DOA5U Recommended Zack Changes.

crapoZK

Well-Known Member
Standard Donor
Moves that Zack needs:
  • Sit down on 8P
  • Down properties on 214P (If they decide to keep FT in the end)
  • Better recovery on his low and mid gattling kicks
  • 7K back in the game with inputs of 214K (With better recovery)
  • "I'm right here" taunt after Fake Roll
  • Fake Roll after 2KKK
  • Duck after 8P
  • "Just a momento" voice clip on 4P+KH in Japanese
  • DOA2's 7PP strings with inputs of 44PP...
  • DOA4's 236K with inputs of 9H+K
  • 3P+K after Fake Roll with inputs of 3P
  • DOA4's 236K after Fake Roll with inputs of 3K
  • DOA4's 236PPP
That's about it for now.
 

TakedaZX

Well-Known Member
Zack can keep you guessing...but man my sitdown stuns are ass tier. Btw...the stagger made Zack a monster but you know what TN did to that Julius. Anyways Zack can keep you guessing, but a lot of his best shit is mid, so it' not as strong as one would thing.

Another thing I wanted to bring about this is that I feel CB need to become faster to get to. This four hit bs is dumb and is just telling my opponent to hold me.

Like has been said before, Zack isn't really about his combos and juggles. He can get around Kasumi damage as a possibility from them but he's more about his stuns and widdling you down piece by piece with his mix-ups including 6T and Sway/Duck T. His Wall T ain't bad either so you don't want to let Zack pressure you to that wall.

His 2H+K is pretty good too for a low sweep that is.
 

crapoZK

Well-Known Member
Standard Donor
MORE STUFF:
  • Duck after K (In sway)
  • DOA3's 22/88P with inputs P+K after sidestep
  • Taunt fake anywhere in the low/mid machinegun string
  • Duck is faster.
  • Previous DOA's PP6PP with the inputs of PP6P6P.
  • 6P+K after PP6P (6P) with inputs of PP6PP+K (6PP+K)
  • Wake up after 7K by pressing H but looks like the flip of SwayK for cool launch combos
I'm done. lol.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top