Difference between revisions of "GBVS/Zeta"

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(Super Skybound Art)
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==Special Moves==
 
==Special Moves==
======<font style="visibility:hidden" size="0">???</font>======
+
======<font style="visibility:hidden" size="0">Infinite Wonders</font>======
 
{{MoveData
 
{{MoveData
 +
|name=Infinite Wonders
 +
|input=
 +
|image=GBVS_Zeta_InfiniteWonders.png |caption=
 +
|data=
 +
{{AttackDataHeader-GBVS|version=yes}}
 +
{{!}}-
 +
{{AttackVersion|name=L}}
 +
{{#lsth:GBVS/Zeta/Data|236L}}
 +
{{!}}-
 +
{{AttackVersion|name=M}}
 +
{{#lsth:GBVS/Zeta/Data|236M}}
 +
{{!}}-
 +
{{AttackVersion|name=H}}
 +
{{#lsth:GBVS/Zeta/Data|236H}}
 +
{{!}}-
 +
{{Description|8|text=
 +
Generates a full-screen beam that can neutralize projectiles. M version can be charged, H deals more damage up close.
 +
}}
 +
}}
  
|name=???
+
======<font style="visibility:hidden" size="0">Spear of Arvess</font>======
|input=236X or S
+
{{MoveData
|image=GBVS_Zeta_???.png |caption=
+
|name=Spear of Arvess
 +
|input=
 +
|image=GBVS_Zeta_SpearOfArvess.png |caption=
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS|version=yes}}
 
{{AttackDataHeader-GBVS|version=yes}}
Line 310: Line 331:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
 +
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.
 +
}}
 +
}}
 +
 +
======<font style="visibility:hidden" size="0">Spear of Arvess (Rise)</font>======
 +
{{MoveData
 +
|name=Spear of Arvess (Rise)
 +
|input=
 +
|image=GBVS_Zeta_SpearOfArvessRise.png |caption=
 +
|data=
 +
{{AttackDataHeader-GBVS|version=yes}}
 +
{{!}}-
 +
{{AttackVersion|name=L}}
 +
{{#lsth:GBVS/Zeta/Data|236L}}
 +
{{!}}-
 +
{{AttackVersion|name=M}}
 +
{{#lsth:GBVS/Zeta/Data|236M}}
 +
{{!}}-
 +
{{AttackVersion|name=H}}
 +
{{#lsth:GBVS/Zeta/Data|236H}}
 +
{{!}}-
 +
{{Description|8|text=
 +
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.
 +
}}
 +
}}
 +
 +
======<font style="visibility:hidden" size="0">Spear of Arvess (Fall)</font>======
 +
{{MoveData
 +
|name=Spear of Arvess (Fall)
 +
|input=(in air)
 +
|image=GBVS_Zeta_SpearOfArvessFall.png |caption=
 +
|data=
 +
{{AttackDataHeader-GBVS|version=yes}}
 +
{{!}}-
 +
{{AttackVersion|name=L}}
 +
{{#lsth:GBVS/Zeta/Data|236L}}
 +
{{!}}-
 +
{{AttackVersion|name=M}}
 +
{{#lsth:GBVS/Zeta/Data|236M}}
 +
{{!}}-
 +
{{AttackVersion|name=H}}
 +
{{#lsth:GBVS/Zeta/Data|236H}}
 +
{{!}}-
 +
{{Description|8|text=
 +
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.
 +
}}
 +
}}
 +
 +
======<font style="visibility:hidden" size="0">Rhapsody</font>======
 +
{{MoveData
 +
|name=Rhapsody
 +
|input=
 +
|image=GBVS_Zeta_Rhapsody.png |caption=
 +
|data=
 +
{{AttackDataHeader-GBVS|version=yes}}
 +
{{!}}-
 +
{{AttackVersion|name=L}}
 +
{{#lsth:GBVS/Zeta/Data|236L}}
 +
{{!}}-
 +
{{AttackVersion|name=M}}
 +
{{#lsth:GBVS/Zeta/Data|236M}}
 +
{{!}}-
 +
{{AttackVersion|name=H}}
 +
{{#lsth:GBVS/Zeta/Data|236H}}
 +
{{!}}-
 +
{{Description|8|text=
 +
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. Cancels into follow ups if it catches something.
 +
}}
 +
}}
 +
 +
======<font style="visibility:hidden" size="0">Crimson Cleave</font>======
 +
{{MoveData
 +
|name=Crimson Cleave
 +
|image=GBVS_Zeta_CrimsonCleave.png |caption=
 +
|input=Rhapsody >
 +
|data=
 +
{{AttackDataHeader-GBVS}}
 +
{{!}}-
 +
{{#lsth:GBVS/Zeta/Data|236236H}}
 +
{{!}}-
 +
{{Description|7|text=
 +
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.
 +
}}
 +
}}
 +
 +
======<font style="visibility:hidden" size="0">Rising Split</font>======
 +
{{MoveData
 +
|name=Rising Split
 +
|image=GBVS_Zeta_RisingSplit.png |caption=
 +
|input=Rhapsody >
 +
|data=
 +
{{AttackDataHeader-GBVS}}
 +
{{!}}-
 +
{{#lsth:GBVS/Zeta/Data|236236H}}
 +
{{!}}-
 +
{{Description|7|text=
 +
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.
 +
}}
 +
}}
 +
 +
======<font style="visibility:hidden" size="0">Knee Assault</font>======
 +
{{MoveData
 +
|name=Knee Assault
 +
|image=GBVS_Zeta_KneeAssault.png |caption=
 +
|input=Rhapsody >
 +
|data=
 +
{{AttackDataHeader-GBVS}}
 +
{{!}}-
 +
{{#lsth:GBVS/Zeta/Data|236236H}}
 +
{{!}}-
 +
{{Description|7|text=
 +
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==
 
