Fighter's History Dynamite/Zazie Muhaba

From SuperCombo Wiki
Fhd zazie.png



Introduction

HELLFIREE, DERSHH

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

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

Weak Spot

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

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

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

Color Options

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

Moves List

Quick Reference

Special move name Input Nickname Note
Vulkan Hook Tap P.png hands HHS
Chojaku Vulkan Hook Tap simultaneously Snka.gifSnkb.gifSnkc.gifSnkd.gif hands instant HHS
Hellfire Qcd.png + P.png anti-air, reversal
Ducking F.pngF.png + K.png dash dash through fireballs
Step Back F.pngB.png + K.png step back → step forward, only first step is invincible
Deshikakato U.pngD.png + K.png flame kick hidden move, LK and HK versions are different

Normal Moves

Light Punch Snka.gif

  • Standing LP (Close/Far):
Damage 7 Startup FHD-zazie-stand-LP.png Recovery
Chain cancel no
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

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

  • Crouching LP:
Damage 7 Startup FHD-zazie-crouch-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

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

  • Jumping LP (Diagonal/Neutral):
Damage 12 Startup FHD-zazie-jump-LP.png
Chain cancel no
Special cancel no
Frame count 4

Great jump-in and air-to-air tool with solid priority.

Heavy Punch Snkb.gif

  • Standing HP (Close/Far):
Damage 28 Startup FHD-zazie-stand-HP-1.png FHD-zazie-stand-HP-2.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 3 3 18

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

  • Crouching HP:
Damage 28 Startup FHD-zazie-crouch-HP.png FHD-zazie-crouch-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -4
On block -9
Frame count 3 4 (16) 21

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

  • Jumping HP (Diagonal):
Damage 28 Startup FHD-zazie-diagonal-jump-HP.png Recovery
Chain cancel no
Special cancel no
Frame count 4 6

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

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

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

Light Kick Snkc.gif

  • Standing LK (Close): activation range = 47
Damage 12 Startup FHD-zazie-stand-close-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +5
On block +6
Frame count 2 3 4

This one is the real bane to most weak spots.

  • Standing LK (Far):
Damage 10 Startup FHD-zazie-stand-far-LK.png FHD-zazie-stand-far-LK-recover.png Recovery
Chain cancel no
Special cancel yes
On hit 0
On block +1
Frame count 4 3 (3) 9

Incredible poke, Zazie use 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 FHD-zazie-crouch-LK.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

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

  • Jumping LK (Diagonal):
Damage 12 Startup FHD-zazie-diagonal-jump-LK.png
Chain cancel no
Special cancel no
Frame count 6

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

  • Jumping LK (Neutral):
Damage 12 Startup FHD-zazie-neutral-jump-LK.png
Chain cancel no
Special cancel no
Frame count 4

Heavy Kick Snkd.gif

  • Standing HK (Close): activation range = 47
Damage 26 Startup FHD-zazie-stand-close-HK.png Recovery
Chain cancel no
Special cancel no
On hit +1
On block -4
Frame count 11 4 16

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

  • Standing HK (Far):
Damage 30 Startup FHD-zazie-stand-far-HK-1.png FHD-zazie-stand-far-HK-2.png FHD-zazie-stand-far-HK-recover.png Recovery
Chain cancel no
Special cancel no
On hit -3
On block -8
Frame count 9 3 3 (6) 18

An axe kick that hits once. Leg becomes vulnerable after second hitbox on 6 frames.

  • Crouching HK:
Damage 28 Startup FHD-zazie-crouch-HK.png FHD-zazie-crouch-HK-recover.png Recovery
Chain cancel no
Special cancel yes
On hit kd
On block -8
Frame count 4 6 (6) 18

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

  • Jumping HK (Diagonal):
Damage 28 Startup FHD-zazie-diagonal-jump-HK.png Recovery
Chain cancel no
Special cancel no
Frame count 4 6

Your main crossup.

