SuperCombo is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.
|Want to be an editor? Join the SuperCombo Discord and read #server-and-wiki-info for registration.|
Fighter's History Dynamite/Zazie Muhaba
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 Hook (Tap ) can deal massive damage in combos as well as chip damage, plus at the same time used for keepaway game if necessary. His Ducking move (+) allows to not 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.
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.
- Standing LP (Close/Far):
Usual jab that whiffs all crouching characters. Due to Zazie's height may be used as far anti-air.
- Crouching LP:
Same as st.LP but obviously doesn't whiff crouching characters.
- Jumping LP (Diagonal/Neutral):
Great jump-in and air-to-air tool with solid priority.
- Standing HP (Close/Far):
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 hold / while attacking. Further info about them is listed in "Special Normals" section.
- Crouching HP:
|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 HP (Diagonal):
Typical aerial heavy punch, looks like j.LP with lesser priority.
- Jumping HP (Neutral):
Identical to it's diagonal jump counterpart but hitbox is stretched downwards a bit.
- Standing LK (Close): activation range = 47
This one is the real bane to the most of the weak spots.
- Standing LK (Far):
|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 LK:
Your best option for doing chain strings, because LPs will trigger your Vulcan Hook instead.
- Jumping LK (Diagonal):
Good option to interrupt stuff like Mars' Lariats and hit head weak spots from afar.
- Jumping LK (Neutral):
- Standing HK (Close): activation range = 47
Another ridiculous hitbox, but this time it has long startup for a close attack. So, it's pretty good for a meaty.
- Standing HK (Far):
|Frame count||9||3||3||(6) 18|
An axe kick that hits once. Leg becomes vulnerable after second hitbox on 6 frames.
- Crouching HK:
|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):
Your main crossup.
- Jumping HK (Neutral):
|Frame count||4||3||(6) 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 6 frames.
The actual cl.HP: a very damaging 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 light normal or activate it with +. Hitboxes of both hits are identical, so opponent may fall from second hit.
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.
|Damage||12 per hit|
*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.
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.
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...
The most important quirk about Ducking is that it can be cancelled into Hellfire, thus creating a "Dashing Hellfire" technique! It's a staple move in Zazie's toolkit that opens even more opportunities to punish from afar and extend combos. It can be done in several ways:
1) , + ~
2) , + ~
3) , + , +
Choose the most comfortable for you.
|Grounded||1st Hop||Landing||2nd Hop,
full body becomes vulnerable
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.
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.
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.
- 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
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.
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
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.