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{{FP Box | {{FP Box | ||
|header=Overview | |header=Overview | ||
|content=Zeta is a mid-range, | |content=Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boats some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options. | ||
{{Bio | {{Bio | ||
| name = Zeta | | name = Zeta | ||
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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. | 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. | 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. | ||
| voice = English: Mela Lee/Japanese: Kana Hanazawa | |||
}} | }} | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|GBVS|Zeta}} is an | | intro = {{Character Label|GBVS|Zeta}} is an offense-oriented character who uses a mix of footsies and rushdown to attack from many ranges and angles. | ||
| pros = | | pros = | ||
* '''Good Pokes:''' Zeta boasts pokes with above-average range in [[{{PAGENAME}}#f.M|{{clr|3|f.M}}]], [[{{PAGENAME}}#f.M|{{clr|3|2M}}]] and [[{{PAGENAME}}#f.H|{{clr|4|f.H}}]], all of which combo consistently into Spear of Arvess for excellent corner carry. | * '''Good Pokes:''' Zeta boasts pokes with above-average range in [[{{PAGENAME}}#f.M|{{clr|3|f.M}}]], [[{{PAGENAME}}#f.M|{{clr|3|2M}}]] and [[{{PAGENAME}}#f.H|{{clr|4|f.H}}]], all of which combo consistently into Spear of Arvess for excellent corner carry. | ||
* '''Air Mobility:''' Zeta | * '''Air Mobility:''' Zeta has good air mobility using [[{{PAGENAME}}#Spear of Arvess (Fall)|Spear of Arvess (Fall)]], which allows her to change her jump arc and delay her jump timing in order to bait anti-airs, go over opponents' grounded pokes, or simply escape a sticky situation. | ||
* '''{{Tt|Beam|A projectile which occupies the entirety of its flight path for the duration of its active frames.}} Projectile:''' Zeta's projectile, [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]], has slow startup and recovery but travels full screen almost instantly, making it excellent to deter your opponent's projectile usage and check them from a distance. | * '''{{Tt|Beam|A projectile which occupies the entirety of its flight path for the duration of its active frames.}} Projectile:''' Zeta's projectile, [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]], has slow startup and recovery but travels full screen almost instantly, making it excellent to deter your opponent's projectile usage and check them from a distance. | ||
* '''Counter:''' Zeta's [[{{PAGENAME}}#Rhapsody|Rhapsody]] is a multi-followup counter that can be used offensively and defensively in order to augment her gameplan | * '''Aggressive Counter:''' Zeta's [[{{PAGENAME}}#Rhapsody|Rhapsody]] is a multi-followup counter that can be used offensively and defensively in order to augment her gameplan. | ||
* '''Strong Okizeme:''' Zeta's | * '''Strong Okizeme:''' Zeta's {{clr|2|j.U}}, which provides up to 3 overheads in sequence, can be used in tandem with her other air normals, empty lows, and empty jump throws to create scary okizeme. | ||
| cons = | | cons = | ||
* '''Slow Mediums:''' Zeta's | * '''Slow Mediums:''' Zeta's pokes are slower than average, which makes her ability to {{Tt|abare|An attack during the opponent's pressure, intended to interrupt it.}} in close range awkward. | ||
* '''Mediocre Pressure:''' | * '''Mediocre Pressure:''' Zeta's pressure options, outside of okizeme, are limited and linear. She only has 2 plus on block normals, [[{{PAGENAME}}#2L|{{clr|1|2L}}]] and [[{{PAGENAME}}#c.L|{{clr|1|c.L}}]], and no safe ways to frametrap with special cancels. | ||
* ''' | * '''Lackluster Reversals:''' Zeta's Rhapsody is an inconsistent reversal because it loses to throws, and the heavy followup can be anti-aired on reaction. Her [[{{PAGENAME}}#Skybound Art|Skybound]] and [[{{PAGENAME}}#Super Skybound Art|Super Skybound]] Arts are also both slow and can be option selected with meaty lights. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Knee to the face. Combos from c.L and 2L naturally and is her best route out of a close light hit. The autocombo out of this can be used to hit confirm or end blockstrings safely, but pressing this generally ends your turn. | Knee to the face. Combos from {{clr|1|c.L}} and {{clr|1|2L}} naturally and is her best route out of a close light hit. The autocombo out of this can be used to hit confirm or end blockstrings safely, but pressing this generally ends your turn. | ||
