Technically this can't really count, as Gurdurr will just Mach Punch Zangoose, which OHKOs, especially after CC Defense drops. Goes to show just how solid my favourite NU Pokemon is...
Whoops! i think i kinda worded that wrong... what i meant was this
1) you send in zangoose after a mon has been Koed, and they switch in gurdurr on your unboosted close combat, about 30%
2) you switch to whatever check to gurdurr you have and either a) defeat it or b) gurdurr switches
3) the next time gurdurr comes in on zangoose it dies to facade
@NLI that is a valid point, ursaring was pretty strong (although zangoose is nearly as strong as GUTS ursaring >.>), had the equivalent of base 106 speed, and the same coverage. Zangoose can be worn down quite easily just like quick feet ursaring, and neither of them find much time to set up a SD except on a forced switch. Thats the thing, unboosted zangoose hits WAY harder than quick feet ursaring, while still being able to outspeed a fair amount of the metagame. heres an example!
unboosted quick feet ursaring facade vs max/max+ alomomola: 359 Atk vs 284 Def & 534 HP (140 Base Power): 190 - 225 (35.58% - 42.13%)
unboosted zangoose facade vs max/max+ alomomola: 493 Atk vs 284 Def & 534 HP (140 Base Power): 262 - 309 (49.06% - 57.87%)
thats quite a bit more, in fact, zangoose can 2hko alomomola after rocks while ursaring cant! that extra power really comes in handy there.
I also thought of another good check to zangoose, and that is the newly released imposter ditto, it can outspeed and KO zangoose with a scarf, and possbly countersweep if you got a boost (no toxic boost poison boost, though).
@cherub agent: Now that i think about it, i also like that idea of an all out attacking zangoose, it still has the power of unboosted swords dance zangoose, and it doesnt have to choose between being able to pick off things like cincinno and absol and hitting ghosts, i wonder which will be more popular, Swords Dance or that set.
@axa i would say 90 speed is pretty good in NU, if band sawk can pull it off, than so can zangoose with 5 more points in its speed, even if there are a lot of threats that outspeed it, that is what quick attack is for and why an all out attacker set is a viable option.
Also, i rarely see any miltank running speed evs .-., and even when they do miltank cannot switch in on a close combat.
about cincinno, i did some calcs before making this post and cincinno does NOT hit as hard as zangoose before a SD, here is a calc to prove it.
Jolly Choice Band Cincinno 5 hit tail slap vs max/max+eviolite tangela 433 Atk vs 541 Def & 334 HP (125 Base Power): 109 - 129 (32.63% - 38.62%)
jolly toxic boost zangoose facade vs max/max+ eviolite tangel 493 Atk vs 541 Def & 334 HP (140 Base Power): 138 - 163 (41.32% - 48.80%)
just as before with ursaring vs zangoose, zangoose has a 70% chance to 2hko tangela after rocks, cincinno doesnt have any chance of 2hkoing the ball of vines, also that was band cincinno, most people use life orb or even kings rock for epic flinch hax so it wont even be hitting tangela THAT hard most of the time.
EDIT: another point about why to use zangoose over cincinno is because zangoose has a powerful fighting type move in close combat to get past the mighty klang, who seems like a rising threat with its ability to set up on things such as amoonguss, alomomola, tangela, cincinno, and possibly swoobat (havent calced boosted hp fighting on that).