(updated overview and pros/cons section) |
(→Normal Moves: updated normal descriptions; added color coding) |
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_cL.png | |image=GBVS_Zeta_cL.png | ||
|name=c.L | |name={{clr|1|c.L}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta attacks with the back of her spear. Her fastest normal that allows you | Zeta attacks with the back of her spear. Her fastest normal, and a good normal for pressure that allows you link into other moves or hit confirm directly using the autocombo. | ||
* Links into {{clr|1|2L}} and {{clr|3|c.M}}. | |||
* Generally requires at least one auto-combo hit to comfortably combo into any specials on cancel. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_cM.png | |image=GBVS_Zeta_cM.png | ||
|name=c.M | |name={{clr|3|c.M}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Knee to the face. | Knee to the face. Combos from c.L and 2L naturally and is her best route out of a close light hit. The autocombo out of this can be used to hit confirm or end blockstrings safely, but pressing this generally ends your turn. | ||
* Unlike most {{clr|3|c.M}}'s, does not link into itself on crouching or counter hit. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_cH.png | |image=GBVS_Zeta_cH.png | ||
|name=c.H | |name={{clr|4|c.H}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta's optimal damage starter at close range. Safe on block, so can be occasionally used as a callout meaty or as a delayed frametrap option. | |||
* Has some ''very'' niche applications as a close range anti-air, but in general {{clr|4|2H}} is your go-to option at close range. | |||
* Links into itself or {{clr|4|f.H}} on counter hit, depending on range. | |||
* Combos into nearly all of Zeta's specials, including meterless Rhapsody followups, but does ''not'' combo into H Infinite Wonders (at least one auto-combo hit is still required without counter-hit). | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Standard auto combo normals. The first hit of auto combo is ''required'' to combo into H Infinite Wonders without counter-hit, which somewhat gates her maximum damage. Performing the full auto combo can be occasionally useful in some of Zeta's more specific juggles, but in general it should be avoided in order to not reduce the damage and increase the combo limit. | |||
* Auto combo on block canceled into {{clr|2|5U}} is a true blockstring and can be a good way to push the opponent into the corner, even on block. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_fL.png |caption=Good ol' Ryu st.Hk | |image=GBVS_Zeta_fL.png |caption=Good ol' Ryu st.Hk | ||
|name=f.L | |name={{clr|1|f.L}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta kicks in front of her | Zeta kicks in front of her. This normal is fast and has good range for a light normal, but Zeta's foot will whiff on crouchers, low-profiling moves, and shorter characters like Charlotta. Use with caution when poking. | ||
* Combos into L or H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]], with the former being somewhat inconsistent at further ranges. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_fM.png | |image=GBVS_Zeta_fM.png | ||
|name=f.M | |name={{clr|3|f.M}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta's main | One of Zeta's main pokes. {{clr|3|f.M}} allows Zeta to control the mid range by poking the opponent and intercepting approach attempts thanks to the range it has. The slow speed can make it somewhat more awkward to use inside of its max range, where other characters' pokes may be faster, but at tip range it can outrange many similar medium pokes from other characters. | ||
* Combos into L or H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. From absolute max range, H Spear of Arvess is required to get a combo. | |||
* Can be cancelled into L [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]] on block for chip damage, or {{clr|2|5U}} to harass the opponent for some minor push into the corner. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_fH.png | |image=GBVS_Zeta_fH.png | ||
|name=f.H | |name={{clr|4|f.H}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Very similar {{clr|4|f.H}} to some of the shoto characters like Gran and Djeeta. Being faster than f.M, it is generally one of Zeta's best whiff punish options as well as being useful for crushing lower priority pokes pre-emptively. | |||
* Has applications as a far anti-air against jumps where {{clr|4|2H}} would whiff, and is surprisingly consistent in this context. | |||
* Range is somewhat worse than {{clr|3|f.M}} and {{clr|3|2M}} in favor of heavy priority. | |||
* Combos into all versions of [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. M Spear of Arvess is optimal but may not combo from further ranges, so be aware of your spacing. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_2L.png | |image=GBVS_Zeta_2L.png | ||
|name=2L | |name={{clr|1|2L}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta's best pressure normal. Hits low, range and can link into itself up to 3 times if started from a running hit. Good use of this in stagger and throw pressure is Zeta's main way of opening up opponents without pogo mixup. | |||
* Links into {{clr|1|c.L}}, {{clr|1|f.L}}, and {{clr|3|c.M}} on normal hit. | |||
* Links into {{clr|2|2U}} on crouching or counter hit. Important for crouching confirms since {{clr|1|f.L}} will whiff on crouchers. Confirming 2 of these normals into {{clr|1|f.L}} or {{clr|2|2U}} depending on the opponent's standing or crouching state is an important route for Zeta's pressure to be rewarding. | |||
* Sees use in pogo okizeme as a surprise low option. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_2M.png | |image=GBVS_Zeta_2M.png | ||
|name=2M | |name={{clr|3|2M}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta's other main poke, in tandem with {{clr|3|f.M}}. This normal has slightly worse range than the standing variant but is faster, and is her main method of checking Cross Overs or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with f.H | |||
