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Introduction
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 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 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
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Frame count | - | 2 | 2 | - |
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.
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.
Color Options
Punch | Kick |
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Moves List
Quick Reference
Normal Moves
Light Punch 
- Standing (Close/Far):
Damage | 4 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +6 | |||
On block | +7 | |||
Frame count | 2 | 3 | 3 |
Usual jab that whiffs all crouching characters. Due to Zazie's height may be uesd as far anti-air.
- Crouching:
Damage | 4 | 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 crouching characters.
- Jumping (Diagonal/Neutral):
Damage | 8 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 4 | ∞ |
Great jump-in and air-to-air tool with solid priority.
Strong Punch 
- Standing (Close/Far):
Damage | 18 | 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. 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.
- Crouching:
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | -3 | |||
On block | -8 | |||
Frame count | 4 | 6 | 18 |
Crouching uppercut with okay-ish priority. It's still useful but priority is not that great comparing with other cr.HP anti-airs.
- Jumping (Diagonal/Neutral):
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
Frame count | 4 | 6 | ∞ |
Bigger vertical hibox than j.LP but shorter horizontally.
Light Kick 
Standing (Far) - Incredible poke, Zazie use his right leg to kick in the medium zone. Quick with outstanding range, you're going to be using this very much.
Standing (Close) - See above.
Crouching - Rapid Fire Weak Attack long poke,Zazie use his feet to hit low the opponent
Jumping -
Jumping (Neutral) - lol
Strong Kick 
Standing (Far) -
Standing (Close) -
Crouching - a great sweep
Jumping -
Jumping (Neutral) -
Throws
Damage | 13 | ![]() |
Range (From pushbox) |
31 |
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.
Special Moves
Really good Honda's HHS but without moving. Spam it wisely for corner pressure or keepaway.
It's the instant version for the move of above. Better use this one, 'cause it's instant.
Your main anti-air in the game and combo ender for middle and low zone attacks.
Zazie dashes forward while being invincible. Use it to go through projectiles and easily gain distance.
Tip: Ducking To Hellfire can be done with the motion F,HCF K~P
Zazie steps back and forward. You're invincible at the first step, the second one is not.
Hidden Move
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 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.
Combos
- cr.LP x N xx 100 Fists
- j.LK, cl.HP xx Fire Axe Kick or Flame Uppercut
- j.HK, cl.HP xx ABCD
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.
Match-ups
Ray | Lee | Zaz | Kar | Jea | Miz | Sam | Yun | Mat | Clo | Fei | Mar | Ryo | |
Zazie | - | - | - | - | - | - | - | - | - | - | - | - | - |
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
Vs. Jean:
Make your bottom and rape him it's 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.
Vs. Ryoko:
Vs. Karnov:
Vs. Lee:
Vs. Feilin:
Vs. Yungmie:
If she Aura Smash: Ducking → Hellfire → cr.LK → repeat
Vs. Marstorius:
Vs. Matlok:
Vs. Mizoguchi:
Vs. Ray:
Vs. Samchay:
Vs. Zazie (self):
~ora-ora intensifies~