Zasalamel Proto-Guide 2.0

LiesIncorporated

[09] Warrior
The Zasalamel Proto-Guide

chara_zasalamel.jpg


Overview:
Zasalamel is a mix-up based character that relies on keeping his opponent guessing between a high risk close-in frame advantage game and a longer range standoff/soul gauge pressure style. Because of this, he continually forces high-pressure mix-ups on both himself and his opponent, and can a very exciting character to watch and play. Unfortunately, he is also somewhat difficult to play effectively at higher competitive levels.

The purpose of this guide is to:
  • Give an outline of how you can use Zas's frame advantage and positioning to set up damage.
  • Describe the subset of moves that are useful to Zasalamel in some of the situations you'll face in a match, and why.
  • List all possible follow-ups to Zasalamel's frame-advantage setups.
  • List all known Zasalamel combos and tech traps.



The Toolbox Approach:
Attempting a "5-move" approach to Zasalamel will result in abject failure. Zas has nothing that can compare to the kind of robust high/low mixup game that characters like Mitsurugi rely on- his lows are either low damage, unsafe, give you negative frames on hit, or all three. His throw game is about as good as Amys. His staple mids are unsafe or low damage. What Zas does have is a huge range of somewhat-useful moves that cover a lot of niche situations. Do you need to keep someone honest from frame disadvantage, or punish a just-barely unsafe move? Use KK. Need a long range poke after blocking Kilik's 4B? Try 4A or 33B. Need a quick mid-range low? 22B. They may not be the best tools, but you've got one for almost every situation.



Setting up your Damage:

General:
For Zas, getting damage is risky. Accept it and don't be afraid to use unsafe moves after the proper setup. That said, you want your risk/reward ratio to be as low as possible. Vary your attacks and keep your strings unpredictable to avoid punishment. Use "always unsafe" moves like 3B4 and 66A+B sparingly.
As Zas, you have two main methods of earning damage. One is your frame advantage game, which is set up after a 6B+K (GC), or 2B4_BB4_6kB (hit), and your distance game, which is based around 4B+K, 6B_6BA, and 44A.

Advantage Game:
Frame advantage for every character in SC4 is a tool for forcing mix-ups onto your opponent. Zasalamel's mix-ups are not particularly damaging, but they typically leave him at advantage again (setting up another mix-up) and are performed after your opponent is pulled into grab range. Because Zas's grabs are always a threat after advantage, he's got a built-in 45-48 damage low option in every mix-up, which keeps his mid options healthy. Your common advantage setups pulls your enemy right next to you and provides +4 frames. They have 3 options:
  • Try to interrupt you from disadvantage with a fast or TC move
  • Block low
  • Stand block

In turn, you have these options:
  • 6B+K: Continues the mixup if your opponent guards.
  • 2B4_BB4_6kB: Continues the mixup against low blockers. Beats i13+ interrupts.
  • 4B: Launches i13+ interrupts for a CH combo.
  • 3B4: Launches low blockers for a combo.
  • 4B+K: Pushes out, SG damage.
  • Throw: Mixup finisher, punishes opponents who block standing.
  • 2B+K: Punishes standing block for good damage. Huge disadvantage on hit, ends the mixup.
  • 3K: Defeats i12+ interrupts, pushes out, gives advantage.
  • 6BA: Defeats high interrupts.

If you entered advantage from FC after 2B4, you have these options instead:
  • WS B: Defeats most interrupts, punishes low block.
  • WS K: Defeats all interrupts.
  • Throw: punishes mid block.

Extreme Advantage Setups:
Zas also has several moves that provide a huge amount of frame advantage- 6BA and WS K. Because of your +11 advantage, your options are greatly expanded. These moves also leave your opponents BT which seems to make people always try to interrupt you, for some reason.
After 6BA you should:
  • 6BA: AGAIN. Note that 6BA is the best post-GI option for soul crush- it cannot be stepped or GI'ed, and the A will always whiff if the 6B causes soul crush.
  • 4A: 6BA gives you the perfect spacing for this. Because people usually try a BT attack, this often hits
    on CH.
  • 66A+B: Risky, but gets you big damage on CH.
  • 4B+K: SG damage, pushout.
  • 22B: At this range the frame disadvantage on hit doesn't matter that much, and it's difficult to punish.
  • 66BB: The stun pull combination on CH is excellent.
  • 44K: Damaging on NH, very safe.

