EXVSFB/Full Armor ZZ Gundam: Difference between revisions

From Dustloop Wiki
Line 896: Line 896:
| <span style="color:red">359</span>/<span style="color:blue">352</span>
| <span style="color:red">359</span>/<span style="color:blue">352</span>
| BDb provides a great sneak attack due to its speed if the enemy isn't expecting it.
| BDb provides a great sneak attack due to its speed if the enemy isn't expecting it.
|-
| BC~A('''before cannons fire''')>>BC>BC>BC>BC~B>EX
| <span style="color:red">367</span>/<span style="color:blue">???</span>
|
|-
|-
| BC~AC>EX
| BC~AC>EX

Revision as of 10:08, 2 September 2014

Sd2gbd.png

Full Armor ZZ Gundam

Pilot: Judau Ashta

Cost: 2500

Durability: 620

MA Mode: No

Equip Change: Yes (Armor Purge)

Dustloop Thread: Full Armor/Enhanced ZZ General Discussion

JP wiki: FAZZ (tactics) FAZZ (Combos) EZZ

Common Nicknames: FAZZ

Introduction

FAZZ is a long-range bombardment support MS with extremely powerful weapons. CSa missiles are spammable, can multi-lock, and have decent range and good tracking but damage will vary considerably based on your range (which affects how many missiles will actually hit). FAZZ's BR is slightly stronger than those of most 2500 cost suits. Sub is a forced Down tool when both beams hit, which is extremely useful for keeping an enemy partner out of play or bailing your partner out of a combo quickly. AC has a very long range and deals a ton of damage.

The trade-off for its high damage output though is its mobility and melee are quite poor, making its self-defense equally poor if an enemy is able to close in on you. This will be even more noticeable if you do not have any Sub ammo available should this happen. So, you have to make sure to protect your own health from a back position, but also have to make sure that you are not so far back and cautious that you've left your partner susceptible to double lock.

A very important thing you have to take caution with when playing FAZZ is the potential for friendly-fire, especially if you are partnered to a melee-heavy suit. Pretty much all of FAZZ's attacks are very wide, deal high damage, and knockdown, completely interrupting any flow your partner may be trying to establish.


EZZ gains considerably more mobility than FAZZ, and better melee, but sacrifices some firepower for it.


The damage potential of this suit is astounding, but because of it's horrid mobility, it's difficult to recommend to a beginner who has not yet developed a fuller understanding of how to greedily protect their health and handle their surroundings.


Changes from EXVS

Movesets

Full Armor ZZ (FAZZ) Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Double Beam Rifle 7 80 (40/hit) 1 ammo/3 sec 3.0 (1.5x2) Stronger than other 2500 cost BRs. 2 beams in a shot.
[CSa] Full Missile Barrage - 20~130 1.5s 0.2 Can multi-target.

Cancel the camera change by holding down before using (2CSa)

[CSb] Hyper Mega Cannon + Back Missile Pod - 22~326 1.5s 5.0 (0.25 x20) One use per life. →EZZ after use.

Super Armor on shot.

Cancel the camera change by holding down before using (2CSb)

[AB] Sub Double Cannon 4 120 (60/hit) 1 ammo/7s 2 beams in the shot. Forced Down if both beams hit.

Super Armor on startup.

[AC] FA High Mega Cannon 2 15~252 1 ammo/10s 5.0 (0.25 x20) Gerobi.

Super Armor until right when the beam fires.

Cancel the camera change by holding down before using (2AC)

[BC]→A/B/AC Grab→Double Cannon/Throw/High Mega Cannon - 30→

160/212/280

- 1.0→

1.0/4.0/5.0

Super armor on startup. →B is Special Down.
Melee

(Input)

Name Damage Down Value Notes
5BB Hyper Beam Saber 132 2.7 Special Down
4/6B Spinning Side Slash 133 2.9 Special Down
8B Stab 113 2.1 Down
2B Jump Slash 85 3.0 Stun
BD~8B Shoulder Tackle 100 2.0 Down
Burst Super Damage Notes
Giant Hyper Beam Saber 317/289 Single downward slice with Giant Hyper Beam Saber. Super Armor on attack.

