Fighter's History Dynamite/Zazie Muhaba: Difference between revisions

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[[File:fhd zazie.png|left]]
[[File:fhd zazie.png|left]]
<table border="0" cellspacing="2" align="right">
<table border="0" cellspacing="2" align="right">
<tr> <td color="#303030">[[Fighter's History Dynamite|'''''FHD main page''''']] | [[Fighter's History Dynamite#The Characters|'''''The Characters''''']]</td></tr>
<tr> <td color="#303030"></td></tr>
</table>
</table>
<br>
<br>
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<br clear="left">
<br clear="left">
= Introduction =
= Introduction =
HELLFIREE, DERSHH


HELLFIRE,YASS
Zazie is a karateka from Kenya. He is a founder of the African Nature Protection Society and decided to participate in the Great Grapple Tournament to raise some money for his organization. The question is: can he overcome his opponents and achieve victory? Well, he has a ''really'' good chance at this...


Zazie is karateka from Kenya. He is a founder of the African Nature Protection Society and decided to participate in the Great Grapple Tournament to raise some money for his organisation. The question is: does he able to overcome all the opponents and achieve victorious? Well, he has a ''really'' big chances for this...
Zazie is one of "The Four Gods" of the game and debatably the top 1 character. He is a great rushdown character with long pokes due to his size. His Vulcan Hook (Tap {{neogeoa}}{{neogeob}}{{neogeoc}}{{neogeod}}) can deal massive damage in combos as well as chip damage, while also being used for his keep-away game if necessary. His Ducking move ({{f}}{{f}}+{{k}}) lets him disrespect fireballs (though it leaves him vulnerable to sweeps). Hellfire ({{qcd}}+{{p}}) can demolish all types of weak spots, and it can even be done during Ducking. All in all, Zazie is a scary force that should be taken seriously in every fight.
 
Zazie is one of "The Four Gods" of the game and debatably the top-1 character. He is a great rushdown character with long pokes due to his height. His Vulcan Punch (HHS-type move) allows to deal massive chip damage and at the same time play a keepaway game if necessary. His Ducking move allows to not to fear fireballs (but to fear sweeps). Hellfire uppercut can demolish all types of weak spots. All in all, Zazie is a scary force that should be taken seriously in every fight.


===Weak Spot===
===Weak Spot===
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     <td align="center">-</td></tr>
     <td align="center">-</td></tr>
</table>
</table>
Having a weak spot on a head is already a bad thing by default, but Zazie's saving grace is that he's the highest character in the game. Just use stance shift to change your stance to standing one while being comboed. Not many grounded moves can hit your standing weak spot, but still, some characters have high kicks and axe kicks against you. And yeah, watch out for jump-ins and crossups.
Having a weak spot on the head is usually a bad thing by default, but Zazie's saving grace is that he's the tallest character in the game. Just use stance shift to change your stance to standing while being comboed. Not many grounded moves can hit your standing weak spot, but some characters still have high kicks and axe kicks to use against you. And of course, watch out for jump-ins and crossups.


Also, as you may see, Zazie got a misplaced weak spot on his second squat animation. This ''may'' help/harm you somehow, but not really.
Also, as you can see, Zazie has a misplaced weak spot on his second squat animation. This ''may'' help or harm you somehow, but not really.


===Color Options===
===Color Options===
Line 45: Line 44:
=== Quick Reference ===
=== Quick Reference ===
<table border="1em" cellspacing="0" style="border: 1px solid #999;" width="80%">
<table border="1em" cellspacing="0" style="border: 1px solid #999;" width="80%">
<tr> <td align="center" width="15%">Special move name</td>
<tr> <td align="center" width="15%">Special Move Name</td>
     <td align="center" width="25%">Input</td>
     <td align="center" width="25%">Input</td>
     <td align="center" width="10%">Nickname</td>
     <td align="center" width="10%">Nickname</td>
     <td align="center" width="30%">Note</td></tr>
     <td align="center" width="30%">Note</td></tr>
<tr> <td height="37">'''Vulkan Hook'''</td>
<tr> <td height="37">'''Vulcan Hook'''</td>
     <td>Tap [[File:P.png]]</td>
     <td>Tap [[File:P.png]]</td>
     <td></td>
     <td>Hands</td>
     <td>HHS</td></tr>
     <td>HHS</td></tr>
<tr> <td height="37">'''Chojaku Vulkan Hook'''</td>
<tr> <td height="37">'''Chojaku Vulcan Hook'''</td>
     <td>Tap simultaneously [[File:Snka.gif]][[File:Snkb.gif]][[File:Snkc.gif]][[File:Snkd.gif]]</td>
     <td>Tap Simultaneously [[File:Snka.gif]][[File:Snkb.gif]][[File:Snkc.gif]][[File:Snkd.gif]]</td>
     <td></td>
     <td>Hands</td>
     <td>instant HHS</td></tr>
     <td>Instant HHS</td></tr>
<tr> <td>'''Hellfire'''</td>
<tr> <td>'''Hellfire'''</td>
     <td>[[File:B.png]][[File:Db.png]][[File:D.png]] + [[File:P.png]]</td>
     <td>[[File:Qcd.png]] + [[File:P.png]]</td>
     <td></td>
     <td></td>
     <td>anti-air, reversal</td></tr>
     <td>Anti-Air, Reversal</td></tr>
<tr> <td>'''Ducking'''</td>
<tr> <td>'''Ducking'''</td>
     <td>[[File:F.png]][[File:F.png]] + [[File:K.png]]</td>
     <td>[[File:F.png]][[File:F.png]] + [[File:K.png]]</td>
     <td>dash</td>
     <td>Dash</td>
     <td>dash through fireballs</td></tr>
     <td>Dash through fireballs.</td></tr>
<tr> <td>'''Step Back'''</td>
<tr> <td>'''Step Back'''</td>
     <td>[[File:F.png]][[File:B.png]] + [[File:K.png]]</td>
     <td>[[File:F.png]][[File:B.png]] + [[File:K.png]]</td>
     <td></td>
     <td></td>
     <td>step back → step forward, only first step is invincible</td></tr>
     <td>Step back → step forward; only the 1st step is invincible.</td></tr>
<tr> <td>'''Deshikakato'''</td>
<tr> <td>'''Deshikakato'''</td>
     <td>[[File:U.png]][[File:D.png]] + [[File:K.png]]</td>
     <td>[[File:U.png]][[File:D.png]] + [[File:K.png]]</td>
     <td>flame kick</td>
     <td>Flame Kick</td>
     <td>''hidden move'', LK and HK versions are different</td></tr>
     <td>''Hidden Move''; LK and HK versions are different.</td></tr>
</table>
</table>


== Normal Moves ==
== Normal Moves ==
===Light Punch [[File:Snka.gif]]===
===Light Punch [[File:Snka.gif]]===
*'''Standing (Close/Far):'''
*'''Standing LP (Close/Far):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 84: Line 83:
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-LP.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-LP.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">Yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#32CD32">+6</td></tr>
     <td align="center" bgcolor="#007D00">+6</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#32CD32">+7</td></tr>
     <td align="center" bgcolor="#007D00">+7</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">2</td>
     <td align="center">2</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">3</td></tr>
     <td align="center">3</td></tr>
</table>
</table>
Usual jab that whiffs all crouching characters. Due to Zazie's height may be used as far anti-air.
Usual jab that whiffs on all crouching characters. Due to Zazie's height it may be used as a far anti-air.


*'''Crouching:'''
*'''Crouching LP:'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 106: Line 105:
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-crouch-LP.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-crouch-LP.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">Yes</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">Yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#32CD32">+6</td></tr>
     <td align="center" bgcolor="#007D00">+6</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#32CD32">+7</td></tr>
     <td align="center" bgcolor="#007D00">+7</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">2</td>
     <td align="center">2</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">3</td></tr>
     <td align="center">3</td></tr>
</table>
</table>
Same as st.LP but obviously doesn't whiff crouching characters.  
Same as st.LP but obviously doesn't whiff on crouching characters.  


*'''Jumping (Diagonal/Neutral):'''
*'''Jumping LP (Diagonal/Neutral):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 127: Line 126:
     <td align="center" width="75" rowspan="3">Startup</td>
     <td align="center" width="75" rowspan="3">Startup</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-jump-LP.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-jump-LP.png]]</td>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">∞</td></tr>
     <td align="center" bgcolor="#00007D">∞</td></tr>
</table>
</table>
Great jump-in and air-to-air tool with solid priority.
Great jump-in and air-to-air tool with solid priority.
Pretty good for an air reset and then Ducking LK/HK for a left or right mix up. Also notable is that he is quite active, so he can hit Karnov's Balloon Attack and hit his weak point in the process.


