m (Minor grammar fix: Zazie is a* karateka) |
m (Several text/formatting corrections for cleanup.) |
||
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HELLFIREE, DERSHH | 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 | 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 | 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. | ||
===Weak Spot=== | ===Weak Spot=== | ||
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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. | 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 | 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=== | ||
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=== 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 | <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">''' | <tr> <td height="37">'''Vulcan Hook'''</td> | ||
<td>Tap [[File:P.png]]</td> | <td>Tap [[File:P.png]]</td> | ||
<td> | <td>Hands</td> | ||
<td>HHS</td></tr> | <td>HHS</td></tr> | ||
<tr> <td height="37">'''Chojaku | <tr> <td height="37">'''Chojaku Vulcan Hook'''</td> | ||
<td>Tap | <td>Tap Simultaneously [[File:Snka.gif]][[File:Snkb.gif]][[File:Snkc.gif]][[File:Snkd.gif]]</td> | ||
<td> | <td>Hands</td> | ||
<td> | <td>Instant HHS</td></tr> | ||
<tr> <td>'''Hellfire'''</td> | <tr> <td>'''Hellfire'''</td> | ||
<td>[[File:Qcd.png]] + [[File:P.png]]</td> | <td>[[File:Qcd.png]] + [[File:P.png]]</td> | ||
<td></td> | <td></td> | ||
<td> | <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> | <td>Dash</td> | ||
<td> | <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> | <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> | <td>Flame Kick</td> | ||
<td>'' | <td>''Hidden Move''; LK and HK versions are different.</td></tr> | ||
</table> | </table> | ||
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<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center" bgcolor="#1E90FF"> | <td align="center" bgcolor="#1E90FF">Yes</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#007D00">+6</td></tr> | <td align="center" bgcolor="#007D00">+6</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#007D00">+7</td></tr> | <td align="center" bgcolor="#007D00">+7</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">2</td> | <td align="center">2</td> | ||
<td align="center" bgcolor="#00007D">3</td> | <td align="center" bgcolor="#00007D">3</td> | ||
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<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center" bgcolor="#1E90FF"> | <td align="center" bgcolor="#1E90FF">Yes</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center" bgcolor="#1E90FF"> | <td align="center" bgcolor="#1E90FF">Yes</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#007D00">+6</td></tr> | <td align="center" bgcolor="#007D00">+6</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#007D00">+7</td></tr> | <td align="center" bgcolor="#007D00">+7</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">2</td> | <td align="center">2</td> | ||
<td align="center" bgcolor="#00007D">3</td> | <td align="center" bgcolor="#00007D">3</td> | ||
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<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="#00007D">∞</td></tr> | <td align="center" bgcolor="#00007D">∞</td></tr> | ||
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<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center" bgcolor="#1E90FF"> | <td align="center" bgcolor="#1E90FF">Yes</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#7D0000">-3</td></tr> | <td align="center" bgcolor="#7D0000">-3</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#7D0000">-8</td></tr> | <td align="center" bgcolor="#7D0000">-8</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="#00007D">3</td> | <td align="center" bgcolor="#00007D">3</td> | ||
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<td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-crouch-HP-recover.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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center" bgcolor="#1E90FF"> | <td align="center" bgcolor="#1E90FF">Yes</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#7D0000">-4</td></tr> | <td align="center" bgcolor="#7D0000">-4</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#7D0000">-9</td></tr> | <td align="center" bgcolor="#7D0000">-9</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">3</td> | <td align="center">3</td> | ||
<td align="center" bgcolor="#00007D">4</td> | <td align="center" bgcolor="#00007D">4</td> | ||
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<td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-diagonal-jump-HP.png]]</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> | <td align="center" width="75" rowspan="3">Recovery</td></tr> | ||
<tr> <td align="center">Chain | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="#00007D">6</td> | <td align="center" bgcolor="#00007D">6</td> | ||
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<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special cancel</td> | <tr> <td align="center">Special cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="#00007D">6</td> | <td align="center" bgcolor="#00007D">6</td> | ||
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===Light Kick [[File:Snkc.gif]]=== | ===Light Kick [[File:Snkc.gif]]=== | ||
*'''Standing LK (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 228: | Line 228: | ||
<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center" bgcolor="#1E90FF"> | <td align="center" bgcolor="#1E90FF">Yes</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#007D00">+5</td></tr> | <td align="center" bgcolor="#007D00">+5</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#007D00">+6</td></tr> | <td align="center" bgcolor="#007D00">+6</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">2</td> | <td align="center">2</td> | ||
<td align="center" bgcolor="#00007D">3</td> | <td align="center" bgcolor="#00007D">3</td> | ||
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<td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-LK-recover.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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center" bgcolor="#1E90FF"> | <td align="center" bgcolor="#1E90FF">Yes</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#A58700">0</td></tr> | <td align="center" bgcolor="#A58700">0</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#007D00">+1</td></tr> | <td align="center" bgcolor="#007D00">+1</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="#00007D">3</td> | <td align="center" bgcolor="#00007D">3</td> | ||
<td align="center" colspan="2">(3) 9</td></tr> | <td align="center" colspan="2">(3) 9</td></tr> | ||
</table> | </table> | ||
Incredible poke, Zazie | 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 but misses Matlok's, Mizoguchi's, Clown's, and Karnov's weak spots. This move also hits all crouchers, unlike f.HP. | ||
*'''Crouching LK:''' | *'''Crouching LK:''' | ||
Line 273: | Line 273: | ||
<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center" bgcolor="#1E90FF"> | <td align="center" bgcolor="#1E90FF">Yes</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center" bgcolor="#1E90FF"> | <td align="center" bgcolor="#1E90FF">Yes</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#007D00">+6</td></tr> | <td align="center" bgcolor="#007D00">+6</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#007D00">+7</td></tr> | <td align="center" bgcolor="#007D00">+7</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">2</td> | <td align="center">2</td> | ||
<td align="center" bgcolor="#00007D">3</td> | <td align="center" bgcolor="#00007D">3</td> | ||
Line 294: | Line 294: | ||
<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">6</td> | <td align="center">6</td> | ||
<td align="center" bgcolor="#00007D">∞</td></tr> | <td align="center" bgcolor="#00007D">∞</td></tr> | ||
Line 310: | Line 310: | ||
<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="#00007D">∞</td></tr> | <td align="center" bgcolor="#00007D">∞</td></tr> | ||
Line 320: | Line 320: | ||
===Heavy Kick [[File:Snkd.gif]]=== | ===Heavy Kick [[File:Snkd.gif]]=== | ||
*'''Standing HK (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 327: | Line 327: | ||
<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#007D00">+1</td></tr> | <td align="center" bgcolor="#007D00">+1</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#7D0000">-4</td></tr> | <td align="center" bgcolor="#7D0000">-4</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">11</td> | <td align="center">11</td> | ||
<td align="center" bgcolor="#00007D">4</td> | <td align="center" bgcolor="#00007D">4</td> | ||
Line 351: | Line 351: | ||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-HK-recover.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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#7D0000">-3</td></tr> | <td align="center" bgcolor="#7D0000">-3</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#7D0000">-8</td></tr> | <td align="center" bgcolor="#7D0000">-8</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">9</td> | <td align="center">9</td> | ||
<td align="center" bgcolor="#00007D">3</td> | <td align="center" bgcolor="#00007D">3</td> | ||
Line 365: | Line 365: | ||
<td align="center" colspan="2">(6) 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 | An axe kick that hits once. Leg becomes vulnerable after second hitbox on frame 6. | ||
*'''Crouching HK:''' | *'''Crouching HK:''' | ||
Line 375: | Line 375: | ||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-crouch-HK-recover.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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center" bgcolor="#1E90FF"> | <td align="center" bgcolor="#1E90FF">Yes</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#007D00">kd</td></tr> | <td align="center" bgcolor="#007D00">kd</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#7D0000">-8</td></tr> | <td align="center" bgcolor="#7D0000">-8</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="#00007D">6</td> | <td align="center" bgcolor="#00007D">6</td> | ||
<td align="center" colspan="2">(6) 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 | 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):''' | *'''Jumping HK (Diagonal):''' | ||
Line 397: | Line 397: | ||
<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="#00007D">6</td> | <td align="center" bgcolor="#00007D">6</td> | ||
Line 415: | Line 415: | ||
