Introduction
HELLFIRE,YASS
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 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 | 7 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
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 used as far anti-air.
- Crouching:
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 crouching characters.
- Jumping (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.
Strong Punch 
- Standing (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. 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 | 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 priority is not that great comparing with other cr.HP anti-airs.
- Jumping (Diagonal/Neutral):
Damage | 28 | 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 | 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 the most of the weak spots.
- Standing (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 use his leg to kick in the medium zone. Quick with outstanding range, you're going to be using this very much.
- Crouching:
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, because LPs will trigger your Vulcan Hook instead.
- Jumping (Diagonal):
Damage | 12 | 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 | 12 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | no | ||
Frame count | 4 | ∞ |
Strong Kick 
- Standing (Close):
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 long startup for a close attack. So, it's pretty good for a meaty.
- Standing (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 6 frames.
- Crouching:
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/Ryoko and into Ducking against everyone else.
- Jumping (Diagonal):
Damage | 28 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | no | |||
Frame count | 4 | 6 | ∞ |
Your main crossup.
- Jumping (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 | (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 | 52 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 very damaging 2-hit hook punch. It's very quirky to use because you may 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 | 20 | ![]() |
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
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 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.
This move is not supposed to be steerable but apparently it can move by on 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 |
Hard | 4 | 4 | 1 | 1 | 19 |
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.
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Frame count | Light | 13 | 3 | 3 |
Hard | 17 | 3 | 3 |
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...
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 - →, ←↙↓↘→ + K~P. This technique is a staple in Zazie's play and must be mastered if you want to dominate in a match.
Grounded | 1st Hop | Landing | 2nd Hop, full body becomes vulnerable |
Recovery, landing | ||
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Frame count | Light | 2 | 7 | 10 | 7 | 2 |
Hard | 2 | 7 | 14 | 7 | 2 |
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.
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 | ![]() |
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Recovery |
Chain cancel | no | ||||
Special cancel | no | ||||
On hit | kd | ||||
On block | 0 | ||||
Frame count | 14 | 2 | 1 | 13 |
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.
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
- cr.LK, Chojaku Vulkan Punch, cr.LK Chokaju Vulkan Punch (STUN!) (While in stun) cr.LK st.HP HK flame kick
- cr.LK st.HP HK flame kick
- cr.Lk cr.LP LK flame kick
- cr.LK st.HP Dashing hell fire, HK flame kick, Or just hellfire
- On a certain amount of characters: cr.LK st.HP LK 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:
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~