Enhanced ZZ (EZZ) Moveset

Ranged Name Ammo Damage Reload/Charge Down Value Notes
[A] Main Double Beam Rifle 5 70 (35/hit) 1 ammo/3 sec 3.0 (1.5x2) Stronger than other 2500 cost BRs. 2 beams in a shot.
[CSa] High Mega Cannon - 13~195 2.5s 5.0 (0.25 x20)
[AB] Sub Double Cannon 4 120 (60/hit) 1 ammo/9s 3.0 x2 2 beams in the shot. Forced Down if both beams hit.
[AC] Zaku Head Zeta Assist 1 102 (40/hit x3) 1 ammo/12s 5.0 (0.25 x20)
[BC]→A/B/AC Grab→Double Cannon/Throw/High Mega Cannon - 30→

160/212/280

- 1.0→

1.0/4.0/5.0

Melee

(Input)

Name Damage Down Value Notes
5BBB Hyper Beam Saber 173 3.5
4/6BB Spinning Side Slash 170 2.6
8B Stab 99 2.1 (0.7 x3)
2B Jump Slash 75 1.7 Bounce
BD~8B Shoulder Tackle 100 1.7 Special Down
Burst Super Damage Notes
Giant Hyper Beam Saber 317/289 Single downward slice with Giant Hyper Beam Saber. Super Armor on attack.

Cancel Routes

FAZZ Cancel Routes

[A]→Sub, BC

[BC]→A, B, AC

[5BB]→Sub, AC

[BDb]→Sub


EZZ Cancel Routes

[A]→Sub, AC, BC

[AC]→Sub, BDb

[BC]→A, B, AC

[5B~B]→A, BC

[4/6B]→A, BC

Ranged Moveset Details

FAZZ Ranged

[A] Main - Double Beam Rifle

High power and down properties. Fires 2 beams giving it wide horizontal priority, but is also weaker if only one of the beams hits. Unforced Down if both beams hit. Mixing with CSa or Sub will help conserve ammo.

Cancels into Sub and BC.

[CSa] Main - Full Missile Barrage

Shoots a large number of missile with good guidance but the range is tricky - if you are at the limit of red lock or very close range only a few of the missiles will hit. To get the most damage out of it you need to be somewhere between 33-40% of your red-lock range away from the enemy. Basically, as long as you are in range you can pretty well count on at least one of the missiles to hit, but how many will hit is affected by your exact range from the target. 1hit staggers but it has extremely low Down value, so you want to make sure to use a followup attack. The missiles have a sort of wide spread at the shoulders, so it's possible to use this to defend from closing enemy melee. You can BDC to change the number of missiles fired.

[CSb] Main - Hyper Mega Cannon

Incredible high damage and muzzle correction.

If you use this at point-blank range such that the explosion hits you you'll take 27 damage.

[AB] Sub - Double Cannon

Similar to BR fires 2 extremely strong beams causing unforced Down. Fast travel speed and good muzzle correction and guidance.

Can cancel into from BR and BD melee. BR→Sub does the same damage as BR>BR zunda, so use this to economize your ammo.

[AC] Special Shot - FA High Mega Cannon

.

EZZ Ranged

[A] Main - Double Beam Rifle

Same as FAZZ BR but 10 less damage and 2 less shots.

[CSa] Main - High Mega Cannon

Noticeably less damage than FAZZ HMC and does not have Super Armor now.

[AB] Sub - Double Cannon

Same as FAZZ Sub but reload is 2 seconds longer per shot and does not have Super Armor now.

[AC] Special Shot - Zaku Head Zeta Assist

Cancels into Sub and BDb. Cannot amekyan from it.

Melee Moveset Details

FAZZ Melee

[5BB] Melee - Hyper Beam Saber

2hit attack doing 65/134 damage, 1.7/2.7 Down. Second hit is an upward knockaway. It's possible to followup with 6B or 8B if you 6SC or 8SC immediately when the second hit connects, but definitely inconsistent. Can cancel into Sub and AC.

