Zeta Gundam (Zaku Head)

Model Number: MSZ-006

Pilot: Iino Abbav

Cost: 1500 Hp: 420 Transform: X Form Change: X


After losing its head in an earlier battle against the AMX-103 Hamma Hamma and AMX-104 R-Jarja, the Zeta Gundam was hastily repaired by Iino Abbav using an old Zaku II head (due to a lack of spare parts) so that it can assist the ZZ Gundam in battle. While this “Zeta Zaku” was operational, the old Zaku II head caused the cockpit screen to revert to the old, non-360 degree display, leaving Iino vulnerable to enemies that could sneak up on him from areas he could not see.

Ability Summary







Beam Rifle



Possible to repeatedly fire up to 3 times. Manual reload when empty. 

Charged Main

Dummy Balloon


Forces enemy assists to target the balloon


Grenade Launcher



Fires two grenades per input

Special Shooting

Hyper Mega Launcher



Fires a large beam that knocks down on hit

Special Melee

Hyaku Shiki Assist 



Summons Hyaku Shiki, Shoots 3x BR


Long Beam Saber (Toss)


Throws the beam rifle with the saber activated, stuns on hit. Links to AB

Burst Attack

Beam Saber Slash


Zeta Zaku pulls out a slightly bigger beam saber and slashes the opponent in similar fashion to Kamille Zeta
















Strong melee priority, fast startup



Opponents can’t tech out upon last hit














Bounce down




Slashes upwards with the Hyper Mega Launcher when AC is inputted from CC8B,2B,4/6B.

*All derivatives for this melee input can be performed on all melee inputs except 5B and 8B


Cancel Routes:



4/6B: AB

2B: AB


Zeta Gundam’s repaired state. Most of the weapons can be used as they are but Zeta cannot transform anymore. Zaku Zeta’s weapons are almost the same as the original 2.5k Zeta’s, but with poorer damage and tracking. 

Therefore while trying to restrain the opponents by shooting, it’s preferred to try to hit opponents with CC8B at certain points to do more damage, however due to it’s low mobility, it lacks the ability to stay consistent in its preferred range. 

In that sense, it is a suit that has to carefully watch the enemy to poke at the gaps and apply its strength whenever possible.

Differences from Kamille’s version

  • Cost reduction (2500 -> 1500)
  • Health reduction ( 620 -> 420)
  • Red lock distance shortened (Same as Roux)
  • Number of boost dash, swivel and mobility down
  • Improved turning performance in MA Mode
  • Shooting, melee power decreased
  • 2B move change (Slash Through -> Long Beam Saber throw)
  • BC move change (Hyaku Shiki slash through -> Hyaku Shiki 3x BR)
  • Main sound effect change
  • No CSB 
  • Unable to transform
  • Effect during burst removed (No SA during animation)
  • Burst attack changed (Giant Beam Saber -> Beam Saber slash)

Ranged Weapons

Main: Beam Rifle

Can be fired 3 times in succession, and can be manually reloaded on empty. With 6 ammo, this means you can fire two three-shot volleys before reloading. Shares ammo with MA mode A.

There is a bit more startup on this beam rifle and it’s quite easy to fire out of angle compared to other beam rifles. Take note that in a shooting burst you will not freefall if firing out of angle, so you should sidestep the shots or use your sub to freefall.

It’s not good to rely solely on your BR in the close range, due to the poor muzzle correction between shots and a slightly slower startup. Use your sub and BC assists to cover for these weaknesses, and try to create space where you can fire your BR freely in the mid to long ranges. 

Charged Main: Dummy Balloon

If you have a Dummy Balloon on the field, enemy assists will attack the dummy instead of you or your partner. While this move isn’t recommended in every single matchup, it can be very potent in matchups where your opponent relies heavily on assists, such as with Forbidden, X1FC, Throne Drei, etc.

This most also acts like an active mine. Any foe (or friend) that touches the balloon detonates it, doing damage.

Sub: Grenade Launcher

Fires two grenades. Allows for a freefall from your BR when it is fired out of angle. Good muzzle correction (unlike your main) makes this the top candidate for self defense against melee attacks, especially since they beat out shooting guard. 

Special Shooting: Hyper Mega Launcher

Fires a large beam that knocks down on hit. Very high damage for a single shot, with a very fast travel speed, good tracking, and a huge hitbox. In particular the muzzle correction is excellent. This is great for saving your partner, as a combo ender, and pretty much anywhere where you want a single powerful shot. You can also cancel this into BC to be relatively safe.

This can be used in self defense against melee attacks, but you need to shoot it point blank and account for the startup. It beats out super armor, so coupled with your sub you can beat out every type of special melee attack. 

Special Melee: Hyaku Shiki (Beecha) Assist

Summons Hyaku Shiki which proceeds to shoots 3x Beam Rifle

2B: Long Beam Saber (throw)

Zeta throws a Long Beam Rifle (beam rifle saber) that stuns the target on hit, links to AB

Melee Set

5B: Three-hit combo

A very orthodox melee sequence. There is nothing outstanding about this combo in any aspect other than having better damage proration than other melee combos. This is best used in the middle of a combo string rather than as a starter given its average priority. But if you do land this raw, you can expect big damage.

5B~8B: Launcher

Hits the enemy upwards, putting them in the ideal position for a shot from your mega launcher, or even your burst attack. Has good damage proration. The problem with this move is that the actual DPS is quite poor, and you’re forced into a fixed camera angle. You can cancel into sub after this move.

8B: Stab

Stabs at the enemy with a beam saber. Has a forced camera angle change on the second hit. This move has a really fast startup and a great hitbox, but doesn’t travel very far. The second hit bounces the enemy on hit, making it easy to follow up on. However, it doesn’t bounce the opponent very high, so you might have difficulty continuing the combo if the enemy is on a slope. 

4/6B: Shield Strike

Tackles the enemy with the affixed shield. Does not travel very far. The second hit of this move puts the enemy in an awkward position, making following-up with another attack near impossible. 

This move is actually pretty bad in all aspects, including startup, hitbox, and tracking. Overall, not your best melee option, but if you need to end your combo quickly you can use this as a combo part to fuwa step Beam Rifle. 

4/6B~A: Beam Rifle Shot

You can repeatedly press A to fire up to three shots from your beam rifle. This is a terrible move, and it is best that you seal it off.

CC8B: Shield Tackle

4/6B also attacks with the shield, but the difference in performance between that and CC8B is like hell and heaven. Fast startup, a big hitbox and excellent rushing speed makes this Zeta’s signature melee attack.

This is not the kind of melee attack you would expect from an all-rounder unit. This move even allows it to go toe-to-toe with dedicated melee suits. The only problem with this move is its poor distance, so be sure to use it in the right range. 

You can follow-up on this move by stepping forward during the first phase of the attack (before the kick). You can also cancel this into 2B or AC during the first phase, but again be careful using this move on slopes. 

AC after 4/6B | CC8B | 2B: Hyper Mega Launcher Rising Slash

Uses the saber from the hyper mega launcher and slash upwards, still consumes boost while in animation, the animation is quite long and has multiple hits. Therefore on areas like Side-7’s slope, this combo will not work (Especially following up from the CC8B and behind the opponent is a slope). It has however excellent damage/correction and is used in a combo.

Burst Attack

Beam Saber Slash

[Zeta Zaku slashes an enemy with a bigger than average beam saber]

Same animation as Kamille’s Zeta, downs on hit. Usually best to combo into this. Really nice damage. 


  • Zeta Zaku has enough firepower to play as a support role, but now lack the tools to work as proper front suit (1.5k has less boost, the beam rifle doesn’t track as well as the 2.5k or 2k Zeta), however it still kept the CC8B melee of Zeta which allows it to defend itself from melee suits.
  • If Zeta Zaku’s partner is taking the frontline, it’s good to get into a position close to the front player to support with Zeta Zaku’s close range firepower. The player can choose to fire the Main with two three-shot volleys or shoot in unorthodox manners like 2x Beam Rifle, pause, 3x Beam Rifle. Reasoning for doing that is so the shots fired will track in different timings rather than 3x Beam Rifle, Boost Dash, 3x Beam Rifle where one side step from the opponent will cancel all 6 shot’s tracking.
  • If Zeta Zaku is forced to front for reasons such as Overcost, tagging with a 2k support suit, 3k support suit or even another 1.5k suit, Zeta Zaku can attempt to head out in the front line and use the rapid fire Beam Rifle to match up in firepower. However be warned that as a 1.5k the boost limitation makes it hard to catch the higher cost suits.
  • When challenged by a melee suit, the go-to melee will always be CC8B as it has high melee priority, it has been shown to beat dedicated melee suit’s priorities like Master Gundam’s 4/6b, Astray Red Frame’s 8b, and even 00Quanta’s Buster Sword 8b if timed right, however timing is crucial as those melee suits will be able to side step Zeta’s CC8B if it’s used too early. It’s also good to remember a huge number of melee suits can always counter Zeta’s CC8B so sometimes it’s better to use CC8B as a feint attack before firing a Beam Rifle at close range.