Zack in DOA 5

MasterHavik

Well-Known Member
Okay..I had enough. I want some Zack info badly. Let me share what I know.

Dogg told me Zack might get safer when the balance test with him in came out and it showed off his combos. Anyways from that video...I got this....

33KP can be follow up now
6P+G or his forward throw can be follow up with 6KK,1KKKKK
He has an unholdable
two Cbs
and a blanka ball that can be use in combos and as a whiff punish.(Best whiff punish in the game according to COW.)

Also cow told me with the build he was playing on.(Not the gamescom/GVN build) that Zack was more safer and he could still get behind the opponent.

That's all I know guys. now please...can someone give me some move info?! I'm begging ya. Also Dogg...if you're reading this can you at least talk about Zack in the gamescom/GVN build? I don't want any info on what he is in the final version.
 

Allan Paris

Well-Known Member
(Best whiff punish in the game according to COW.)

No, Kokoro has that, and players will find out the hard way, lol.

As far as Zack goes I can tell you his bad things. I don't know too much of his good stuff because when I played with Hatrify he went to look for Zacks good stuff and it was different from DOA4.

I was about to give a list of the moves that were changed but I don't know Zacks notations. So I will tell you that the majority of the moves that use to stun on hit in DOA4 do not do that anymore in DOA5. The string that he juggles with that ends with a mid kick that leaves his back-turned does not work like in DOA4. The last kick does absolutely nothing. However, it may hit if you get a HCH launch.

I hope this helps you some.
 

Hurricane Rev

Active Member
Zack is more safer in the game now and some of his moves are slightly different now. Here is what I know so far.............

- His string PP6PP is slightly different. The last punch that he does is a shoryuken type move
- 236PK might be different as well this time around. (Not 100% sure though)
- You can't kick someone on the floor 2 times in order to force someone to get up anymore. It has to be the full 2KKKKK in order to force someone to get up.
- If you press P while he is running, he does the blanka ball move

That is all I know with him so far but he is looking really good though.

I was about to give a list of the moves that were changed but I don't know Zacks notations. So I will tell you that the majority of the moves that use to stun on hit in DOA4 do not do that anymore in DOA5. The string that he juggles with that ends with a mid kick that leaves his back-turned does not work like in DOA4. The last kick does absolutely nothing. However, it may hit if you get a HCH launch.

I think you are talking about his PP6PK.
 

MasterHavik

Well-Known Member
No, Kokoro has that, and players will find out the hard way, lol.

As far as Zack goes I can tell you his bad things. I don't know too much of his good stuff because when I played with Hatrify he went to look for Zacks good stuff and it was different from DOA4.

I was about to give a list of the moves that were changed but I don't know Zacks notations. So I will tell you that the majority of the moves that use to stun on hit in DOA4 do not do that anymore in DOA5. The string that he juggles with that ends with a mid kick that leaves his back-turned does not work like in DOA4. The last kick does absolutely nothing. However, it may hit if you get a HCH launch.

I hope this helps you some.
Thanks for telling me his flaws/changes. but really? That Blank ball is REALLY fast. And has some crazy start up. It could either 0 frames or 1 or 2 frames. It's that fast.

HR: I'm happy to here Zack is safer. I can be even more defensive with him.

Nailing someone with multiple kicks is cool with me.

and YES! Blank ball got even better!
 

Hurricane Rev

Active Member
The Blanka ball is a very quick move and the move seems really good for whiffs punishment. The move would be really good for combo finishers and I think it guard breaks as well.
 

MasterHavik

Well-Known Member
That is going to be useful against rushdown characters like, Akira, Sarah, and Jann Lee. It will also shut down all the damn back flips Ayane does.
 

Allan Paris

Well-Known Member
It could either 0 frames or 1 or 2 frames. It's that fast.

I highly doubt this, no character in DOA has a move like that besides holds/parries, and they all have those more or less. If you don't know the numbers on it, lets just say it's fast for right now. With it being safe it should be a very good tool for him.
 

MasterHavik

Well-Known Member
lol yeah you're right man. That shit is fast thought. I said 0, 1, 2, frames because in UMvC3 Phoenix Wright's has a 0 frame level 3 that can hit the opponent anywhere on the screen. But for now, we'll call ti fast. I'm happy it guard breaks. The best part about it....Zack actually has a move at long range and it's GOOD!!!
 

