|Combo Notation Guide||Character Name Abbreviations|
|Basic combos are simple combos with the fewest requirements and conditions possible.
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.
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.
(Starter) > 214H~6X , c.MX > 623H
Basic corner combo enabling Zooeys strong okizeme gameplan.
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 balance potency with consistency. They:
c.L/2L , c.L/2L , (2L) , 2U
f.M/2M > 214M
CH 214M , c.L
22H , f.H (Corner only)
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
2L/c.L > 2L/c.L > f.L > 214L
... > 214H~6X , c.M > Ender
... > 22H , 2M > 214H~6X , c.M > Ender
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 are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
CH 236L , c.H > (214H~6X , c.H) > Ender
2L > 236H]S[ > 2L > Laser(1) hits > 5U~6X > Laser(2) hits > j.U , j.U , c.H > Ender
|... > 214M/H~X||1830||Anywhere||19/20%|| Easy||Basic route into a knockdown. H version will hard knockdown letting you set up 236H/22H.|
|... > 214M/H~6X||1950||Anywhere||20/21%|| Easy||Basic route that knocks them across the screen. H version will wall bounce allowing a follow up|
|... > 5U~6X||1520||Anywhere||14%|| Easy||Dragon Meter ender.|
|... > 22L||1730||Anywhere||18%|| Easy|
|... > 22H||1910||Anywhere||24%|| Easy||Can be extended in the corner|
|... > Rush > 214H~6X > c.MM > 623H||2710||Midscreen||18%|| Medium||Leads to 236H/22H Oki. Swap c.MM for f.L if too far.|
|... > 214H~6X > c.MM > 623H||2830||Corner||41%|| Medium||Corner BnB that leads to 236H/22H Oki|
|... > 22H > 2M > 214H~6X > c.MM > 623H||3065||Corner||50%|| Medium||Corner 22H link.|
|f.L/2U/5M/2M > 214L~X||1420||Anywhere||14%|| Easy||Because 214X has a second hit, this is a pretty safe confirm.|
|f.H > 214M~X||2120||Anywhere||16%|| Easy||More damage than her other conversions thanks to 214M.|
AA 2H Conversions
|2H > 632M||2300||Anywhere||26%|| Easy||Easy anti-air confirm that works on normal and counter hit|
|CH 2H > 214L (whiff) > c.MM > 623H||2750||Anywhere||31%|| Easy||Can also end with 214H~4X for more corner carry|
|CH 2H > 5U > 66 c.H > 214M~6X||3260||Anywhere||22%|| Medium|
|CH 2H > 5U > 66 2H > dl 214M~6X > 66 f.M > 214H~6X||4120||Midscreen||36%|| 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%|| Hard||Video: https://youtu.be/z45sl_BngEk|
|CH 2H > dl 236M > j.U > j.U (land) > j.U > j.U > (land) 623H||4854||Corner||43%|| Medium||Delay subsequent j.Us according to height|
- 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.