(Added descriptions, corrected some text, etc.) |
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| intro = {{Character Label|GBVS|Zeta}} is an offensive-oriented mix between zoner and rushdown character who can attack from many ranges and angles. | | intro = {{Character Label|GBVS|Zeta}} is an offensive-oriented mix between zoner and rushdown character who can attack from many ranges and angles. | ||
| pros = | | pros = | ||
* Great juggle potential and corner | * Great juggle potential and damage in the corner, can loop into safejumps. | ||
* Great air mobility through Spear of Arvess. Can be difficult for the opponent to challenge Zeta's approach. | * Great air mobility through Spear of Arvess. Can be difficult for the opponent to challenge Zeta's approach. | ||
* Good poking moves via her normals and Infinite Wonders. | * Good poking moves via her normals and Infinite Wonders. | ||
* Invincible air is a neat tool. | |||
* Has the best theme in the game. (debatable) | * Has the best theme in the game. (debatable) | ||
| cons = | | cons = | ||
* | * Flawed 2H severely weakens her anti-air game, of which she has inconsistent combos from. | ||
* Mediocre reversals. | * Mediocre reversals. | ||
* Pretty bad sweep. | |||
* Very weak combo-game from midscreen. | |||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta attacks with the back of her spear. | Zeta attacks with the back of her spear. Her fastest normal 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. | Useful for tick throws and interrupting your opponent's pressure but outshined by 2L. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Knee to the face. Not used as a poke since it's pretty bad on block for being a cM. More or less only used in combos. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
For combo-purposes you only want to do the first two hits in the corner since you can't combo into 236H from the last. | |||
}} | }} | ||
}} | }} | ||
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{{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. | 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. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta's main poke. f.M allows Zeta to control the mid range by poking the opponent and intercepting approach attempts thanks to the | Zeta's main poke. f.M allows Zeta to control the mid range by poking the opponent and intercepting approach attempts thanks to the range it has. Can be easily avoided if used to much though because of how linear it is. | ||
Sadly outshined by other characters much better pokes, being as slow as it is. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Surprisingly not too bad in neutral. Slightly less range than fM but faster and better priority. Combos into 66M at most ranges, so useful for punishing whiffed stuff. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Important low and combo starter. Links into cM and has decent range, good on block. Use this. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{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 it's very useful to keep them in check along side | One of Zeta's main ways of controling space. 2M has a lot of range and even though it isn't a low it's very useful to keep them in check along side fM. Faster too. | ||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden" size="0">2H</font>====== | ======<font style="visibility:hidden" size="0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_2H.png | |image=GBVS_Zeta_2H.png|caption=Slaptick humor | ||
|name=2H | |name=2H | ||
|input= | |input= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
A sadly flawed anti-air. Currently for some reason she extends her hurtbox in the middle of the attack, making this one of the worst 2H's in the game for dealing with stuff like Meteras 5U. Poor horizontal range too. | |||
Still, a 2H is better than no 2H. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">2U</font>====== | ======<font style="visibility:hidden" size="0">2U</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_2U.png | |image=GBVS_Zeta_2U.png|caption=Twice as bad | ||
|name=2U | |name=2U | ||
|input= | |input= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zetas sweep. Hits twice, first hit has really poor range while the second has pretty good range. Sadly the gap between the hits is significant, making this possibly the worst sweep in the game. Most useful in combos in the corner for setting up safejumps. | |||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden" size="0">j.U</font>====== | ======<font style="visibility:hidden" size="0">j.U</font>====== | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_jU.png | |image=GBVS_Zeta_jU.png|caption=Pogo! | ||
|name=j.U | |name=j.U | ||
|input= | |input= | ||
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|name=Signo Drive | |name=Signo Drive | ||
|input=5U | |input=5U | ||
|image=GBVS_Zeta_SignoDrive.png |caption= | |image=GBVS_Zeta_SignoDrive.png |caption=Mudada~ | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} | ||
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Projectile move. Generates a full-screen beam that can neutralize projectiles. | Projectile move. Generates a full-screen beam that can neutralize projectiles. | ||
* M version: The move can be delayed by holding down the button. | * M version: The move can be delayed by holding down the button. | ||
* H version: | * H version: Hits twice at close range and important juggle-starter in the corner. | ||
}} | }} | ||
}} | }} | ||
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{{Description|8|text= | {{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. | 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. | ||
* M-version recovers fairly quickly if followed up with 2X. | |||
* H-version can be used to extend combos in the corner by only doing the first two hits. | |||
}} | }} | ||
}} | }} | ||
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{{Description|8|text= | {{Description|8|text= | ||
Performs a rush attack that can be canceled into a follow-up attack while in motion. L falls diagonally, M falls vertically, and H can cancel twice. | Performs a rush attack that can be canceled into a follow-up attack while in motion. L falls diagonally, M falls vertically, and H can cancel twice. | ||
Shares cooldown with the grounded version. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Gets in a defensive stance that | Gets in a defensive stance that has armor until it's cancelled into a followup. L-version guards against overheads and highs, M-version guards against lows only, and H-version has 1f startup and guards against everything that isn't a grab. H-version also enhances the different followups. | ||
* You can use this to punish certain things other characters can't, for example Percivals fireball from a blockstring by armoring it then punish him with a followup. | |||
* You can cancel into the followups even if you don't guard anything and can be used as a combo-tool. | |||
* Since the H-version gets armor from f1 it can be used as a reversal, and the followups aren't always easy to punish. | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{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. | 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. | ||
As a followup from the H-version of Rhapsody it wallbounces, allowing followups in the corner. | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{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. | 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. | ||
On counter-hit you can get followups in the corner. | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{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. It is NOT, however, a good anti-air. | 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. It is NOT, however, a good anti-air. | ||
This is the best followup from a defensive point of view, with its speed you will either beat gatlings or crush/clash hits. It's also the safest on block since you'll be airborne and have buttons ready. | |||
All versions of this has uses as a combo-tool in the corner, but it's not the greatest mixup-tool unfortunately. | |||
}} | }} | ||
}} | }} | ||
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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. | Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage. | ||
Sadly this is not a good reversal, nor is it a good anti-air. I wouldn't advice anyone to use this outside of combos. | |||
}} | }} | ||
}} | }} |
Revision as of 10:26, 25 February 2020
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 capitalize 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 around 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.
