Asura Buster: Eternal Warriors/Zam-B

From SuperCombo Wiki

A strange hunchbacked man that wears a mask and a massive gauntlet that he uses as his primary weapon. He also has the ability to vomit acid onto his opponents in the form of a goop projectile.

Failing in his mission of finding both the "Sword of Dynasty" and bringing Alice back home, Zam-B has since been locked up in prison.

However, Alice's father has given Zam-B one last chance to do his job and has ordered him to find and bring Alice back home once and for all while investigating the mystery of the lost continent.

Zam-B is a rushdown character with great range, good combos, a great mixup game and a tricky toolkit.

Overview

AB Zam-B idle.png
Zam-B is a tricky and mobile character who can run circles around his opponent.
Pros Cons
  • Amazing air game
    • Very mobile, with a double jump, a walljump and a divekick
    • Can double jump cancel air normals to stay safe
    • Great set of air normals
  • Fast, unpredictable offense
  • Versatile fireball
  • Good guard cancel and whiff punish option in 214X
  • Super is an amazing tool on defense in Last Stand
  • Is easily out-zoned and can struggle to get in
  • Does not deal well with jump-ins at most angles
  • Very meter-reliant
AB Name Zam-B.png
AB Zam-B.png
Play Style Rushdown
Dash Type Run
Backdash Type Grounded
Defense Modifier 1.0625
Air Options Double Jump
Walljump
Meter Gauge {{{meter}}}

Normals

Standing normals

5A
AB Zam-B 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - M normals 1 0

quick chop
can be used as an abare


5B
AB Zam-B 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 / 11 - - M normals 3 2

Zam-B points at the opponent, menacingly
fast and long poke
fist and finger each hit once
both hits can be canceled into launcher or specials


5C
AB Zam-B 5c.png
Accordion hand
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 12 - - M O -9 -10

Zam-B leans back then straight up covers the entire screen with his hand
laggy but damaging and big attack
punishable on block if done too close
often used to end blockstrings, sacrificing pressure for distance and safety for better damage

Crouching normals

2A
AB Zam-B 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - L normals 3 2

5A but low


2B
AB Zam-B 2B.png
why
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 8 - - L normals 0 -1

2 quick donkey kicks
never use this
literally has 0 uses, no cancels no combos nothing
wtf


2C
AB Zam-B 2c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 11 - - H O Knocks down -17

Zam-B trips you with his pinky finger
can catch a lot of off guard opponents
deals very big damage
most commonly combo'd into from first hit of 5B or 2A

Jumping normals

j.A
AB Zam-B j.a.png
Every Zam-B main prays to this move everynight
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 4 - - H special O O

Zam-B just sticks out 2 fingers and waits for his opponents to touch them and die
fast AND long combo starter, something you rarely find in j.A normals. this is undoubtedly the best j.A in the game
deals great damage, can juggle, can be done 6 times per air combo
can pressure grounded opponents and you can carry that pressure even after landing
can anti-air most jump-ins
beats DPs
converts any stray hit into a combo if you are fast enough
basically if there's something you need to do, call this move


j.B
AB Zam-B j.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H special O O

Zam-B punches
great damage and will always combo into j.C
will combo into j.214x if you have enough height to do it
hitting grounded opponents with j.B>214A is hard to punish for some characters and impossible for the others


j.C
AB Zam-B j.c1.png
"This B*tch empty!"
AB Zam-B j.c2.png
'"YEET'
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - H O O O

Zam-B straight up just slaps the opponent so hard they go offscreen
deals absurd damage but counts towards and is affected by the launcher cap, so it is limited to 3 uses and if you already used a launcher it's 2 etc...
very fast and can be used as a makeshift anti-air
very punishable on block on the ground so be careful about spamming this

Command normals

6b
AB Zam-B 6b.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 17 - - H special -3 -4

quick claw swipe downward
Deals decent damage compared to other overhead command normals and unlike all other overhead command normals, actually comboes into Launcher, i swear this man Zam-B doesn't care about any rules

  • can be used after a guard break into launcher for easy damage

Universal mechanics

Launcher
any 2 buttons
AB Zam-B AB1.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches inconsistent

on hit, Causes a big wall bounce and puts the opponent in indefinite hitstun until they hit the ground or use meter to tech it
can be combo'd universally with A>B>C or A>B>Launcher combos.
most characters can add an air special or delay the launcher and do a ground special
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state
a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap.

Air launcher
any 2 buttons
AB Zam-B AB1.png
(visually identical)
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches inconsistent

No difference from the ground version, but some characters have air launchers with slightly less recovery frames


Guard break
22C
AB Zam-B GB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - don't O Stun O

This replaces grab, a quick attack that stuns blocking opponents.
common followups are combos, launchers, knockdowns and some supers
countered by not blocking, jumping or attacking back

Special moves

Goop - グープ
236A/B/C
AB Zam-B 2361.png
AB Zam-B 2362.png
The projectile
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 24 / 26 / 28 - - M O Knocks down 4 / 3 / 2

Zam-B shoots a small acid ball. but we just call it goop
goop is amazintg
Buttons determines angle, correctly choosing the angle to use can completely shut down your opponent's approach, even if they block it
knocksdown grounded opponents on hit
Ex shoots a slow moving, multi-hit floating goop. it has too many hits to combo on it's own but enough to force the opponent to not press any buttons since it will clash whatever they have and counter-hit them.
is shot quite low(comparable to 236C) so can't be used effectively for zoning, but rather pressure and mixups.


Piercing fist - ピアスフィスト
214A/B/C
AB Zam-B 214a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - H O Knocks down -

Zam-B flies across the screen holding his hand out
A version is very short and doesn't end in a knockdown, so most people use B version (medium range + Knockdown : Use with A>B chain for ez damage) or C version (Longer range, knockdown with more airtime. Goes across all the screen. Does not combo with A>B but used to catch off-guard opponents)
EX version is extremely fast and multi-hits, cannot be comboed after


Claw Dive - クローダイブ
j.214A/B/C
AB Zam-B j214a.png
A version
AB Zam-B j214b.png
B version
AB Zam-B j214c.png
C version
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 29 / 29 / 29 - - H O Knocks down -

Easily his best move, contender for best advancing move in the game
for mobility, speed, range, and combos, this move is excellent
Zam-B divekicks at a 45 degree angle diagonally down.
When you land with this move after hitting an opponent, you bypass recovery frames leading to easy combos. so anything that makes Yashaou's 214x the best move in the game also applies here
Additionally, if the opponent blocks the B or C version you bounce off of them, making these versins completely safe on block, keep in mind you can still be punished if they predict it.
Using 44 backhops, this move can combo into itself for an infinte, though it's not as consistent as just jumping. Don't blame me if you get arthritis early.

  • A version : slow and goes through the opponent, doesn't knockdown like all the others so can be used to convert an air hit on a grounded opponent into a fully grounded combo
  • B version : knocksdown on hit
  • C version : launches them up and puts them in a knockdown state, cannot be comboed after
  • EX version : does all 3 versions really fast, with the last one being a functioning launcher, so you can use this to extend any aircombo as long as you haven't used 2 launchers in said combo

Supers

Acid Rain - 酸性雨
236236A/B/C
AB Zam-B 236236a.png
the Last stand MVP
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 62(53+9) - - M O Knocks down inconsistent

Zam-B opens his mouth and unleashes a tsunami.
almost guaranteed to win Last stand if you are defending
it's impossible to hit all shots of this, let alone predict how many you hit
However, when you hit with this, they will likely bounce up until hitting another projectile and repeating the cycle
damage will scale randomly, and from my testing can scale to ridiculous levels, anywhere from a 1/4th to a full bar of HP.

Boost mode (22+ABC)

Ability Boost  :

  • goop shoots two projectiles with angle varying on button
  • Piercing Fist acts as a launcher
  • B version of Claw Dive launches vertically
  • C version of Claw Dive acts as a launcher
  • j.C launches acts as a launcher for ground and airborne opponents
  • 5C has more hits and acts as a launcher
  • 2B Mule Kick has more hits and acts as a launcher (still useless tho)


Combos

Combos Dmg Notes
5A > 5B > 5AB > j.A > j.B > j.AB > j.A > j.B > j.C 36 Universal combo.
2A > 5B > 5AB > j.A > j.B > j.3B > j.214A > j.A > j.B > j.C > j.B j.214A 42 Meterless bnb. Video -> https://www.youtube.com/watch?v=Gf8-zVkazeY
5A > 5B > 5AB > j.A > j.B > j.3C > 214A > j.Ax3 > JC > j.Ax3 > j.B > j.214AB > j.Ax2 > j.B > j.3C > j.214A 50 Zam-B bnb 2 (not optimal damage). Video -> https://youtu.be/yNEg5xjpsVM
j.B > j.C > 5B > 214C 55 Zam-B bnb 3. Video -> https://youtu.be/u_fkWpXBUN4
j.B > j.3C > j.214B > j.A > j.B > j.3C > j.214B 55 Zam-B bnb 4. Video -> https://youtu.be/HfyhAjm0o1Q
j.B > j.C > j.B > j.3C > j.214A 57 Zam-B bnb 5. Video -> https://youtu.be/i2-Fqh_xNzE
j.B > j.C > 5AB > j.Ax3 > JC > j.Ax3 > j.B > j.214AB > j.Ax3 > j.B > j.214C 61 Zam-B combo 1. Video -> https://youtu.be/kd-8a8OBtbc
j.B > j.C > 5AB > j.A > j.B > j.3C > j.214A > j.Ax3 > JC > j.Ax3 > j.B > j.214AB > j.Ax3 > j.B > j.C 71 Zam-B combo 2. Video -> https://youtu.be/dRy3MXcu9Q8
j.B > j.3Cx5 > j.214B > j.A > j.B > j.3C > j.214B > j.Ax3 > JC > j.Ax3 > j.B > j.214AB > j.Ax3 > j.B > j.C > j.Ax3 > JC > j.Ax3 > j.B > j.214C 75 Zam-B combo 3. Video -> https://youtu.be/uLgwLxlH7Lg

Color Palettes


AB Palettes Zam-B.png


ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke