Overview
Zooey is a long range character that uses powerful tools, relying on her character specific wyvern gauge and excellent far normals to dominate neutral and keep her foes locked down. With her wyvern gauge and moves that can be held and later released to extend pressure, Zooey is a force to be reckoned with.
Zooey is a zoner/pressure character that relies on her wyvern meter and negative edge to keep her opponents locked down.
- Good pressure tools: Zooey's far normals are excellent at controlling neutral, and convert into 214L on hit.
- Superb aerial options: Her j.22x series is an air stall that can hit a lot of the screen, allowing her to bait anti-airs and pressure from a distance. j.U is an excellent air-to-air and corner combo move.
- Dominating okizeme: 236H is Zooey's signature okizeme tool, forcing opponents to respond to multiple mixups before having the chance to take their turn back.
- Lacking reversal options: Zooey's only reversals are metered, with only her two supers and her Backshift having invulnerability.

Dragon Gauge allows Zooey to control Lyrn and have him do various attacks independently of her. Summon Dragon puts Lyrn out into the battlefield, with each version taking a certain amount of the gauge, and can be done for as long as it's not empty. Lyrn will only despawn and go into cooldown once the gauge is fully depleted.
Zooey starts off each round with 50% of Dragon Gauge, which can be refilled using Convergence and The Last Wish. While Lyrn is in cooldown, refilling rate is significantly reduced. While he's in the battlefield, on top of reduced refill rate, the gauge is also depleted every time Zooey gets knocked down. After cooldown is over, she gains 50% Dragon Gauge along with the ability to summon Lyrn again.
Normal Moves
c.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 5 | 3 | 7 | +2 | +6 |
- One of Zooey's two plus on block normals.
The Granblue c.L. Go-to pressure and abare button due to its fast overall speed. Also offers frame advantage on block for tick throws and pressure resets.
Level | Attribute |
---|---|
0 |
c.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 7 | 3 | 12 | 0 | +4 |
- 0 on block, only useful as a frame trap if a light is used after.
- Does not link into c.H on counterhit.
Pretty average c.M button. Frame traps from all light buttons if it's in activation range.
Level | Attribute |
---|---|
2 |
c.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | Mid | 9 | 6 | 18 | -5 | -1 |
- -5 but safe due to pushback.
- Links into itself on Counter Hit.
- Not a frame trap after c.L/2L.
Strictly a punish starter due to its bad frame advantage. Some characters may not be able to punish this move but c.M is a better pressure option anyway. Leads to great damage should it counterhit.
Level | Attribute |
---|---|
4 |
Auto Combo
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
c.XX | 350 | Mid | 9 | 3 | 15 | -3 | +1 | |
c.XXX | 350 | Mid | 12 | 3 | 18 | -4 | 0 |
Combo filler midscreen, but not much besides that. You can use it as an ender in the corner if you don't have any Hard Knockdown tools available, as the juggle height will typically still leave you plus after you cancel into Thunder or Summon Dragon.
Version | Level | Attribute |
---|---|---|
c.XX | 2 | |
c.XXX | 3 |
c.XX:
c.XXX:
f.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Mid | 6 | 3 | 15 | -5 | -1 |
- Ranged anti-air and punish normal.
Decent range normal can cancel into most of her moves and SSBA. This will punish things like Gran 214L and lead to a knockdown.
Level | Attribute |
---|---|
1 |
f.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 9 | 5 | 16 | -6 | -2 |
- Zooey's main poking normal.
All things considered, this is a pretty good poke. It combos into all of her knockdown enders and can be made safe and even plus at some distances with L Summon Dragon.
Level | Attribute |
---|---|
2 |
f.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Mid | 9 | 5 | 19 | -7 | -3 |
- Shorter than f.M.
Good counterpoking normal due to a slight step back during startup. Deals high damage and combos into M Spinning Slash for a bit of extra damage.
Level | Attribute |
---|---|
3 |
2L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 6 | 3 | 6 | +2 | +6 |
- Plus on block low.
Zooey's other plus on block normal. Unlike c.L, this has no distance requirement and hits low, making it a more useful pressure tool.
Level | Attribute |
---|---|
0 |
2M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Mid | 8 | 4 | 14 | -3 | +1 |
- Stops rolls where f.M does not.
Not actually a low, but stops low approaches and rolls where f.M would lose. Combos into all of the same options while also starting up a frame faster. Zooey can't actually use her 2M as a crouch confirm from 2L, but it will still frame trap due to its Clash level.
Level | Attribute |
---|---|
2 |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Mid | 10 | 5 | 24 | -12 | -8 |
- 5U cancels builds Wyvern meter and cut recovery.
Zooey's main anti-air. Leads to devastating damage and a setup with an air CH and has a high hitbox, but is a little slow to come out.
Level | Attribute |
---|---|
3 |
2U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
700 | Low | 7 | 6 | 21 | -12 | HKD |
- Easy hard knockdown ender.
Useful as an ender to set up her Thunder okizeme. It has less range than it looks, but it can low-profile some reversals if it's used as a meaty. Weirdly enough, this move is faster than her 2M and makes for a highly rewarding crouch confirm.
Level | Attribute |
---|---|
2 |
j.L
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | High/Air | 5 | Until L | 0 |
- Active until landing.
Zooey's fastest air normal. It has a high hitbox but is otherwise pretty unremarkable.
Level | Attribute |
---|---|
1 |
j.M
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
550 | High/Air | 8 | 6 | Until L |
- Zooey's crossup button.
Does what it looks like on the tin. Use this if you want a left/right as it hits on both sides.
Level | Attribute |
---|---|
1 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | High/Air | 9 | 6 | Until L |
- Good downwards hitbox.
This is Zooey's highest-damage jump-in, making it exceptional for things like punishing bad fireballs.
Level | Attribute |
---|---|
2 |
j.U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
800 | High/Air | 7 | 7 |
- Combo tool.
- Launches on hit.
- Wallbounces on counterhit.
Functions like Sol Badguy's j.D from Guilty Gear in that it recovers mid-air if it hits as early as possible after rising, allowing you to link another j.U while falling. Sadly, it launches at a shallow enough angle that you can usually get two j.U's in a combo before the opponent is too low for any more.
Level | Attribute |
---|---|
2 |
Unique Action
Convergence
5U
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
5U | 3 | 15~360 | 6 | |||||
5U > 6X | 700 | Mid | 5 | 8 | 22 | -20 | KD | 2~4 All |
- Minimum 5U charge duration is 23 frames total and gains 8.5% Dragon Gauge
- Earliest The Last Wish cancel from 5U is on frame 16 (Total startup: 20)
Holding Convergence will recharge Zooey's Dragon Gauge. The Last Wish (press 6L/M/H while charging) has strike invincibility and one hit of projectile clash, and will also charge 50% of the Dragon Gauge on hit.
While Lyrn is active or in cooldown, 5U charge speed is halved and The Last Wish on hit only charges for 16.7%. Exact values for Dragon Gauge can be found in Zooey's Frame Data page.
Version | Level | Attribute |
---|---|---|
5U | ||
5U > 6X | 4 |
5U:
- Full Dragon Gauge: 3000
- Gauge continues to charge on the first frame of recovery and The Last Wish
- Charge speed: 16 per frame for the first 16 active frame, 32 per frame afterward. Charge speed is halved while Lyrn is active or in cooldown
- Dragon Gauge drain while Lyrn is active: 2 per frame in hitstop, hitstun, untechable time and knockdown. Super freeze not included
- Cancelable into The Last Wish starting on frame 16
5U > 6X:
- On hit, charge Dragon Gauge for 1500. While Lyrn is active: 500
- Clash level: 10
Universal Mechanics
Ground Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Throw | 7 | 3 | 31 |
- Situationally can lead to a combo.
- Thunder will not allow for a combo.
Zooey can combo off her forward throw in the corner with H Summon Dragon, making this throw significantly scarier than most. Even if she doesn't get a combo, hard knockdowns are absolutely necessary for Zooey to get her game going.
Level | Attribute |
---|---|
0, 4 |
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Throw | 5 | 5 | Until L+6 |
- Very situationally can lead to a combo.
This throw can also be picked up after like her ground throw, but it's much harder due to the natural variance in timing of it being an airthrow. The hard knockdown will allow for Thunder or Summon Dragon, but it may not be perfectly meaty.
Level | Attribute |
---|---|
0, 4 |
Overhead Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | High | 26 | 6 | 17 | -4 | +1 |
- Situationally can lead to a combo.
Zooey performs a short hop before hitting the opponent on the head with her sword. Has exceptional range for a Universal Overhead. Just like her throws, Zooey can set up Summon Dragon and use this in between lasers for a perfectly safe overhead. She can also use a negative edge Thunder release to make it plus on block or to start a combo on hit.
Level | Attribute |
---|---|
4 |
Special Moves
Summon Dragon
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236L | 700 | All | 16 | Total 45 | -2 | +2 | ||
236M | 300, 500×2 | All | 32 | 5,6,3 | 5 | +16 | KD | |
236H | 160×5, 120×8 | All | 71 | 3×5 (32) 3×7, 2 | Total 44 |
Zooey calls Lyrn to perform one of three actions. Each action takes a certain amount of Zooey's Dragon Gauge, and can be done for as long as the gauge is not empty. Lyrn will despawn once the gauge is fully depleted and go on 12 second cooldown. All three of these specials will set Lyrn in place wherever he stops for about three seconds. Afterwards, Lyrn returns to float by Zooey's side. While set or floating by Zooey, Lyrn cannot be hit.
