Image of MS-06J Zaku II Ground Type, referred to as Karate Zaku or Doan Zaku lifting Earth above his head with his mighty hands.
Pilot: Cucuruz Doan
Series: Mobile Suit Gundam
JPWiki Page: http://www4.atwiki.jp/arcgundamexvsfuvo/?cmd=word&word=MS-06&type=normal&page=ザクII Armor: 350
Move List [A] Throw rock (Small) /3: Throws a small rock, falls at a certain range, only recharges when empty. (Also protects children.) [AB] Throw rock (Large) /1: Throws a large rock, aims directly toward opponent, blocks projectiles and disappears after impact, recharges after one use. (Also protects children.)
[AC] Core Fighter Assist /2: Calls the Core Fighter to fire it's MG and has decent follow of the enemy, recharges after 2 uses. (Also protects children.) [bC] Special Dash: Karate Zaku moves quickly to the right or left, avoiding projectiles or attacks, this can also cancel the previous move to chain into the next one, uses a little boost so it's used quite a lot. (Also protects children.)
[ABC] Doan Fist Penetrating Punch: Karate Zaku musters up all his strength into his powerful fist to melee punch the opponent, sending his enemy flying across the map. (Also saves children.)
Melee Moveset: [5B] Standard punch or karate chop.
[2B] Uppercut that sends the opponent flying in the air.
[8B] Lunge attack, jumps toward the opponent and kicks them down. [boost Dash 8B] Shoulder Check, send the opponent flying back. [4B or 6B] Haymaker, dashes to the left or right and attacks with a haymaker. Combos:
5BBB - Standard 3-punch combo, pretty slow. 5BB>BC>5BB>BC>AB - Two hits followed by two hits followed by a giant rock, takes a good chunk of health. 2B>BC>2B>BC>2B - Triple Uppercut, this is the most useful combo Karate Zaku has since uppercut has pretty high priority and, because you're sidestepping, you're a little harder to hit for a teammate.
2B>BC>2B>BC>4B or 6B - A double uppercut followed by a haymaker, pretty much a stronger version of Triple Uppercut. Boost Dash 8B>BC>8B>BC>8B - pushes the opponent back and follows up with a lunging attack twice.
4B or 6B>BC>4B or 6B>BC>4B or 6B - Triple Haymaker, this move is actually really difficult to land, but it will get you the most damage.
Almost all of Karate Zakus combos are based around his Special dash BC, which will cancel the last move into the next one with the exception of AC, the combos I've listed here are gonna be the most used combos for him, and they are all based around timing, so practice, practice, practice!
Tips: Karate Zaku's BC is also very useful to avoid beams, head on attacks or to move out of the area quickly, it's almost like rainbow stepping, but like a man. Try not to leave only 1 small boulder in your ammo, always use all 3 or the meter won't refill. AC, like most assists, is useful to set up for combos, follow AC with A>BC>Combo for best results, select your combo based on how many times you hit you opponent.
If I missed anything, let me know, I'll add it to this post.