===Strong Punch [[File:Snkb.gif]]===
===Heavy Punch [[File:Snkb.gif]]===
*'''Standing (Close/Far):'''
*'''Standing HP (Close/Far):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 146: Line 146:
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-HP-2.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-HP-2.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">Yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#FF3030">-3</td></tr>
     <td align="center" bgcolor="#7D0000">-3</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#FF3030">-8</td></tr>
     <td align="center" bgcolor="#7D0000">-8</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">18</td></tr>
     <td align="center">18</td></tr>
</table>
</table>
Zazie throws an uppercut with his back arm. Great anti-air alternative to Hellfire. But here's a thing that must be mentioned: actually this attack is listed in dev menu of the game as a command normal and actual HP normals are can be used if you'll hold /while attacking. Further info about them will be listed in "Special Normals" section.
Zazie throws an uppercut with his back arm. Great anti-air alternative to Hellfire. Something worth mentioning is that this attack is actually listed as a command normal in the dev menu of the game. Actual HP normals can be used if you hold {{b}} / {{ub}} / {{u}} / {{uf}} / {{f}} while attacking. Further info about them is listed in the "Special Normals" section. Good blow to hit Zazie's weak point


*'''Crouching:'''
*'''Crouching HP:'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 168: Line 168:
     <td align="center" width="75" rowspan="5">Startup</td>
     <td align="center" width="75" rowspan="5">Startup</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-crouch-HP.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-crouch-HP.png]]</td>
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-crouch-HP-recover.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">Yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#FF3030">-4</td></tr>
     <td align="center" bgcolor="#7D0000">-4</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#FF3030">-9</td></tr>
     <td align="center" bgcolor="#7D0000">-9</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">3</td>
     <td align="center">3</td>
     <td align="center" bgcolor="#0000FF">4</td>
     <td align="center" bgcolor="#00007D">4</td>
     <td align="center">21</td></tr>
     <td align="center" colspan="2">(16) 21</td></tr>
</table>
</table>
Crouching uppercut with okay-ish priority. It's still useful but priority is not that great comparing with other cr.HP anti-airs.
Crouching uppercut with okay priority. It's still useful but the priority is not that great compared to other cr.HP anti-airs.


*'''Jumping (Diagonal/Neutral):'''
*'''Jumping HP (Diagonal):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
    <td align="center" width="30"><u>28</u></td>
    <td align="center" width="75" rowspan="3">Startup</td>
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-diagonal-jump-HP.png]]</td>
    <td align="center" width="75" rowspan="3">Recovery</td></tr>
<tr> <td align="center">Chain Cancel</td>
    <td align="center">No</td></tr>
<tr> <td align="center">Special Cancel</td>
    <td align="center">No</td></tr>
<tr> <td align="center" colspan="2">Frame Count</td>
    <td align="center">4</td>
    <td align="center" bgcolor="#00007D">6</td>
    <td align="center">∞</td></tr>
</table>
Typical aerial heavy punch. Looks like j.LP but has worse priority and higher damage.
 
*'''Jumping HP (Neutral):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 191: Line 210:
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-jump-HP.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-jump-HP.png]]</td>
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">6</td>
     <td align="center" bgcolor="#00007D">6</td>
     <td align="center">∞</td></tr>
     <td align="center">∞</td></tr>
</table>
</table>
Bigger vertical hibox than j.LP but shorter horizontally.
Identical to its diagonal jump counterpart but its hitbox is stretched downwards a bit.


===Light Kick [[File:Snkc.gif]]===
===Light Kick [[File:Snkc.gif]]===
*'''Standing (Close):'''
*'''Standing LK (Close):''' ''Activation Range = 47''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 210: Line 229:
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-close-LK.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-close-LK.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">Yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#32CD32">+5</td></tr>
     <td align="center" bgcolor="#007D00">+5</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#32CD32">+6</td></tr>
     <td align="center" bgcolor="#007D00">+6</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">2</td>
     <td align="center">2</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">4</td></tr>
     <td align="center">4</td></tr>
</table>
</table>
This one is ''the'' real bane to the most of the weak spots.
This one is ''the'' real bane to most weak spots. Hits the weak point of: Lee, Jean, Yungmie.


*'''Standing (Far):'''
*'''Standing LK (Far):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 231: Line 250:
     <td align="center" width="75" rowspan="5">Startup</td>
     <td align="center" width="75" rowspan="5">Startup</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-LK.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-LK.png]]</td>
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-LK-recover.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">Yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#FFA500">0</td></tr>
     <td align="center" bgcolor="#A58700">0</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#32CD32">+1</td></tr>
     <td align="center" bgcolor="#007D00">+1</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">9</td></tr>
     <td align="center" colspan="2">(3) 9</td></tr>
</table>
</table>
Incredible poke, Zazie use his leg to kick in the medium zone. Quick with outstanding range, you're going to be using this very much.
Incredible poke, Zazie uses his leg to kick in the medium zone. Its high speed and outstanding range means that you're going to be using this a lot. Compared to f.HP, this move hits Jean's and Yungmie's weak spots (only standing) but misses Matlok's, Mizoguchi's, Clown's, and Karnov's weak spots. This move also hits all crouchers, unlike f.HP.


*'''Crouching:'''
*'''Crouching LK:'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 254: Line 274:
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-crouch-LK.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-crouch-LK.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">Yes</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">Yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#32CD32">+6</td></tr>
     <td align="center" bgcolor="#007D00">+6</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#32CD32">+7</td></tr>
     <td align="center" bgcolor="#007D00">+7</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">2</td>
     <td align="center">2</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">3</td></tr>
     <td align="center">3</td></tr>
</table>
</table>
Your best option for doing chain strings, because LPs will trigger your Vulcan Hook instead.
Your best option for doing chain strings, since LPs will trigger your Vulcan Hook instead.


*'''Jumping (Diagonal):'''
*'''Jumping LK (Diagonal):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 275: Line 295:
     <td align="center" width="75" rowspan="3">Startup</td>
     <td align="center" width="75" rowspan="3">Startup</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-diagonal-jump-LK.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-diagonal-jump-LK.png]]</td>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">6</td>
     <td align="center">6</td>
     <td align="center" bgcolor="#0000FF">∞</td></tr>
     <td align="center" bgcolor="#00007D">∞</td></tr>
</table>
</table>
Good option to interrupt stuff like Mars' Lariats and hit head weak spots from afar.
Good option to interrupt stuff like Mars' Lariats and to hit head weak spots from afar.


*'''Jumping (Neutral):'''
*'''Jumping LK (Neutral):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 291: Line 311:
     <td align="center" width="75" rowspan="3">Startup</td>
     <td align="center" width="75" rowspan="3">Startup</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-neutral-jump-LK.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-neutral-jump-LK.png]]</td>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">∞</td></tr>
     <td align="center" bgcolor="#00007D">∞</td></tr>
</table>
</table>


===Strong Kick [[File:Snkd.gif]]===
===Heavy Kick [[File:Snkd.gif]]===
*'''Standing (Close):'''
*'''Standing HK (Close):''' ''Activation Range = 47''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 308: Line 328:
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-close-HK.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-close-HK.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#32CD32">+1</td></tr>
     <td align="center" bgcolor="#007D00">+1</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#FF3030">-4</td></tr>
     <td align="center" bgcolor="#7D0000">-4</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">11</td>
     <td align="center">11</td>
     <td align="center" bgcolor="#0000FF">4</td>
     <td align="center" bgcolor="#00007D">4</td>
     <td align="center">16</td></tr>
     <td align="center">16</td></tr>
</table>
</table>
Another ridiculous hitbox, but this time it has long startup for a close attack. So, it's pretty good for a meaty.
Another ridiculous hitbox, but this time it has a long startup for a close attack. It's pretty good as a meaty.


*'''Standing (Far):'''
*'''Standing HK (Far):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 330: Line 350:
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-HK-1.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-HK-1.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-HK-2.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-HK-2.png]]</td>
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-HK-recover.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#FF3030">-3</td></tr>
     <td align="center" bgcolor="#7D0000">-3</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#FF3030">-8</td></tr>
     <td align="center" bgcolor="#7D0000">-8</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">9</td>
     <td align="center">9</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">18</td></tr>
     <td align="center" colspan="2">(6) 18</td></tr>
</table>
</table>
An axe kick that hits once. Leg becomes vulnerable after second hitbox on 6 frames.
An axe kick that hits once. Leg becomes vulnerable after second hitbox on frame 6.
Good poke to hit Lee and Zazie's weak point.


*'''Crouching:'''
*'''Crouching HK:'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 353: Line 375:
     <td align="center" width="75" rowspan="5">Startup</td>
     <td align="center" width="75" rowspan="5">Startup</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-crouch-HK.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-crouch-HK.png]]</td>
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-crouch-HK-recover.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">Yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#32CD32">kd</td></tr>
     <td align="center" bgcolor="#007D00">KD</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#FF3030">-8</td></tr>
     <td align="center" bgcolor="#7D0000">-8</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">6</td>
     <td align="center" bgcolor="#00007D">6</td>
     <td align="center">18</td></tr>
     <td align="center" colspan="2">(6) 18</td></tr>
</table>
</table>
A basic sweep that turns out to be nice because of the fact that you can cancel it into stuff. Cancel it into LK Step Back against Mars/Ryoko and into Ducking against everyone else.
A basic sweep that turns out to be nice because of the fact that you can cancel it into stuff. Cancel it into LK Step Back against Mars and Ryoko, and into Ducking against everyone else.