After WS K:
  • Throw: into back/side throw, depending on distance. Cannot be interrupted.
  • 2B4_BB4_6kB: punishes ducking opponent. Cannot be interrupted.


Spacing:
Zas has several moves that allow him to push out or pull in enemies on block, which allows you to control the pace and spacing of the match. Even though you may be left at disadvantage after these shifts they are still mixups, and you have the key advantage of knowing that they are coming. Plan ahead and keep your opponent at their weakest range.
Pushout -> Long Range:
  • 44K
  • 4B+K
Pushout -> Mid Range:
  • 6BA
  • WS A
Pull-In -> Close Range:
  • 6AB (high, yadda yadda)
  • 44A
  • 4A
  • WS A4
  • fnord


Standoff Game:
At range, Zas relies on slower, mostly linear strikes that either push the enemy way out or pull them close. The idea is to close in to the tip of your range and work on their SG with 4B+K or 33B, or interrupt them as they're dashing in with 4B+K, 6AB, 66BB, or 44K. 1A can be useful for a long range low poke (don't B unless you hit), though it's quite slow.

When fighting an opponent at mid range, 4A, 44A, iWS A4, 44K, 22B, 6BA, and 3AB also become useful. Because the pull moves are much better on CH, try to anticipate your opponent and interrupt him for the AT (into the wall for a b:K stun combo if possible.) Use 44A or iWS A4 to counter stepping, 4B+K to harass, and try to anticipate dashers with 4A or 66BB.



Situational Recommendations:

Choosing Between Advantage Setups:
Zas's 3 main advantage setups, 2B4, BB4, and 6kB are all fairly similar. They all give you +4 frames, hit mid, and are virtually the same speed. There are a couple key differences, however. BB4 does 35 damage, but is unsafe. 2B4 is very safe, hits grounded, and leaves you in full crouch, but does only 24 damage. 6kB does 35 damage and is very safe, but the first hit is high and it is 1 frame slower than BB and 2B4.
In general, I try to use 6kB outside of advantage chains. 2B4 is best in wakeup situations and in advantage chains if your opponent has started punishing both BB4 and BB. BB4 and BB are best used from advantage chains, where they are most likely to hit and where the mid property and the extra speed over 6kB becomes a significant advantage.
Edit: Also be aware that the second hit of 6kB is GI'able, so it's not exactly safe. Use sparingly.

Wakeup:
Your objective on wakeup should either be to force advantage or push out. The most common wakeup mixup opportunities you'll have will be after landing A+G, BT B+K (airhit) or 66A+B (or any other move that leaves you BT).
  • After A+G, your opponent will be right in front of you. 2K will hit rollers. If you can guess where they will try to get up, time 6B+K so the first hit will whiff and force GC with the second. Otherwise the odd [2B+K] or 22KK can work, or just 4B+K to push them out and shave more gauge.
  • After BT B+K (airhit), your opponent will land in front of you at about tip range. 22B, 33B, 2B4, and 4B+K shine here. People tend to stand blocking after the BT B+K (airhit), so you can also get away with dashing in for a throw or using the occasional [2B+K]. Even 44B+K has been known to hit here, but you shouldn't try it often at all.
  • After 66A+B, you are back turned. If they're in range, immediately BT B+K for an advantage mixup (note that you can get side-throws after BT B+K is blocked, but otherwise the advantage is identical to BB) or BT 2K for a damaging combo. This mixup is GREAT.
    On the flip side of the coin, getting off the ground as Zas is fairly easy because of his excellent WS attacks.

