GBVS/Zeta: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{infoGBVS
|-
| fullname = Zeta
!Zeta
| image = GBVS Zeta Portrait.png
|-
| health = {{#lst:GBVS/Zeta/Data|health}}
||
| prejump = {{#lst:GBVS/Zeta/Data|prejump}}
[[File:GBVS_Zeta_Portrait.png|350x500px|center]]
| backdash = {{#lst:GBVS/Zeta/Data|backdash}}
|-
| movement = {{#lst:GBVS/Zeta/Data|movement}}
||{{#lsth:GBVS/Zeta/Data|SystemData}}
}}
;Movement Options
 
:Jump, Dash Type: ??
;Play-style
:
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
{{TOC limit|2}}
</div>
</div>
== Overview ==
== 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.
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.
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.
{{Bio
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.
| name = Zeta
| game = GBVS
| 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.
}}
{{StrengthsAndWeaknesses
| intro = {{Character Label|GBVS|Zeta}} is...
| pros =
*  Strength 1
| cons =
*  Flaw 1.
}}


{{StrengthsAndWeaknesses|strengths=
* Strength
* Strength 2
|weaknesses=
* Weakness
* Weakness 2
}}


{{#lst:GBVS/Zeta/Data|Links}}
{{#lst:GBVS/Zeta/Data|Links}}
Line 43: Line 41:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">c.M</font>======
======<font style="visibility:hidden" size="0">c.M</font>======
{{MoveData
{{MoveData
Line 100: Line 101:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">f.M</font>======
======<font style="visibility:hidden" size="0">f.M</font>======
{{MoveData
{{MoveData
Line 152: Line 156:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
}}
}}
}}
}}
======<font style="visibility:hidden" size="0">2H</font>======
======<font style="visibility:hidden" size="0">2H</font>======
{{MoveData
{{MoveData
Line 234: Line 240:


== Unique Action ==
== Unique Action ==
======<font style="visibility:hidden" size="0">???</font>======
======<font style="visibility:hidden" size="0">Signo Drive</font>======
{{MoveData
{{MoveData
|name=Signo Drive
|name=Signo Drive
|input=5U
|input=5U
|image=GBVS_Zeta_???.png |caption=
|image=GBVS_Zeta_SignoDrive.png |caption=
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
Line 245: Line 251:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Spear stabs, can be extended by mashing the button.
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.
}}
}}
}}
}}
Line 291: Line 297:


==Special Moves==
==Special Moves==
======<font style="visibility:hidden" size="0">???</font>======
======<font style="visibility:hidden" size="0">Infinite Wonders</font>======
{{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.
}}
}}
 
======<font style="visibility:hidden" size="0">Spear of Arvess</font>======
{{MoveData
|name=Spear of Arvess
|input=
|image=GBVS_Zeta_SpearOfArvess.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. 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
{{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.
}}
}}


|name=???
======<font style="visibility:hidden" size="0">Rhapsody</font>======
|input=236X or S
{{MoveData
|image=GBVS_Zeta_???.png |caption=
|name=Rhapsody
|input=
|image=GBVS_Zeta_Rhapsody.png |caption=
|data=
|data=
{{AttackDataHeader-GBVS|version=yes}}
{{AttackDataHeader-GBVS|version=yes}}
Line 310: Line 403:
{{!}}-
{{!}}-
{{Description|8|text=
{{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. You can cancel it into the follow ups even if you don't block anything so can be used mid combo.
}}
}}
======<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}}
Line 325: Line 464:
{{!}}-
{{!}}-
{{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 236S+U
|data=
|data=
{{AttackDataHeader-GBVS}}
{{AttackDataHeader-GBVS}}
Line 340: Line 480:
{{!}}-
{{!}}-
{{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 13:16, 20 January 2020

GBVS Zeta Nameplate.png
GBVS Zeta Portrait.png
Health
Prejump
Backdash


Overview

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.

 Zeta  Zeta is...

Pros
Cons
  • Strength 1
  • Flaw 1.


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 Hit Invuln
c.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 5 3 5 +2 +6 0
GBVS Zeta cL.png
GBVS Zeta cL Hitbox.png

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
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 Hit Invuln
c.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 6 3 15 -3 +1 2
GBVS Zeta cM.png
GBVS Zeta cM Hitbox.png


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 Hit Invuln
c.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1200 Mid 9 6 17 -4 0 4
GBVS Zeta cH.png
GBVS Zeta cH Hitbox1.pngGBVS Zeta cH Hitbox2.png


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 Hit Invuln
XX


c.XX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 9 3 15 -3 +1 2
GBVS Zeta cXX.png
File:GBVS Zeta cXX Hitbox.png
XXX


c.XXX
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
350 Mid 12 3 18 -4 0 3
GBVS Zeta cXXX.png
File:GBVS Zeta cXXX Hitbox.png
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 Hit Invuln
f.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Mid 6 3 15 -5 -1 1
GBVS Zeta fL.png
Good ol' Ryu st.Hk
GBVS Zeta fL Hitbox1.pngGBVS Zeta fL Hitbox2.png


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
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 Hit Invuln
f.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 10 4 17 -6 -2 2
GBVS Zeta fM.png
GBVS Zeta fM Hitbox.png
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 Hit Invuln
f.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 9 6 18 -7 -3 3
GBVS Zeta fH.png
GBVS Zeta fH Hitbox1.pngGBVS Zeta fH Hitbox2.png


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 Hit Invuln
2L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 Low 6 3 6 +2 +6 0
GBVS Zeta 2L.png
GBVS Zeta 2L Hitbox.png


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 Hit Invuln
2M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 Mid 9 6 12 -3 +1 2
GBVS Zeta 2M.png
GBVS Zeta 2M Hitbox.png


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
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 Hit Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 Mid 11 5 24 -12 -8 3
GBVS Zeta 2H.png
They laugh no more
GBVS Zeta 2H Hitbox1.pngGBVS Zeta 2H Hitbox2.png


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 Hit Invuln
2U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
300, 600 Low 7 3(15)3 19 -7 HKD 2
GBVS Zeta 2U.png
GBVS Zeta 2U Hitbox1.pngGBVS Zeta 2U Hitbox2.png


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 Hit Invuln
j.L
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
400 High/Air 5 Until landing 0 1
GBVS Zeta jL.png
GBVS Zeta jL Hitbox.png


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 Hit Invuln
j.M
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
550 High/Air 7 6 Until landing 1
GBVS Zeta jM.png
GBVS Zeta jM Hitbox1.pngGBVS Zeta jM Hitbox2.pngGBVS Zeta jM Hitbox3.png


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 Hit Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
800 High/Air 7 9 Until landing 2
GBVS Zeta jH.png
GBVS Zeta jH Hitbox.png


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 Hit Invuln
j.U
normal
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
500 High/Air 5 Until landing X +9 +9 2
GBVS Zeta jU.png
Pogo!
GBVS Zeta jU Hitbox1.pngGBVS Zeta jU Hitbox2.png
Clash Level 1


Unique Action

Signo Drive
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 Hit Invuln
5U
Signo Drive
unique
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
300, 100×N Mid 8 3(7)3×n 18 -2 +2 2
GBVS Zeta 5U.png
GBVS Zeta SignoDrive Hitbox1.pngGBVS Zeta SignoDrive Hitbox2.pngGBVS Zeta SignoDrive Hitbox3.pngGBVS Zeta SignoDrive Hitbox4.png
Clash Level 2, 1×N


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

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 Hit Invuln
LU
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Throw 7 3 31 HKD 0, 1, 4
GBVS Zeta Throw.pngGBVS Zeta BackThrow.png
Forward • Back
GBVS Zeta Throw Hitbox.png


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 Hit Invuln
j.LU
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1500 Airthrow 5 5 Until landing +6 HKD 0, 4
GBVS Zeta AirThrow.png
GBVS Zeta AirThrow Hitbox.png


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 Hit Invuln
MH
Overhead Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
1000 High 26 6 17 -4 +1 4 4-36 Throw
12-35 Low
9-35 Airborne
GBVS Zeta OverheadAttack.png
GBVS Zeta OverheadAttack Hitbox1.pngGBVS Zeta OverheadAttack Hitbox2.png


Special Moves

Infinite Wonders
Infinite Wonders
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 Hit Invuln
L


236L
L Infinite Wonders
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
700 All 20 12 22 -7~0 -3~7 2
GBVS Zeta 236X.png
Probably not as good as a regular fireball.
GBVS Zeta InfiniteWonders Hitbox1.pngGBVS Zeta InfiniteWonders Hitbox2.png
Hitbox viewer is bugged, hits fullscreen
Cooldown: 20F (Technical) 200F (Easy)
Easy Input Damage 600
M


236M
M Infinite Wonders
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
900 All 28~61 12 22 -7~0 -3~7 2
GBVS Zeta 236X.png
Probably not as good as a regular fireball.
GBVS Zeta InfiniteWonders Hitbox1.pngGBVS Zeta InfiniteWonders Hitbox2.png
Hitbox viewer is bugged, hits fullscreen
Cooldown: 20F (Technical) 200F (Easy)
Easy Input Damage 800
H


236H
H Infinite Wonders
special
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
200, 700 All 18 12,12 23 -5~0 HKD 2
GBVS Zeta 236X.png
Probably not as good as a regular fireball.
GBVS Zeta InfiniteWonders Hitbox1.pngGBVS Zeta InfiniteWonders Hitbox2.png
Hitbox viewer is bugged, hits fullscreen
Cooldown: 480F (Technical) 600F (Easy)
Easy Input Damage 150, 650

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

Spear of Arvess
Spear of Arvess
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 Hit Invuln
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)
Spear of Arvess (Rise)
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 Hit Invuln
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)
Spear of Arvess (Fall)
(in air)
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 Hit Invuln
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
Rhapsody
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 Hit Invuln
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
Crimson Cleave
Rhapsody >
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 Hit Invuln
236236H
Resolute Strike
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
3500→2500 Mid 9+5 9 33 -21 HKD 4
GBVS Zeta 236236H Start.pngGBVS Zeta 236236H.png
  • 236236H
GBVS Zeta ResoluteStrike Hitbox1.pngGBVS Zeta ResoluteStrike Hitbox2.png
Clash Level 25 (Technical) 20 (Easy)


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/Data
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 Hit Invuln

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/Data
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 Hit Invuln

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/Data
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 Hit Invuln

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 236S+U
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 Hit Invuln
236236U
Sirius Roar
super
Damage Guard Startup Active Recovery On-Block On-Hit Attribute Level Blockstun Ground Hitstun Air Hitstun Hitstop Invuln
4500→3500 Mid 7+6 6[6]2×3 61 -51 HKD 4
GBVS Zeta 236236U.pngGBVS Zeta 236236U Finish.png
GBVS Zeta SiriusRoar Hitbox1.pngGBVS Zeta SiriusRoar Hitbox2.pngGBVS Zeta SiriusRoar Hitbox3.png
Clash Level 35 (Technical) 30 (Easy)


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

Navigation

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.