[4/6B] Melee - Spinning Side Slice

Single stage attack but hits twice for 65/133 damage, 1.7/2.9 Down. Second hit does a knockaway that also bounces the opponent. So effectively the same as using 5BB, but doesn't have the two cancel routes. It's priority is ok, but its speed and swerve are low, and it forces a camera change that you cannot cancel.

[8B] Melee - Stab

Very strong priority, but reach and speed are bad. Long knockaway makes it near impossible to followup. Best suited for ending combos or if you absolutely need to win a melee clash.

[2B] Melee - Jumping Slash

Low damage with a stun. It's hidden strength though is that it consumes extremely little boost and is extremely important for incorporating vertical motion into your movement to make you harder to hit and to affect the opponents camera.

[BDb] Melee - Shoulder Tackle

Ok speed over short ground but very short reach. Cancels into Sub if you hit with the attack first, which is good because that is basically the only thing you are going to be able to followup this attack with due to the knockback and the way it moves you above the opponent.

[BC] Special Melee - Grab→

.

EZZ Melee

[5BBB] Melee - Hyper Beam Saber

Now a 3-hit attack that does 60/116/173 damage, 1.7/2.0/3.5 Down. Hits much faster than FAZZ 5BB

[4/6B] Melee - Spinning Side Slice

2-stage, 3-hit attack (first stage 2-hit) that does 60/116/170 damage, 0.85/1.7/2.6 Down. So again, essentially the same as 5B but can extend combo damage a little further because of lower Down values.

[8B] Melee - Stab

Same as FAZZ 8B but faster

[2B] Melee - Jumping Slash

Same as FAZZ 2B but is faster, leaps higher, and does a high bounce instead of a stun. Also does slightly less damage and Down.

[BDb] Melee - Shoulder Tackle

Same as FAZZ Sub but faster, better reach, and less Down.

[BC] Special Melee - Grab→

Same as FAZZ BC but does not have super armor now

Ex Burst

EX Attack

Giant Hyper Beam Saber

317/289

FAZZ's Giant Hyper Beam Saber (GHBS) is one of the hardest hitting attacks in the entire game, being passed only by Master, DX, Turn-X, and Ex-S's EX attacks in the 3k tier. More favorably though (or less, depending on how you look at it), GHBS does all of it's damage instantly in one hit as opposed to the nuke zones or time requirements of some others. The largest drawback though is it's a very easy to side-step attack, leaving you exposed and having missed out on dealing a lot of damage. Therefore, it's best used out of a quick combo that causes a small amount of proration.


EX Burst Selection

Assault +25% Damage, +??% Defense

Blast +15% Damage, +??% Defense

Given the relative closeness of the increased damage between the two, it's a little hard to argue for taking Assault over Burst for FAZZ/EZZ. Depending on how well you've taken care of your health, at the point that you are getting to your half burst you typically may be in or approaching switching to EZZ mode, which has noticeably diminished ammo and reload rate compared to FAZZ, and so can greatly benefit from the increased reload rate of Blast. The main benefit of Assault would be the increased pursuit speed for if you are playing aggressively expressly intending to use an GHBS-ending combo.

Info and Tactics

Armor Purging to EZZ

  • When should I purge?

Because FAZZ has superior ammo stocks and ranged damage compared to EZZ, it's preferable that you stay in FAZZ for as long as possible - even the whole match if things are so favorable. But you have to be mindful of your partner's health and the overall damage race, so it's advisable that you purge either when your front guard begins to get low on health, or when you hit ~50% health so that you can use the improved mobility to draw out your survivability a little longer. If you still have a lot of ammo and a momentum advantage when you reach 50%, you may consider waiting a little longer, but if you get to red health you risk waiting too late, and even risk dying without having used CSb if you take 1-2 bad hits, and not using CSb before dying is something you absolutely musn't do. If you are preparing to purge and still have 2 HMCs, it's nice to try to fire those off first, unless you are just being mercilessly pressured at close range by an enemy.

On the other hand, if you are completely out of FAZZ ammo, purging will completely reload your BR and Sub ammo to their EZZ ammo counts.

