Doan’s Zaku

Model Number:MS-06J

Pilot: Cucuruz Doan

Cost: 1500 Hp: 500 Transform: X Form Change: X

 

A Zaku belonging to a deserter of the Zeon Army, Cucuruz Doan. Due to its inability to resupply, the suit uses neither a Heat Hawk nor a Machine Gun, instead fighting barehanded. Despite that, he was able to take down Amuro Ray’s core fighter with nothing but a thrown rock, and displayed various other incredible feats.

Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Rock Throw (Small)

3

70

Curves slightly downwards

Sub

Rock Throw (Big)

2

95 (67)

Damage in brackets is when canceled from A~AB. Has small set of shield property

Special Shooting

Core Fighter Assist

2

3~96

Summons Amuro’s Core Fighter, shoots the same as RX-78-2’s Core Fighter Assist

Special Melee

Special Movement

4/6BC:Able to run left/right. 

Burst Attack

Doan Punch

259

ONE PUNCH!!!!!!! 

 

Melee

Attack Name

Input

DMG

Notes

5B

Chop~Punch~Kick

5BBB

182

Standard combo 

8B

Jump Kick

8B

95

Recommended move: 8B>8B>8B. Around 186 damage using the shortest period of time.

4B

Right Hook~Kick

4BB

151

 

2B

Upper Punch

2B

95

Hits opponent to the air and instant knockdown. Really strong melee priority.

CC8B

Tackle

CC8B

90

 

 

Cancel Routes:

A: AB, BC

AC: AB, BC

Any melee: BC

BC: A, AB, BC, Any melee except CC8B

Overview

Doan’s Zaku is a unit that faces difficulty supporting from long range with it’s limited ranged options (Rocks and a Core Fighter only). As a 1.5k, Doan’s Zaku has issues keeping up with higher cost units, thus limiting its effectiveness as the vanguard. Thus, Doan’s Zaku is best played shadowing its higher cost partner and sneaking up on the opponents with flying kicks, throwing rocks and the ability to hold itself against most melee suits.

Ranged Weapons

Main: Rock Throw (Small)

Curves slightly downwards, causes Vernier.

Sub: Rock Throw (Big)

Damage in brackets is when canceled from A~AB. Unlike main, this larger rock flies directly forward and has a small shield property which allows it to block some shots from enemies. Causes Vernier when thrown.

Special Shooting: Core Fighter Assist

Summons Amuro’s Core Fighter which flies straight into the enemy while firing it’s vulcan guns

Special Melee: Special Movement

4/6BC: Doan’s Zaku dashes horizontally to the right/left. Zaku II always dashes to the right if no directional input is made. Allowing Doan Zaku to run in the sky!

Melee Set

5BBB: Chop~Punch~Kick
Slow combo but fancy, not too good on the melee priority but good use for extra damage

4/6BB: Right Hook~Kick
The first punch does 70 damage which is the same as its main, however the kick has a slow animation. Fancy again but meant for mid combo usage

8B: Jump Kick
Jumps and Kick, the Jump is good enough that it jumps over projectiles however it doesn’t cut tracking, therefore it’s a good move to be used for closing in the space between you and the opponent while having a chance to kick the opponent

2B: Uppercut
One of the best melee Doan Zaku has to offer, this move has really strong melee priority, has little startup and launches the opponent upwards allowing Doan Zaku to fuwa step and follow up. However, as strong as it is. Players mustn’t always use this move and become predictable because this move doesn’t have good chasing speed, a side step will result in Doan Zaku getting punished.

CC8B: Tackle
Knocks into the opponent and pushes the opponent back, good move for quick combos as CC8B~CC8B~CC8B does 216 quickly.

Burst Attack

Doan Punch

[ONE PUNCH!!!!!!!]

Doan’s Zaku does a slow run to the opponent before stretching out a fist to punch the opponent, the punch is so strong that it downs the opponent and sends them flying!

Strategies

  • This is a melee suit which uses its rocks to create openings for its fancy punch melee. But take note that it’s not a suit suitable to be in the frontline. Follow & assist your partner and attack when you see openings.
  • Use the Core Fighter as a distraction before trying to poke your way closer, at close range use 8B to jump over shots to kick the opponent
  • If a melee suit tries to challenges melee priority with Doan Zaku, use 2B. The melee priority has shown to beat 00Q Buster Sword 4/6B, Master’s 4/6B, Zeta’s CC8B and many more, however be warned that it’s more of a one time trick as opponents may not challenge Doan Zaku’s 2B anymore and instead start shooting first before a melee.