Punishment:
Zas is not particularly fast, but his powerful TC moves make him good at punishing several high moves and, because his BB4 is better on hit than most BBs (higher damage, better frames, good reach, and the pull) you get more from punishing the -16+ moves than most characters. His punishment game is surprisingly solid.
Use FC 3B or 6BA to punish high attacks that you have anticipated. Use BB4 to punish very unsafe moves, and use 3K or AA to punish marginally unsafe moves. Use 4B to punish unsafe moves that transition to stances. Use FC B4 to punish moves that force crouch.

Minor Disadvantage:
A lot of your moves leave you at very minor disadvantage on block, allowing you the opportunity to keep your opponent honest, set up GI traps, and actively counter predictable punishment attempts. 2A, K or even 6BA (if you're sure your opponent is going high) are your main tools, but don't be afraid to pull out 9B if your opponent starts trying to go low or begins spamming 2A. Check the frame data page for the full list of minor disadvantage moves. 66BB, 4A, 44A, 6kB, WS A4, 2B4, and 2A are some of the more important ones.
Also note that these moves make excellent GI traps.

Close Combat:
Some characters rush you down and stay in your face. Once you have a chance to counter attack, try 6kB, 4B+K, 1BBA (mix up the hits; don't always do the full string), or whatever. Your goal is to either push out or set up advantage, as always. If they try to continually interrupt you with fast attacks, enforce your advantage and push out at the same time with 3K or 9B, if the move they use is 2A.

Post-Stun:
A lot of Zas's attacks cause shakeable stuns, after which nothing is guaranteed. You can still use these to your advantage, however, by treating them as extreme advantage setups. If your opponent is slow in shaking stuns, use b:K to cause an un-shakeable restun on them, and then 66A+B.
It's also worth noting that CH 66BB gives Zas an almost-guaranteed side-throw.

Dashing in:
While dashing towards an opponent (say, after a BT B+K airhit relaunch), your best options are 66B+K, throw, and 66BB. You don't have any fast options out of dash, so be careful about running at standing opponents. If you do, try to bait them into attacking and use 66BB to out-range their strike into a stunning CH.

At the edge:
Zas is the King of reverse RO, and your game here depends on how well your opponent knows Zas. If they're not familiar with what he can do, setups like BB4->4B:B or 66K -> 3AB (techtrap) are vicious. Your problem with your bread & butter RO moves is that they are punishable. Spamming 4B and 3AB on the edge are just as likely to see you RO'ed as your opponent, so hold back (4B is a little better if there's a short wall behind you) and keep your head.
Opponents who know Zas better will play more defensively near the edge. Use more throws (A throw, because they'll break B to avoid the RO), 6B+K (careful of the pushout), and 4B+K to crack their defense and time a 4B:B for when they finally attack. Also remember that you can reverse RO off of 66B+K and 3B4 with your pulls.
Finally, oddball shit like 3AB_4B:B off of the stuns from 1BBA and 22KK can work. Just keep the pressure up and don't go crazy for the RO.
When your opponent is the one with his back to the edge or wall, 6BA allows an uninterruptible backthrow -> RO. Mix the backthrow in with 3B for a huge RO threat.

Start of the match:
66BB, 4A, 44A, step forward 4B+K, and 44K are decent. As is stepping back or reacting.



Uninterruptible Advantage Follow-ups:

* WS K (NH & CH) uninterruptible follow-ups:
- Side/back throw (duckable, but cannot be interrupted)
- 6BA
- 3AB, rear RO on CH
- BB4_2B4
Conditional:
- 4B+K, trades with BT K, beats other options
- 6B+K, backthrow on CH, loses to 2A

* 6B+K (block) uninterruptible follow-ups:
- B+K
- KK
Conditional:
- 3K, trades with fast As, loses to Taki's A.

* 6B+K (hit) uninterruptible follow-ups:
- 3K
Conditional:
- BB4_2B4, trades with fast As, loses to Taki's A.

* WS A4 (hit) uninterruptible follow-ups:
- BB4_2B4
- 3K
- 2K
Conditional:
- Throw trades against Takis A.