<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="#00007D">5</td> | <td align="center" bgcolor="#00007D">5</td> | ||
Line 435: | Line 435: | ||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-zazie-stand-far-HP+F-recover.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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center" bgcolor="#1E90FF"> | <td align="center" bgcolor="#1E90FF">Yes</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#007D00">+8</td></tr> | <td align="center" bgcolor="#007D00">+8</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#007D00">+3</td></tr> | <td align="center" bgcolor="#007D00">+3</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="#00007D">3</td> | <td align="center" bgcolor="#00007D">3</td> | ||
<td align="center" colspan="2">(6) 10</td></tr> | <td align="center" colspan="2">(6) 10</td></tr> | ||
</table> | </table> | ||
'''The actual f.HP | '''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:Ub.png]]/[[File:U.png]]/[[File:Uf.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 | <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> | ||
Line 459: | Line 459: | ||
<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No/no</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center" bgcolor="#1E90FF"> | <td align="center" bgcolor="#1E90FF">Yes/Yes</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#A58700">-3/0</td></tr> | <td align="center" bgcolor="#A58700">-3/0</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#7D0000">-8/-5</td></tr> | <td align="center" bgcolor="#7D0000">-8/-5</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="#00007D">2</td> | <td align="center" bgcolor="#00007D">2</td> | ||
Line 474: | Line 474: | ||
<td align="center">20</td></tr> | <td align="center">20</td></tr> | ||
</table> | </table> | ||
'''The actual cl.HP | '''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. | ||
== Throws == | == Throws == | ||
Line 485: | Line 485: | ||
</table> | </table> | ||
*'''Helldriver:''' [[File:B.png]]/[[File:Ub.png]]/[[File:Uf.png]]/[[File:F.png]] + [[File:Snkb.gif]] | *'''Helldriver:''' [[File:B.png]]/[[File:Ub.png]]/[[File:Uf.png]]/[[File:F.png]] + [[File:Snkb.gif]] | ||
HELLDRIVER | 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''' a.k.a. '''Hands:''' Tap | *'''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 | '''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="90">Damage</td> | <tr> <td align="center" width="90">Damage</td> | ||
<td align="center" width="75"><u>12 per | <td align="center" width="75"><u>12 per Hit</u></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-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> | ||
Line 500: | Line 500: | ||
<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" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-adjust-3.png]]</td></tr> | <td align="center" valign="bottom" rowspan="3">[[File:FHD-zazie-vulcanhook-adjust-3.png]]</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#007D00">'''ABCD'''<br>+3*<br>'''LP/HP'''<br>+8*</td></tr> | <td align="center" bgcolor="#007D00">'''ABCD'''<br>+3*<br>'''LP/HP'''<br>+8*</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#A58700">'''ABCD'''<br>-2*<br>'''LP/HP'''<br>+4*</td></tr> | <td align="center" bgcolor="#A58700">'''ABCD'''<br>-2*<br>'''LP/HP'''<br>+4*</td></tr> | ||
<tr> <td align="center" rowspan="2">Frame | <tr> <td align="center" rowspan="2">Frame Count</td> | ||
<td align="center">ABCD</td> | <td align="center">ABCD</td> | ||
<td align="center">1</td> | <td align="center">1</td> | ||
Line 521: | Line 521: | ||
<td align="center" bgcolor="#00007D">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 | <tr> <td align="center" rowspan="2">Loop Cycle</td> | ||
<td align="center">ABCD</td> | <td align="center">ABCD</td> | ||
<td align="center" colspan="7">10</td></tr> | <td align="center" colspan="7">10</td></tr> | ||
Line 527: | Line 527: | ||
<td align="center" colspan="7">7</td></tr> | <td align="center" colspan="7">7</td></tr> | ||
</table> | </table> | ||
'''Second | '''Second 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="169" colspan="2">Damage</td> | <tr> <td align="center" width="169" colspan="2">Damage</td> | ||
Line 536: | Line 536: | ||
<td align="center" valign="bottom">[[File:FHD-zazie-vulcanhook-6.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> | <td align="center" valign="bottom">[[File:FHD-zazie-vulcanhook-adjust-6.png]]</td></tr> | ||
<tr> <td align="center" rowspan="2">Frame | <tr> <td align="center" rowspan="2">Frame Count</td> | ||
<td align="center">ABCD</td> | <td align="center">ABCD</td> | ||
<td align="center" bgcolor="#00007D">2</td> | <td align="center" bgcolor="#00007D">2</td> | ||
Line 551: | Line 551: | ||
<td align="center" bgcolor="#00007D">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 | <tr> <td align="center" rowspan="2">Loop Cycle</td> | ||
<td align="center">ABCD</td> | <td align="center">ABCD</td> | ||
<td align="center" colspan="7">9</td></tr> | <td align="center" colspan="7">9</td></tr> | ||
Line 557: | Line 557: | ||
<td align="center" colspan="7">6</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 | 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. | This move is not supposed to be steerable but it can actually move by one pixel between loop cycles, so whatever. | ||
Line 572: | Line 572: | ||
<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 | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#007D00">kd/kd</td></tr> | <td align="center" bgcolor="#007D00">kd/kd</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#7D0000">-9/-4</td></tr> | <td align="center" bgcolor="#7D0000">-9/-4</td></tr> | ||
<tr> <td align="center" rowspan="2">Frame | <tr> <td align="center" rowspan="2">Frame Count</td> | ||
<td align="center">Light</td> | <td align="center">Light</td> | ||
<td align="center" bgcolor="#007D00">2</td> | <td align="center" bgcolor="#007D00">2</td> | ||
Line 590: | Line 590: | ||
<td align="center">19</td></tr> | <td align="center">19</td></tr> | ||
</table> | </table> | ||
Your main anti-air and combo ender. Useful as a reversal too due to its first 6 frames being completely invulnerable. Both hits | 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 598: | Line 598: | ||
<td align="center" valign="bottom">[[File:FHD-zazie-ducking-recover-1.png]]</td> | <td align="center" valign="bottom">[[File:FHD-zazie-ducking-recover-1.png]]</td> | ||
<td align="center" valign="bottom">[[File:FHD-zazie-ducking-recover-2.png]]</td></tr> | <td align="center" valign="bottom">[[File:FHD-zazie-ducking-recover-2.png]]</td></tr> | ||
<tr> <td align="center" rowspan="2">Frame | <tr> <td align="center" rowspan="2">Frame Count</td> | ||
<td align="center">Light</td> | <td align="center">Light</td> | ||
<td align="center" bgcolor="#007D00">13</td> | <td align="center" bgcolor="#007D00">13</td> | ||
Line 608: | Line 608: | ||
<td align="center">3</td></tr> | <td align="center">3</td></tr> | ||
</table> | </table> | ||
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). | 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: | 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: | ||
Line 626: | Line 626: | ||
<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> | <td align="center" width="75" rowspan="2">2nd Hop,<br>Full Body Vulnerable</td> | ||
<td align="center" width="75" rowspan="2">Recovery,<br> | <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 | <tr> <td align="center" rowspan="2">Frame Count</td> | ||
<td align="center">Light</td> | <td align="center">Light</td> | ||
<td align="center" bgcolor="#007D00" width="75">2</td> | <td align="center" bgcolor="#007D00" width="75">2</td> | ||
Line 643: | Line 643: | ||
<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 in place. Zazie is invincible from 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 | 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 | '''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 656: | Line 656: | ||
<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No/no</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center"> | <td align="center">No/no</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#007D00">kd/kd</td></tr> | <td align="center" bgcolor="#007D00">kd/kd</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#007D00">-/+1</td></tr> | <td align="center" bgcolor="#007D00">-/+1</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">4</td> | <td align="center">4</td> | ||
<td align="center" bgcolor="#00007D">1</td> | <td align="center" bgcolor="#00007D">1</td> | ||
Line 672: | Line 672: | ||
</table> | </table> | ||
'''HK | '''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 680: | Line 680: | ||
<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 | <tr> <td align="center">Chain Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">Special | <tr> <td align="center">Special Cancel</td> | ||
<td align="center"> | <td align="center">No</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Hit</td> | ||
<td align="center" bgcolor="#007D00">kd</td></tr> | <td align="center" bgcolor="#007D00">kd</td></tr> | ||
<tr> <td align="center">On | <tr> <td align="center">On Block</td> | ||
<td align="center" bgcolor="#A58700">0</td></tr> | <td align="center" bgcolor="#A58700">0</td></tr> | ||
<tr> <td align="center" colspan="2">Frame | <tr> <td align="center" colspan="2">Frame Count</td> | ||
<td align="center">14</td> | <td align="center">14</td> | ||
<td align="center" bgcolor="#00007D">2</td> | <td align="center" bgcolor="#00007D">2</td> | ||
Line 694: | Line 694: | ||
<td align="center">13</td></tr> | <td align="center">13</td></tr> | ||
</table> | </table> | ||
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 | 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 = | ||
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. | 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 | 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. | 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. | ||
Line 705: | Line 705: | ||
When in the air, use j.LP. It works great as both an air-to-air and jump-in. | When in the air, use j.LP. It works great as both an air-to-air and jump-in. | ||
When on offense, | 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 | 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 | *j.LK, cl.HP xx HK Flame Kick or Hellfire | ||
*j.HK, cl.HP xx ABCD | *j.HK, cl.HP xx ABCD | ||
*(Corner | *(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, Chojaku Vulkan Punch, cr.LK, Chokaju Vulkan Punch (STUN!) cr.LK, st.HP xx HK Flame Kick | ||
*cr.LK st.HP HK | *cr.LK, st.HP xx HK Flame Kick | ||
*cr. | *cr.LK, cr.LP xx LK Flame Kick | ||
*cr.LK st.HP Dashing | *cr.LK, st.HP xx Dashing Hellfire, HK Flame Kick, or just Hellfire | ||
*On a certain amount of characters: cr.LK st.HP LK | *On a certain amount of characters: cr.LK, st.HP xx LK Flame Kick | ||
= Advanced Strategy = | = 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 | 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- | = 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 759: | Line 759: | ||
=== Vs. Clown: === | === 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 | 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 Zazie's easiest matchups. Ducking Hellfire is great against Jean's projectiles and slides. | 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. | ||
=== Vs. Ryoko: === | === Vs. Ryoko: === | ||
Line 784: | Line 784: | ||
=== Vs. Samchay: === | === Vs. Samchay: === | ||
=== Vs. Zazie ( | === Vs. Zazie (Self): === | ||
{{Template:Fighter's History Dynamite}} | {{Template:Fighter's History Dynamite}} | ||
[[Category:Fighter's History Dynamite]] | [[Category:Fighter's History Dynamite]] |
Revision as of 17:16, 14 June 2024
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 ) 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 (
+
) lets him disrespect fireballs (though it leaves him vulnerable to sweeps). Hellfire (
+
) 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
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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 |
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Moves List
Quick Reference
Normal Moves
Light Punch 
- Standing LP (Close/Far):
Damage | 7 | Startup | ![]() |
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 | ![]() |
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 | ![]() |
Chain Cancel | No | ||
Special Cancel | No | ||
Frame Count | 4 | ∞ |
Great jump-in and air-to-air tool with solid priority.
Heavy Punch 
- Standing HP (Close/Far):
Damage | 28 | Startup | ![]() |
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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 /
/
/
/
while attacking. Further info about them is listed in the "Special Normals" section.
- Crouching HP:
Damage | 28 | Startup | ![]() |
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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 | ![]() |
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 | ![]() |
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 
- Standing LK (Close): Activation Range = 47
Damage | 12 | Startup | ![]() |
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.
- Standing LK (Far):
Damage | 10 | Startup | ![]() |
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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 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 | ![]() |
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 | ![]() |
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 | ![]() |
Chain Cancel | No | ||
Special Cancel | No | ||
Frame Count | 4 | ∞ |
Heavy Kick 
- Standing HK (Close): Activation Range = 47
Damage | 26 | Startup | ![]() |
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 | ![]() |
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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.
- Crouching HK:
Damage | 28 | Startup | ![]() |
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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 | ![]() |
Recovery |
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Count | 4 | 6 | ∞ |
Your main crossup.
- Jumping HK (Neutral):
Damage | 28 | Startup | ![]() |
Recovery |
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Count | 4 | 5 | ∞ |
Useless...
Special Normals
Damage | 28 | Startup | ![]() |
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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.
Damage | Total: 52 | Startup | ![]() |
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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 +
. Hitboxes of both hits are identical, so the opponent may fall from the second hit.
Throws
Damage | 20 | ![]() |
Range (From pushbox) |
31 |
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
First Cycle:
Damage | 12 per Hit | ![]() |
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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 | ![]() |
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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.
Damage | 32 | ![]() |
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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.
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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) ,
+
~
2) ,
+
~
3) ,
+
,
+
Choose the most comfortable method for you.
Grounded | 1st Hop | Landing | 2nd Hop, Full Body Vulnerable |
Recovery, Landing | ||
![]() | ||||||
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
LK Version:
Damage | 40 | Startup | ![]() |
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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 | ![]() |
![]() |
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
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.