==Skybound Art==
======<font style="visibility:hidden" size="0">???</font>======
+
======<font style="visibility:hidden" size="0">Resolute Strike</font>======
 
{{MoveData
 
{{MoveData
|name=???
+
|name=Resolute Strike
|image=GBVS_Zeta_???.png |caption=
+
|image=GBVS_Zeta_ResoluteStrike.png |caption=
|input=236236H or 236S
+
|input=236236H or 236S (Air OK)
 
|data=
 
|data=
 
{{AttackDataHeader-GBVS}}
 
{{AttackDataHeader-GBVS}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
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==
 
==Super Skybound Art==
======<font style="visibility:hidden" size="0">???</font>======
+
======<font style="visibility:hidden" size="0">Sirius Roar</font>======
 
{{MoveData
 
{{MoveData
|name=???
+
|name=Sirius Roar
|image=GBVS_Zeta_???.png |caption=
+
|image=GBVS_Zeta_SiriusRoar.png |caption=
 
|input=236236U or 63214S
 
|input=236236U or 63214S
 
|data=
 
|data=
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage.
 
}}
 
}}
 
}}
 
}}

Revision as of 19:39, 15 November 2019

Zeta
GBVS Zeta Portrait.png
Movement Options
Jump, Dash Type: ??
Play-style

Overview

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.

Playstyle
[ Info Needed ]
Pros Cons
[ Info Needed ] [ Info Needed ]



Normal Moves

c.L
c.L
GBVS Zeta cL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
c.M
c.M
GBVS Zeta cM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
c.H
c.H
GBVS Zeta cH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Auto Combo
Auto Combo
GBVS Zeta cXX.png
GBVS Zeta cXXX.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
XX
XXX
f.L
f.L
GBVS Zeta fL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
f.M
f.M
GBVS Zeta fM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
f.H
f.H
GBVS Zeta fH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
2L
2L
GBVS Zeta 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
2M
2M
GBVS Zeta 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
2H
2H
GBVS Zeta 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
2U
2U
GBVS Zeta 2U.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
j.L
j.L
GBVS Zeta jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
j.M
j.M
GBVS Zeta jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
j.H
j.H
GBVS Zeta jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
j.U
j.U
GBVS Zeta jU.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.

Unique Action

???
Signo Drive
5U
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.

Spear stabs, can be extended by mashing the button.

Universal Mechanics

Ground Throw
Ground Throw
GBVS Zeta Throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Air Throw
Air Throw
GBVS Zeta AirThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Overhead Attack
Overhead Attack
GBVS Zeta OverheadAttack.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.

Special Moves

Infinite Wonders
Infinite Wonders
GBVS Zeta InfiniteWonders.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L
M
H

Generates a full-screen beam that can neutralize projectiles. M version can be charged, H deals more damage up close.

Spear of Arvess
Spear of Arvess
GBVS Zeta SpearOfArvess.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L
M
H

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)
Spear of Arvess (Rise)
GBVS Zeta SpearOfArvessRise.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L
M
H

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)
Spear of Arvess (Fall)
(in air)
GBVS Zeta SpearOfArvessFall.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L
M
H

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
Rhapsody
GBVS Zeta Rhapsody.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L
M
H

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. Cancels into follow ups if it catches something.

Crimson Cleave
Crimson Cleave
Rhapsody >
GBVS Zeta CrimsonCleave.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.

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
Rising Split
Rhapsody >
GBVS Zeta RisingSplit.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.

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
Knee Assault
Rhapsody >
GBVS Zeta KneeAssault.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.

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

Resolute Strike
Resolute Strike
236236H or 236S (Air OK)
GBVS Zeta ResoluteStrike.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.

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

Sirius Roar
Sirius Roar
236236U or 63214S
GBVS Zeta SiriusRoar.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.

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

Navigation


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System Explanations

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