Furthermore, if you find yourself facing a double front style team (such as Quanta/Exia or such) that is playing really aggressively, check their avoidance and agility as quickly as possible at the start, and you might realize you need to purge at the start of the match in order to have better mobility viability fighting 1-on-1.


  • Ammo awareness in EZZ

In brief, it's important to realize the aforementioned decrease in ammo and ranged output EZZ has:

BR: ammo 7→5, reload rate is unchanged, 10 less damage
CSa: missile barrage→HMC: 1.5s→2.5s charge, 20~130→13~195 damage
Sub: ammo and damage unchanged, but reload rate 7s/1 ammo→9s/1 ammo
AC: HMC→Zaku Head Zeta: ammo 2→1, reload 10s/1 ammo→12s/1ammo, damage 252→120 (40/hit)

This leaves you with a base ammo count of 10. Over 12s (AC reload time) you gain 4 BR and 1 Sub, but you will see that you can spend this ammo supply very quickly depending on the circumstances. Being caught late game at low health without Sub is especially dangerous. You must be extra wise and efficient with your EZZ ammo stock.

"Agile" Movement with FAZZ/EZZ

In contrast to FAZZ's top-class damage, it has some of the worst mobility in the game. It's step cancel performance is low, is chase capacity is low, its boost dashing is sluggish, and even his attacks feel slow to start and exposed. Because of this its absolutely imperative that you do not make foolish mistakes from the back position that leave you an easy target for damage.


  • Using 2B

...

  • Chasing with FAZZ/EZZ

While made abundantly clear that mobility and melee are the least of FAZZ's fortes, you may inevitably find yourself in a situation where you are at the end of the game, your partner is at low health, and you need to close out the last kill quickly. You need to know what your best option for chasing down an enemy is.

Firstly, don't even try it in FAZZ, you will not succeed - purge to EZZ. In EZZ, unless you have EX available, your highest damage abilities are going to start with BC, but the range and chase distance of this is obviously poor. Your best chase ability is your BD melee, but even it has poor range (but great speed over short ground) and cut resistance. Your 5B has ok chase range, but also has poor cut resistance when approaching. Therefore, really your only option is boost dashing on an angle that will cut off your opponent's escape vector, using Sub as available to try and knock them down to allow you more time to catch up. Once you get close enough, if your target is standing you need to decide to either commit to a 3x BD melee attack, or your 5/6BB→BC~B>>BDb>Sub attack. If the opponent is down and preparing to get back up when you get close then you have a better chance of getting off one of your BC attacks.

Tactics

Early Game - FAZZ:

FAZZ carries some of the strongest rear guard firepower in the entire game. Your role is to hang back and pepper the battle field with shots and missiles and look for opportunities to unload the fury of High Mega Cannon, taking caution at all times not to commit friendly-fire and to be aware of your surroundings to not allow yourself to be flanked by the enemy partner. You also need to take caution that you don't play so far back that you fail to contribute your huge damage potential to the match while also leaving your partner vulnerable to double-lock scenarios. If you find yourself being closed in on by melee Sub, AC, and BC all have Super Armor defense to help you keep the opponent at bay. Truthfully though, a lot of burden rides on the front guard to keep the focus on them, allowing you to freely move and barrage the battlefield.

Partner Considerations

3000 Cost

2500 Cost

2000 Cost

1000

Notable Matchups

Advantageous Matchups

Troublesome Matchups

Combos

  • A number of these combos can be seen in video format at the link in the External Links section at the bottom.

FAZZ Combos

Input Damage Notes
BR [A] Starter
BR>>BR 136
BR→(>>)Sub 136(164) Easy Down
BR>>BC~B>Sub 240 Fundamental intercept combo
[CSa] Starter
CSa>>BR 98~347 Depending on number of CS hits (24 max)
CSa>>BR>>BR 152~256 Same as above (9 max)
CSa>>BR>>Sub 179~273 Same as above (9 max)
CSa>>Sub 137~358 Same as above (24 max)
CSa(3hit)>>AC 220
CSa>>(→)CSb 327(333) This damage comes almost entirely from the CSb being a full hit. The number of missile hits is going to vary the Down value before CSb, and so the number of hits in CSb will vary. But CSa is the ability that will cause the least starting amount of Down and also staggers the enemy, allowing CSb to be able to hit more times.

