DOA5 Zack Mini Guide

crapoZK

Well-Known Member
Standard Donor
So it seems that nobody has done this yet, so I might just go ahead and do one myself. I will also be going through Zack in DOA5U as well.

Move List:
(Couldn't be asked to write the whole thing down, so here you go.)

Basic Starter Moves:
:P+K:
:9::K:
:236::K:
:6::6::P+K:
:P+K: (When in Sway)
:4::H+K:
:2::H+K:

Frame Advantage:
:4::K::2: > :P+K: (In Duck)

Moves You Should Do:
:P::P::6::K::2::K:
:P::P::6::P::2::K:
:4::K:
:P+K:
(Sway Attacks)
(Duck Attacks)
:2::H+K:
:4::6::K: (No charge)
:3::K::K::h: (Only when applying pressure)
:2_::K::K::h: (Only when applying pressure)

BnB Combos:
:P+K: > :4::K::2: > :P+K: (in Duck) > :6::K::K:
(Duck) :P+K: > :P+K: > :3::3::K::K: > :7::K::K:
:2::H+K: > :6::P::P: > :9::K: > :K::K:
(On Counter) :6::K: > :8::P: > :214::P: > :7::K::K:
(On Counter) :4::K: > :6::K: > :8::P: > :3::3::P: > :P::P::6::P::P:

Critical Burst Set-Ups:
1.) :P+K: > :4::K::2: > :P::P::4: (In Duck) > :P+K: (In Sway)
2.) :P+K: > :2::K::P::6::K: > :P: > :236::K:
3.) :P+K: > :8::P: > :6::P: > :P: > :236::K:
4.) :P+K: > :P::P::8::h: > :P::P::8::h: > :P: > :236::K:
5.) :2::H+K: > :6::K: > :P::P::8::h: > :236::K:
6.) :2::H+K: > :6::P::K: > :6::P: > :236::K:
7.) :7::P::4: > :P::P::4: (In Sway) > :P::P::4: (In Sway) > :P+K: (In Sway)
8.) :7::P::P: > :8::P: > :236::K:
9.) :6::6::P+K::2: > :P::4: (In Duck) > :P::P::2: (In Sway) > :P::4: (In Duck) > :P+K: 10.) :9::P::P: > :4::K: (From Back) > :236::K:
11.) :4::H+K: > :4::K: (From Back) > Dash Buffer > :6::6::P: > :236::K:
12.) :4::H+K: > :4::P: (From Back) > :6::K: > :P: > :236::K:

How and When to Do Zack's Combos:
Zack is a mix-up character and he can deal damage when he wants to. As I've been playing Zack since DOA1 and I've played quite a lot of online, I've noticed that if you constantly try to do combos (Especially if it's the same one), you will get countered. When you really want to do combos is when you see fit; i.e. Whiff Punishment, Failed Throw Punishment and to counter. Zack is the only character that constantly puts you in a guessing game and he can make you think he will do a low, but he ends up doing a mid or a high instead. Trick your opponents with :2_::K::K:, and then when they hold low or duck to block, press :6::P:, and then jab, and then the K CB (That is if they don't constantly low hold).

How to Correctly Mix-Up With Zack:
Like I said above, Zack has a constant guessing game. He has about 6 strings derived from :P::P:, and at least a low and a mid variant of every single string he has. To mix up with Zack, pretty much use his entire move list and fit in a couple Mid P's every now and again. Zack's core mix up moves are the moves that have :2_: (:3:) :K::K::K: in it, because you will put a lot of pressure on your opponent and sometimes they will not know what to do. Tip: When your opponent is stunned, and you do a string with :2_:/:3::K::K::K: in it, NEVER, finish it because your opponent will hold it after two kicks, EVERY FREAKING TIME!!! Also, more of his offensive mix ups are strings with :2::H+K: in it. Zack ALWAYS has a low variant of it after every mid attack in a string. Use it a lot of the time when they always think you are going to do the mid. Also, you can use :2::H+K: randomly as well because your opponent won't suspect it, and they will be stunned, and the following :6::P:/:K: is good if you want to go for a combo (It is better to use :6::K:). If not, trick them with another :2::H+K: to knock them down, and if they don't tech roll, do it again for the forced-tech. It works.

Zack's Forced Techs:
Zack has only 2 good forced techs, and 2 pseudo-forced techs. They are:
:2::H+K: (Good)
:2_::K::K::K::K::K: (Excellent)
:3::P:(:P:):P: (Second :P: is semi) (Only good after :6::6::K:)
:2::P:
It is good to use them all.

Use FAKE ROLL (:236::h:) WHEN SPACING!
Using fake roll when spacing is very good if you're trying to lure in your opponent. So use it when spacing. Fake Roll has two follow-ups from Fake Roll: A :P: and a :K:. You can also cancel Fake Roll into another move, which is amazing. When your opponent is down, and they wake up kick a lot, use Fake Roll as they are falling, and hold their wake up kick, they almost always fall into the trap.

Moves that Beat Wake Ups:
:6::P+K:
:1:_:P+K: (Power Blow)
:3::3::K::K: (Counter Launcher)
:3::3::K::P:

How to Evade Highs With The Duck Move:
If your opponent is doing a high string, and you know that the next attack will be a high, use the Duck move (:2::P+K:). It goes under every high attack in the game, and after that press :6::H+P: to do the throw. Make sure to do it after the last attack that is a high, or do it after the first two highs by buffering the attack from duck. It is good to use his :P+K: from duck after that because it puts them in stun. This strategy is very good against characters like Rig, Sarah, and Christie.

Frame Data:
Zack's frame data is pretty much the same as the one in DOA4, so I will post that up along with his new moves' frames.
http://www.deadoralive.jp/doa4/al/pdf/doa4_al-zack-e_on.pdf


New Moves' Frame Data:
:P+K: (After Sway):
Frames: 17
On Hit: +27
On Block: -8
Damage: 24
Attribute: Mid P

:P+K: (After Duck)
Frames: 12
On Hit: +21
On Block: -13
Damage: 20
Attribute: High P

:236::h::+::P+K:
Frames: 67
On Hit: -81
On Block: -88
Damage: 30
Attribute: Mid P

Thank you for reading my Zack guide for DOA5, I hope you enjoyed it, I will be doing one for DOA5U as well so stay tuned on the Zack topic!!!
Author: Jordane Wheatley (Me)
 

Yaguar

Well-Known Member
Frame Traps:
:4::K::2: > :P+K: (In Duck)
:P+K: (After Duck) -1 (so just valid if you follow with :P: or Dodge)


Frames: 12
On Hit: +21
On Block: 13
Damage: 20
Attribute: High P
What? Duck :p+K? -13 is no frame trap unless you want to trap yourself into a grab.
V3eFkEq.png



:P+K: is a i20 hitting mid at Punch and Kick counterable. Range wise it is okay but as a BNB opener it is fairly gash. It doesn't have any real evasive property or crush potential.
Brightside? -1 on block.

:4::K: is far superior. -1 on block, i17, can get between some high/lows, same if not greater range. Offers sit down vs. crouched foes, leads into duck mixup.

Just a few notes.
 

crapoZK

Well-Known Member
Standard Donor
What? Duck :p+K? -13 is no frame trap unless you want to trap yourself into a grab.

Just a few notes.


Oh, OK, I thought it did because they practically cannot do anything but block or just frame hold (That nobody does for that set up).
If they try to grab, Hi Counter.
If they try to hold, it sometimes goes through,
If they try to strike, Counter.
So yeah, they really can't do much apart from block, and barely anyone suspects a duck after it apart from COM and Zack pros. Thanks for the info bro.
 
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