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| prejump = {{#lst:GBVS/Zeta/Data|prejump}} | | prejump = {{#lst:GBVS/Zeta/Data|prejump}} | ||
| backdash = {{#lst:GBVS/Zeta/Data|backdash}} | | backdash = {{#lst:GBVS/Zeta/Data|backdash}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Used mainly for best damage combos, especially for DP- and SBA-punishes. Otherwise, can be used as a meaty-attack due to long active-frames. On CH AND crouching opponent it can be linked into f.H. | |||
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======<font style="visibility:hidden" size="0">Auto Combo</font>====== | ======<font style="visibility:hidden" size="0">Auto Combo</font>====== | ||
{{MoveData | {{MoveData | ||
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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. | 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. Third hit is often needed if you want end a combo in 22M~2X, as it puts you closer to them. Besides that and for hit-confirming, you usually don't want to use the second and third hit in combos as they will tank your damage. | ||
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======<font style="visibility:hidden" size="0">f.L</font>====== | ======<font style="visibility:hidden" size="0">f.L</font>====== | ||
{{MoveData | {{MoveData | ||
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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 range it has. Can be easily avoided if used to much though because of how linear it is. | 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. Buffer this into 66H or 66L in case it hits. | ||
Sadly outshined by other characters much better pokes, being as slow as 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= | ||
Important low and combo starter. Links into c.M and has decent range, good on block. Also links into itself. Against standing opponents links into | Important low and combo starter. Links into c.M and has decent range, good on block. Also links into itself. Against standing opponents links into f.L, against crouching links into 2U, using two 2Ls let's one confirm this. Use this move for your main close-up pressure. | ||
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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 alongside | 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 alongside f.M, with the advantage of being faster. Buffer this into 66H or 66L in case it hits. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Active until landing. | |||
This would be your go-to safejump move if j.U didn't exist. It's mostly useful for catching Lancelot out of teleports. | |||
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======<font style="visibility:hidden" size="0">j.M</font>====== | ======<font style="visibility:hidden" size="0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
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{{Description|7|text= | {{Description|7|text= | ||
The crossup tool. This is the move you want to use in conjunction with j.U, as the upward boost from j.U pushes you further inside the opponent and makes a crossup even harder to see. CURSE THE BLOCK BUTTON. | |||
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======<font style="visibility:hidden" size="0">j.H</font>====== | ======<font style="visibility:hidden" size="0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
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{{Description|7|text= | {{Description|7|text= | ||
The damage jump-in. This is also decent combo filler for any combo involving multiple j.U's or anything following a 214X~H. | |||
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======<font style="visibility:hidden" size="0">j.U</font>====== | ======<font style="visibility:hidden" size="0">j.U</font>====== | ||
{{MoveData | {{MoveData | ||
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{{Description|7|text= | {{Description|7|text= | ||
This move can be repeated up to twice on hit or block. | This move can be repeated up to twice on hit or block. Carries the opponent up with you on hit, but it only moves you upwards on block. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Zeta's throw sets up an easy safejump, and her j.U is one of the best safejump tools in the game. | |||
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======<font style="visibility:hidden" size="0">Air Throw</font>====== | ======<font style="visibility:hidden" size="0">Air Throw</font>====== | ||
{{MoveData | {{MoveData | ||
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{{Description|7|text= | {{Description|7|text= | ||
Sadly, you're going to be relying on this a lot. Zeta's other anti-airs aren't great which places the focus on this move. Hey, at least it scores a knockdown. | |||
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======<font style="visibility:hidden" size="0">Overhead Attack</font>====== | ======<font style="visibility:hidden" size="0">Overhead Attack</font>====== | ||
{{MoveData | {{MoveData | ||
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{{Description|7|text= | {{Description|7|text= | ||
If you can condition the opponent to throw, this is where her big damage starts. It can also be used as a meaty, as it has enough active frames to possibly combo into c.L. | |||
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{{Description|8|text= | {{Description|8|text= | ||
Zeta's projectile. It's fairly slow and high-commitment, but it blasts through every other projectile in the game. On top of that, it's literally a beam so it hits fullscreen very quickly. You'll only be able to use it from 3/4ths of the screen away, but you can shut down any other character with it. As soon as you condition them not to use projectiles, then you can go in. | |||
* L version: the fastest version, in both startup and recovery. | |||
* M version: The move can be delayed by holding down the button. Knocks down and wallbounces on counterhit. | * M version: The move can be delayed by holding down the button. Knocks down and wallbounces on counterhit. | ||
* H version: Hits twice at close range and important juggle-starter in the corner. | * H version: Hits twice at close range and important juggle-starter in the corner as it causes a wall bounce. | ||
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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. M goes farther than L, and H can cancel twice. | 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. The M version is pretty much useless because it doesn't combo from as much as the L version and is more unsafe. You can perform the follow-ups on whiff. While the follow-up versions do act as frametraps, it's pretty risky to attempt and it's much safer to back off and use Infinite Wonders. | ||
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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. | Shares cooldown with the grounded version. Can be made kinda safe if done not too high by ending in 3X. Can also be superjump-installed by doing 282X. It's really good against Percival's corner pressure as you can jump out of his fireball cancels and smack him with j.22L. | ||
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Revision as of 23:58, 27 March 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.L |
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c.M
c.M |
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c.H
c.H |
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Auto Combo
Auto Combo |
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f.L
f.L |
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f.M
f.M |
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f.H
f.H |
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2L
2L |
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2M
2M |
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2H
2H |
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2U
2U |
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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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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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Rising Split
Rising Split Rhapsody > M |
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Knee Assault
Knee Assault Rhapsody > H |
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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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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •