GBVSR/Zooey/Frame Data

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< GBVSR‎ | Zooey
 Zooey

Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Frame Data Glossary  
Guard How this attack can be guarded.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

OnHit After getting hit by this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.


Attack Level Values
Attack Level Table
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Clash level 0 1 2 3 4
  • Crouching hit adds 1F additional hitstun
  • Air attacks from levels 0-2 inflict 14F of hitstun, levels 3 and 4 inflict 18F.
  • Air counter hit doubles the amount of untechable time
  • Additional hitstop on counter hit only applies to opponent.
  • Most Dash H have an attack value of 4, but will only give +4 on counter hit.
For more values, see GBVSR/Frame Data


System Data

name health prejump backdash Unique Movement Options
Zooey 16,000 5f 18f

Normal Moves

input damage guard startup active recovery onBlock onHit level invuln
input damage guard startup active recovery onBlock onHit level invuln
c.L 600 Mid 5 3 7 +4 +8 0
c.M 1100 Mid 7 3 12 0 +4 2
c.H 1600 Mid 9 6 18 -5 -1 4
c.XX 700 Mid 9 3 15 -3 +1 2
c.XXX 1000 Mid 12 3 18 -4 0 3
c.XX6M 1000 Low 12 - - -4 KD +30 3
c.XX6H 1000 High 18 - - -4 +1 3
f.L 600 Mid 6 3 9 +1 +5 1
f.M 900 Mid 9 5 16 -6 -2 2
f.H 1300 Mid 9 5 19 -7 -3 3
2L 400 Low 6 3 Total 18 -2 +2 0
2M 900 Mid 8 4 14 -3 +1 2
2H 1300 Mid 11 5 24 -12 -8 3
2U 1000 Low 7 6 21 -12 HKD +43 2
66L 600 Mid 8 - - +2 +6 2
66M 1100 High 26 - - -6 Air Recovery +20 2
66H 1200 (600x2) Mid 15 - - -8 KD +39 2 6-14 High/Mid Armor
j.L 600 High/Air 5 Until L 0 +11 +13 1
j.M 700 High/Air 7 6 Until L +13 +13 1
j.H 1000 High/Air 9 6 Until L +13 +13 2
j.U 1000 High/Air 7 7 +13 KD +50 2

Unique Action

  • A full Dragon Gauge has 3000 units. Zooey starts the round with 1501.
  • Gauge starts to charge from frame 3 until the last 6th frame of the move, or the first frame of The Last Wish.
  • 5U Charge speed: 16 per frame for the first 16 active frame starting at 4F, 32 per frame afterwards.
    • Charge speed is halved while Lyrn is active or in cooldown.
  • When Lyrn is active, every knockdown received by Zooey (Air recovery, ground tech, hard knockdown) reduces the Dragon Gauge by 100 units.
input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
5U Convergence Total 23-368
5U~6X The Last Wish 1200 Mid 5 8 22 -20 [-11] KD +19 [+28] 4 2~4 All

Skills

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236L Immortal Thrust 800 All 17 Total 45 -2 +2 3
236M Heavy Breath 400×3 All 26 5,6,3 Total 53 +6 Air Recovery +50 3
236H Sweeping Beam 200x10 All 34 Total 53 +24 KD +82 [Air Recovery +65] 3
214L L Spinning Slash 700 Mid 15 4 19 -4 0 3
214M M Spinning Slash 800 Mid 19 4 17 -4 0 3
214H H Spinning Slash 1000 Mid 15 4 19 -8 -4 4
214L~5X L Ray Strike 400 Low 18 6 19 -8 KD +28 3
214M~5X M Ray Strike 400 Low 18 6 19 -8 KD +28 3
214H~5X H Ray Strike 600 Low 18 6 19 -8 KD +34 3
214L~6X L Bisection 600 Mid 19 6 24 -11 Air Recovery +21 4
214M~6X M Bisection 600 Mid 19 6 24 -11 KD +33 4
214H~6X M Bisection 900 Mid 19 6 24 -11 KD +39 4
623L L Aerial Spinning Slash 300x3 All 27 4×3 13 -2 +2 2
623M M Aerial Spinning Slash 300, 200×5 All 14 6(16)2×6 13 0 +4 2 14~19 All
623H H Aerial Spinning Slash 1300 (300, 200×5) Mid, All×5 9 11(13)2×6 11 +2 KD +31 2 9~19 All
22L L Thunder 400, 700 Mid, All 15 [19] 9 [6] 25 -14 (-2) [+3] -10 (+2) [+7] 0, 2
22M M Thunder 400, 700 Mid, All 15 [19] 9 [6] 25 -14 [+3] (-2) (-10) [+7] (+2) 0, 2
22H H Thunder 1600 (600, 300×2, 400) Mid, All×3 15 [19] 9 [10,10,6] 32 +5 [+12] +12 [+16] 0, 2×3
j.22L L Thunder (Midair) 700 All 22 9 Until L+10 -5 -1 2
j.22M M Thunder (Midair) 700 All 22 9 Until L+10 -5 -1 2
j.22H H Thunder (Midair) 700 All 22 13 Until L+10 -5 KD +32 2
236U Ultimate Peacemaker's Wings 2500 Mid 15 Total 66 [102] -13 HKD +30 3
214U Ultimate Spinning Slash 850×2, 300×3 Mid 13 Total 75 -4 HKD +63 3
623U Ultimate Aerial Spinning Slash 600, 100×5, 900 Mid 8 29 24 -10 HKD +47 3 1-13 Full
22U Ultimate Thunder 600, 1500 Mid (Guard Crush), All 25 Total 63 +18 HKD +107 3
j.22U Ultimate Aerial Thunder 1500 All 17 Total 57 +6 HKD +79 3

Skybound Arts

input name damage guard startup active recovery onBlock onHit level invuln
input name damage guard startup active recovery onBlock onHit level invuln
236236H Gamma Ray 4000 (1000, 90x31, 210) Mid 8+4 6 40 -27 HKD +46 4 1~17 All
236236U Armageddon 6000 (3000, 3000) Mid→All 8+7 15 61 -25 HKD +46 4 1~63 All

Other

name damage guard startup active recovery onBlock onHit level invuln
name damage guard startup active recovery onBlock onHit level invuln
Ground Throw 2500 Throw 4 3 32 HKD +44 0, 4
Air Throw 2500 Throw 5 5 Until L+6 HKD +43~45 0, 4
Raging Strike 1500 Guard Crush Mid 28 - 17 +8 [+15] +15 4
Raging Chain 1000 Mid 13 6 17 +4 +15 4
Brave Counter 500 Mid 10 6 Total 31 +6 Air Recovery +21 4

Combo point Table

  • Unless otherwise stated, all multi-hitting moves only add the point at first hit, and add none afterwards.
  • First value of 22 is the sword attack, the second is the lighting.
Combo point Table
Command/Version L M H U
236 2 2 2 3
623 2 2 2 3
214 2 2 2 3
22 2, 2 2, 2 2, 2 3, 3
j.22 2 2 2 3
Move Points
j.U 3, counts only once on every jump
5U~6X 2
214X~X 2
214X~6X 2

Navigation

 Zooey
To edit frame data, edit values in GBVSR/Zooey/Data.
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