* Unlike most {{clr|3|c.M}}'s, does not link into itself on crouching or counter hit. | * Unlike most {{clr|3|c.M}}'s, does not link into itself on crouching or counter hit. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Very similar {{clr|4|f.H}} to some of the shoto characters like Gran and Djeeta. Being faster than f.M, it is generally one of Zeta's best whiff punish options as well as being useful for crushing lower priority pokes pre-emptively. | Very similar {{clr|4|f.H}} to some of the shoto characters like Gran and Djeeta. Being faster than {{clr|3|f.M}}, it is generally one of Zeta's best whiff punish options as well as being useful for crushing lower priority pokes pre-emptively. | ||
* Has applications as a far anti-air against jumps where {{clr|4|2H}} would whiff, and is surprisingly consistent in this context. | * Has applications as a far anti-air against jumps where {{clr|4|2H}} would whiff, and is surprisingly consistent in this context. | ||
* Range is somewhat worse than {{clr|3|f.M}} and {{clr|3|2M}} in favor of heavy priority. | * Range is somewhat worse than {{clr|3|f.M}} and {{clr|3|2M}} in favor of heavy priority. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Zeta's other main poke, in tandem with {{clr|3|f.M}}. This normal has slightly worse range than the standing variant but is faster, and is her main method of checking Cross Overs or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with f.H | Zeta's other main poke, in tandem with {{clr|3|f.M}}. This normal has slightly worse range than the standing variant but is faster, and is her main method of checking Cross Overs or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with {{clr|4|f.H}} | ||
* Combos into L or H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. L Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish. | * Combos into L or H [[{{PAGENAME}}#Spear of Arvess|Spear of Arvess]]. L Spear is generally consistent outside of hitting extended hurtboxes, such as on a whiff punish. | ||
* Can be cancelled into L [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]] on block for chip damage, or {{clr|2|5U}} to harass the opponent for some minor push into the corner. | * Can be cancelled into L [[{{PAGENAME}}#Infinite Wonders|Infinite Wonders]] on block for chip damage, or {{clr|2|5U}} to harass the opponent for some minor push into the corner. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Relatively standard j.L that is active until landing. | Relatively standard {{clr|1|j.L}} that is active until landing. | ||
* Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVS/Lancelot#Turbulenz|Turbulenz]]. | * Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H [[GBVS/Lancelot#Turbulenz|Turbulenz]]. | ||
* Sees some use in Zeta's safe jump okizeme to as an alternative to j.U in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|2|2U}}. | * Sees some use in Zeta's safe jump okizeme to as an alternative to {{clr|2|j.U}} in order to setup blockstrings into an immediate low, such as {{clr|1|j.L}} into {{clr|2|2U}}. | ||
}} | }} | ||
}} | }} | ||
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======<span style="visibility:hidden;font-size:0">Ground Throw</span>====== | ======<span style="visibility:hidden;font-size:0">Ground Throw</span>====== | ||
{{MoveData | {{MoveData | ||
|image=GBVS_Zeta_Throw.png |caption= | |image=GBVS_Zeta_Throw.png |caption=forward | ||
|image2=GBVS_Zeta_BackThrow.png |caption2=back | |||
|name=Ground Throw | |name=Ground Throw | ||
|input= | |input= | ||
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}} | }} | ||
<nowiki/> | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Air Throw</span>====== | ======<span style="visibility:hidden;font-size:0">Air Throw</span>====== | ||
{{MoveData | {{MoveData | ||
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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. 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. | 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 {{clr|1|j.22L}}. | ||
}} | }} | ||
}} | }} | ||
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|image=GBVS_Zeta_ResoluteStrike2.png |caption= | |image=GBVS_Zeta_ResoluteStrike2.png |caption= | ||
|image2=GBVS_Zeta_ResoluteStrike.png |caption2= | |image2=GBVS_Zeta_ResoluteStrike.png |caption2= | ||
|input=236236H or 236S (Air OK) | |input={{clr|4|236236H}} or 236S (Air OK) | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS|version=yes}} | {{AttackDataHeader-GBVS|version=yes}} | ||
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|image=GBVS_Zeta_SiriusRoar.png |caption=Fly YOU to the moon. | |image=GBVS_Zeta_SiriusRoar.png |caption=Fly YOU to the moon. | ||
|image2=GBVS_Zeta_SiriusRoar2.png |caption2= | |image2=GBVS_Zeta_SiriusRoar2.png |caption2= | ||
|input=236236U or 236S+U | |input={{clr|2|236236U}} or 236S+U | ||
|data= | |data= | ||
{{AttackDataHeader-GBVS}} | {{AttackDataHeader-GBVS}} |
Revision as of 03:22, 5 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boats some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options.
"Spear of Arvess! Show me your strength!" | |
Lore: | This fearless fighter belongs to the Society, an organization which hunts primal beasts. She has formed a contract with the seal weapon known as the Spear of Arvess. She and her partner Vaseraga are charged by the Society with a variety of missions. Though the two often butt heads, each has the other's complete trust. Perhaps it is the contrast between Zeta's upbeat but stubborn personality and Vaseraga's unshakable calm which makes them such good partners. In addition to the fierce mid-range spear attacks which keep her enemies at a distance, Zeta also has a talent for lightning-quick aerial combat. |
Voice: | English: Mela Lee/Japanese: Kana Hanazawa |
Zeta Zeta is an offense-oriented character who uses a mix of footsies and rushdown to attack from many ranges and angles.
- Good Pokes: Zeta boasts pokes with above-average range in f.M, 2M and f.H, all of which combo consistently into Spear of Arvess for excellent corner carry.
- Air Mobility: Zeta has good air mobility using Spear of Arvess (Fall), which allows her to change her jump arc and delay her jump timing in order to bait anti-airs, go over opponents' grounded pokes, or simply escape a sticky situation.
- BeamA projectile which occupies the entirety of its flight path for the duration of its active frames. Projectile: Zeta's projectile, Infinite Wonders, has slow startup and recovery but travels full screen almost instantly, making it excellent to deter your opponent's projectile usage and check them from a distance.
- Aggressive Counter: Zeta's Rhapsody is a multi-followup counter that can be used offensively and defensively in order to augment her gameplan.
- Strong Okizeme: Zeta's j.U, which provides up to 3 overheads in sequence, can be used in tandem with her other air normals, empty lows, and empty jump throws to create scary okizeme.
- Slow Mediums: Zeta's pokes are slower than average, which makes her ability to abareAn attack during the opponent's pressure, intended to interrupt it. in close range awkward.
- Mediocre Pressure: Zeta's pressure options, outside of okizeme, are limited and linear. She only has 2 plus on block normals, 2L and c.L, and no safe ways to frametrap with special cancels.
- Lackluster Reversals: Zeta's Rhapsody is an inconsistent reversal because it loses to throws, and the heavy followup can be anti-aired on reaction. Her Skybound and Super Skybound Arts are also both slow and can be option selected with meaty lights.
Normal Moves
c.L |
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c.M |
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c.H |
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Auto Combo |
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f.L |
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f.M |
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f.H |
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2L |
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2M |
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2H |
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2U |
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j.L |
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j.M |
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j.H |
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j.U |
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Unique Action
Signo Drive 5U |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Overhead Attack |
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Special Moves
Infinite Wonders 236X or 5S |
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Spear of Arvess 66X or 6S |
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Spear of Arvess (Rise) 22X or 2S |
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Spear of Arvess (Fall) j.22X or j.S |
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Spear of Arvess Follow-up Spear of Arvess > X |
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Rhapsody 214X or 4S |
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Crimson Cleave Rhapsody > L |
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Rising Split Rhapsody > M |
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Knee Assault Rhapsody > H |
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Skybound Art
Resolute Strike 236236H or 236S (Air OK) |
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Super Skybound Art
Sirius Roar 236236U or 236S+U |
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Roadmap
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• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •