Codemaster92163
Well-Known Member
I'd hope that other Zack players decide to contribute some of their own personal tips as well, since Zack is one of the least used characters in the game, and that's really not warranted. So, to help people start using him, I'm offering some quick and easy tips to play him effectively.
Sway 6P+K is your friend - Zack's "Blanka Ball" is a phenomenal tool. Whether you use it through running P or sway 6P+K, it's great to use in most any situation. It's uncounterable, strong, has knockback/guard break properties, and it has amazing range. Obviously, you don't want to whiff it, but there's very few situations where this move isn't great. Consider using it in combos or even on blocking opponents, as you'll create a nice chunk of space between the two of you, and Zack is quite a formidable spacer.
Duck 2/8 can be a life saver - It may not be as great as a tank roll or Christie's JAK, but Zack's Duck 2/8 SS crushes highs and can be used from certain strings. The moves that come out of it aren't too great, but it does sport a tracking low and a safe tracking mid with the latter creating nice space on hit. It can also be used to avoid certain 50/50 mixups that involve throws/linear hits
6PK_ is here to help you - Starting off with an 11 frame mid punch that transitions into a slew of mid kicks with delayable frames, mix-up at the end, and a decent stun off the last hit, you've got yourself a great tool. This follows for all of his 2K_ or 3K_ varieties, though his start with 6P simply means you'll be able to start them faster. Abuse the delays and mix them up. You can frighten your opponent into guarding and get a free throw from canceling them, or a free stun if they expect a throw.
6T PP, 6T PP, 6T PP - USE ZACK'S THROWS! He has fairly powerful throws all around, especially when near a wall. His Duck T can be used for a lot of damage + a free stun if you're great at timing combo throws. 6T should almost always be followed up with PP (note I say almost always) and should be used regularly, as well as to punish. You get a nice chunk of damage from it, and the mix-up following PP is staggering. PP6P, PPK, PPP, PP2K, PP6K, PP2, PP4, PP8, etc. You can also go for another 6T following the PP if you really want to. It's really an amazing throw, and it's extremely important to use, so you better get used to throw punishing.
2H+K is not an online low - Zack was blessed with a really great tool un 2H+K. While it doesn't provide as deep a stun as some other characters' low sweeps, it gets the job done and can easily be used to break through an opponent's guard. Just be sure to not abuse it.
Learn all of his stance transitions - It's really important to know exactly what you can transition into and when from any given string. Zack's seamless stance switching is really what's keeping his mix-up at the top. Memorize all the different ways he can go to sway and duck, then use them in tandem with fully fleshed-out strings in order to confuse opponents and keep them from attacking.
H+K is great, pure and simple - Not many characters are given easy access to powerful guard breaks. There's a few here and there, while others require unique situations to use them, but Zack can pop his out at most any moment. While it's weakness is that it's a linear high, H+K is fast and provides a deceptive +3 frames on block. Since Zack has extremely fast mids and a decent jab, you don't have to worry about being beat out after it (unless you go for something extremely slow). A lot of people still attack out of guard breaks, so use the frame trap to your advantage. This move is great to throw out after his roll or after 6T.
General spacing tips - As I said, Zack can hold his own when at a distance, and it's great that he's formidable up close as well. He's definitely not a rushdown character, though. When you've created some space, 4K is a great way of maintaining it. 2K/3K strings can also keep people at bay, as they won't want to run straight in and get counter hit. Duck->Sway->Duck stance dancing can also prove useful, as Sway houses 6P+K for great damage/range while Duck can transition into his high-crushing sidestep. If you need to get in on the opponent, he has answers to that as well. 6P+K covers a decent amount of distance, plus it's safe. Roll P has amazing range and is a tracking, safe mid. 66P+K works against people unfamiliar with Zack, but it will NOT fair well against generally knowledgeable players, so use it at your own discretion. 66H+KK also covers a nice chunk of distance, and as already mentioned, running P (Zack's Blanka Ball) is also another option, though it will reset the situation on block.
Sway 6P+K is your friend - Zack's "Blanka Ball" is a phenomenal tool. Whether you use it through running P or sway 6P+K, it's great to use in most any situation. It's uncounterable, strong, has knockback/guard break properties, and it has amazing range. Obviously, you don't want to whiff it, but there's very few situations where this move isn't great. Consider using it in combos or even on blocking opponents, as you'll create a nice chunk of space between the two of you, and Zack is quite a formidable spacer.
Duck 2/8 can be a life saver - It may not be as great as a tank roll or Christie's JAK, but Zack's Duck 2/8 SS crushes highs and can be used from certain strings. The moves that come out of it aren't too great, but it does sport a tracking low and a safe tracking mid with the latter creating nice space on hit. It can also be used to avoid certain 50/50 mixups that involve throws/linear hits
6PK_ is here to help you - Starting off with an 11 frame mid punch that transitions into a slew of mid kicks with delayable frames, mix-up at the end, and a decent stun off the last hit, you've got yourself a great tool. This follows for all of his 2K_ or 3K_ varieties, though his start with 6P simply means you'll be able to start them faster. Abuse the delays and mix them up. You can frighten your opponent into guarding and get a free throw from canceling them, or a free stun if they expect a throw.
6T PP, 6T PP, 6T PP - USE ZACK'S THROWS! He has fairly powerful throws all around, especially when near a wall. His Duck T can be used for a lot of damage + a free stun if you're great at timing combo throws. 6T should almost always be followed up with PP (note I say almost always) and should be used regularly, as well as to punish. You get a nice chunk of damage from it, and the mix-up following PP is staggering. PP6P, PPK, PPP, PP2K, PP6K, PP2, PP4, PP8, etc. You can also go for another 6T following the PP if you really want to. It's really an amazing throw, and it's extremely important to use, so you better get used to throw punishing.
2H+K is not an online low - Zack was blessed with a really great tool un 2H+K. While it doesn't provide as deep a stun as some other characters' low sweeps, it gets the job done and can easily be used to break through an opponent's guard. Just be sure to not abuse it.
Learn all of his stance transitions - It's really important to know exactly what you can transition into and when from any given string. Zack's seamless stance switching is really what's keeping his mix-up at the top. Memorize all the different ways he can go to sway and duck, then use them in tandem with fully fleshed-out strings in order to confuse opponents and keep them from attacking.
H+K is great, pure and simple - Not many characters are given easy access to powerful guard breaks. There's a few here and there, while others require unique situations to use them, but Zack can pop his out at most any moment. While it's weakness is that it's a linear high, H+K is fast and provides a deceptive +3 frames on block. Since Zack has extremely fast mids and a decent jab, you don't have to worry about being beat out after it (unless you go for something extremely slow). A lot of people still attack out of guard breaks, so use the frame trap to your advantage. This move is great to throw out after his roll or after 6T.
General spacing tips - As I said, Zack can hold his own when at a distance, and it's great that he's formidable up close as well. He's definitely not a rushdown character, though. When you've created some space, 4K is a great way of maintaining it. 2K/3K strings can also keep people at bay, as they won't want to run straight in and get counter hit. Duck->Sway->Duck stance dancing can also prove useful, as Sway houses 6P+K for great damage/range while Duck can transition into his high-crushing sidestep. If you need to get in on the opponent, he has answers to that as well. 6P+K covers a decent amount of distance, plus it's safe. Roll P has amazing range and is a tracking, safe mid. 66P+K works against people unfamiliar with Zack, but it will NOT fair well against generally knowledgeable players, so use it at your own discretion. 66H+KK also covers a nice chunk of distance, and as already mentioned, running P (Zack's Blanka Ball) is also another option, though it will reset the situation on block.
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