If you are forced into a situation where you need to melee in FAZZ, 5BB offers more followup possibilities than 6B. However, 6B>BC is much more consistent than 5BB>BC (although 5B>BC is certainly easier than 5BB>BC). Remember their damage and Down are almost identical. As a whole though FAZZ's melee has high damage potential, but is bulky and inconsistent in meeting this potential.

Input Damage Notes
[5B] Starter
5BB>>(→)Sub 173(188) Upward knockback
5BB>>(→)AC 221(193) Upward knockback
5BB>8A>Sub 242 >BR does 239.
5BB>6B>Sub 230 >BR does 212. >6B seems to be more consistent with left-step.

Slightly less damage than above, but better movement and more consistent.

5BB>BC~B>Sub 280 Forward-fuwastep into BC; forward-step into Sub (this is a must, otherwise you won't hit).

Crushing damage with very strong launched knockaway, but 5BB>BC is very inconsistent even with fuwastep, and the BC~B>Sub is also iffy. Takes a lot of practice.

5B>BC~ does 253 damage while being an obviously easier transition.

5BB>BC~AC 225 Considering difficulty of 5BB>BC transition, if you succeed you should use to above combo.

5B>BC~ offers 217 damage

[4/6B] Starter
6B(1hit)>6B(2hit) 167
6B(1hit)>AC 212 There's a delay though where the enemy seems to partially recover and can possibly immediately boost or counterattack.
6B(1hit)>BC~B>Sub 253 Forward-step in to Sub

Less damage than 5BB derivative (same damage as 5B>BC), but is much more consistent.

6B(1hit)>BC~AC 217 Same damage as 5B>BC~
6B(1hit)>6B(1hit)>BC~B>Sub 249 Inefficient compared to 1x 6B(1hit)> derivative.
[8B] Starter
8B>Sub 137 >BR does 129, >8B does 121
[2B] Starter
2B>BC~B 213
2B>BC~B>Sub 273
2B>BC~AC 178
2B>6B 155
[BDb] Starter
BDb>Sub 196
[BC] Starter
BC~B>AC 299 The damage from the AC is actually not so high, but it causes an extremely high forced Down.
BC~B>Sub 244 Quick ending for extremely high launch
BC~AC(7hit)>BC~B>Sub 353 Death combo. Can destroy 1000 cost suit.

EZZ Combos

Input Damage Notes
BR [A] Starter
BR>>BR>>BR 147
BR>>(→)Sub 154(126)
BR>>BR>>(→)Sub 167(151)
BR>>5B→BR 147 Freefall ending
BR>>5BB→BR 172 Freefall ending
BR>>5BB>Sub 189
BR→BC~B 154
BR→BC~B>>BDb→Sub 218
BR→BC~AC(3hit) 173 Launched unforced Down
BR→AC 136 Forced down and conserves ammo.
BR>>BDb>>BDb 190
BR>>2B 123 Bounces enemy

Can add >8B to the end for 157, >>BDb 173,

AC Starter
AC>>(→)Sub 168(146)

The first 2 hits of both 5B and 4/6B do the same amount of damage, and even the last hit only does 3 more damage with the 5B variant, so these can be used essentially interchangeably in the following combos. The main difference is the 4/6B variant does slightly less Down so it lets you extend combo damage just a little further. 4/6B also offers better movement.

Input Damage Notes
[5B] or [4/6B] Starter
6BB>6BBB 211 This is where the majority of the damage in the next couple combos comes from.
6BB>6BBB>BR 219
6BB>6BBB>Sub 223 8SC gives you the best chance of having both beams hit.
6BB>6BBB>AC 215
6BB>6BBB>8B 215 Does very comparable damage and doesn't consume any of your ammo.

Although there are some higher damage combos, this is an extremely stable source of decent damage for its simplicity, and has good motion. Fundamental.

