GBVS/Zooey

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Overview

Overview

Zooey is a long range character that uses powerful tools, relying on her character specific wyvern gauge and excellent far normals to dominate neutral and keep her foes locked down. With her wyvern gauge and moves that can be held and later released to extend pressure, Zooey is a force to be reckoned with.
Playstyle
Zooey is a zoner/pressure character that relies on her wyvern meter and negative edge to keep her opponents locked down.
Pros Cons
  • Good pressure tools: Zooey's far normals are excellent at controlling neutral, and convert into 214L on hit.
  • Superb aerial options: Her j.22x series is an air stall that can hit a lot of the screen, allowing her to bait anti-airs and pressure from a distance. j.U is an excellent air-to-air and corner combo move.
  • Dominating okizeme: 236H is Zooey's signature okizeme tool, forcing opponents to respond to multiple mixups before having the chance to take their turn back.
  • Lacking reversal options: Zooey's only reversals are metered, with only her two supers and her Backshift having invulnerability.

Dragon Gauge GBVS Zooey Dragon Gauge.png

Dragon Gauge allows Zooey to control Lyrn and have him do various attacks independently of her. Summon Dragon puts Lyrn out into the battlefield, with each version taking a certain amount of the gauge, and can be done for as long as it's not empty. Lyrn will only despawn and go into cooldown once the gauge is fully depleted.

Zooey starts off each round with 50% of Dragon Gauge, which can be refilled using Convergence and The Last Wish. While Lyrn is in cooldown, refilling rate is significantly reduced. While he's in the battlefield, on top of reduced refill rate, the gauge is also depleted every time Zooey gets knocked down. After cooldown is over, she gains 50% Dragon Gauge along with the ability to summon Lyrn again.

Normal Moves

c.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 5 3 7 +2 +6
  • One of Zooey's two plus on block normals.

The Granblue c.L. Go-to pressure and abare button due to its fast overall speed. Also offers frame advantage on block for tick throws and pressure resets.

Level Attribute
0

c.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 7 3 12 0 +4
  • 0 on block, only useful as a frame trap if a light is used after.
  • Does not link into c.H on counterhit.

Pretty average c.M button. Frame traps from all light buttons if it's in activation range.

Level Attribute
2

c.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1200 Mid 9 6 18 -5 -1
  • -5 but safe due to pushback.
  • Links into itself on Counter Hit.
  • Not a frame trap after c.L/2L.

Strictly a punish starter due to its bad frame advantage. Some characters may not be able to punish this move but c.M is a better pressure option anyway. Leads to great damage should it counterhit.

Level Attribute
4

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 350 Mid 9 3 15 -3 +1
c.XXX 350 Mid 12 3 18 -4 0

Combo filler midscreen, but not much besides that. You can use it as an ender in the corner if you don't have any Hard Knockdown tools available, as the juggle height will typically still leave you plus after you cancel into Thunder or Summon Dragon.

Version Level Attribute
c.XX 2
c.XXX 3

c.XX:
c.XXX:

f.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Mid 6 3 15 -5 -1
  • Ranged anti-air and punish normal.

Decent range normal can cancel into most of her moves and SSBA. This will punish things like Gran 214L and lead to a knockdown.

Level Attribute
1

f.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 9 5 16 -6 -2
  • Zooey's main poking normal.

All things considered, this is a pretty good poke. It combos into all of her knockdown enders and can be made safe and even plus at some distances with L Summon Dragon.

Level Attribute
2

f.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 9 5 19 -7 -3
  • Shorter than f.M.

Good counterpoking normal due to a slight step back during startup. Deals high damage and combos into M Spinning Slash for a bit of extra damage.

Level Attribute
3

2L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 6 3 6 +2 +6
  • Plus on block low.

Zooey's other plus on block normal. Unlike c.L, this has no distance requirement and hits low, making it a more useful pressure tool.

Level Attribute
0

2M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Mid 8 4 14 -3 +1
  • Stops rolls where f.M does not.

Not actually a low, but stops low approaches and rolls where f.M would lose. Combos into all of the same options while also starting up a frame faster. Zooey can't actually use her 2M as a crouch confirm from 2L, but it will still frame trap due to its Clash level.

Level Attribute
2

2H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 Mid 10 5 24 -12 -8
  • 5U cancels builds Wyvern meter and cut recovery.

Zooey's main anti-air. Leads to devastating damage and a setup with an air CH and has a high hitbox, but is a little slow to come out.

Level Attribute
3

2U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 7 6 21 -12 HKD
  • Easy hard knockdown ender.

Useful as an ender to set up her Thunder okizeme. It has less range than it looks, but it can low-profile some reversals if it's used as a meaty. Weirdly enough, this move is faster than her 2M and makes for a highly rewarding crouch confirm.

