GBVS/Zooey/Combos

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Zooey
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+U becomes 236U.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AB = Avatar Belial
BB = Beelzebub
BL = Belial
CA = Cagliostro
CL = Charlotta
DJ = Djeeta
EU = Eustace
FR = Ferry
FT = Ladiva
GR = Gran
KT = Katalina
LN = Lancelot
LW = Lowain
MT = Metera
NM = Narmaya
PC = Percival
SO = Soriz
SX = Seox
UN = Anre
VS = Vaseraga
VI = Vira
YU = Yuel
ZO = Zooey
ZT = Zeta

Combo List

c.XXX Starter

Combo Damage Position SBA Gain Works on: Difficulty Notes
... > 214M~M xx where Net Gain who Easy Basic route into a knockdown.
... > 214M~6M xx where Net Gain who Easy Crouch confirm.
... > 214H~6X xx where Net Gain who Easy No longer a crouch confirm, hard knockdown lets you set up 236H/22H.
... > 5U~6X xx where Net Gain who Easy Dragon Meter ender.
... > 22L xx where Net Gain who Easy
... > 22H xx where Net Gain who Easy
... > 214H~6X > c.M > 623H xx Corner Net Gain All Easy EX dump combo. HKD gives a setup.
... > 22H > 2M > ... xx Corner Net Gain All Easy Corner 22H link. 2U works on crouching opponent and gives a nice setup.
... > 236H (2nd Beam) > j.U, j.U > j.U, j.U > c.H > 623H/22[H] xx Corner Net Gain All Easy Conversion from setplay. New patch gives double dustloops.

Poke Conversions

Combo Damage Position SBA Gain Works on: Difficulty Notes
f.L/2U/5M/2M > 214L~5L xx where Net Gain who Easy Because 214X has a second hit, this is a pretty safe confirm.
... > 214H~6H xx where Net Gain who Easy Hard knockdown midscreen. Converts from any poke she has.
f.H > 214M~5M xx where Net Gain who Easy More damage than her other conversions thanks to 214M.

AA 2H Conversions

Combo Damage Position SBA Gain Works on: Difficulty Notes
2H > 632M 1900 Anywhere 23% Anyone Easy
2H > 5U~6X Anywhere Anyone Easy

CH AA 2H Conversions

Combo Damage Position SBA Gain Works on: Difficulty Notes
2H > 214M (whiff) > 5M > 214H-6X 2760 Anywhere 23% Anyone Easy
2H > 214M (whiff) 5MMM > 214M-6M 3005 Anywhere 28% Anyone Easy 214M whiffs if the opponent is too high. Offers more corner carry but doesn't cause a hard knockdown.
2H > 5U > j.U > j.U > 5H > 214H-6H > 2U 4326 Corner 31% Anyone Easy Corner dustloop anti-air

Combo Theory

Important Links

  • 2L > c.L
  • 22H > 2M

Midscreen

Zooey's main combo ender midscreen is her 214X series. They give her a basic knockdown to get her gameplan rolling. She wants to push you to the corner because her setplay is stronger, but she still has some strong midscreen setups that allow for throw combos or UOH > Lightning Release combos.

Corner

Any launch hit from the beam will allow Zooey to go into dustloops. Otherwise, her goal is to loop her specials' EX cooldowns and try to end every hit in a Hard Knockdown or a setup. c.XXX or c.H canceled into 236H/22[H] gives it enough time to hit meaty, but Hard Knockdown setups are generally safer. Her main knockdown enders in the corner are 623H and 214H~6H. Sometimes you can link a 2U, which will give you a similar setup to the aforementioned moves.

Anti-Air

2H is her go-to anti-air, and you can cut it's recovery by whiffing either a 214L or 5U. 214L recovers faster, but in most cases you'd rather take the Dragon meter.

Video Examples

Navigation

Zooey