Verify

New Member
I didn't play a whole lot and didn't get anytime to test outside of matches but there are changes for both the worst and better in the gvn build. His 4k doesn't stun on nh(wtf?) nor does 66p. 236ppp string was removed, you could only do 236pk, 236k was removed, 1p I believe is a power blow with a different input. F+K split kick is a guard break, forward throw doesn't get a damage boost from high counter and got reduced damage but you get an inescapable 9k into deep stun, where you can take their back with 236p or whatever you want. I don't see anywhere that he became safer so I dunno what cow was talking about. He does have a new move from sway with p+K that's a critical burst. His launchers are worse so he generally does less damage and his juggle ender pp6pp doesn't work as often because they changed the last hit to his shoryuken. And his pp6pk just a doesn't work much for no reason at all. The stun from 6k on nh and ch is way shittier. Overall I don't like the new Zack in the very limited time I spent with him, forward throw is way more powerful but overall his throw and attack damage have been reduced and with the loss of the ground game from doa4 his ability to keep you I fucked up situations on wake up is gone. If you knock someone down and press 2k to stomp them but your opponent tech rolls they will get your back for free combo. I'm sure I'll find some great setups with him once the game drops but other than the improvement to his 6f+p I don't like what they've done with him.
 

Chaweewee

New Member
I'm sure I'll find some great setups with him once the game drops but other than the improvement to his 6f+p I don't like what they've done with him.

So that 9 or 10 hit "i just took over half your health" combo in the combo test footage does not do that same damage any more? I want to see them nerf the ninjas like that too.
 

PhoenixVFIRE

Well-Known Member
So that 9 or 10 hit "i just took over half your health" combo in the combo test footage does not do that same damage any more? I want to see them nerf the ninjas like that too.
why nerf the ninjas anymore? The only really good one is Ryu, the others aren't nearly as good.

I hope Zack gets some of his groove back.
 

MasterHavik

Well-Known Member
damn...hatify... you killed my hype....sigh...WTF did they do to Zack? He has like little to no combos now and is not even playing the DOA 4 game, it's the" I need to poke you to death" game. I mean he can be safer, but how the hell am I going to take half life off?
 

Hurricane Rev

Active Member
I didn't play a whole lot and didn't get anytime to test outside of matches but there are changes for both the worst and better in the gvn build. His 4k doesn't stun on nh(wtf?) nor does 66p. 236ppp string was removed, you could only do 236pk, 236k was removed, 1p I believe is a power blow with a different input. F+K split kick is a guard break, forward throw doesn't get a damage boost from high counter and got reduced damage but you get an inescapable 9k into deep stun, where you can take their back with 236p or whatever you want. I don't see anywhere that he became safer so I dunno what cow was talking about. He does have a new move from sway with p+K that's a critical burst. His launchers are worse so he generally does less damage and his juggle ender pp6pp doesn't work as often because they changed the last hit to his shoryuken. And his pp6pk just a doesn't work much for no reason at all. The stun from 6k on nh and ch is way shittier. Overall I don't like the new Zack in the very limited time I spent with him, forward throw is way more powerful but overall his throw and attack damage have been reduced and with the loss of the ground game from doa4 his ability to keep you I fucked up situations on wake up is gone. If you knock someone down and press 2k to stomp them but your opponent tech rolls they will get your back for free combo. I'm sure I'll find some great setups with him once the game drops but other than the improvement to his 6f+p I don't like what they've done with him.

Hmm... That is quite interesting. I am a bit surprise that 4K doesn't do stun on nh anymore. Also, seeing how they removed his 236k, does that mean that he has only got one critical burst move which is his back sway with P+K? Also, I'm sure Zack has still got some good launchers in the game, like his 33KK and while he is ducking, you can do P+K.

I am guessing that his new basic air combo string is PP6P2K. I think Zack is still a good character and I like what he has become. His ground game is still there but it is completely different now.

Zack is still very much playable and I don't think he has been nerfed in anyway.
 

Chaweewee

New Member
why nerf the ninjas anymore? The only really good one is Ryu, the others aren't nearly as good.

I hope Zack gets some of his groove back.

Because at the end of the day it seems like the goal is to ensure that the poster children (the ninjas of course) are not considered weak nor are the weakest. They are immune to balance. See Ryu in SF series. Can't anger that core Japanese base now can we? I'm angered at the nerf to Zack, he's my main.
 

MasterHavik

Well-Known Member
Hmm... That is quite interesting. I am a bit surprise that 4K doesn't do stun on nh anymore. Also, seeing how they removed his 236k, does that mean that he has only got one critical burst move which is his back sway with P+K? Also, I'm sure Zack has still got some good launchers in the game, like his 33KK and while he is ducking, you can do P+K.

I am guessing that his new basic air combo string is PP6P2K. I think Zack is still a good character and I like what he has become. His ground game is still there but it is completely different now.

Zack is still very much playable and I don't think he has been nerfed in anyway.
I hope you're right. He looks REALLY fast.
Because at the end of the day it seems like the goal is to ensure that the poster children (the ninjas of course) are not considered weak nor are the weakest. They are immune to balance. See Ryu in SF series. Can't anger that core Japanese base now can we? I'm angered at the nerf to Zack, he's my main.
This is something that isn't always true. For example in T6, jin mid.Another example would be how mario is how Mario is below average in all smash games. And lastly... Scorpion in Mk9. He's not all that great either.
 
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