Level Attribute
2

j.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 High/Air 5 Until landing 0
  • Active until landing.

Zooey's fastest air normal. It has a high hitbox but is otherwise pretty unremarkable.

Level Attribute
1

j.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
550 High/Air 8 6 Until landing
  • Zooey's crossup button.

Does what it looks like on the tin. Use this if you want a left/right as it hits on both sides.

Level Attribute
1

j.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 High/Air 9 6 Until landing
  • Good downwards hitbox.

This is Zooey's highest-damage jump-in, making it exceptional for things like punishing bad fireballs.

Level Attribute
2

j.U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
800 High/Air 7 7
  • Combo tool.
  • Launches on hit.
  • Wallbounces on counterhit.

Functions like Sol Badguy's j.D from Guilty Gear in that it recovers mid-air if it hits as early as possible after rising, allowing you to link another j.U while falling. Sadly, it launches at a shallow enough angle that you can usually get two j.U's in a combo before the opponent is too low for any more.

Level Attribute
2


Unique Action

Convergence

5U

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5U 3 15~360 6
5U > 6X 700 Mid 5 8 22 -20 KD 2~4 All
  • Minimum 5U charge duration is 23 frames total and gains 8.5% Dragon Gauge
  • Earliest The Last Wish cancel from 5U is on frame 16 (Total startup: 20)

Holding Convergence will recharge Zooey's Dragon Gauge. The Last Wish (press 6L/M/H while charging) has strike invincibility and one hit of projectile clash, and will also charge 50% of the Dragon Gauge on hit.

While Lyrn is active or in cooldown, 5U charge speed is halved and The Last Wish on hit only charges for 16.7%. Exact values for Dragon Gauge can be found in Zooey's Frame Data page.

Version Level Attribute
5U
5U > 6X 4

5U:

  • Full Dragon Gauge: 3000
  • Gauge continues to charge on the first frame of recovery and The Last Wish
  • Charge speed: 16 per frame for the first 16 active frame, 32 per frame afterward. Charge speed is halved while Lyrn is active or in cooldown
  • Dragon Gauge drain while Lyrn is active: 2 per frame in hitstop, hitstun, untechable time and knockdown. Super freeze not included
  • Cancelable into The Last Wish starting on frame 16


5U > 6X:

  • On hit, charge Dragon Gauge for 1500. While Lyrn is active: 500
  • Clash level: 10


Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 7 3 31
  • Situationally can lead to a combo.
  • Thunder will not allow for a combo.

Zooey can combo off her forward throw in the corner with H Summon Dragon, making this throw significantly scarier than most. Even if she doesn't get a combo, hard knockdowns are absolutely necessary for Zooey to get her game going.

Level Attribute
0, 4

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 5 5 Until landing +6
  • Very situationally can lead to a combo.

This throw can also be picked up after like her ground throw, but it's much harder due to the natural variance in timing of it being an airthrow. The hard knockdown will allow for Thunder or Summon Dragon, but it may not be perfectly meaty.

Level Attribute
0, 4

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 6 17 -4 +1
  • Situationally can lead to a combo.

Zooey performs a short hop before hitting the opponent on the head with her sword. Has exceptional range for a Universal Overhead. Just like her throws, Zooey can set up Summon Dragon and use this in between lasers for a perfectly safe overhead. She can also use a negative edge Thunder release to make it plus on block or to start a combo on hit.

Level Attribute
4


Special Moves

Summon Dragon

GBVS Fireball.png 236X or 5S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236L 700 All 16 Total 45 -2 +2
236M 300, 500×2 All 32 5,6,3 5 +16 KD
236H 160×5, 120×8 All 71 3×5 (32) 3×7, 2 Total 44

Zooey calls Lyrn to perform one of three actions. Each action takes a certain amount of Zooey's Dragon Gauge, and can be done for as long as the gauge is not empty. Lyrn will despawn once the gauge is fully depleted and go on 12 second cooldown. All three of these specials will set Lyrn in place wherever he stops for about three seconds. Afterwards, Lyrn returns to float by Zooey's side. While set or floating by Zooey, Lyrn cannot be hit.


Immortal Thrust
  • Costs 6.66% of the Dragon meter.
  • Extremely fast projectile.
  • Always teleports Lyrn to Zooey's position before launching.

Clashes with other projectiles and repositions Lyrn. Immortal Thrust has amazing frame advantage for a projectile and will usually be plus at Zooey's maximum poking range.


Heavy Breath
  • Costs 12.5% of the Dragon meter.
  • Launches on hit, allowing for juggles.
  • Activates at Lyrn's position unless Zooey is closer.
  • Lyrn will also teleport to Zooey if he is behind the opponent and farther than half screen.
  • Will correct for the corner so the entire move can connect.
  • Even though the startup is 34 frames, Zooey cannot move until frame 50.

While Sweeping Beam is better for mixups, Heavy Breath is best used midscreen after Bisection. If the opponent doesn't have a reversal or chooses not to, Zooey becomes very plus. If they do reversal, Zooey will be far enough away that it should whiff.


Sweeping Beam
  • Costs 25% of the Dragon meter.
  • Activates at Lyrn's position unless Zooey is closer.
  • Lyrn will also teleport to Zooey if he is behind the opponent and farther than half screen.
  • Will correct for the corner so the entire move can connect.
  • Cannot move until frame 44.

While Sweeping Beam is slow, it is by far Zooey's most powerful summon. It persists if Zooey blocks, but will go away if Zooey is hit or techs a throw. Sweeping Beam allows for combos from Zooey's Throw and Universal Overhead, as well as stronger combos off her low options like 2L or 2U. It also has some usage to stop approaches, but the beam doesn't quite hit at full screen.

Version Level Attribute
236L 3
236M 3
236H 3

236L:

  • Consumes 400 Dragon Gauge on frame 17
  • Damage (Easy): 600


236M:

  • Consumes 600 Dragon Gauge on frame 32
  • Damage (Easy): 250, 450×2


236H:

  • Consumes 1000 Dragon Gauge on frame 71
  • Damage (Easy): 150×5, 110×8

Spinning Slash

GBVS Charge.png 214X or 4S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L 700 Mid 15 4 19 -6 -2
214M 800 Mid 19 4 17 -4 0
214H 800 Mid 16 4 19 -4 0

Zooey moves forward and swings her blade. The distance covered changes depending on the button pressed; L moves the least distance, M and H move the same distance. Chains into two different followups, allowing for confirms into knockdown or frame traps.


L Version
  • Go-to version

Combos from all buttons except c.L and 2L (even on CH).


M Version
  • Counterhit/crouch confirm.

Can only be cancelled into for a natural combo from c.H, f.H, and 2H. It can be cancelled into for a natural combo from c.M, f.M, and 2M on CH or if it hits a crouching opponent, and it can be cancelled into for a natural combo from f.L if the attack hits crouching and is a CH.


H Version
  • Best of both worlds.
  • Links to c.H on counter hit.

Use this if you're lazy or want the knockdown/launch.

Version Level Attribute
214L 3
214M 3
214H 4

214L:

  • Clash level: 2


214M:

  • Clash level: 2


214H:

  • Clash level: 3

Ray Strike

Spinning Slash > L/M/H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 18 6 19 -8 KD

Combos naturally from all three versions of Spinning Slash. The followup itself does not change regardless of which attack button was used, unless it was used from the H version where it will grant a hard knockdown. There will always be a gap between Spinning Slash and Ray Strike. Even though this hits low, there's no good reason to use it instead of Bisection.

Level Attribute
3
  • Clash level: 2 (214L/M > 5X), 3 (214H > 5X)

Bisection

Spinning Slash > 6L/M/H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
600 Mid 19 6 24 -11 KD

Combos from all versions of Spinning Slash. There will always be a gap between Spinning Slash and Bisection. The followup itself does not change regardless of which attack button was used, unless it was used from the H version. The H version launches high enough to link a c.M in the corner. Deals more damage than the other follow-up and has more advantage on hit, outclassing it entirely.

Level Attribute
4
  • Clash level: 2 (214L/M > X), 3 (214H > X)

Aerial Spinning Slash

GBVS Leap.png 623X or 6S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
623L 250×4 All 27 4×3 13 -2 +2
623M 300, 200×5 All 14 6(16)2×6 13 0 +4 14~19 All
623H 300, 200×5 Mid, All×5 9 11(13)2×6 11 +2 HKD [+6] 9~19 All
  • Value in [] is when the rising portion whiffs.

Zooey leaps into the air before crashing down to the ground. The L version has no hitbox while rising and is generally useless. The M and H versions make for good anti-airs, as they have some Head invincibility and combo into the descending hits on air connect. The H version will also lead to a hard knockdown, providing an alternate to 214H when it's on cooldown.

Version Level Attribute
623L 2
623M 2
623H 2

623L:

  • Clash level (first hit): 3


623M:

  • Clash level (first hit): 3


623H:

  • Clash level (first hit): 3

Thunder

GBVS Trap.png 22X or 2S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22L 400, 700 Mid, All 15 [19] 9 [6] 25 -14 (-2) [+3] -10 (+2) [+7]
22M 400, 700 Mid, All 15 [19] 9 [6] 25 -14 [+3] -10 [+7]
22H 400, 350×3 Mid, All×3 15 [19] 9 [10,10,6] 32 +5 [+12] +9 [+16]
  • Data in [] refers to the lightning itself.
  • Earliest possible lightning happens after the 15 frame startup of the sword hit and the 19 frame startup of the lightning itself (34).
  • c.XXX > 22L is -2 on block and +2 on hit.