*'''Jumping (Diagonal):'''
*'''Jumping HK (Diagonal):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 376: Line 399:
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-diagonal-jump-HK.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-diagonal-jump-HK.png]]</td>
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">6</td>
     <td align="center" bgcolor="#00007D">6</td>
     <td align="center">∞</td></tr>
     <td align="center">∞</td></tr>
</table>
</table>
Your main crossup.
Your main crossup.


*'''Jumping (Neutral):'''
*'''Jumping HK (Neutral):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 394: Line 417:
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-neutral-jump-HK.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-neutral-jump-HK.png]]</td>
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">5</td>
     <td align="center" bgcolor="#00007D">5</td>
     <td align="center">∞</td></tr>
     <td align="center">∞</td></tr>
</table>
</table>
Line 406: Line 429:


== Special Normals ==
== Special Normals ==
*'''Far''' [[File:B.png]]/[[File:F.png]] + [[File:Snkb.gif]]
*'''Far''' [[File:B.png]]/[[File:Ub.png]]/[[File:U.png]]/[[File:Uf.png]]/[[File:F.png]] + [[File:Snkb.gif]]
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 412: Line 435:
     <td align="center" width="75" rowspan="5">Startup</td>
     <td align="center" width="75" rowspan="5">Startup</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-HP+F.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-HP+F.png]]</td>
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-HP+F-recover.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center" bgcolor="#1E90FF">yes</td></tr>
     <td align="center" bgcolor="#1E90FF">Yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#32CD32">+8</td></tr>
     <td align="center" bgcolor="#007D00">+8</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#32CD32">+3</td></tr>
     <td align="center" bgcolor="#007D00">+3</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">3</td>
     <td align="center" bgcolor="#00007D">3</td>
     <td align="center">10</td></tr>
     <td align="center" colspan="2">(6) 10</td></tr>
</table>
</table>
'''The actual f.HP:''' a fast straight punch. Your best poke due to plus on hit and block. Arm becomes vulnerable after active part on 3 frames.
'''The actual f.HP.''' A fast, straight punch. Your best poke due to it being plus on hit and block. Arm becomes vulnerable after the active part on frame 6. Whiffs on all crouchers except Samchay and Marstorius. Compared to f.LK, this move hits Matlok's, Mizoguchi's, Clown's, and Karnov's weak spots, but misses Jean's and Yungmie's weak spots.


*'''Close''' [[File:B.png]]/[[File:F.png]] + [[File:Snkb.gif]]
*'''Close''' [[File:B.png]]/[[File:Ub.png]]/[[File:U.png]]/[[File:Uf.png]]/[[File:F.png]] + [[File:Snkb.gif]] ''Activation Range = 63''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
     <td align="center" width="30"><u>52 total</u></td>
     <td align="center" width="30"><u>Total: 52</u></td>
     <td align="center" width="75" rowspan="5">Startup</td>
     <td align="center" width="75" rowspan="5">Startup</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-close-HP+F-1.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-close-HP+F-1.png]]</td>
     <td align="center" width="75" rowspan="5"></td>
     <td align="center" width="25" rowspan="5"></td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-close-HP+F-2.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-close-HP+F-2.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no/no</td></tr>
     <td align="center">No/no</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center" bgcolor="#1E90FF">yes/yes</td></tr>
     <td align="center" bgcolor="#1E90FF">Yes/Yes</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#FFA500">-3/0</td></tr>
     <td align="center" bgcolor="#A58700">-3/0</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#FF3030">-8/-5</td></tr>
     <td align="center" bgcolor="#7D0000">-8/-5</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">2</td>
     <td align="center" bgcolor="#00007D">2</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">20</td></tr>
     <td align="center">20</td></tr>
</table>
</table>
'''The actual cl.HP:''' a very damaging 2-hit hook punch. It's very quirky to use because you'll trigger a throw instead. To make it come out, combo it from a jab, throw will not be triggered because opponent will be in hitstun. Hitboxes of both hits are identical, so opponent may fall from second hit. This normal is useful in it's own combos.
'''The actual cl.HP.''' A high damage, 2-hit hook punch. It's quirky to use because you may trigger a throw instead. To make it come out you can combo it from a light normal or activate it with {{U}}+{{neogeob}}. Hitboxes of both hits are identical, so the opponent may fall from the second hit. 1 hit does more damage than ST HP, so it is more recommended to start combos.


== Throws ==
== Throws ==
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     <td align="center" width="30">31</td></tr>
     <td align="center" width="30">31</td></tr>
</table>
</table>
*'''Helldriver:''' [[File:B.png]]/[[File:F.png]] + [[File:Snkb.gif]]
*'''Helldriver:''' [[File:B.png]]/[[File:Ub.png]]/[[File:Uf.png]]/[[File:F.png]] + [[File:Snkb.gif]]
HELLDRIVER!! Zazie performs a suplex, that leaves an opponent near enough to walk in an keep the pressure. One con... low damage, especially comparing with other character's usual throws.
HELLDRIVER! Zazie performs a suplex that leaves an opponent near enough to walk in and keep the pressure. One con... low damage, especially compared to other characters' normal throws.


== Special Moves ==
== Special Moves ==
*'''Vulcan Hook:''' Tap [[File:P.png]] <font size="1">''and''</font> '''Chojaku Vulcan Hook:''' Tap simultaneously [[File:Snka.gif]][[File:Snkb.gif]][[File:Snkc.gif]][[File:Snkd.gif]]
*'''Vulcan Hook:''' Tap [[File:P.png]] <font size="1">''and''</font> '''Chojaku Vulcan Hook''' a.k.a. '''Hands:''' Tap Simultaneously [[File:Snka.gif]][[File:Snkb.gif]][[File:Snkc.gif]][[File:Snkd.gif]]
'''First Cycle:'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="90">Damage</td>
     <td align="center" width="30"><u>12 per hit</u></td>
     <td align="center" width="75"><u>12 per Hit</u></td>
     <td align="center" width="75" rowspan="3">Startup</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-adjust-1.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-1.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-1.png]]</td>
     <td align="center" width="75" rowspan="3"></td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-adjust-1.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-2.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-2.png]]</td>
     <td align="center" width="75" rowspan="3"></td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-adjust-2.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-3.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-3.png]]</td>
    <td align="center" width="75" rowspan="3"></td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-adjust-3.png]]</td></tr>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-4.png]]</td>
<tr> <td align="center">On Hit</td>
    <td align="center" width="75" rowspan="3"></td>
     <td align="center" bgcolor="#007D00">'''ABCD'''<br>+3*<br>'''LP/HP'''<br>+8*</td></tr>
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-5.png]]</td>
<tr> <td align="center">On Block</td>
    <td align="center" width="75" rowspan="3"></td>
     <td align="center" bgcolor="#A58700">'''ABCD'''<br>-2*<br>'''LP/HP'''<br>+4*</td></tr>
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-6.png]]</td>
<tr> <td align="center" rowspan="2">Frame Count</td>
    <td align="center" width="75" rowspan="3">Recovery</td></tr>
     <td align="center">ABCD</td>
<tr> <td align="center">On hit</td>
     <td align="center" bgcolor="#32CD32">'''LP/ABCD'''<br>+3*<br>'''HP'''<br>+8*</td></tr>
<tr> <td align="center">On block</td>
     <td align="center" bgcolor="#FFA500">'''LP/ABCD'''<br>-2*<br>'''HP'''<br>+4*</td></tr>
<tr> <td align="center" rowspan="2">Frame count</td>
     <td align="center">LP/ABCD</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">2</td>
     <td align="center" bgcolor="#00007D">2</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">2</td>
     <td align="center" bgcolor="#00007D">2</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">2</td>
     <td align="center" bgcolor="#00007D">2</td>
    <td align="center">1</td></tr>
<tr> <td align="center">LP/HP</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">2</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">2</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">2</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">1</td></tr>
     <td align="center">1</td></tr>
<tr> <td align="center">HP</td>
<tr> <td align="center" rowspan="2">Loop Cycle</td>
    <td align="center">ABCD</td>
    <td align="center" colspan="7">10</td></tr>
<tr> <td align="center">LP/HP</td>
    <td align="center" colspan="7">7</td></tr>
</table>
'''Second Cycle:'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="169" colspan="2">Damage</td>
    <td align="center" valign="bottom">[[File:FHD-zazie-vulcanhook-4.png]]</td>
    <td align="center" valign="bottom">[[File:FHD-zazie-vulcanhook-adjust-4.png]]</td>
    <td align="center" valign="bottom">[[File:FHD-zazie-vulcanhook-5.png]]</td>
    <td align="center" valign="bottom">[[File:FHD-zazie-vulcanhook-adjust-5.png]]</td>
    <td align="center" valign="bottom">[[File:FHD-zazie-vulcanhook-6.png]]</td>
    <td align="center" valign="bottom">[[File:FHD-zazie-vulcanhook-adjust-6.png]]</td></tr>
<tr> <td align="center" rowspan="2">Frame Count</td>
    <td align="center">ABCD</td>
    <td align="center" bgcolor="#00007D">2</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center" bgcolor="#00007D">2</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center" bgcolor="#00007D">2</td>
     <td align="center">1</td>
     <td align="center">1</td></tr>
    <td align="center" bgcolor="#0000FF">1</td>
<tr> <td align="center">LP/HP</td>
    <td align="center">1</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">1</td></tr>
     <td align="center">1</td></tr>
<tr> <td align="center" rowspan="2">Loop cycle</td>
<tr> <td align="center" rowspan="2">Loop Cycle</td>
     <td align="center">LP/ABCD</td>
     <td align="center">ABCD</td>
     <td align="center" colspan="13">19</td></tr>
     <td align="center" colspan="7">9</td></tr>
<tr> <td align="center">HP</td>
<tr> <td align="center">LP/HP</td>
     <td align="center" colspan="13">13</td></tr>
     <td align="center" colspan="7">6</td></tr>
</table>
</table>
''*Frame advantage is measured relatively '''if only the first hit connects'''''
''*Frame advantage is measured relatively '''if only the first hit connects'''''.


Hundred Hand Slap with a ton of possible uses. It's one of your main keepaway tools, nice damage dealer as well as chipping it. Also wipes out weak spots with ease. You going to use it alot. ABCD version has lesser gaps between hits and comes out '''instantly''', so here's no reason to use P version at all. Keep in mind that Zazie's arms are actually vulnerable between active frames.
Hundred Hand Slap with a ton of possible uses. It's one of your main keep-away tools, a nice damage dealer, and it deals great chip damage. It also wipes out weak spots with ease. You're going to use this a lot. The ABCD version has less gaps between hits and comes out '''instantly''', so there's no reason to use the P version at all. Keep in mind that Zazie's arms are actually vulnerable between active frames.


This move is not supposed to be steerable but apparently it can move by on pixel between loop cycles. So, whatever.
This move is not supposed to be steerable but it can actually move by one pixel between loop cycles, so whatever.


*'''Hellfire:''' [[File:B.png]][[File:Db.png]][[File:D.png]] + [[File:P.png]]
*'''Hellfire:''' [[File:Qcd.png]] + [[File:P.png]]
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 534: Line 571:
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-hellfire-1.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-hellfire-1.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-hellfire-2.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-hellfire-2.png]]</td>
     <td align="center" width="75" rowspan="3"></td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-hellfire-2-0.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-hellfire-3.png]]</td>
     <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-hellfire-3.png]]</td>
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
     <td align="center" width="75" rowspan="3">Recovery</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#32CD32">kd/kd</td></tr>
     <td align="center" bgcolor="#007D00">KD/KD</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#FF3030">-9/-4</td></tr>
     <td align="center" bgcolor="#7D0000">-9/-4</td></tr>
<tr> <td align="center" rowspan="2">Frame count</td>
<tr> <td align="center" rowspan="2">Frame Count</td>
     <td align="center">Light</td>
     <td align="center">Light</td>
     <td align="center" bgcolor="#00FF00">2</td>
     <td align="center" bgcolor="#007D00">2</td>
     <td align="center" bgcolor="#00FF00">4</td>
     <td align="center" bgcolor="#007D00">4</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">19</td></tr>
     <td align="center">19</td></tr>
<tr> <td align="center">Hard</td>
<tr> <td align="center">Heavy</td>
     <td align="center" bgcolor="#00FF00">4</td>
     <td align="center" bgcolor="#007D00">4</td>
     <td align="center" bgcolor="#00FF00">4</td>
     <td align="center" bgcolor="#007D00">4</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">19</td></tr>
     <td align="center">19</td></tr>
</table>
</table>
Your main anti-air in the game and combo ender. Both hits deals knockdown on both versions. Yet another attack that demolishes weak spots, but this one can also do this against jump-ins, because usually weak spots on jumping characters are located in the front part of hurtbox.
Your main anti-air and combo ender. Useful as a reversal too due to its first 6 frames being completely invulnerable. Both hits knock down on both versions. Yet another attack that demolishes weak spots, except this one can also do this against jump-ins due to jumping weak spots typically being located in the front part of the hurtbox.


*'''Ducking:''' [[File:F.png]][[File:F.png]] + [[File:K.png]]
*'''Ducking:''' [[File:F.png]][[File:F.png]] + [[File:K.png]]
Line 561: Line 598:
<tr> <td align="center" width="128" colspan="2"></td>
<tr> <td align="center" width="128" colspan="2"></td>
     <td align="center" valign="bottom">[[File:FHD-zazie-ducking.png]]</td>
     <td align="center" valign="bottom">[[File:FHD-zazie-ducking.png]]</td>
     <td align="center" width="75">Recovery,<br>feet becomes<br>vulnerable</td>
     <td align="center" valign="bottom">[[File:FHD-zazie-ducking-recover-1.png]]</td>
     <td align="center" width="75">Recovery,<br>full body becomes vulnerable</td></tr>
     <td align="center" valign="bottom">[[File:FHD-zazie-ducking-recover-2.png]]</td></tr>
<tr> <td align="center" rowspan="2">Frame count</td>
<tr> <td align="center" rowspan="2">Frame Count</td>
     <td align="center">Light</td>
     <td align="center">Light</td>
     <td align="center" bgcolor="#00FF00">13</td>
     <td align="center" bgcolor="#007D00">13</td>
     <td align="center">3</td>
     <td align="center">3</td>
     <td align="center">3</td></tr>
     <td align="center">3</td></tr>
<tr> <td align="center">Hard</td>
<tr> <td align="center">Heavy</td>
     <td align="center" bgcolor="#00FF00">17</td>
     <td align="center" bgcolor="#007D00">17</td>
     <td align="center">3</td>
     <td align="center">3</td>
     <td align="center">3</td></tr>
     <td align="center">3</td></tr>
</table>
</table>
Zazie dashes forward while being invincible. That's your main answer for all fireball wars. This move forces opponents to throw their projectiles wisely, but f they would throw even one fireball mindlessly it will be a free punish. But at the same time '''you''' shouldn't spam with it, your enemy will have whole 6 frames to sweep you. Also throws are working against Ducking, even at invincible frames (because in FHD only pushbox is needed to perform a throw). Especially be aware of command throws, for Mars and Ryoko this move might be a free damage. Unless...
Zazie dashes forward while being invincible. Your main answer for all fireball wars. This move forces opponents to throw their projectiles wisely, since even one mindlessly thrown fireball will result in a free punish. Be careful not to spam this move however, as your opponent will have 6 whole frames to sweep you. Throws also work against Ducking, even during invincible frames (because in FHD only pushbox is needed to perform a throw). Be especially aware of command throws - for Mars and Ryoko this move might be free damage. Unless...
 
The most important quirk about Ducking is that it can be cancelled into Hellfire, thus creating the '''"Dashing Hellfire"''' technique! It's a staple move in Zazie's toolkit that opens up even more opportunities to punish from afar and extend combos. It can be done in several ways:
 
1) {{f}}, {{hcf}} + {{k}} ~ {{p}}
 
2) {{f}}{{f}}, {{qcd}} + {{k}} ~ {{p}}
 
3) {{f}}{{f}}, {{b}} + {{k}}, {{db}}{{d}} + {{p}}


Actually Ducking can be cancelled into Hellfire, thus creating a "Dashing Hellfire" technique! It opens even morre opportunities to punish from afar and extend combos. It can be done in several ways: you can just quickly do Hellfire after Ducking ''or'' use motion like this - <u>→, ←↙↓↘→ + K~P</u>. This technique is a staple in Zazie's play and must be mastered if you want to dominate in a match.
Choose the most comfortable method for you.


*'''Step Back:''' [[File:F.png]][[File:B.png]] + [[File:K.png]]
*'''Step Back:''' [[File:F.png]][[File:B.png]] + [[File:K.png]]
Line 583: Line 628:
     <td align="center" width="75">1st Hop</td>
     <td align="center" width="75">1st Hop</td>
     <td align="center" width="75">Landing</td>
     <td align="center" width="75">Landing</td>
     <td align="center" width="75" rowspan="2">2nd Hop,<br>full body becomes vulnerable</td>
     <td align="center" width="75" rowspan="2">2nd Hop,<br>Full Body Vulnerable</td>
     <td align="center" width="75" rowspan="2">Recovery,<br>landing</td></tr>
     <td align="center" width="75" rowspan="2">Recovery,<br>Landing</td></tr>
<tr> <td align="center" valign="bottom" colspan="3">[[File:FHD-zazie-stepback.png]]</td></tr>
<tr> <td align="center" valign="bottom" colspan="3">[[File:FHD-zazie-stepback.png]]</td></tr>
<tr> <td align="center" rowspan="2">Frame count</td>
<tr> <td align="center" rowspan="2">Frame Count</td>
     <td align="center">Light</td>
     <td align="center">Light</td>
     <td align="center" bgcolor="#00FF00" width="75">2</td>
     <td align="center" bgcolor="#007D00" width="75">2</td>
     <td align="center" bgcolor="#00FF00" width="75">7</td>
     <td align="center" bgcolor="#007D00" width="75">7</td>
     <td align="center" bgcolor="#00FF00" width="75">10</td>
     <td align="center" bgcolor="#007D00" width="75">10</td>
     <td align="center">7</td>
     <td align="center">7</td>
     <td align="center">2</td></tr>
     <td align="center">2</td></tr>
<tr> <td align="center">Hard</td>
<tr> <td align="center">Heavy</td>
     <td align="center" bgcolor="#00FF00">2</td>
     <td align="center" bgcolor="#007D00">2</td>
     <td align="center" bgcolor="#00FF00">7</td>
     <td align="center" bgcolor="#007D00">7</td>
     <td align="center" bgcolor="#00FF00">14</td>
     <td align="center" bgcolor="#007D00">14</td>
     <td align="center">7</td>
     <td align="center">7</td>
     <td align="center">2</td></tr>
     <td align="center">2</td></tr>
</table>
</table>
Zazie performs two slight hops. HK version is hop back → hop forward, and LK version is hop back → hop on place. Zazie is invincible from very start to the moment between hops. Possibly this move can help avoid attacks as it was intended but on practice it's rarely seen used by players.
Zazie performs two slight hops. HK version is hop back → hop forward, and LK version is hop back → hop in place. Zazie is invincible from the very start to the moment between hops. This move can possibly help to avoid attacks as it was intended, but in practice it rarely sees use. The LK version can be cancelled into from a sweep (cr.HK) to create space in the Mars and Ryoko matchups.


== Hidden Move ==
== Hidden Move ==
*'''Deshikakato:''' [[File:U.png]][[File:D.png]] + [[File:K.png]]
*'''Deshikakato:''' [[File:U.png]][[File:D.png]] + [[File:K.png]]
'''LK version:'''
'''LK Version:'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 610: Line 655:
     <td align="center" width="75" rowspan="5">Startup</td>
     <td align="center" width="75" rowspan="5">Startup</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-LK-flamekick-1.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-LK-flamekick-1.png]]</td>
     <td align="center" width="75" rowspan="5"></td>
     <td align="center" width="25" rowspan="5"></td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-LK-flamekick-2.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-LK-flamekick-2.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no/no</td></tr>
     <td align="center">No/no</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center">no/no</td></tr>
     <td align="center">No/no</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#32CD32">kd/kd</td></tr>
     <td align="center" bgcolor="#007D00">KD/KD</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#32CD32">-/+1</td></tr>
     <td align="center" bgcolor="#007D00">-/+1</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">4</td>
     <td align="center">4</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">1</td>
     <td align="center">1</td>
     <td align="center" bgcolor="#0000FF">2</td>
     <td align="center" bgcolor="#00007D">2</td>
     <td align="center">13</td></tr>
     <td align="center">13</td></tr>
</table>
</table>


'''HK version:'''
'''HK Version:'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>
Line 637: Line 682:
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-HK-flamekick-2.png]]</td>
     <td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-HK-flamekick-2.png]]</td>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
     <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
<tr> <td align="center">Chain Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">Special cancel</td>
<tr> <td align="center">Special Cancel</td>
     <td align="center">no</td></tr>
     <td align="center">No</td></tr>
<tr> <td align="center">On hit</td>
<tr> <td align="center">On Hit</td>
     <td align="center" bgcolor="#32CD32">kd</td></tr>
     <td align="center" bgcolor="#007D00">KD</td></tr>
<tr> <td align="center">On block</td>
<tr> <td align="center">On Block</td>
     <td align="center" bgcolor="#FFA500">0</td></tr>
     <td align="center" bgcolor="#A58700">0</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
<tr> <td align="center" colspan="2">Frame Count</td>
     <td align="center">14</td>
     <td align="center">14</td>
     <td align="center" bgcolor="#0000FF">2</td>
     <td align="center" bgcolor="#00007D">2</td>
     <td align="center" bgcolor="#0000FF">1</td>
     <td align="center" bgcolor="#00007D">1</td>
     <td align="center">13</td></tr>
     <td align="center">13</td></tr>
</table>
</table>
Zazie's high damaging flame kicks. The input is quirky and usually this move used to be canceled from normals, but if your hands are quick enough you can perform it without cancel. LK and HK versions are tweaked cl.HK and f.HK attacks respectively. Both of them deals knockdowns on hit and safe on block. LK version is nice tool for safe pressure and HK version is great combo ender.
Zazie's high damage flame kicks. The input is quirky and this move is usually canceled from normals, but if your hands are quick enough you can perform it without a cancel. LK and HK versions are tweaked cl.HK and f.HK attacks respectively. Both of them knock down on hit and are safe on block. The LK version is a nice tool for safe pressure and the HK version is a great combo ender.


= The Basics =
= The Basics =
Ducking into Hellfire is a staple. The timing is tricky, but you're unstoppable to most opponents when doing this. You can also do a chain like s.lk → Ducking → Hellfire.
Zazie is a hard-hitting, big hitbox rushdown character with great pokes and decent zoning potential. His main con is that he's a good crossup punching bag due to his high weak point.
 
Your main pokes are f.HP and f.LK. They're both quick and have good reach. f.HP has better frame advantage but whiffs against (most) crouchers, unlike f.LK. cr.HK is useful too since it's a sweep that can cancel into Ducking or Step Back.
 
Your main anti-airs are Hellfire and st.HP. st.LP and cr.HP are also okay alternatives depending on the situation. Hellfire also doubles as your reversal option due to its invulnerability frames.
 
When in the air, use j.LP. It works great as both an air-to-air and jump-in.
 
When on offense, Vulcan Hook and LK Flame Kick are great for pressure. cr.LK is a low that chains into a combo. dj.HK is your main crossup tool.
 
Vulcan Hook is great to throw out a lot. It's great for keeping opponents out, does great chip, and does good damage when it actually lands.


Zazie is a big hitbox character that is a power striker with poking and medium zoning strategies, you have excellent normals for pokes and combos, anyway your main con will be about begin a good crossup punching bag and a riskful due to your high weak point.
Ducking is an important tool when dealing with fireballs, and Ducking into Hellfire is a staple. The timing is tricky, but you're unstoppable to most opponents when doing this. You can also do a chain like st.LK → Ducking → Hellfire.


= Combos =
= Combos =
*cr.LP x N xx Vulcan Punch
*cr.LP x N xx Vulcan Punch
*j.LK, cl.HP xx HK flame kick or Hellfire
*j.LK, cl.HP xx HK Flame Kick or Hellfire
*j.HK, cl.HP xx ABCD
*j.HK, cl.HP xx ABCD
*(Corner only, hold →) point-blank st.LP, cl.HP xx HK flame kick
*(Corner Only, Hold →) Point-Blank st.LP, cl.HP xx HK Flame Kick
*cr.LK, Chojaku Vulkan Punch, cr.LK, Chokaju Vulkan Punch (STUN!) cr.LK, st.HP xx HK Flame Kick
*cr.LK, st.HP xx HK Flame Kick
*cr.LK, cr.LP xx LK Flame Kick
*cr.LK, st.HP xx Dashing Hellfire, HK Flame Kick, or just Hellfire
*On a certain amount of characters: cr.LK, st.HP xx LK Flame Kick
 
Post-stun combo (hits weak points optimally)
 
Zazie in P1: Vs. Ray, Karnov, Mizoguchi, Feiling, Clown, Ryoko, Matlok and Samchay.
*Close 8HP xx Vulcan Hook, Micro walk 6LK, Ducking Hellfire or only Ducking Hellfire after vulcan hook.
Zazie in P2: Vs. Ray, Karnov, Mizoguchi, Feiling, Clown, Ryoko, Matlok and Samchay.
*ST LP xx Vulcan Hook, Micro walk, ST LP or 2LP xx Vulcan Hook, micro walk, 6LK xx Ducking Hellfire or only Ducking Hellfire after vulcan hook. This will take off about 70 or 80 of a life bar, Crazy!


= Advanced Strategy =
= Advanced Strategy =
Your main objective about ducking will vary depending on the projectile-or-not and also height and speed, but watch out with their crossups. He is considered of the Top 4 in the game because his matchups can be considered a basic programming flowchart.
Your main objective with Ducking will vary depending on the projectile (or lack thereof) along with height and speed. Zazie is considered one of the top 4 in the game because his matchups can be thought of as a basic programming flowchart.