"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. |
Zeta Zeta is an offensive-oriented mix between zoner and rushdown character who can attack from many ranges and angles.
- Great juggle potential and damage in the corner, can loop into safejumps.
- Great air mobility through Spear of Arvess. Can be difficult for the opponent to challenge Zeta's approach.
- Good poking moves via her normals and Infinite Wonders.
- Invincible air is a neat tool.
- Has the best theme in the game. (debatable)
- Flawed 2H severely weakens her anti-air game, of which she has inconsistent combos from.
- Mediocre reversals.
- Pretty bad sweep.
- Very weak combo-game from midscreen.
Normal Moves
c.L
c.M
c.M |
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Knee to the face. Not used as a poke since it's pretty bad on block for being a cM. More or less only used in combos. |
c.H
c.H |
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Auto Combo
Auto Combo |
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f.L
f.L |
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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. |
f.M
f.M |
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Zeta's main poke. f.M allows Zeta to control the mid range by poking the opponent and intercepting approach attempts thanks to the range it has. Can be easily avoided if used to much though because of how linear it is. Sadly outshined by other characters much better pokes, being as slow as it is. |
f.H
f.H |
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Surprisingly not too bad in neutral. Slightly less range than fM but faster and better priority. Combos into 66M at most ranges, so useful for punishing whiffed stuff. |
2L
2L |
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Important low and combo starter. Links into cM and has decent range, good on block. Use this. |
2M
2M |
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One of Zeta's main ways of controling space. 2M has a lot of range and even though it isn't a low it's very useful to keep them in check along side fM. Faster too. |
2H
2H |
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A sadly flawed anti-air. Currently for some reason she extends her hurtbox in the middle of the attack, making this one of the worst 2H's in the game for dealing with stuff like Meteras 5U. Poor horizontal range too. Still, a 2H is better than no 2H. |
2U
2U |
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Zetas sweep. Hits twice, first hit has really poor range while the second has pretty good range. Sadly the gap between the hits is significant, making this possibly the worst sweep in the game. Most useful in combos in the corner for setting up safejumps. |
j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.U
j.U |
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Unique Action
Signo Drive
Signo Drive 5U |
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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 |
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Air Throw
Air Throw |
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Overhead Attack
Overhead Attack |
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Special Moves
Infinite Wonders
Infinite Wonders 236X or 5S |
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Spear of Arvess
Spear of Arvess 66X or 6S |
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Spear of Arvess (Rise)
Spear of Arvess (Rise) 22X or 2S |
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Spear of Arvess (Fall)
Spear of Arvess (Fall) j.22X or j.S |
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Rhapsody
Rhapsody 214X or 4S |
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Crimson Cleave
Crimson Cleave Rhapsody > L |
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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. As a followup from the H-version of Rhapsody it wallbounces, allowing followups in the corner. |
Rising Split
Rising Split Rhapsody > M |
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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. On counter-hit you can get followups in the corner. |
Knee Assault
Knee Assault Rhapsody > H |
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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. It is NOT, however, a good anti-air. This is the best followup from a defensive point of view, with its speed you will either beat gatlings or crush/clash hits. It's also the safest on block since you'll be airborne and have buttons ready. All versions of this has uses as a combo-tool in the corner, but it's not the greatest mixup-tool unfortunately. |
Skybound Art
Resolute Strike
Resolute Strike 236236H or 236S (Air OK) |
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Super Skybound Art
Sirius Roar
Sirius Roar 236236U or 236S+U |
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Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage. Sadly this is not a good reversal, nor is it a good anti-air. I wouldn't advice anyone to use this outside of combos. |
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