GBVS/Zooey

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Overview[edit]
Overview

Zooey is the last DLC character for DLC pack 1, released on April 28th. She is a long range character that uses powerful specials, relying on her character specific wyvern gauge 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.


"I am the will of the world."
Lore:At first glance Zooey appears to be an innocent young girl, but her true form is that of the Grand Order, a primal beast tasked with keeping the balance of the world. Abhorring chaos, she takes to the skies and readies herself to fight after sensing three singularities—Gran, Beelzebub, and Djeeta—who will disturb the equilibrium of space and time. With swordsmanship beyond mortal capabilities and lightning magic at her command, as well as the aid of her faithful dragons Dyrn and Lyrn, she will ensure balance is upheld.
Voice:English: Laura Post/Japanese: Ami Koshimizu
Playstyle
GBVS Zooey Icon.png Zooey is a zoner/pressure character that relies on her wyvern meter and negative edge to keep her opponents locked down.
Pros Cons
  • Good pressure tools
  • Has the ability to stall her air momentum with Aerial Thunder
  • Absolutely insane okizeme
  • Relies on a character specific meter on top of cooldowns
  • Only invincible option is Skybound Art; next-best reversal does not activate armor until frame 5.
Dragon Gauge GBVS Zooey Dragon Gauge.png

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[edit]

c.L[edit]

c.M[edit]

c.H[edit]

Auto Combo[edit]

f.L[edit]

f.M[edit]

f.H[edit]

2L[edit]

2M[edit]

2H[edit]

2U[edit]

j.L[edit]

j.M[edit]

j.H[edit]

j.U[edit]

Unique Action[edit]

Convergence[edit]

5U

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 HitThe 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.
Convergence
5U
- - 3 15~360 6 - -
The Last Wish
5U > 6L/M/H
700 Mid 5 8 22 -20 KD

[edit]

  • 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.

Universal Mechanics[edit]

Ground Throw[edit]

Air Throw[edit]

Overhead Attack[edit]

Special Moves[edit]

Summon Dragon GBVS Fireball.png[edit]

236X or 5S

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 HitThe 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.
L
Immortal Thrust
700 All 17 - - -2 +2
M
Heavy Breath
300, 500*2 All 34 - - +17 KD
H
Sweeping Beam
160*5, 120*8 All 71 - - - -

[edit]

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.

  • Immortal Thrust (13.3%) is an extremely fast projectile, clashes with other projectiles and allows Lyrn to use his other two moves at a range.
  • Heavy Breath (20%) launches into the air, allowing follow up air to air. even though the startup is 34 frames. Zooey cannot move until frame 50
  • Sweeping Beam (33.3%) has significant startup, persists through block, lost on hit or teched throw(Beam will still finish if you are hit while it is firing one of them), also allows followup combo after forward throw. Cannot move until frame 44

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.

Lyrn, when already set due to a previous summon, has a number of rules regarding spacing and which situations will cause him to be repositioned.

  • Immortal Thrust will always teleport Lyrn to Zooey's position before sending him forward.
  • If Zooey and Lyrn are on the same side of the opponent, Heavy Breath and Sweeping Beam will always activate at Lyrn's current position unless Zooey is closer to the opponent than Lyrn, at which point Lyrn will teleport to Zooey's location before attacking. If Zooey and Lyrn are on opposite sides of the opponent, Heavy Breath and Sweeping Beam will always activate from Lyrn's current position towards the opponent unless Zooey is at least about half a stage's length away from Lyrn, at which point Lyrn will teleport to Zooey's location before attacking.
  • Heavy Breath will cause Lyrn to reposition if he is so close to the corner that Heavy Breath would otherwise hit offscreen. Lyrn will teleport back from the corner just far enough for Heavy Breath to remain onscreen. Sweeping Beam, when done too close to the corner, will move Lyrn to the exact same position Heavy Breath moves him to.

Spinning Slash GBVS Charge.png[edit]

214X or 4S

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 HitThe 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.
L 700 Mid 16 4 19 -6 -2
M 800 Mid 19 4 17 -4 0
H 800 Mid 16 4 19 -4 0

[edit]

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 can be cancelled into for a natural combo from all buttons except c.L and 2L (even on CH).

M version 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 links to c.H on counter hit

Ray Strike[edit]

Spinning Slash > L/M/H

Bisection[edit]

Spinning Slash > 6L/M/H

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 HitThe 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.
600 Mid 20 7 20 -8 KD

[edit]

This followup only combos from Spinning Slash on crouching hit, counter hit, or if the Spinning Slash was the H version. There's a small gap between the L/M version of Spinning Slash and Bisection, allowing for unsafe frametraps without Lyrn backing you up.

214L/M~6X is true on crouching opponents or if the 214L/M was CH.

Launches from H version of Spinning Slash. Bisection followups from L/M versions of Spinning Slash launch on CH.

This followup itself does not change regardless of which attack button was used.

Aerial Spinning Slash GBVS Leap.png[edit]

623X or 6S

Thunder GBVS Trap.png[edit]

22X or 2S

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 HitThe 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.
L 400, 700 Mid, All 15 [19] - - -14 (-2) [+3] -10 (+2) [+7]
M 400, 700 Mid, All 15 [19] - - -14 [+3] -10 [+7]
H 400, 350*3 Mid, All*3 15 [19] - - +5 [+12] +9 [+16]

[edit]

  • 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.

  • Zooey designates a strike point for the lightning depending 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.
  • L version calls lightning closest to Zooey, M version 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 -- pushing the opponent away from her. It covers the area between the front of Zooey and the area just slightly before M lightning range.

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.

Thunder (Midair) GBVS Trap.png[edit]

j.22X or j.S

Skybound Art[edit]

Gamma Ray[edit]

236236H or 236S

Super Skybound Art[edit]

Armageddon[edit]

236236U or 236S+U

External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GBVS/Zooey/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.