Mobile Suit Gundam: Ex Revue/Zeong

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Overview
Overview

Zeong is an incomplete version of a mobile suit seen in Mobile Suit Gundam. Initially a new-type based alternative to the Zaku, Char Aznable piloted this half-finished suit at the battle of A Baoa Qu. Boasting ten powerful finger lasers and psycommu-based ranged attacks, even the incomplete Zeong nearly brought an end to Amuro Ray using its destructive power. Due to its lack of combos or lows, Zeong's gameplan revolves around zoning and looking for an opening to abuse it's infinite blockstring.

Playstyle
Pros Cons
  • Infinite Blockstring: Zeong has access to a infinite block string with his 646x this allows him to time and chip out opponents to close out games under the right circumstances.
  • Strong Zoning: Zeong has access to some of the best fireballs in the game, including an air fireball. These fireballs can keep majority of the cast at a safe distance for Zeong to overwhelm them.
  • No Lows: Zeong has no lows making his ability to mix up opponents limited. This is ultimately a non-issue due to Zeong's strong neutral making mix-ups largely unnecessary.
  • No Crouching Animation: Because Zeong has no crouching animation he can be hit by moves that usually he shouldn't. This makes Zeong weak to instant overheads, but generally doesn't come up outside of corner pressure.
Zeong: Char
GXER Pilot Char.png

Zeong Portrait.png

Jumps: One
Air Throw: No
Pummel Grab: No
Defense: 1


Normals

2A/cl.A
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12 Mid - - - - - Yes

A quick jab, not much else to note besides it's multiple inputs.

f.A
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12+10 Mid - - - - - Yes

A slow, disjointed rocket punch. Doesn't fill the role of a jab but can be a solid option from time to time.

5B
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
19 Mid - - - - - Yes

A slow, stubby, disjointed button. Looks exactly like 2B but doesn't knock down on hit.

5C
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12 Mid - - - - - Yes

A punch with a solid disjoint.

2B
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
19 Mid - - - - - Yes

A slow, stubby, disjointed sweep that doesn't even hit low. Looks identical to 5B.

cl.C
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
12+10 Mid - - - - - Yes

A multi-hitting uppercut that comes out crouching or standing. Solid anti-air on the second hit but being a proximity normal really hurts this move's usage as an anti-air.

2C
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
22 Mid - - - - - Yes

Crouching version of 5C that lacks the arm extension. Much faster than 5C and good in combos.

Jumping Normals

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

A solid button that's active for a very long time. Has a small disjoint in front of it for air-to-air situations.

j.B
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
17 High - - - - - -

A solid button that's active for a very long time. Hits slightly above Zeong making this button better for beating out approaches from above you than other air buttons.

j.2B
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
22 High - - - - - -

Very long, but invincible startup and crosses up.

j.C
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
19 High - - - - - -

A solid button that's active for a very long time.

Specials

236x
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
A version 17 Mid - - - - - -
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 19 Mid - - - - - -
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 22 Mid - - - - - -

Zeong fires a beam from its hand, knocking down on hit. A very solid projectile that travels at different speeds depending on the button used.

j.236x
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
A version 9 Mid - - - - - -
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 12 Mid - - - - - -
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 14 Mid - - - - - -

A jumping version of 236x that does less damage. Sends Zeong flying back after being used. Different versions travel at different speeds.

2369x
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
A version 17 Mid - - - - - -
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
B version 19 Mid - - - - - -
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
C version 22 Mid - - - - - -

Zeong looks up to the sky and fires a beam to anti-air. The move is too slow to be a strong reaction anti air and the beam travels at a somewhat awkward angle so it's far from the most useful anti-air in the world, but it comes up more often than one might expect.

646x
Damage Guard Startup Active Recovery Hit Adv Block Adv Special Cancel
17 Mid - - - - - -

The bread winner. This special can completely take over neutral, causes unblockable okizeme loops, is an infinite blockstring by itself, sets up scary strike/throw mixups, links into ITSELF on block and knocks down on hit.

Combos/Setups

Type Combo Position Damage Works on: Notes
Infinite Blockstring 646C > [(f.A) > 646C]*n Depends ? all Zeongs infinite blockstring, skip the f.A if its midscreen

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