GBVS/Zeta

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GBVS Zeta Nameplate.png
GBVS Zeta Portrait.png
Health ??
Prejump ??f
Backdash ??f
Movement Options Jump, Dash Type: ??


Overview[edit]

Zeta is a character with many tools that cover a lot of situations, but lacks easy defensive options. She is focused around controlling the mid range by using her big normals and long range specials to keep the opponent at a safe distance where she can poke with f.M/2M and capitalice from their impatience and mistakes. But even though her ground game is very solid, she is one of the few characters who really benefits from air hits thanks to j.U, the Spear of Arvess special moves and her ability to use Skybound Art in the air for long and rewarding air combos. Zeta's close range options aren't lacking either with fast moves like cl.L/cl.M and the balance between speed and range of f.L/2L. Even at fullscreen she can fight against characters who are focused arounding zoning with Infinite Wonders and even play defensively thanks to it and her anti air 2H. Zeta's main weakness is her lack of reversal options because she has to rely on Rhapsody and her Skybound Art when trying to interrupt the opponent's pressure. All this combined makes Zeta a offensive character with versatile options that can deal with almost any situation by rewarding awareness and execution.

Lore: This fearless fighter belongs to the Society, an organization which hunts primal beasts. She has formed a contract with the seal weapon known as the Spear of Arvess. She and her partner Vaseraga are charged by the Society with a variety of missions. Though the two often butt heads, each has the other's complete trust. Perhaps it is the contrast between Zeta's upbeat but stubborn personality and Vaseraga's unshakable calm which makes them such good partners.
Playstyle
GBVS Zeta Icon.png Zeta is...
Pros Cons
  • Strength 1
  • Flaw 1.




Normal Moves[edit]

c.L[edit]
c.L
GBVS Zeta cL.png
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -

Zeta attacks with the back of her spear. One of her fastest normals that allows you to start pressure by linking into other moves or hit confirming with the autocombo. Useful for tick throws and interrupting your opponent's pressure.


c.M[edit]
c.M
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -
c.H[edit]
c.H
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -
Auto Combo[edit]
Auto Combo
Version Damage Guard Startup Active Recovery On Block On Hit
XX - - - - - - -
XXX - - - - - - -
f.L[edit]
f.L
GBVS Zeta fL.png
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -

Zeta kicks in front of her, fast and with good range for a L normal but the hitbox is very high so it can be low profiled by some moves. Good pressure starter that at max range allows you to keep distance in order to use your other big normals like f.M and 2M


f.M[edit]
f.M
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -
f.H[edit]
f.H
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -
2L[edit]
2L
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -
2M[edit]
2M
GBVS Zeta 2M.png
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -

One of Zeta's main ways of controling space. 2M has a lot of range and even though it isn't a low (So your opponent can roll through it) it's very useful to keep them in check along side 5M.


2H[edit]
2H
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -
2U[edit]
2U
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -
j.L[edit]
j.L
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -
j.M[edit]
j.M
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -
j.H[edit]
j.H
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -
j.U[edit]
j.U
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -


Unique Action[edit]

Signo Drive[edit]
Signo Drive
5U
GBVS Zeta SignoDrive.png
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -

Spear stabs, can be extended by mashing the button. Signo Drive's main purpose is to push the opponent into Zeta's optimal range by mashing it during a combo, it doesn't knockdown so you can f.M or 2M to catch the opponent trying to approach or mash after it.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -
Air Throw[edit]
Air Throw
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -
Overhead Attack[edit]
Overhead Attack
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -


Special Moves[edit]

Infinite Wonders[edit]
Infinite Wonders
Version Damage Guard Startup Active Recovery On Block On Hit
L - - - - - - -
M - - - - - - -
H - - - - - - -

Generates a full-screen beam that can neutralize projectiles. M version can be charged.


Spear of Arvess[edit]
Spear of Arvess
Version Damage Guard Startup Active Recovery On Block On Hit
L

GBVS/Zeta/Data

M

GBVS/Zeta/Data

H

GBVS/Zeta/Data

Performs a rush attack that can be canceled into a follow-up attack while in motion. M goes farther than L, and H can cancel twice.


Spear of Arvess (Rise)[edit]
Spear of Arvess (Rise)
GBVS Zeta SpearOfArvessRise.png
Version Damage Guard Startup Active Recovery On Block On Hit
L

GBVS/Zeta/Data

M

GBVS/Zeta/Data

H

GBVS/Zeta/Data

Performs a rush attack that can be canceled into a follow-up attack while in motion. L rises diagonally, M rises vertically, and H can cancel twice.


Spear of Arvess (Fall)[edit]
Spear of Arvess (Fall)
(in air)
Version Damage Guard Startup Active Recovery On Block On Hit
L

GBVS/Zeta/Data

M

GBVS/Zeta/Data

H

GBVS/Zeta/Data

Performs a rush attack that can be canceled into a follow-up attack while in motion. L rises diagonally, M rises vertically, and H can cancel twice.


Rhapsody[edit]
Rhapsody
Version Damage Guard Startup Active Recovery On Block On Hit
L

GBVS/Zeta/Data

M

GBVS/Zeta/Data

H

GBVS/Zeta/Data

Gets in a defensive stance that defends against incoming attacks and can be canceled into various skills. L blocks High, M blocks Low, H blocks All. You can cancel it into the follow ups even if you don't block anything so can be used mid combo.


Crimson Cleave[edit]
Crimson Cleave
Rhapsody >
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -

Follows up Rhapsody with a horizontal cleave attack. It has a decent reach and can be a handy skill to keep the foe at arm's length.


Rising Split[edit]
Rising Split
Rhapsody >
GBVS/Zeta/Data
Damage Guard Startup Active Recovery On Block On Hit

Follows up Rhapsody with a vertical slash attack. It has a shorter reach than Crimson Cleave but a much faster start-up. It can be a handy skill to use at close range or as an anti-air.


Knee Assault[edit]
Knee Assault
Rhapsody >
GBVS/Zeta/Data
Damage Guard Startup Active Recovery On Block On Hit

Follows up Rhapsody with a jumping knee attack. Zeta can then perform midair attacks after jumping. It can be a handy skill to close the gap when going on the offensive.


Skybound Art[edit]

Resolute Strike[edit]
Resolute Strike
236236H or 236S (Air OK)
GBVS/Zeta/Data
Damage Guard Startup Active Recovery On Block On Hit

Performs a powerful strike attack. When activated midair, Zeta dives diagonally toward the ground. Since this skill covers a long range, it can be used as a combo finisher from afar.


Super Skybound Art[edit]

Sirius Roar[edit]
Sirius Roar
236236U or 236S+U
Damage Guard Startup Active Recovery On Block On Hit
- - - - - - -

Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage.


Navigation[edit]


Ambox notice.png To edit frame data, edit values in GBVS/Zeta/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Granblue Fantasy Versuse
Click [*] for character's frame data
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