Zooey strikes the ground with her blade and calls down lightning in one of three areas. The blade strike itself has a hitbox. The strike point for the lightning depends on which button was pressed, marked by a glowing group of sparks on the ground. The minimum range on the L and M versions makes the lightning summon harmlessly offscreen when done in the corner.

The lightning strike itself can be delayed by holding L, M, H, or the Skill Button and will fall shortly after Zooey is no longer holding an attack button (except U) or after about three seconds of holding, allowing Zooey to coordinate with the strikes to extend her pressure. The button(s) being held can be switched freely without the lightning striking as long as at least one of the attack buttons is held.


L Lightning
  • L version calls lightning closest to Zooey.

General purpose blockstring ender.


M Lightning
  • Calls lightning farther out.

Weirdly enough, M version has the longest range, going out further than the H version.


H Version.
  • Hits multiple times, starting close to Zooey and traveling outwards.
  • Pushes opponent away.

Covers the area between the front of Zooey and the area just slightly before M lightning range.

Version Level Attribute
22L 0, 2
22M 0, 2
22H 0, 2×3

22L:

  • Clash level (first hit): 3
  • Easy Input Damage: 400, 600


22M:

  • Clash level (first hit): 3
  • Easy Input Damage: 400, 600


22H:

  • Clash level (first hit): 3
  • Easy Input Damage: 400, 300×3

Thunder (Midair)

GBVS Trap.png j.22X or j.S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
j.22L 700 All 22 9 Until landing +10
j.22M 700 All 22 9 Until landing +10
j.22H 700 All 22 13 Until landing +10 HKD

Zooey fires lightning down at an angle. The L version fires the projectile close to her while the M version fires it further away. The H version fires both at once, and also goes even further than M version. Zooey's momentum is stalled while using this, so it is very useful as anti-anti-air or as a tool to keep the opponent on the ground. The H version will only hard knockdown on airborne opponents.

Version Level Attribute
j.22L 2
j.22M 2
j.22H 2

j.22L:

  • Easy Input Damage: 600


j.22M:

  • Easy Input Damage: 600


j.22H:

  • Easy Input Damage: 600


Skybound Art

Gamma Ray

236236H or 236S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3500 Mid 8+4 6 40 -27 HKD 1~17 All
  • Advances forwards after superflash with a tall hitbox.

Zooey's generic combo ender super, but this time with a Gundam reference. Gives a good knockdown for a setup or a safejump.

Level Attribute
4
  • Clash level: 20 (Easy), 25 (Technical)


Super Skybound Art

Armageddon

236236U or 236S+U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3500 Mid 8+4 6 40 -27 HKD 1~17 All
  • Unusually high blockstun.

Zooey reveals her true form as the Grand Order, then rushing forward and hit the opponent. Very slow but deals good damage as a combo ender.

Level Attribute
4
  • Clash level: 20 (Easy), 25 (Technical)


Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Zooey Color 01.png
GBVS Zooey Color 02.png
GBVS Zooey Color 03.png
GBVS Zooey Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Zooey Color 05.png
GBVS Zooey Color 06.png
GBVS Zooey Color 07.png
GBVS Zooey Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Zooey Color 09.png
GBVS Zooey Color 10.png
GBVS Zooey Color 11.png
GBVS Zooey Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Zooey Color 13.png
GBVS Zooey Color 14.png
GBVS Zooey Color 15.png
GBVS Zooey Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Zooey Color 17.png
GBVS Zooey Color 18.png
GBVS Zooey Color 19.png
GBVS Zooey Color EX.png
Weapons
01
02
03
04
GBVS Zooey Weapon 01.png
GBVS Zooey Weapon 02.png
GBVS Zooey Weapon 03.png
GBVS Zooey Weapon 04.png
05
06
07
08
GBVS Zooey Weapon 05.png
GBVS Zooey Weapon 06.png
GBVS Zooey Weapon 07.png
GBVS Zooey Weapon 08.png


External References

How to deal with Zooey dragon setplay (Basics) by Merp

Zooey Dragon writeup by Merp

Zooey 101 | Granblue Fantasy Versus Tutorial | Overview, Combos, Strategy and Counterplay Guide by Diaphone

Navigation

Zooey
Ambox notice.png To edit frame data, edit values in GBVS/Zooey/Data.