* 9B (hit) uninterruptible follow-ups:
- BB4_2B4
- 3K
- 2K
Conditional:
- Throw trades against Takis A.
- 3AB trades with fast As, loses to Taki.

* 6AB (block) uninterruptible follow-ups:
- KK
- B+K
Conditional:
- 3K, trades with fast As, loses to Taki's A.

* BB4 (hit) uninterruptible follow-ups:
- KK
- B+K
Conditional:
- 3K, trades with fast As, loses to Taki's A.
- BB4_2B4, loses to fast As

* 2B4 (hit) uninterruptible follow-ups:
- B+K
Conditional:
- WS K trades with Taki's A and Amy's 6B, but you have advantage after that.

* 4A (hit) uninterruptible follow-ups:
4A frequently forces your opponent off-axis on hit. It's fairly random whether the game will consider them BT or not afterwards.
- KK
- 3K
- BB4_2B4, if enemy is BT. Otherwise treat as a BB4 setup
Conditional:
- 6B+K, if enemy BT. Loses to BT 2A
- Throw, if enemy is BT. Throw loses to BT 2A

* 44A (hit) uninterruptible follow-ups:
- B+K
Conditional:
- KK, trades with fast As, loses to Taki's A

* 6BA (hit, in corner/at edge) uninterruptible follow-ups:
- Backthrow, ROs, duckable (removed in 1.03, you just get a regular throw if they hold guard)
- 6BA
- 3B, ROs/splats
- BB4_2B4

* 3AB (hit) uninterruptible follow-ups:
- 3K
Conditional:
- BB4_2B4, trades with fast As, loses to Taki's A.

* 66BB (hit) uninterruptible follow-ups:
- KK
- B+K
Conditional:
- 3K, trades with fast As, loses to Taki's A.
- BB4_2B4, loses to fast As

* 66BB (CH) uninterruptible follow-ups:
- Throw (side/back throw usually)
- B:K
- 1B
- 4B+K
- 6BA
- 6B+K

* BT B+K and BT [B+K] (block) uninterruptible follow-ups:
- KK
- B+K
Conditional:
- 3K, trades with fast As, loses to Taki's A.
- BB4_2B4, loses to fast As

* 3K (hit) uninterruptible follow-ups:
- KK
- 2A
- 2K
Note: 4B+K is decent here because of the pushback you get from 3K, but it is clearly interruptible.

* 2K (CH) uninterruptible follow-ups:
- 2A
- 2K



Zasalamel Combos and Tech Traps:

CH 6AB -> BT B+K (50)
CH 6AB -> BT 2K -> 66A+B (50)

3B -> 2B4 (36)
3B -> 6kB
CH 3B -> 66A+B (53)
3B4 -> 6AB (RO behind, 41)
3B4 -> 4A+B
FC 3B -> 66A+B4 -> BT B+K (75ish, character specific)
FC 3B -> 4A+B (58)
FC 3B -> 44B+K (tech trap, catches back roll only)
CH FC 3B -> 66A+B4 -> BT B+K (75ish)
33B4 -> 66A+B (50ish)
33B4 -> 33B4 (tech trap)
CH 4B:B -> BT [B+K] (58)
CH 4B -> 3AB (tech trap)
Any stun -> CH 4B -> 3B4 (tech trap)
6BA (corner) -> B+K (40 + splat)
6BA (corner) -> KK (50ish)

22_88KK -> 66A+B (49)
22_88KK -> 4B:B (inconsistent but hit-checkable, 55ish)
22_88KK -> b:K -> 66A+B (?)
44K -> 66A+B (53)
66K -> 2B4 (35)
66K -> 3AB (tech trap)
BT 2K -> 66A+B (42)

A+K -> 6AB -> BT B+K (79)
A+K -> 6AB -> BT B+K (79)
66B+K -> 4A+B (58)
66B+K -> 6AB (RO behind, 44)
66B+K (corner) -> BT B+T -> 4A+B (80ish)
CH 4B+K -> BT B+K (60)
44B+K -> 3AB (tech trap)

Shakeable stun chains:
1BBA -> 44K -> 66A+B (114)
1BBA -> 6A+B -> 66BB -> 4B:B -> BT B+K (78 for 12 hits, lol)
CH 66BB -> B:K -> 66A+B (66)
CH 66BB -> 44K -> 66A+B (92)

Wallsplat Combos:
Splat -> 6BA -> B+K -> B:K -> 66A+B (65)

Wallsplat Shakeable Stun Chains:
Splat -> 6BA -> B+K -> 1BBA -> 6A+B -> 66BB -> 4B:B -> BT B+K (105)
Splat -> 6BA -> B+K -> 1BBA -> 44K -> 66A+B (117)
A+K -> 6A+B -> 3B (wall) -> 6BA -> B+K (wall) -> 1BBA -> 66BB -> 22KK -> 4B:B -> BT B+K (???)

Interrupting Attacks:
- B+K, fastest option, mid. Deals no damage, but can wallsplat on CH.
- KK, the second fastest option, high low. 22 damage. Unsafe on block, disadvantage on hit.
- 2A. It's 2A.
Interrupting Step:
- iWS A4
- 6AB
- 44A


Whiff Punishment
Ranged Whiff Punish:
- 66A+B
Sidestep Whiff Punish:
- 3B4
FC Whiff Punish:
- FC 3B
- 6BA

Edited to add Spacing and Punishment sections, more information to several other sections, and a couple new tech traps.
 
Very Useful, Its good to remind yourself what moves you aren't using.
One thing I find very effective on getting a small bit life, is 2K, WS K to K,K... I find it is a very useful for the last bit of energy and 4th K is usually a hit against anyone thats not commonly playing against Zas.
Also At the Start, for players that tend to go low at start, like Mitsu and Cerv 4B+K is a good move. But I tend to goto 33B4 after thier start move. At Start w/Taki mainly I go with 3AB (I know it usually is bad move against her) but the start range is perfect for that move if they try just about anything it will beat and on block they stay to far to punish. Thou always she really can be a pain if you don't block at start.

ZyX23
 
Updated with new information in the combo/tech trap section. Added sections on punishment and spacing. Misc. additions in several other sections.
 
Very Useful, Its good to remind yourself what moves you aren't using.
One thing I find very effective on getting a small bit life, is 2K, WS K to K,K... I find it is a very useful for the last bit of energy and 4th K is usually a hit against anyone thats not commonly playing against Zas.
Also At the Start, for players that tend to go low at start, like Mitsu and Cerv 4B+K is a good move. But I tend to goto 33B4 after thier start move. At Start w/Taki mainly I go with 3AB (I know it usually is bad move against her) but the start range is perfect for that move if they try just about anything it will beat and on block they stay to far to punish. Thou always she really can be a pain if you don't block at start.

ZyX23

Youre the one with the Anna Williams custom edit? Glad you dont play Cervantes anymore. WS K is good for aggressive attackers, but tech high can punish. KK begins to become predictable, but still pretty good, on hit anyway.


Anyway, something that actually helped me was something in the Hilde forum, where they listed out ideal moves for 3 ranges, close, mid and far. If you could add something to the effect, im sure it would come in handy for many players.

CLOSE RANGE
AA/BB4
2A
b:k


CLOSE/MID MID RANGE
2B4
6kB
4A
6A
WS A



FAR RANGE
1A
A+K (good for "walkers" who think all Zas's horizontals are linear and can be stepped)

^^^you know. .and fill in the other good stuff
 
Don't forget about BB4, THROW...
Good guide, thanks for all the useful info...
B+K also W! splats on NH, 1AB also rakes in opponents...
 
Yes, Freaky is right.. it would be okay for hitting grounded.. but alas it doesn't even hit grounded.. one of the few moves I don't use at all in Zas's arsenal, up there with 6K, 6A+B and 8A
 
As Basically what freaky said. Best lows to use would be 1k, seeing as it's got good speed and it's -1 on NH. Also, 2k. I've seen Omega put 22_88B to use. As a mix up with 2b4.
 
Back