= Match-ups =
= Match-Ups =


<table border="1em" cellspacing="0" style="border: 1px solid #999;" align="center">
<table border="1em" cellspacing="0" style="border: 1px solid #999;" align="center">
Line 685: Line 752:
     <td align="center" width="25">Ryo</td></tr>
     <td align="center" width="25">Ryo</td></tr>
<tr> <td align="center" width="100">Zazie</td>
<tr> <td align="center" width="100">Zazie</td>
    <td align="center" width="25">5</td>
    <td align="center" width="25">5</td>
     <td align="center" width="25">-</td>
     <td align="center" width="25">-</td>
     <td align="center" width="25">-</td>
     <td align="center" width="25">5</td>
     <td align="center" width="25">-</td>
     <td align="center" width="25">6</td>
     <td align="center" width="25">-</td>
     <td align="center" width="25">6</td>
     <td align="center" width="25">-</td>
     <td align="center" width="25">6</td>
     <td align="center" width="25">-</td>
     <td align="center" width="25">4</td>
     <td align="center" width="25">-</td>
     <td align="center" width="25">6</td>
     <td align="center" width="25">-</td>
     <td align="center" width="25">6</td>
     <td align="center" width="25">-</td>
     <td align="center" width="25">5</td>
     <td align="center" width="25">-</td>
     <td align="center" width="25">7</td>
     <td align="center" width="25">-</td>
     <td align="center" width="25">6</td></tr>
    <td align="center" width="25">-</td>
    <td align="center" width="25">-</td></tr>
</table>
</table>


=== Vs. Clown: ===
=== Vs. Clown: ===
A Bad matchup, Clown can stun you with Head Stomp and his projectile even is bad can hit you after a Ducking, try to jumping kick him and corner him with Mash Fists, Hellfire and Flame Kick are the good answer for a Roll
A bad matchup. Clown can stun you with Head Stomp and his projectile, even if bad, can hit you after a Ducking. Try to jumping kick him and corner him with Vulcan Hook. Hellfire and Flame Kick are both good answers for a Roll.


=== Vs. Jean: ===
=== Vs. Jean: ===
One of the easiest matchups for him, it had a lot of answers from his projectile to the rondato, mash fists are the best and also try to stay on the ground.
One of Zazie's easiest matchups. Ducking Hellfire is great against Jean's projectiles and slides. Vulcan Hook works extremely well. Try to stay on the ground.
Vulcan Hook will hit his weak spot, whether standing or crouching.


=== Vs. Ryoko: ===
=== Vs. Ryoko: ===


=== Vs. Karnov: ===
=== Vs. Karnov: ===
At the beginning of the round, I recommend to use a backdash to avoid Karnov to start with Super 100-Kick and leave you in a bad situation, also instead of backdash you could use 4/6HP xx Vulcan Hook to punish his Super 100-Kick in whiff.  Try to corner him in the corner and start doing cheap damage with vulcan hook, it will be difficult for him to escape, if he tries to use ballon, escape with backdash or you can use J. LP to hit the ballon and hit his weak point. when you have him conditioned, use Ducking to get close and use a throw, now you can start a mix up from left to right. do an empty jump and calculate where you want to land, do 2LK xx Vulcan Hook, Vulcan Hook to stun him. As Karnov doesn't have a reversal out of Ballon with a long input, it will be quite easy to abuse this. You can escape from a ballon by using Ducking LK/HK and on ballon recovery you can hit him with Vulcan Hook or Ducking Hellfire.


=== Vs. Lee: ===
=== Vs. Lee: ===
Line 715: Line 784:


=== Vs. Yungmie: ===
=== Vs. Yungmie: ===
If she Aura Smash: Ducking → Hellfire → cr.LK → repeat
If you block a Nerichagi LK/HK at close range, you can dodge the 2 hit using Ducking LK and punish him with Vulcan Hook,
you can stun him easily. By the way, Vulcan Hook will hit his weak point, both standing and crouching.


=== Vs. Marstorius: ===
=== Vs. Marstorius: ===
Line 722: Line 792:


=== Vs. Mizoguchi: ===
=== Vs. Mizoguchi: ===
In this match up I recommend not getting too close, especially at a distance where you can whiff Mizoguchi’s tatsu (Scissor Kick), since if you’re in range where Mizoguchi can hit you with a random tatsu (even in block), you’ll be in serious trouble If Mizoguchi is on P2, if he is on the P1 side, you can respond with Vulcan Hook to push him away. The 4/6HP poke will be used a lot in this match up, with it you’ll hit the tatsu’s start up or its weak point if you hit it standing up, I recommend canceling it with Vulcan Hook. To keep it away, use 5HK or 2HK canceled into Vulcan Hook to shorten the recovery of 2HK and gain screen thanks to the push block. If you’re too close, I recommend using 6LK/2HK canceled into Step Back LK, to get away from Scissor Kick or DP range. I wouldn’t recommend using Ducking Hellfire too much, you could be in a bad position where Mizoguchi could take advantage to start his 50/50 game. In general, punish bad jumps, hits in whiff as his DP, with 6HP (it will hit his weak point immediately) and try to stay out of his Scissor Kick range.


=== Vs. Ray: ===
=== Vs. Ray: ===
Line 727: Line 798:
=== Vs. Samchay: ===
=== Vs. Samchay: ===


=== Vs. Zazie (self): ===
=== Vs. Zazie (Self): ===
''~ora-ora intensifies~''
 


{{Template:Fighter's History Dynamite}}
{{Template:Fighter's History Dynamite}}
[[Category:Fighter's History Dynamite]]
[[Category:Fighter's History Dynamite]]

Latest revision as of 13:10, 9 March 2025

Fhd zazie.png



Introduction

HELLFIREE, DERSHH

Zazie is a karateka from Kenya. He is a founder of the African Nature Protection Society and decided to participate in the Great Grapple Tournament to raise some money for his organization. The question is: can he overcome his opponents and achieve victory? Well, he has a really good chance at this...

Zazie is one of "The Four Gods" of the game and debatably the top 1 character. He is a great rushdown character with long pokes due to his size. His Vulcan Hook (Tap Snka.gifSnkb.gifSnkc.gifSnkd.gif) can deal massive damage in combos as well as chip damage, while also being used for his keep-away game if necessary. His Ducking move (F.pngF.png+K.png) lets him disrespect fireballs (though it leaves him vulnerable to sweeps). Hellfire (Qcd.png+P.png) can demolish all types of weak spots, and it can even be done during Ducking. All in all, Zazie is a scary force that should be taken seriously in every fight.

Weak Spot

FHD-zazie-neutral.png FHD-zazie-squat-1.png FHD-zazie-squat-2.png FHD-zazie-crouch.png
Frame count - 2 2 -

Having a weak spot on the head is usually a bad thing by default, but Zazie's saving grace is that he's the tallest character in the game. Just use stance shift to change your stance to standing while being comboed. Not many grounded moves can hit your standing weak spot, but some characters still have high kicks and axe kicks to use against you. And of course, watch out for jump-ins and crossups.

Also, as you can see, Zazie has a misplaced weak spot on his second squat animation. This may help or harm you somehow, but not really.

Color Options

Punch Kick
Fhd-zazie-color1.png Fhd-zazie-color2.png

Moves List

Quick Reference

Special Move Name Input Nickname Note
Vulcan Hook Tap P.png Hands HHS
Chojaku Vulcan Hook Tap Simultaneously Snka.gifSnkb.gifSnkc.gifSnkd.gif Hands Instant HHS
Hellfire Qcd.png + P.png Anti-Air, Reversal
Ducking F.pngF.png + K.png Dash Dash through fireballs.
Step Back F.pngB.png + K.png Step back → step forward; only the 1st step is invincible.
Deshikakato U.pngD.png + K.png Flame Kick Hidden Move; LK and HK versions are different.

Normal Moves

Light Punch Snka.gif

  • Standing LP (Close/Far):
Damage 7 Startup FHD-zazie-stand-LP.png Recovery
Chain Cancel No
Special Cancel Yes
On Hit +6
On Block +7
Frame Count 2 3 3

Usual jab that whiffs on all crouching characters. Due to Zazie's height it may be used as a far anti-air.

  • Crouching LP:
Damage 7 Startup FHD-zazie-crouch-LP.png Recovery
Chain Cancel Yes
Special Cancel Yes
On Hit +6
On Block +7
Frame Count 2 3 3

Same as st.LP but obviously doesn't whiff on crouching characters.

  • Jumping LP (Diagonal/Neutral):
Damage 12 Startup FHD-zazie-jump-LP.png
Chain Cancel No
Special Cancel No
Frame Count 4

Great jump-in and air-to-air tool with solid priority. Pretty good for an air reset and then Ducking LK/HK for a left or right mix up. Also notable is that he is quite active, so he can hit Karnov's Balloon Attack and hit his weak point in the process.

