Also, for the back-turned combos. The most damage he can get (apart from how you start the string) is to launch with either KK or 2KK, then use 9K > 7KK
Thanks for doing a video on Zack. Also anyone who is interested, any combo that ends in 6KK sets up an unholdable situation. For 2P and 7P. 2P is really only good if they don't tech because you can follow it up w/ 2K or 3PP to FT. If they do tech, you still get the 2P but you'll be negative. If you catch them teching the setup then you can go for 7P. So in essence, test/condition them w/ 2P, then once you get them to start teching go for the 7P.
This video is meant to shed some light on what Zack is capable of in ver. 1.09. It goes over B&B setups, Critical Burst setups, Power launcher combos (indoors and outdoors), as well as environmental combos. All the combos displayed in the video CANNOT be stagger escaped, which means that your opponent is put in a situation where he is forced to guess and risk a hold.
I hope you find this video both informative and entertaining. ^^
Special thanks to:
Artists:AXOUEL2009, REPTILES
Combo Advice: CROUTE CHEF