  • Jumping HK (Neutral):
Damage 28 Startup FHD-zazie-neutral-jump-HK.png Recovery
Chain cancel no
Special cancel no
Frame count 4 5

Useless...

Special Normals

  • Far B.png/Ub.png/U.png/Uf.png/F.png + Snkb.gif
Damage 28 Startup FHD-zazie-stand-far-HP+F.png FHD-zazie-stand-far-HP+F-recover.png Recovery
Chain cancel no
Special cancel yes
On hit +8
On block +3
Frame count 4 3 (6) 10

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

  • Close B.png/Ub.png/U.png/Uf.png/F.png + Snkb.gif activation range = 63
Damage 52 total Startup FHD-zazie-stand-close-HP+F-1.png FHD-zazie-stand-close-HP+F-2.png Recovery
Chain cancel no/no
Special cancel yes/yes
On hit -3/0
On block -8/-5
Frame count 4 2 1 1 20

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

Throws

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

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

Special Moves

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

First cycle:

Damage 12 per hit FHD-zazie-vulcanhook-adjust-1.png FHD-zazie-vulcanhook-1.png FHD-zazie-vulcanhook-adjust-1.png FHD-zazie-vulcanhook-2.png FHD-zazie-vulcanhook-adjust-2.png FHD-zazie-vulcanhook-3.png FHD-zazie-vulcanhook-adjust-3.png
On hit ABCD
+3*
LP/HP
+8*
On block ABCD
-2*
LP/HP
+4*
Frame count ABCD 1 2 1 2 1 2 1
LP/HP 1 1 1 1 1 1 1
Loop cycle ABCD 10
LP/HP 7

Second cycle:

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

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

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

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

  • Hellfire: Qcd.png + P.png
Damage 32 FHD-zazie-hellfire-1.png FHD-zazie-hellfire-2.png FHD-zazie-hellfire-2-0.png FHD-zazie-hellfire-3.png Recovery
On hit kd/kd
On block -9/-4
Frame count Light 2 4 1 1 19
Heavy 4 4 1 1 19

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

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

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

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

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

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

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

Choose the most comfortable method for you.

  • Step Back: F.pngB.png + K.png
Grounded 1st Hop Landing 2nd Hop,
full body becomes vulnerable
Recovery,
landing
FHD-zazie-stepback.png
Frame count Light 2 7 10 7 2
Heavy 2 7 14 7 2

Zazie performs two slight hops. HK version is hop back → hop forward, and LK version is hop back → hop in place. Zazie is invincible from 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/Ryoko matchups.

Hidden Move

  • Deshikakato: U.pngD.png + K.png

LK version:

Damage 40 Startup FHD-zazie-LK-flamekick-1.png FHD-zazie-LK-flamekick-2.png Recovery
Chain cancel no/no
Special cancel no/no
On hit kd/kd
On block -/+1
Frame count 4 1 1 2 13

HK version:

Damage 32 Startup FHD-zazie-HK-flamekick-1.png FHD-zazie-HK-flamekick-2.png Recovery
Chain cancel no
Special cancel no
On hit kd
On block 0
Frame count 14 2 1 13

Zazie's high damage flame kicks. The input is quirky and this move is usually canceled from normals, but if your hands are quick enough you can perform it without a cancel. LK and HK versions are tweaked cl.HK and f.HK attacks respectively. Both of them deal knockdowns 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 good to know about 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, Vulkan 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.

Vulkan 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 s.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!) (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 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 Mash Fists. 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. Mash fists are the best and also try to stay on the ground.

Vs. Ryoko:

Vs. Karnov:

Vs. Lee:

Vs. Feilin:

Vs. Yungmie:

Vs. Marstorius:

Vs. Matlok:

Vs. Mizoguchi:

Vs. Ray:

Vs. Samchay:

Vs. Zazie (self):

Game Navigation

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