From Dustloop Wiki
< GBVS‎ | 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+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[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

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible.
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

[1] Very Easy

c.XXX > 214M~6X
Basic confirm from auto combo. Ending in 6X gives good corner carry. Spending 214H or 623H will give a hard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. and an opportunity for pressure.

Long Range ConfirmFootsies
[1] Very Easy

f.M/2M> 214L~6X
f.H > 214M~6X

These are some of Zooeys farthest reaching buttons are her main wiff punishing tools. One thing to keep in mind is that when used as a whiff punish or sashikaeshiFrom Japanese "差し返し", meaning "return the strike". To reactively hit an opponent as punishment for their attempt to use an attack., 214L might not reach. In that case, use 214H instead.

Corner ComboBasic combo when close to the corner
[2] Easy

(Starter) > 214H~6X , c.MX > 623H
Basic corner combo enabling Zooeys strong okizeme gameplan.

Anti Air ComboStop jumping
[3] Medium

2H > 623H
CH 2H > 5U , f.H > 214M~6X

Maybe your most important combo when starting out. 2H > 623H is very consistent and reliable, just what you are looking for in an anti air.

If there's one intermediate combo to start practicing, it's this counter hit anti air combo. It only works on counter hit, and might require some amount of dashing/walking to connect the f.H. However, it will be well worth it for the extra damage and for conditioning your opponent to stop jumping.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Crouching Confirms

c.L/2L , c.L/2L , (2L) , 2U
f.M/2M > 214M
CH 214M , c.L
22H , f.H (Corner only)

Counterhit Confirms

CH c.H > 236M/c.H/f.H
CH f.M/2M > 214M
CH c.M , 2M/2U
CH c.L/2L , c.H/f.M/2U
CH 5MH , c.H

Close-Range Low Confirm

2L/c.L > 2L/c.L > f.L > 214L

Corner Extensions

... > 214H~6X , c.M > Ender
... > 22H , 2M > 214H~6X , c.M > Ender

You acually wanted to play Guilty Gear...
[3] Medium

Starter > j.U , j.U , c.H > Ender
Starter > j.U , j.U , c.H > 214H~6X > Ender

The dustloop is an integral part of Zooey's corner combos. Much like Sol, Zooey is able to recover fast enough after a rising j.U to link another one. A dustloop is possible after a high launch near the corner, often stemming from setplay or anti airs. It's used in some of her highest damage routes and in specific senarios it is possible to repeat the loop two or even three times.


c.XXX > 5U~6X

Restores dragon meter. Also combos from c.H, which is relevant in long combos where the scaling might not allow for the full autocombo.

c.XX > 623M

Highest meterless/non-EX ender. Though said, only deals around 100 more damage than the 5U~6X ender.


Non-EX ender that leads to good okizeme. Omit c.X in juggle combos when going for this ender.

c.XX > 623H

Hard knockdown ender that leads to Vyvern Okizeme.

c.XX > 22H

Hard knockdown ender that leads to Thunder Okizeme.


Metered ender for cashing out as much damage as possible.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

CH Meaty 236L Corner Conversion
[3] Medium

CH 236L , c.H > (214H~6X , c.H) > Ender

Negative edge 22H Corner Confirm
Corner route that charges vyvern gauge during the combo.
[4] Hard

2L > 236H]S[ > 2L > Laser(1) hits > 5U~6X > Laser(2) hits > j.U , j.U , c.H > Ender

Combo List

c.XXX Starter

Combo Damage Position SBA Gain Difficulty Notes
... > 214M/H~X 1830 Anywhere 19/20% [2] Easy Basic route into a knockdown. H version will hard knockdown letting you set up 236H/22H.
... > 214M/H~6X 1950 Anywhere 20/21% [2] Easy Basic route that knocks them across the screen. H version will wall bounce allowing a follow up
... > 5U~6X 1520 Anywhere 14% [2] Easy Dragon Meter ender.
... > 22L 1730 Anywhere 18% [2] Easy
... > 22H 1910 Anywhere 24% [2] Easy Can be extended in the corner
... > Rush > 214H~6X > c.MM > 623H 2710 Midscreen 18% [3] Medium Leads to 236H/22H Oki. Swap c.MM for f.L if too far.
... > 214H~6X > c.MM > 623H 2830 Corner 41% [3] Medium Corner BnB that leads to 236H/22H Oki
... > 22H > 2M > 214H~6X > c.MM > 623H 3065 Corner 50% [3] Medium Corner 22H link.

Poke Conversions

Combo Damage Position SBA Gain Difficulty Notes
f.L/2U/5M/2M > 214L~X 1420 Anywhere 14% [2] Easy Because 214X has a second hit, this is a pretty safe confirm.
f.H > 214M~X 2120 Anywhere 16% [2] Easy More damage than her other conversions thanks to 214M.

AA 2H Conversions

Combo Damage Position SBA Gain Difficulty Notes
2H > 632M 2300 Anywhere 26% [2] Easy Easy anti-air confirm that works on normal and counter hit
CH 2H > 214L (whiff) > c.MM > 623H 2750 Anywhere 31% [2] Easy Can also end with 214H~4X for more corner carry
CH 2H > 5U > 66 c.H > 214M~6X 3260 Anywhere 22% [3] Medium
CH 2H > 5U > 66 2H > dl 214M~6X > 66 f.M > 214H~6X 4120 Midscreen 36% [4] Hard Carries from Midscreen to Corner. Delay 214M according to height. Time it so they fall into 214M later in the active frames
CH 2H > dl 236M > 66 sj9 > j.U > j.U > 66 f.M > 214H~6X > 2U 4447 Midscreen 39% [4] Hard Video:
CH 2H > dl 236M > j.U > j.U (land) > j.U > j.U > (land) 623H 4854 Corner 43% [3] Medium Delay subsequent j.Us according to height

Combo Theory

Important Links

  • 2L > c.L
  • 22H > 2M


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.


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.


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


Systems Pages