Full Armor ZZ

Model Number: FA-010S

Pilot: Judau Ashta

Cost: 3000 Hp: 680 Transform: X Form Change: O

FAZZ

This form of the ZZ Gundam boasts increased firepower and defense. Its anti-beam coating allows it to withstand a barrage of beam attacks for up to 3 seconds. While the ZZ is unable to transform with all the additional plating, that weakness is all but eliminated by its overall improved battle prowess.

 Full Armor ZZ Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Double Beam Rifle

8

75

BR travel speed as fast as Unicorn BR. Shares ammo with enhanced ZZ Main.

Charged Main

Missile Launcher

2

18 ~ 260

Possible to Multi-lock

Charged Melee

Hyper Mega Cannon + Missiles

1

20 ~ 294

Only one use per life

Sub

Double Cannon

4

60 ~ 120

If both hits land it causes an instant down. Does 80 damage when cancelled into. Shares ammo with Enhanced ZZ’s AB.

Special Shooting

High Mega Cannon

2

16 ~ 239

A huge gerobi with super armor on startup.

Special Melee

Armor Purge

Change to Enhanced ZZ. Change in Armament and increase mobility.

Burst Attack

Colossal Beam Saber

311(F)/270(E & S)

High power single hit. Super armor on startup.  

Melee

Input

DMG

Notes

5B

5B

20

A grab with super armor. Has various cancel routes.

5BB

135

Tosses the enemy causing them to go into an untechable spin.

5B~2B

245

Spinning piledriver. High damage. Causes an AOE explosion upon landing that deals damage.

5B~A

220

Throws the opponent into the air and fires 3 shots.

5B~AC

272

Fires gerobi at the grabbed enemy at point blank range.

8B

8B

120

Stab

4/6B

4/6B

150

Wide slashing melee.

2B 

2B

80

A poor man’s Jump Slash. Stuns on hit. 

CC8B

CC8B

100

Tackle Move

Cancel Routes:

A: AB, AC, 5B, BC

AB,CSA: BC

BC: AC, 2B

CC8B (on hit): AB

Enhanced ZZ Ability Summary

Ranged

Armament

Ammo

DMG

Notes

Main

Double Beam Rifle

8

75

BR not as fast as FAZZ BR.

Charged Main

Head High Mega Cannon

15 ~ 185

Fires gerobi from head.

Sub

Double Cannon

4

60 ~ 120

Forced down upon hit.

Special Shooting

Zeta Summon(Hyper Mega Launcher)

2

140

5AC: The Zeta fires the Hyper Mega Launcher

Zeta Summon(Melee)

65

8/2AC: Does a ramming melee similar to the Playable Zeta Gundam’s CC8B

Zeta Summon(Beam Rifle)

65 ~ 137

4/6AC: The Zeta fires a set of 3 beam rifles whilst strafing in the direction 
inputted.

Special Melee

Equip Armour

Change to Full Armor ZZ. Change in armament and decrease mobility.

Burst Attack

Colossal Beam Saber

288(F)/250(E & S)

 

Melee

Input

DMG

Notes

5B

5BBB

181

A normal 3-hit combo.

8B

8B

107

 

4B

4BB

134

Does one additional hit compared to FAZZ.

2B

2B

70

A better Jump Slash than FAZZ’s. Causes the opponent to bounce on hit. 

CC8B

CC8B

90

Tackle

BC

   

After hitting with 5B/4B, you are able to input BC before the final hit to change into Full Armor ZZ and grab the opponent, allowing you to use any of the cancel routes available from the grab. Check that table for the full listing.

Cancel Routes:

A: AB, AC, BC

CSA: BC

AC: A, BC

BC: AB, AC, 5B

5B (1st or 2nd hit), 4/6B (1st hit): A

CC8B (on hit): AB

Overview

Full Armor ZZ makes up for its low mobility with high firepower. It has numerous super armor moves that allow it to be temporarily immune to getting staggered or stunned, and a natural 20% damage reduction when it has its armor equipped. Without its armor in the Enhanced mode, this MS suffers a drastic drop in damage but becomes noticeably more mobile and agile, making it more suited for situations like when you are being aggressively double-locked.

FAZZ’s weakness is after all its low mobility. Super armor is very effective against newer players, but seasoned FAZZ-fighting veterans often know how to bait super armor moves and simply play outside of FAZZ’s niche comfort zone. Nevertheless, all you need is to land one good gerobi to turn the game around completely, so you’re never actually far from victory.

Full Armor ZZ Ability Details

Ranged Weapons

Main: Double Beam Rifle

Although the name says otherwise, this BR shot actually behaves like a single shot rather than two. Just think of it as a single, thick beam. Because this shares ammo with your Main in Enhanced ZZ form, you need to be careful with how you use your ammo. A thicker beam means a bigger hitbox, so it’s easier to catch enemies with this over a regular BR.   

Charged Main: Missile Launcher

Fires a volley of small missiles. Input 2CSA to prevent the forced camera angle change. Has super armor on startup, and you can multi-lock and fire the missiles at two different enemies. In which case, you fire half of the total missiles at each enemy.

While the missiles are very slow, they track well, and can be used for catching landings or forcing enemy movement. 

Charged Melee: Hyper Mega Cannon + Missile Launcher

The money shot. This move is a nightmare for all new players. Has super armor on startup, excellent muzzle correction, and extremely high damage. You also fire missiles out of your back pack like with CSA, but of course the main event is the huge, powerful gerobi. One of the only downsides to this powerful move is that the damage is dealt rather slowly over time compared to gerobis like V2AB’s, which does the full damage amount in under a second. 

You only get one shot of this per life, so it’s imperative you make it count. This move is best used to catch landings or in the extreme close range, where the excellent muzzle correction will track even the most erratic enemy movements. Even side stepping isn’t 100% safe as the gerobi is that huge. The best position you want to be in when firing this is in the close range above the enemy, at an angle where they can’t see you easily. Let the excellent downward muzzle correction do the rest. 

Sub: Double Cannon

Unlike your Main which lies about being two separate shots, this move is a true double cannon with two distinct projectiles. Hitting both instantly downs the enemy. While you stand completely still to fire this, you have super armor on startup. This has better muzzle correction and beam speed over your Main, but has poorer tracking. 

Special Shooting: High Mega Cannon

Although this is a weaker version of the CSB, make no mistake this is still one deadly gerobi. You get the same super armor on startup, and really good muzzle correction in the close range. Dealing 250 damage on a full hit, this is the deterrence you need to keep rampaging melee units off your back. It’s also a great landing punish and even an okizeme tool. 

Special Melee: Armor Purge

Change to Enhanced ZZ. You get faster move speed and different moves, but at the cost of a low of raw power.

Melee Set

5B: Grab

Grab the enemy, leading to four potential cancel routes. This move has super armor on startup and travels relatively far, but is rather slow and has a small hitbox. The two best ways to hit this move are as a “counter” for melee attempts, or cancelled from A in the close range. 

5B~B: Throw

Tosses the enemy like an empty trash can. Your fastest move from the grab. If you’re being double locked and you don’t have time for the other options, this should be your go-to.

5B~2B: Piledriver

In a three-step sequence, you toss the enemy up, jump after it and grab it again, and slam them to the ground in a spinning piledriver. High damage, high disrespect. You cause a small explosion on the ground upon impact which deals damage to opponents caught in the blast radius, but you’ll never hit this by trying. You can repeatedly loop 5B~2B and sidestep right before the spinning piledriver sequence to bring the enemy to the top of the map for an extra devastating piledriver. You don’t do more damage the higher up you go, but nonetheless that combo does roughly 300 damage. Real nice.

 5B~A: Throw & Triple Cannon Shot

Press A up to 3 times to fire three shots into the enemy. Does not cost ammo. This is not the recommended option because 5B~B leaves the opponent in a similar untechable state, does roughly the same amount of damage, and is much quicker. This move is also not a spinning piledriver, which is a huge demerit.

5B~AC: Point Blank High Mega Cannon

Your most damaging option from 5B, barring sidestep melee combos. This move shreds ABC mantles and other shooting barriers. A very high damage option off a raw 5B.  

Burst Attack

Colossal Beam Saber

Functions very similarly to Zeta and The-O’s burst attacks. An incredibly powerful single hit, this makes for an excellent combo finisher, or even done raw given its super armor on startup. 

Enhanced ZZ Ability Details

Ranged Weapons

Main: Double Beam Rifle

Same as FAZZ’s main. Even shares the same ammo.

Charged Main: Head High Mega Cannon

Fires a gerobi from the head. While this does a lot less damage than the FAZZ gerobis, this one has a fast startup, doesn’t cost ammo, and can be cancelled into from other moves, even melee sequences like mid-fall with 2B. 

Sub: Double Cannon

Exactly the same as FAZZ’s sub, but without the super armor. Shares ammo between the two forms.

Special Shooting: Zeta Summon

Choose from one of 3 possible actions. You can cancel into this from Main as well as into Main, so you can do A~AC~A. AC~A causes a freefall, and if you input a sidestep first you carry quite a lot of inertia when falling. Do note that this move reloads 1.5x slower if you switch into FAZZ.

5AC: Hyper Mega Launcher

Zeta fires one shot from its hyper mega launcher. A powerful one-shot move that can be combo’d into from your Main.

4/6AC: Triple Beam Rifle Shot

Zeta fires three shots from its beam rifle. Good for laying cover fire. 

8AC: Charge

Does the same shield charge move that Zeta does in its CC8B. Tracking and travel speed are average. 

Special Melee: Equip Armour

Change to Full Armor ZZ. Change in armament and decrease mobility.

Melee Set

Enhanced ZZ’s melee kit is not particularly exciting. His best and most often used melee would be 2B, which is a Jump Slash. This helps greatly with mobility, and you can cancel into CSA anytime during the 2B animation to catch the enemy unaware with a nice gerobi. 

Burst Attack

Colossal Beam Saber

Functionally similar to Zeta’s. A powerful one-hit down with super armor startup, great to pull off raw but safer to combo into. 

Strategies

  • FAZZ is one of those suits that obliterates new players who don’t respect its super armor and high muzzle correction gerobis. However, much like many grappler characters in fighting games, its effectiveness drops off in higher level play due to its poor mobility. This is not to say that the suit is weak— all you need is to hit a couple of good gerobis to even out any life deficit.
  • FAZZ has a 20% damage proration buff, but at the cost of extremely sluggish mobility- probably the lowest of the 3000 cost tier, maybe 2.5k cost tier included.
  • Enhanced ZZ is more of an all-rounder with improved mobility, but none of its weapons are particularly deadly or “OP”. This is still the preferred form for the neutral if you are playing the front role, especially if you are getting double locked.
  • During Burst, you glow pink with the power of Biosensors, giving you super armor on all your attacks. But to begin with, FAZZ has plenty of super armor moves, so this buff is best suited for use in Enhanced ZZ form. Coupled with your jump slash and free falls, you have a strong comeback chance, especially taking your powerful burst attack into consideration. 
  • Both F and S bursts are worth considering. S is the better option in most cases, but if you’re a high-risk high-reward type of person or if your opponents are the type that don’t deal well with super armor melee attacks then F is a great choice as well.
  • For burst timing, using your burst after an opponent bursts is often a great option, especially if your opponent is something like Master or God. By gaining super armor you completely invalidate their power up, forcing them to give up on their biggest comeback chance.