- Immortal Thrust
- Costs 6.66% of the Dragon meter.
- Extremely fast projectile.
- Always teleports Lyrn to Zooey's position before launching.
Clashes with other projectiles and repositions Lyrn. Immortal Thrust has amazing frame advantage for a projectile and will usually be plus at Zooey's maximum poking range.
- Heavy Breath
- Costs 12.5% of the Dragon meter.
- Launches on hit, allowing for juggles.
- Activates at Lyrn's position unless Zooey is closer.
- Lyrn will also teleport to Zooey if he is behind the opponent and farther than half screen.
- Will correct for the corner so the entire move can connect.
- Even though the startup is 34 frames, Zooey cannot move until frame 50.
While Sweeping Beam is better for mixups, Heavy Breath is best used midscreen after Bisection. If the opponent doesn't have a reversal or chooses not to, Zooey becomes very plus. If they do reversal, Zooey will be far enough away that it should whiff.
- Sweeping Beam
- Costs 25% of the Dragon meter.
- Activates at Lyrn's position unless Zooey is closer.
- Lyrn will also teleport to Zooey if he is behind the opponent and farther than half screen.
- Will correct for the corner so the entire move can connect.
- Cannot move until frame 44.
While Sweeping Beam is slow, it is by far Zooey's most powerful summon. It persists if Zooey blocks, but will go away if Zooey is hit or techs a throw. Sweeping Beam allows for combos from Zooey's Throw and Universal Overhead, as well as stronger combos off her low options like 2L or 2U. It also has some usage to stop approaches, but the beam doesn't quite hit at full screen.
Version | Level | Attribute |
---|---|---|
236L | 3 | |
236M | 3 | |
236H | 3 |
236L:
- Consumes 400 Dragon Gauge on frame 17
- Damage (Easy): 600
236M:
- Consumes 600 Dragon Gauge on frame 32
- Damage (Easy): 250, 450×2
236H:
- Consumes 1000 Dragon Gauge on frame 71
- Damage (Easy): 150×5, 110×8
Spinning Slash
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 700 | Mid | 15 | 4 | 19 | -6 | -2 | |
214M | 800 | Mid | 19 | 4 | 17 | -4 | 0 | |
214H | 800 | Mid | 16 | 4 | 19 | -4 | 0 |
Zooey moves forward and swings her blade. The distance covered changes depending on the button pressed; L moves the least distance, M and H move the same distance. Chains into two different followups, allowing for confirms into knockdown or frame traps.
- L Version
- Go-to version
Combos from all buttons except c.L and 2L (even on CH).
- M Version
- Counterhit/crouch confirm.
Can only be cancelled into for a natural combo from c.H, f.H, and 2H. It can be cancelled into for a natural combo from c.M, f.M, and 2M on CH or if it hits a crouching opponent, and it can be cancelled into for a natural combo from f.L if the attack hits crouching and is a CH.
- H Version
- Best of both worlds.
- Links to c.H on counter hit.
Use this if you're lazy or want the knockdown/launch.
Version | Level | Attribute |
---|---|---|
214L | 3 | |
214M | 3 | |
214H | 4 |
214L:
- Clash level: 2
214M:
- Clash level: 2
214H:
- Clash level: 3
Ray Strike
Spinning Slash > L/M/H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 18 | 6 | 19 | -8 | KD |
Combos naturally from all three versions of Spinning Slash. The followup itself does not change regardless of which attack button was used, unless it was used from the H version where it will grant a hard knockdown. There will always be a gap between Spinning Slash and Ray Strike. Even though this hits low, there's no good reason to use it instead of Bisection.
Level | Attribute |
---|---|
3 |
- Clash level: 2 (214L/M > 5X), 3 (214H > 5X)
Bisection
Spinning Slash > 6L/M/H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | Mid | 19 | 6 | 24 | -11 | KD |
Combos from all versions of Spinning Slash. There will always be a gap between Spinning Slash and Bisection. The followup itself does not change regardless of which attack button was used, unless it was used from the H version. The H version launches high enough to link a c.M in the corner. Deals more damage than the other follow-up and has more advantage on hit, outclassing it entirely.
Level | Attribute |
---|---|
4 |
- Clash level: 2 (214L/M > X), 3 (214H > X)
Aerial Spinning Slash
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623L | 250×4 | All | 27 | 4×3 | 13 | -2 | +2 | |
623M | 300, 200×5 | All | 14 | 6(16)2×6 | 13 | 0 | +4 | 14~19 All |
623H | 300, 200×5 | Mid, All×5 | 9 | 11(13)2×6 | 11 | +2 | HKD [+6] | 9~19 All |
- Value in [] is when the rising portion whiffs.
Zooey leaps into the air before crashing down to the ground. The L version has no hitbox while rising and is generally useless. The M and H versions make for good anti-airs, as they have some Head invincibility and combo into the descending hits on air connect. The H version will also lead to a hard knockdown, providing an alternate to 214H when it's on cooldown.
Version | Level | Attribute |
---|---|---|
623L | 2 | |
623M | 2 | |
623H | 2 |
623L:
- Clash level (first hit): 3
623M:
- Clash level (first hit): 3
623H:
- Clash level (first hit): 3
Thunder
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
22L | 400, 700 | Mid, All | 15 [19] | 9 [6] | 25 | -14 (-2) [+3] | -10 (+2) [+7] | |
22M | 400, 700 | Mid, All | 15 [19] | 9 [6] | 25 | -14 [+3] | -10 [+7] | |
22H | 400, 350×3 | Mid, All×3 | 15 [19] | 9 [10,10,6] | 32 | +5 [+12] | +9 [+16] |
- Data in [] refers to the lightning itself.
- Earliest possible lightning happens after the 15 frame startup of the sword hit and the 19 frame startup of the lightning itself (34).
- c.XXX > 22L is -2 on block and +2 on hit.
Zooey strikes the ground with her blade and calls down lightning in one of three areas. The blade strike itself has a hitbox. The strike point for the lightning depends on which button was pressed, marked by a glowing group of sparks on the ground. The minimum range on the L and M versions makes the lightning summon harmlessly offscreen when done in the corner.
The lightning strike itself can be delayed by holding L, M, H, or the Skill Button and will fall shortly after Zooey is no longer holding an attack button (except U) or after about three seconds of holding, allowing Zooey to coordinate with the strikes to extend her pressure. The button(s) being held can be switched freely without the lightning striking as long as at least one of the attack buttons is held.
- L Lightning
- L version calls lightning closest to Zooey.
General purpose blockstring ender.
- M Lightning
- Calls lightning farther out.
Weirdly enough, M version has the longest range, going out further than the H version.
- H Version.
- Hits multiple times, starting close to Zooey and traveling outwards.
- Pushes opponent away.
Covers the area between the front of Zooey and the area just slightly before M lightning range.
Version | Level | Attribute |
---|---|---|
22L | 0, 2 | |
22M | 0, 2 | |
22H | 0, 2×3 |
22L:
- Clash level (first hit): 3
- Easy Input Damage: 400, 600
22M:
- Clash level (first hit): 3
- Easy Input Damage: 400, 600
22H:
- Clash level (first hit): 3
- Easy Input Damage: 400, 300×3
Thunder (Midair)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
j.22L | 700 | All | 22 | 9 | Until L+10 | |||
j.22M | 700 | All | 22 | 9 | Until L+10 | |||
j.22H | 700 | All | 22 | 13 | Until L+10 | HKD |
Zooey fires lightning down at an angle. The L version fires the projectile close to her while the M version fires it further away. The H version fires both at once, and also goes even further than M version. Zooey's momentum is stalled while using this, so it is very useful as anti-anti-air or as a tool to keep the opponent on the ground. The H version will only hard knockdown on airborne opponents.
Version | Level | Attribute |
---|---|---|
j.22L | 2 | |
j.22M | 2 | |
j.22H | 2 |
j.22L:
- Easy Input Damage: 600
j.22M:
- Easy Input Damage: 600
j.22H:
- Easy Input Damage: 600
Skybound Art
Gamma Ray
236236H or 236S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3500 | Mid | 8+4 | 6 | 40 | -27 | HKD | 1~17 All |
- Advances forwards after superflash with a tall hitbox.
Zooey's generic combo ender super, but this time with a Gundam reference. Gives a good knockdown for a setup or a safejump.
Level | Attribute |
---|---|
4 |
- Clash level: 20 (Easy), 25 (Technical)
Super Skybound Art
Armageddon
236236U or 236S+U
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
4500→3500 | Mid→All | 8+7 | 15 | 61 | -28 | HKD | 1~63 All |
- Unusually high blockstun.
Zooey reveals her true form as the Grand Order, then rushing forward and hit the opponent. Very slow but deals good damage as a combo ender.
Level | Attribute |
---|---|
4 |
- Clash level: 30 (Easy), 35 (Technical)
Colors
