 Mid - - - - - No

2-hit tatsu that hits low. Unsafe on block. Heavier versions travel farther but have more recovery. A version sets up unblockable oki. Makes for an incredible combo ender.


623x
GEXR Zaku 623x 1.png
Startup hitbox
Startup hitbox
GEXR Zaku 623a c-2.png
A/C version second hitbox
A/C version second hitbox
GEXR Zaku 623b 2.png
B version second hitbox
B version second hitbox
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
A version 17 Mid - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 22 Mid - - - - - No
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 17+15 Mid - - - - - No

Frame 1 invincible DP. Heavier versions startup slower and fly higher. Primary anti-air/reversal. A version whiffs quickly so it can be used as a cheeky way to avoid chip damage. C version hits multiple times.

Combos/Setups

Type Combo Position Damage Works on: Notes
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.

Colors

Zaku 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