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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 | -4 | |||
On block | -9 | |||
Frame count | 3 | 4 | 21 |
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 (Close):
Damage | 8 | 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 the most of the weak spots.
- Standing (Far):
Damage | 6 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | 0 | |||
On block | +1 | |||
Frame count | 4 | 3 | 9 |
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.
- Crouching:
Damage | 4 | 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, because LPs will trigger your Vulcan Hook instead.
- Jumping (Diagonal):
Damage | 8 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 6 | ∞ |
Good option to interrupt stuff like Mars' Lariats and hit head weak spots from afar.
- Jumping (Neutral):
Damage | 8 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 4 | ∞ |
Strong Kick 
- Standing (Close):
Damage | 16 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | +1 | |||
On block | -4 | |||
Frame count | 11 | 4 | 16 |
Another ridiculous hitbox, but this time it has long startup for a close attack. So, it's pretty good for a meaty.
- Standing (Far):
Damage | 20 | Startup | ![]() |
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Recovery |
Chain cancel | no | ||||
Special cancel | yes | ||||
On hit | -3 | ||||
On block | -8 | ||||
Frame count | 9 | 3 | 3 | 18 |
An axe kick that hits once. Leg becomes vulnerable after second hitbox on 6 frames.
- Crouching:
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | kd | |||
On block | -8 | |||
Frame count | 4 | 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/Ryoko and into Ducking against everyone else.
- Jumping (Diagonal):
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
Frame count | 4 | 6 | ∞ |
Your main crossup.
- Jumping (Neutral):
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
Frame count | 4 | 5 | ∞ |
Useless...
Special Normals
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | +8 | |||
On block | +3 | |||
Frame count | 4 | 3 | 10 |
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.
Damage | 26 total | 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 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.
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 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
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~