Heavy Punch Snkb.gif

  • Standing HP (Close/Far):
Damage 28 Startup FHD-zazie-stand-HP-1.png FHD-zazie-stand-HP-2.png Recovery
Chain Cancel No
Special Cancel Yes
On Hit -3
On Block -8
Frame Count 4 3 3 18

Zazie throws an uppercut with his back arm. Great anti-air alternative to Hellfire. Something worth mentioning is that this attack is actually listed as a command normal in the dev menu of the game. Actual HP normals can be used if you hold B.png / Ub.png / U.png / Uf.png / F.png while attacking. Further info about them is listed in the "Special Normals" section. Good blow to hit Zazie's weak point

  • Crouching HP:
Damage 28 Startup FHD-zazie-crouch-HP.png FHD-zazie-crouch-HP-recover.png Recovery
Chain Cancel No
Special Cancel Yes
On Hit -4
On Block -9
Frame Count 3 4 (16) 21

Crouching uppercut with okay priority. It's still useful but the priority is not that great compared to other cr.HP anti-airs.

  • Jumping HP (Diagonal):
Damage 28 Startup FHD-zazie-diagonal-jump-HP.png Recovery
Chain Cancel No
Special Cancel No
Frame Count 4 6

Typical aerial heavy punch. Looks like j.LP but has worse priority and higher damage.

  • Jumping HP (Neutral):
Damage 28 Startup FHD-zazie-jump-HP.png Recovery
Chain Cancel No
Special cancel No
Frame Count 4 6

Identical to its diagonal jump counterpart but its hitbox is stretched downwards a bit.

Light Kick Snkc.gif

  • Standing LK (Close): Activation Range = 47
Damage 12 Startup FHD-zazie-stand-close-LK.png Recovery
Chain Cancel No
Special Cancel Yes
On Hit +5
On Block +6
Frame Count 2 3 4

This one is the real bane to most weak spots. Hits the weak point of: Lee, Jean, Yungmie.

  • Standing LK (Far):
Damage 10 Startup FHD-zazie-stand-far-LK.png FHD-zazie-stand-far-LK-recover.png Recovery
Chain Cancel No
Special Cancel Yes
On Hit 0
On Block +1
Frame Count 4 3 (3) 9

Incredible poke, Zazie uses his leg to kick in the medium zone. Its high speed and outstanding range means that you're going to be using this a lot. Compared to f.HP, this move hits Jean's and Yungmie's weak spots (only standing) but misses Matlok's, Mizoguchi's, Clown's, and Karnov's weak spots. This move also hits all crouchers, unlike f.HP.

  • Crouching LK:
Damage 7 Startup FHD-zazie-crouch-LK.png Recovery
Chain Cancel Yes
Special Cancel Yes
On Hit +6
On Block +7
Frame Count 2 3 3

Your best option for doing chain strings, since LPs will trigger your Vulcan Hook instead.

  • Jumping LK (Diagonal):
Damage 12 Startup FHD-zazie-diagonal-jump-LK.png
Chain Cancel No
Special Cancel No
Frame Count 6

Good option to interrupt stuff like Mars' Lariats and to hit head weak spots from afar.

  • Jumping LK (Neutral):
Damage 12 Startup FHD-zazie-neutral-jump-LK.png
Chain Cancel No
Special Cancel No
Frame Count 4

Heavy Kick Snkd.gif

  • Standing HK (Close): Activation Range = 47
Damage 26 Startup FHD-zazie-stand-close-HK.png Recovery
Chain Cancel No
Special Cancel No
On Hit +1
On Block -4
Frame Count 11 4 16

Another ridiculous hitbox, but this time it has a long startup for a close attack. It's pretty good as a meaty.

  • Standing HK (Far):
Damage 30 Startup FHD-zazie-stand-far-HK-1.png FHD-zazie-stand-far-HK-2.png FHD-zazie-stand-far-HK-recover.png Recovery
Chain Cancel No
Special Cancel No
On Hit -3
On Block -8
Frame Count 9 3 3 (6) 18

An axe kick that hits once. Leg becomes vulnerable after second hitbox on frame 6. Good poke to hit Lee and Zazie's weak point.

  • Crouching HK:
Damage 28 Startup FHD-zazie-crouch-HK.png FHD-zazie-crouch-HK-recover.png Recovery
Chain Cancel No
Special Cancel Yes
On Hit KD
On Block -8
Frame Count 4 6 (6) 18

A basic sweep that turns out to be nice because of the fact that you can cancel it into stuff. Cancel it into LK Step Back against Mars and Ryoko, and into Ducking against everyone else.

  • Jumping HK (Diagonal):
Damage 28 Startup FHD-zazie-diagonal-jump-HK.png Recovery
Chain Cancel No
Special Cancel No
Frame Count 4 6

Your main crossup.

  • Jumping HK (Neutral):
Damage 28 Startup FHD-zazie-neutral-jump-HK.png Recovery
Chain Cancel No
Special Cancel No
Frame Count 4 5

Useless...

Special Normals

  • Far B.png/Ub.png/U.png/Uf.png/F.png + Snkb.gif
Damage 28 Startup FHD-zazie-stand-far-HP+F.png FHD-zazie-stand-far-HP+F-recover.png Recovery
Chain Cancel No
Special Cancel Yes
On Hit +8
On Block +3
Frame Count 4 3 (6) 10

The actual f.HP. A fast, straight punch. Your best poke due to it being plus on hit and block. Arm becomes vulnerable after the active part on frame 6. Whiffs on all crouchers except Samchay and Marstorius. Compared to f.LK, this move hits Matlok's, Mizoguchi's, Clown's, and Karnov's weak spots, but misses Jean's and Yungmie's weak spots.

  • Close B.png/Ub.png/U.png/Uf.png/F.png + Snkb.gif Activation Range = 63
Damage Total: 52 Startup FHD-zazie-stand-close-HP+F-1.png FHD-zazie-stand-close-HP+F-2.png Recovery
Chain Cancel No/no
Special Cancel Yes/Yes
On Hit -3/0
On Block -8/-5
Frame Count 4 2 1 1 20

The actual cl.HP. A high damage, 2-hit hook punch. It's quirky to use because you may trigger a throw instead. To make it come out you can combo it from a light normal or activate it with U.png+Snkb.gif. Hitboxes of both hits are identical, so the opponent may fall from the second hit. 1 hit does more damage than ST HP, so it is more recommended to start combos.

Throws

Damage 20 FHD-zazie-throwbox.png
Range
(From pushbox)
31
  • Helldriver: B.png/Ub.png/Uf.png/F.png + Snkb.gif

HELLDRIVER! Zazie performs a suplex that leaves an opponent near enough to walk in and keep the pressure. One con... low damage, especially compared to other characters' normal throws.

Special Moves

  • Vulcan Hook: Tap P.png and Chojaku Vulcan Hook a.k.a. Hands: Tap Simultaneously Snka.gifSnkb.gifSnkc.gifSnkd.gif

First Cycle:

Damage 12 per Hit FHD-zazie-vulcanhook-adjust-1.png FHD-zazie-vulcanhook-1.png FHD-zazie-vulcanhook-adjust-1.png FHD-zazie-vulcanhook-2.png FHD-zazie-vulcanhook-adjust-2.png FHD-zazie-vulcanhook-3.png FHD-zazie-vulcanhook-adjust-3.png
On Hit ABCD
+3*
LP/HP
+8*
On Block ABCD
-2*
LP/HP
+4*
Frame Count ABCD 1 2 1 2 1 2 1
LP/HP 1 1 1 1 1 1 1
Loop Cycle ABCD 10
LP/HP 7

Second Cycle:

Damage FHD-zazie-vulcanhook-4.png FHD-zazie-vulcanhook-adjust-4.png FHD-zazie-vulcanhook-5.png FHD-zazie-vulcanhook-adjust-5.png FHD-zazie-vulcanhook-6.png FHD-zazie-vulcanhook-adjust-6.png
Frame Count ABCD 2 1 2 1 2 1
LP/HP 1 1 1 1 1 1
Loop Cycle ABCD 9
LP/HP 6

*Frame advantage is measured relatively if only the first hit connects.

Hundred Hand Slap with a ton of possible uses. It's one of your main keep-away tools, a nice damage dealer, and it deals great chip damage. It also wipes out weak spots with ease. You're going to use this a lot. The ABCD version has less gaps between hits and comes out instantly, so there's no reason to use the P version at all. Keep in mind that Zazie's arms are actually vulnerable between active frames.

This move is not supposed to be steerable but it can actually move by one pixel between loop cycles, so whatever.

  • Hellfire: Qcd.png + P.png
Damage 32 FHD-zazie-hellfire-1.png FHD-zazie-hellfire-2.png FHD-zazie-hellfire-2-0.png FHD-zazie-hellfire-3.png Recovery
On Hit KD/KD
On Block -9/-4
Frame Count Light 2 4 1 1 19
Heavy 4 4 1 1 19

Your main anti-air and combo ender. Useful as a reversal too due to its first 6 frames being completely invulnerable. Both hits knock down on both versions. Yet another attack that demolishes weak spots, except this one can also do this against jump-ins due to jumping weak spots typically being located in the front part of the hurtbox.

  • Ducking: F.pngF.png + K.png
FHD-zazie-ducking.png FHD-zazie-ducking-recover-1.png FHD-zazie-ducking-recover-2.png
Frame Count Light 13 3 3
Heavy 17 3 3

Zazie dashes forward while being invincible. Your main answer for all fireball wars. This move forces opponents to throw their projectiles wisely, since even one mindlessly thrown fireball will result in a free punish. Be careful not to spam this move however, as your opponent will have 6 whole frames to sweep you. Throws also work against Ducking, even during invincible frames (because in FHD only pushbox is needed to perform a throw). Be especially aware of command throws - for Mars and Ryoko this move might be free damage. Unless...

The most important quirk about Ducking is that it can be cancelled into Hellfire, thus creating the "Dashing Hellfire" technique! It's a staple move in Zazie's toolkit that opens up even more opportunities to punish from afar and extend combos. It can be done in several ways:

1) F.png, Hcf.png + K.png ~ P.png

2) F.pngF.png, Qcd.png + K.png ~ P.png

3) F.pngF.png, B.png + K.png, Db.pngD.png + P.png

Choose the most comfortable method for you.

  • Step Back: F.pngB.png + K.png
Grounded 1st Hop Landing 2nd Hop,
Full Body Vulnerable
Recovery,
Landing
FHD-zazie-stepback.png
Frame Count Light 2 7 10 7 2
Heavy 2 7 14 7 2

Zazie performs two slight hops. HK version is hop back → hop forward, and LK version is hop back → hop in place. Zazie is invincible from the very start to the moment between hops. This move can possibly help to avoid attacks as it was intended, but in practice it rarely sees use. The LK version can be cancelled into from a sweep (cr.HK) to create space in the Mars and Ryoko matchups.

Hidden Move

  • Deshikakato: U.pngD.png + K.png

LK Version:

Damage 40 Startup FHD-zazie-LK-flamekick-1.png FHD-zazie-LK-flamekick-2.png Recovery
Chain Cancel No/no
Special Cancel No/no
On Hit KD/KD
On Block -/+1
Frame Count 4 1 1 2 13

HK Version:

Damage 32 Startup FHD-zazie-HK-flamekick-1.png FHD-zazie-HK-flamekick-2.png Recovery
Chain Cancel No
Special Cancel No
On Hit KD
On Block 0
Frame Count 14 2 1 13

Zazie's high damage flame kicks. The input is quirky and this move is usually canceled from normals, but if your hands are quick enough you can perform it without a cancel. LK and HK versions are tweaked cl.HK and f.HK attacks respectively. Both of them knock down on hit and are safe on block. The LK version is a nice tool for safe pressure and the HK version is a great combo ender.

The Basics

Zazie is a hard-hitting, big hitbox rushdown character with great pokes and decent zoning potential. His main con is that he's a good crossup punching bag due to his high weak point.

Your main pokes are f.HP and f.LK. They're both quick and have good reach. f.HP has better frame advantage but whiffs against (most) crouchers, unlike f.LK. cr.HK is useful too since it's a sweep that can cancel into Ducking or Step Back.

Your main anti-airs are Hellfire and st.HP. st.LP and cr.HP are also okay alternatives depending on the situation. Hellfire also doubles as your reversal option due to its invulnerability frames.

When in the air, use j.LP. It works great as both an air-to-air and jump-in.

When on offense, Vulcan Hook and LK Flame Kick are great for pressure. cr.LK is a low that chains into a combo. dj.HK is your main crossup tool.

Vulcan Hook is great to throw out a lot. It's great for keeping opponents out, does great chip, and does good damage when it actually lands.

Ducking is an important tool when dealing with fireballs, and Ducking into Hellfire is a staple. The timing is tricky, but you're unstoppable to most opponents when doing this. You can also do a chain like st.LK → Ducking → Hellfire.

Combos

  • cr.LP x N xx Vulcan Punch
  • j.LK, cl.HP xx HK Flame Kick or Hellfire
  • j.HK, cl.HP xx ABCD
  • (Corner Only, Hold →) Point-Blank st.LP, cl.HP xx HK Flame Kick
  • cr.LK, Chojaku Vulkan Punch, cr.LK, Chokaju Vulkan Punch (STUN!) cr.LK, st.HP xx HK Flame Kick
  • cr.LK, st.HP xx HK Flame Kick
  • cr.LK, cr.LP xx LK Flame Kick
  • cr.LK, st.HP xx Dashing Hellfire, HK Flame Kick, or just Hellfire
  • On a certain amount of characters: cr.LK, st.HP xx LK Flame Kick

Post-stun combo (hits weak points optimally)

Zazie in P1: Vs. Ray, Karnov, Mizoguchi, Feiling, Clown, Ryoko, Matlok and Samchay.

  • Close 8HP xx Vulcan Hook, Micro walk 6LK, Ducking Hellfire or only Ducking Hellfire after vulcan hook.

Zazie in P2: Vs. Ray, Karnov, Mizoguchi, Feiling, Clown, Ryoko, Matlok and Samchay.

  • ST LP xx Vulcan Hook, Micro walk, ST LP or 2LP xx Vulcan Hook, micro walk, 6LK xx Ducking Hellfire or only Ducking Hellfire after vulcan hook. This will take off about 70 or 80 of a life bar, Crazy!

Advanced Strategy

Your main objective with Ducking will vary depending on the projectile (or lack thereof) along with height and speed. Zazie is considered one of the top 4 in the game because his matchups can be thought of as a basic programming flowchart.

Match-Ups

Ray Lee Zaz Kar Jea Miz Sam Yun Mat Clo Fei Mar Ryo
Zazie 5 5 - 5 6 6 6 4 6 6 5 7 6

Vs. Clown:

A bad matchup. Clown can stun you with Head Stomp and his projectile, even if bad, can hit you after a Ducking. Try to jumping kick him and corner him with Vulcan Hook. Hellfire and Flame Kick are both good answers for a Roll.

Vs. Jean:

One of Zazie's easiest matchups. Ducking Hellfire is great against Jean's projectiles and slides. Vulcan Hook works extremely well. Try to stay on the ground. Vulcan Hook will hit his weak spot, whether standing or crouching.

Vs. Ryoko:

Vs. Karnov:

At the beginning of the round, I recommend to use a backdash to avoid Karnov to start with Super 100-Kick and leave you in a bad situation, also instead of backdash you could use 4/6HP xx Vulcan Hook to punish his Super 100-Kick in whiff. Try to corner him in the corner and start doing cheap damage with vulcan hook, it will be difficult for him to escape, if he tries to use ballon, escape with backdash or you can use J. LP to hit the ballon and hit his weak point. when you have him conditioned, use Ducking to get close and use a throw, now you can start a mix up from left to right. do an empty jump and calculate where you want to land, do 2LK xx Vulcan Hook, Vulcan Hook to stun him. As Karnov doesn't have a reversal out of Ballon with a long input, it will be quite easy to abuse this. You can escape from a ballon by using Ducking LK/HK and on ballon recovery you can hit him with Vulcan Hook or Ducking Hellfire.

Vs. Lee:

Vs. Feilin:

Vs. Yungmie:

If you block a Nerichagi LK/HK at close range, you can dodge the 2 hit using Ducking LK and punish him with Vulcan Hook, you can stun him easily. By the way, Vulcan Hook will hit his weak point, both standing and crouching.

Vs. Marstorius:

Vs. Matlok:

Vs. Mizoguchi:

In this match up I recommend not getting too close, especially at a distance where you can whiff Mizoguchi’s tatsu (Scissor Kick), since if you’re in range where Mizoguchi can hit you with a random tatsu (even in block), you’ll be in serious trouble If Mizoguchi is on P2, if he is on the P1 side, you can respond with Vulcan Hook to push him away. The 4/6HP poke will be used a lot in this match up, with it you’ll hit the tatsu’s start up or its weak point if you hit it standing up, I recommend canceling it with Vulcan Hook. To keep it away, use 5HK or 2HK canceled into Vulcan Hook to shorten the recovery of 2HK and gain screen thanks to the push block. If you’re too close, I recommend using 6LK/2HK canceled into Step Back LK, to get away from Scissor Kick or DP range. I wouldn’t recommend using Ducking Hellfire too much, you could be in a bad position where Mizoguchi could take advantage to start his 50/50 game. In general, punish bad jumps, hits in whiff as his DP, with 6HP (it will hit his weak point immediately) and try to stay out of his Scissor Kick range.

Vs. Ray:

Vs. Samchay:

Vs. Zazie (Self):

Game Navigation

General
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Notation
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Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox