Freaky
[09] Warrior
Basically, he doesn't have any. Miko and I were talkin about this yesterday. I've been sick all day and had nothing better to do so I figured I'd test some stuff out. I wish I hadn't.
All of his step-killers are slow or unreliable. He barely has any answers for stepG, especially with advantage after pulls since being at point-blank range makes stepG more effective. Here's some data. Humor me.
Key:
Unsteppable
Steppable to Zas' RIGHT
Steppable to Zas' LEFT
Steppable to BOTH SIDES
Inconsistent
Notes:
-This data was tested against Nightmare's step. Data is most likely slightly different for other characters.
-BB is not really a step-killer but it has tracking tendencies to the left.
-Moves below the dotted red line are too slow to catch stepG in most situations.
-KK does not track but comes out fast enough to kill step when you have a large frame advantage.
-No, that isn't a typo. 3A and 3AB series are fully-steppable to the left at point-blank range.
-Anything not listed is either fully steppable or too slow face-to-face.
-2B+K is so slow, if your opponent does stepG right away it will often realign and connect.
* Zas' throws are always steppable to both sides, but most characters have an easier time stepping them to the left. You can delay or tap 6 before a throw to realign.
As you can see his only 100% reliable way of stopping step at point blank range when he has advantage is his shitty AA, although 2A is still legitimate and very difficult to step. His fully-tracking moves are wayyyy to slow to be effective up close. Lame.
All of his step-killers are slow or unreliable. He barely has any answers for stepG, especially with advantage after pulls since being at point-blank range makes stepG more effective. Here's some data. Humor me.
Key:
Unsteppable
Steppable to Zas' RIGHT
Steppable to Zas' LEFT
Steppable to BOTH SIDES
Inconsistent
Code:
[b][u]Frame Advantage (point-blank range)[/b][/u]
[u]+4<[/u] [u]+5[/u] [u]+6>[/u]
[color="red"]KK[/color] " [color="lime"]KK[/color]
[color="lime"]AA[/color] " "
[color="magenta"]2A[/color] [color="yellow"]2A[/color] [color="lime"]2A[/color]
[color="red"]BB[/color] " [color="magenta"]BB[/color]
[color="cyan"]6K[/color] " "
[color="red"]Throw*[/color] " "
[color="cyan"]66K[/color] " "
[color="cyan"]3A[/color] " "
[color="darkred"]-----------------[/color]
[color="cyan"]6A[/color] " "
[color="lime"]22A[/color] " "
[color="lime"]44A[/color] " "
[color="lime"]22K[/color] " "
[color="lime"]66A[/color] " "
[color="lime"]11K[/color] " "
[color="yellow"]2B+K[/color] [COLOR="Red"]2B+K[/COLOR] "
Notes:
-This data was tested against Nightmare's step. Data is most likely slightly different for other characters.
-BB is not really a step-killer but it has tracking tendencies to the left.
-Moves below the dotted red line are too slow to catch stepG in most situations.
-KK does not track but comes out fast enough to kill step when you have a large frame advantage.
-No, that isn't a typo. 3A and 3AB series are fully-steppable to the left at point-blank range.
-Anything not listed is either fully steppable or too slow face-to-face.
-2B+K is so slow, if your opponent does stepG right away it will often realign and connect.
* Zas' throws are always steppable to both sides, but most characters have an easier time stepping them to the left. You can delay or tap 6 before a throw to realign.
As you can see his only 100% reliable way of stopping step at point blank range when he has advantage is his shitty AA, although 2A is still legitimate and very difficult to step. His fully-tracking moves are wayyyy to slow to be effective up close. Lame.