6BB>6BB>(→)BR 209(204~209) Freefall shooting
6BB>6BB>(→)CSa 209(209~219)
6BB>6BB>>BDb 217
6BB>>BDb>(→)Sub 235(217) 8SC gives you the best chance of having both beams hit.
6BB→BC~B>>BDb>>BDb 244
6BB→BC~B>>BDb>(→)Sub 247(241)
6BB→BC~B>8B>BR 233 This is much more consistent to hit with than >>BDb variants
6BB→BC~AC 223 ~A does 178, ~B does 194

This is a downgrade in damage from just BC~AC (238~249), but is a safer approach than trying to open with BC

6BB→BC~B>6BB>(→)BR ???(229) (Freefall). Use forward-step into second 6BB.
6BB>>BDb>>BDb 226 4/6BDC into first BDb is most consistent
[2B] Starter
2B>5BBB 204
2B>5BB>(→)BR ???(197)
2B>5BB>Sub 219 Knockaway Down
2B>5BB>2B 199 second 2B can umeki
2B>5BB>>BDb 210
2B>2B>Sub 201 2B>2B alone does 135. >BR does 177.

>2B x3 does 180 (high cut resistance). >>BDb does 195.

2B>>BDb>(→)Sub 226(203) Fast combo with high firepower.
2B>>BDb>>BDb 215
2B>6BB→BC~B>>BDb 8BDC into BDb most stable.
2B>BC~B>>BDb>(→)Sub 254(245) Strongest 2B combo. Have to briefly delay 2B>BC transition. 8BDC into BDb.
[BDb] Starter
BDb>>BDb>>6BB 244
BDb>>BDb>>BDb 240 This finishes faster than 6BB, and is the go-to BDb combo.

Again, while there are other higher damage combos, this should be considered your #1 offensive/chase combo (compared to 6BB>, BdB combo having better self-defense attributes) for its quickness, cut resistance, and damage. Timing takes a little practice though.

BDb>>BDb>8B 237 Again, this will do extremely comparable damage to a >BR or >(→)Sub combo, and doesn't consume any precious ammo.

Slightly more stable than the 3x BDb>> quick-hits combo.

BDb→CSa ~222
[BC] Starter
BC~AC>>BC~AC Have to BDC within the first 7 hits of the first AC to get the followup or enemy will be knocked away (which basically means BDC immediately as beam hits the enemy)
BC~AC>>BC~B>Sub 312 Strongest non-EX EZZ combo. Same note as above.
BC~AC>>BD~B>BDb
BC~B>>BDb>>BDb>>BDb 270 Ending with >8B will do 250 if hitting with BDb 3x proves inconsistent. →Sub 252; >BR 251

EX Combos

There's a number of >EX combos on the JP wiki that I haven't included because due to combo proration they wind up doing less damage than just a simple 6B>EX (and some of them even less damage than if you'd just used the EX attack alone). Here are the most efficient ones and some other EX-only combos that don't end in >EX.

Input Damage Notes
FAZZ EX Combos
BR>>BC~B>EX 340/??? Does 358 if you awaken while while holding with BC before ~B
BC~B>EX 356?/352?
BC~AC 351/326?
EZZ EX Combos
2B>BC~B>EX 351/326 Does the same amount of damage as BC~B>EX, and 2B provides good vertical movement and the slight stun to allow you to more easily BC grab.
BDb>>BDb>>BDb>EX 359/352 BDb provides a great sneak attack due to its speed if the enemy isn't expecting it.
BC~A(before cannons fire)>>BC>BC>BC>BC~B>EX 367/???
BC~AC>EX 368?/360? MAX DAMAGE FAZZ/EZZ combo
2B>BC~AC>EX ???/???
BDb>>BDb>>BDb>>BDb 318/288 4th BDb only possible in EX mode. Extremely fast.

Using 7/9BDC makes it slightly more consistent.

2B>2B>2B>2B 238/217 4th 2B only possible in EX mode. Dribble combo.
BC~AC 282/???
2B>BC~AC 257/???

External Links

Horibuna niconico replay archives (FAZZ)

EXVSFB FAZZ Combo Summary (Japanese Subs)


Template:Navbar-EXVSFB