* Combos into L or H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. L Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish. | |||
* Can be cancelled into L [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]] on block for chip damage, or {{clr|2|5U}} to harass the opponent for some minor push into the corner. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_2H.png|caption=They laugh no more | |image=GBVS_Zeta_2H.png|caption=They laugh no more | ||
|name=2H | |name={{clr|4|2H}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta's main anti-air. Prior to version 1.2.1, some hurtbox extension issues made it somewhat inconsistent against some of the better jump attacks in the game, but since this patch it has become a scarily consistent anti-air at close range. The short horizontal range means it can be baited by far jumps and empty jumps, which can leave you open to whiff punishment, but in close range, it will beat most jump attacks with proper timing. | |||
* Combos into [[{{PAGENAME}}#Spear of Arvess (Rise)|Spear of Arvess (Rise)]] consistently, regardless of counter hit, granting her some of the most consistent anti-air conversions in the game. The version used will depend on the angle the opponent is anti-aired, with L and H being better when the opponent is in front of you, and M being better when the opponent is above or behind you. | |||
* Can juggle into {{clr|4|f.H}} on counter hit, which can be useful for better corner carry or as an alternative conversion if Spear of Arvess (Rise) is on cooldown. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_2U.png|caption= | |image=GBVS_Zeta_2U.png|caption= | ||
|name=2U | |name={{clr|2|2U}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta's sweep. | Zeta's sweep. The 2-hit nature of this sweep make it a unique, if somewhat specific move. The long animation makes this move very dangerous to whiff, but the fast startup on the first hit makes this one of Zeta's best close-range punish starters, such as on moves like Charlotta's [[GBVS/Charlotta#Holy Ladder|Holy Ladder]]. Like most {{clr|2|2U}}s, this grants a hard knockdown and an easily timed safe jump after, being one of Zeta's preferred combo enders to start her pogo okizeme. | ||
* Both hits are a true blockstring and cannot be interrupted, but you must manually block both hits low. | |||
* Combos into L and H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. L Spear tends to be pretty finnicky outside of point blank range, so when in doubt, use H instead. | |||
* Can be kept safe on block by cancelling into L [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]], but this cancel can be avoided with Cross Over and punished. | |||
* The 2 hits make this one of Zeta's easiest single-hit confirms into her Skybound Art. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_jL.png | |image=GBVS_Zeta_jL.png | ||
|name=j.L | |name={{clr|1|j.L}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Relatively standard j.L that is active until landing. | |||
* Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVS/Lancelot#Turbulenz|Turbulenz]]. | |||
* Sees some use in Zeta's safe jump okizeme to as an alternative to j.U in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|2|2U}}. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_jM.png | |image=GBVS_Zeta_jM.png | ||
|name=j.M | |name={{clr|3|j.M}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta's best crossup normal. Has to hit relatively deep to be able to link into grounded normals. | |||
* Rhapsody's H followup into this normal can be a somewhat gimmicky method of escaping a bad situation and creating counter-pressure. | |||
* Sees use in Zeta's pogo okizeme as a method to confirm into her air Skybound Art or as a frametrap option after a {{clr|2|j.U}}. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_jH.png | |image=GBVS_Zeta_jH.png | ||
|name=j.H | |name={{clr|4|j.H}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta's longest ranged, highest damage jump normal. Easiest to link into a combo on landing. | |||
* Can be used for some far midscreen safejumps. | |||
* Sees use in Zeta's pogo okizeme as a frametrap option after a {{clr|2|j.U}}. | |||
* Also used as combo filler after combos using Rhapsody's H followup in the corner. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_jU.png|caption=Pogo! | |image=GBVS_Zeta_jU.png|caption=Pogo! | ||
|name=j.U | |name={{clr|2|j.U}} | ||
|input= | |input= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
This | Shades of Chun-Li. This normal can be repeated up to twice on hit or block, with each hitting overhead. This concept forms the crux of Zeta's okizeme and offensive mixup. | ||
* Carries the opponent up with you on hit, but it only moves you upwards on block. | |||
* When performed midscreen, the later {{clr|2|j.U}}s in the sequence can cross-up the opponent, though this can be option selected with the Guard button. | |||
* When the first {{clr|2|j.U}} is performed low enough, all 3 {{clr|2|j.U}}s in the sequence will be safe to reversals, and not just the first. | |||
* ''Any'' jump normal can be performed after a {{clr|2|j.U}} hits or is blocked, which can create frametraps on block. | |||
* Pogo sequence can be dropped, allowing Zeta to land and perform a low-hitting {{clr|1|2L}} to catch an opponent attempting to block the full sequence. | |||
* 2 hits of {{clr|2|j.U}} into {{clr|3|j.M}} can be used to confirm Zeta's air Skybound Art, letting her confirm out of her pogo okizeme very easily without a grounded combo. | |||
}} | }} | ||
}} | }} |
Revision as of 08:44, 30 May 2020
Health | |
Prejump | |
Backdash |
Overview
Zeta is a mid-range, offensively oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boats some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options.
"Spear of Arvess! Show me your strength!" | |
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. In addition to the fierce mid-range spear attacks which keep her enemies at a distance, Zeta also has a talent for lightning-quick aerial combat. |
Disclaimer This section is still being written. It may be wildly inaccurate or missing significant data. Please feel free to make edits, but include edit summaries and sources where applicable. |
Zeta Zeta is an offensive-oriented mix between zoner and rushdown character who can attack from many ranges and angles.
- Good Pokes: Zeta boasts pokes with above-average range in f.M, 2M and f.H, all of which combo consistently into Spear of Arvess for excellent corner carry.
- Air Mobility: Zeta boasts above-average air mobility using Spear of Arvess (Fall), which allows her to change her jump arc and delay her jump timing in order to bait anti-airs, go over opponents' grounded pokes, or simply escape a sticky situation.
- Unique Projectile: Zeta's projectile, Infinite Wonders, has slow startup and recovery but travels full screen almost instantly, making it excellent to deter your opponent's projectile usage and check them from a distance.
- Counter: Zeta's Rhapsody is a multi-followup counter that can be used offensively and defensively in order to augment her gameplan. The H version of Rhapsody has armor on frame 1 to both high and low attacks, making it her main reversal option.
- Strong Okizeme: Zeta's most notable strength is the okizeme she can perform on most knockdowns with her j.U. Her j.U is a pogo-type normal that can be repeated 3 times on hit or block, with each repetition hitting overhead. When used in tandem with her other jump normals, empty lows, and empty throws, she can create a very complex offensive sequence that can be very difficult for opponents to consistently defend against.
- Slow Mediums: Zeta's medium pokes, while boasting above average range, are slower than average, making her ability to counterpoke and abare in close range somewhat awkward due to lacking good medians between her lights and mediums in startup speed.
- Mediocre Pressure: While Zeta boasts some of the strongest okizeme in the game with her j.U mixups, without being able to score a knockdown to run this okizeme, her offense is somewhat linear, as she only has 2 plus on block normals (2L and c.L) and no safe ways to frametrap with special cancels. As a result, she relies more on throwbaiting and positioning control to try and open up a cornered opponent, rather than more aggressive pressure.
- No Traditional Reversal: Unfortunately, Zeta's Rhapsody loses to throws, and the heavy followup can be anti-aired on reaction by an attentive opponent, making it somewhat inconsistent as a reversal. Her Skybound and Super Skybound Arts are also both quite slow and can be option selected with meaty lights, making them quite risky to use as reversals.
Normal Moves
c.L |
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c.M |
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c.H |
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Auto Combo |
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f.L |
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f.M |
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f.H |
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2L |
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2M |
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2H |
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2U |
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j.L |
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j.M |
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j.H |
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j.U |
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Unique Action
Signo Drive 5U |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Overhead Attack |
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Special Moves
Infinite Wonders 236X or 5S |
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Spear of Arvess 66X or 6S |
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Spear of Arvess (Rise) 22X or 2S |
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Spear of Arvess (Fall) j.22X or j.S |
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Spear of Arvess Follow-up Spear of Arvess > X |
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Rhapsody 214X or 4S |
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Crimson Cleave Rhapsody > L |
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Rising Split Rhapsody > M |
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Knee Assault Rhapsody > H |
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Skybound Art
Resolute Strike 236236H or 236S (Air OK) |
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Super Skybound Art
Sirius Roar 236236U or 236S+U |
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Roadmap
move
and the move Full
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Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •