GBVS/Zeta

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GBVS Zeta Nameplate.png
GBVS Zeta Portrait.png
Health 10000
Prejump 4f
Backdash 22f


Overview[edit]

Zeta is a character with many tools that cover a lot of situations, but lacks easy defensive options. She is focused around controlling the mid range by using her big normals and long range specials to keep the opponent at a safe distance where she can poke with f.M/2M and capitalize from their impatience and mistakes. But even though her ground game is very solid, she is one of the few characters who really benefits from air hits thanks to j.U, the Spear of Arvess special moves and her ability to use Skybound Art in the air for long and rewarding air combos. Zeta's close range options aren't lacking either with fast moves like cl.L/cl.M and the balance between speed and range of f.L/2L. Even at fullscreen she can fight against characters who are focused around zoning with Infinite Wonders and even play defensively thanks to it and her anti air 2H. Zeta's main weakness is her lack of reversal options because she has to rely on Rhapsody and her Skybound Art when trying to interrupt the opponent's pressure. All this combined makes Zeta a offensive character with versatile options that can deal with almost any situation by rewarding awareness and execution.

"Spear of Arvess! Show me your strength!"
Lore: This fearless fighter belongs to the Society, an organization which hunts primal beasts. She has formed a contract with the seal weapon known as the Spear of Arvess.

She and her partner Vaseraga are charged by the Society with a variety of missions. Though the two often butt heads, each has the other's complete trust. Perhaps it is the contrast between Zeta's upbeat but stubborn personality and Vaseraga's unshakable calm which makes them such good partners. In addition to the fierce mid-range spear attacks which keep her enemies at a distance, Zeta also has a talent for lightning-quick aerial combat.

Playstyle
GBVS Zeta Icon.png Zeta is an offensive-oriented mix between zoner and rushdown character who can attack from many ranges and angles.
Pros Cons
  • Great juggle potential and damage in the corner, can loop into safejumps.
  • Great air mobility through Spear of Arvess. Can be difficult for the opponent to challenge Zeta's approach.
  • Good poking moves via her normals and Infinite Wonders.
  • Invincible air is a neat tool.
  • Has the best theme in the game. (debatable)
  • Flawed 2H severely weakens her anti-air game, of which she has inconsistent combos from.
  • Mediocre reversals.
  • Pretty bad sweep.
  • Very weak combo-game from midscreen.




Normal Moves[edit]

c.L[edit]
c.L
GBVS Zeta cL.png
Damage Guard Startup Active Recovery On Block On Hit
400 Mid 5 3 5 +2 +6

Zeta attacks with the back of her spear. Her fastest normal that allows you to start pressure by linking into other moves or hit confirming with the autocombo. Useful for tick throws and interrupting your opponent's pressure but outshined by 2L.


c.M[edit]
c.M
GBVS Zeta cM.png
Damage Guard Startup Active Recovery On Block On Hit
700 Mid 6 3 14 -4 +1

Knee to the face. Not used as a poke since it's pretty bad on block for being a cM. More or less only used in combos.

c.H[edit]
c.H
GBVS Zeta cH.png
Damage Guard Startup Active Recovery On Block On Hit
1200 Mid 9 6 20 -7 -3

Used mainly for best damage combos, especially for DP- and SBA-punishes. Otherwise, can be used as a meaty-attack due to long active-frames. On CH AND crouching opponent it can be linked into f.H.


Auto Combo[edit]
Auto Combo
GBVS Zeta cXX.png
GBVS Zeta cXXX.png
Version Damage Guard Startup Active Recovery On Block On Hit
XX 350 Mid 9 X X -3 +1
XXX 280 Mid 13 X X -4 0

For combo-purposes you only want to do the first two hits in the corner since you can't combo into 236H from the last. Third hit is often needed if you want end a combo in 22M~2X, as it puts you closer to them. Besides that and for hit-confirming, you usually don't want to use the second and third hit in combos as they will tank your damage.


f.L[edit]
f.L
GBVS Zeta fL.png
Good ol' Ryu st.Hk
Damage Guard Startup Active Recovery On Block On Hit
400 Mid 6 3 14 -5 -1

Zeta kicks in front of her, fast and with good range for a L normal but the hitbox is very high so it can be low profiled by some moves. It also whiffs on crouchers and small characters at a distance, so use it with caution when poking.


f.M[edit]
f.M
GBVS Zeta fM.png
Damage Guard Startup Active Recovery On Block On Hit
700 Mid 11 4 18 -9 -5

Zeta's main poke. f.M allows Zeta to control the mid range by poking the opponent and intercepting approach attempts thanks to the range it has. Can be easily avoided if used to much though because of how linear it is. Buffer this into 66H or 66L in case it hits.

Sadly outshined by other characters much better pokes, being as slow as it is.


f.H[edit]
f.H
GBVS Zeta fH.png
Damage Guard Startup Active Recovery On Block On Hit
1000 Mid 9 6 17 -7 -3

Surprisingly not too bad in neutral. Slightly less range than f.M but faster and better priority. Combos into 66M at most ranges, so useful for punishing whiffed stuff.


2L[edit]
2L
GBVS Zeta 2L.png
Damage Guard Startup Active Recovery On Block On Hit
400 Low 6 3 5 +2 +6

Important low and combo starter. Links into c.M and has decent range, good on block. Also links into itself. Against standing opponents links into f.L, against crouching links into 2U, using two 2Ls let's one confirm this. Use this move for your main close-up pressure.


2M[edit]
2M
GBVS Zeta 2M.png
Damage Guard Startup Active Recovery On Block On Hit
700 Mid 9 6 14 -6 -2

One of Zeta's main ways of controling space. 2M has a lot of range and even though it isn't a low it's very useful to keep them in check alongside f.M, with the advantage of being faster. Buffer this into 66H or 66L in case it hits.


2H[edit]
2H
GBVS Zeta 2H.png
Slaptick humor
Damage Guard Startup Active Recovery On Block On Hit
1000 Mid 11 5 26 -15 -11

A sadly flawed anti-air. Currently for some reason she extends her hurtbox in the middle of the attack, making this one of the worst 2H's in the game for dealing with stuff like Meteras 5U. Poor horizontal range too.

Still, a 2H is better than no 2H.

2U[edit]
2U
GBVS Zeta 2U.png
Twice as bad
Damage Guard Startup Active Recovery On Block On Hit
300,600 Low 7, 25 3.3 14 -7 KD

Zetas sweep. Hits twice, first hit has really poor range while the second has pretty good range. Sadly the gap between the hits is significant, making this possibly the worst sweep in the game. Most useful in combos in the corner for setting up safejumps. Is the preferred combo-ender in the corner as it gives her an easy safejump. Can also be canceled on first or second hit into SBA for easy damage addition.


j.L[edit]
j.L
GBVS Zeta jL.png
Damage Guard Startup Active Recovery On Block On Hit
400 High/Air 5 Until landing X - -
  • Active until landing.

This would be your go-to safejump move if j.U didn't exist. It's mostly useful for catching Lancelot out of teleports.


j.M[edit]
j.M
GBVS Zeta jM.png
Damage Guard Startup Active Recovery On Block On Hit
550 High/Air 7 6 X - -

The crossup tool. This is the move you want to use in conjunction with j.U, as the upward boost from j.U pushes you further inside the opponent and makes a crossup even harder to see. CURSE THE BLOCK BUTTON.


j.H[edit]
j.H
GBVS Zeta jH.png
Damage Guard Startup Active Recovery On Block On Hit
800 High/Air 7 9 X - -

The damage jump-in. This is also decent combo filler for any combo involving multiple j.U's or anything following a 214X~H.


j.U[edit]
j.U
GBVS Zeta jU.png
Pogo!
Damage Guard Startup Active Recovery On Block On Hit
500 High/Air 5 Until landing X - -

This move can be repeated up to twice on hit or block. Carries the opponent up with you on hit, but it only moves you upwards on block.


Unique Action[edit]

Signo Drive[edit]
Signo Drive
5U
GBVS Zeta SignoDrive.png
Sin and Mai players be like
Damage Guard Startup Active Recovery On Block On Hit
300+100x Mid 8, 18 - - -2 +2

Spear stabs, can be extended by mashing the button. Signo Drive's main purpose is to push the opponent into Zeta's optimal range by mashing it during a combo, it doesn't knockdown so you can f.M or 2M to catch the opponent trying to approach or mash after it.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GBVS Zeta Throw.png
Damage Guard Startup Active Recovery On Block On Hit
500,1000(1500) Throw - - - - KD

Zeta's throw sets up an easy safejump, and her j.U is one of the best safejump tools in the game.


Air Throw[edit]
Air Throw
GBVS Zeta AirThrow.png
Damage Guard Startup Active Recovery On Block On Hit
1500 Throw - - - - KD

Sadly, you're going to be relying on this a lot. Zeta's other anti-airs aren't great which places the focus on this move. Hey, at least it scores a knockdown.


Overhead Attack[edit]
Overhead Attack
GBVS Zeta OverheadAttack.png
Damage Guard Startup Active Recovery On Block On Hit
1000 High 26 6 17 -4 +1

If you can condition the opponent to throw, this is where her big damage starts. It can also be used as a meaty, as it has enough active frames to possibly combo into c.L.


Special Moves[edit]

Infinite Wonders[edit]
Infinite Wonders
236X or 5S
GBVS Zeta InfiniteWonders.png
The move to annoy everyone with.
Version Damage Guard Startup Active Recovery On Block On Hit
L 700 All 20 12 21 -7~0 -3~7
M 900 All 28 12 21 -7~0 KD
H 200, 700 All 18 12 23 -7~0 KD

Zeta's projectile. It's fairly slow and high-commitment, but it blasts through every other projectile in the game. On top of that, it's literally a beam so it hits fullscreen very quickly. You'll only be able to use it from 3/4ths of the screen away, but you can shut down any other character with it. As soon as you condition them not to use projectiles, then you can go in.

  • L version: the fastest version, in both startup and recovery.
  • M version: The move can be delayed by holding down the button. Knocks down and wallbounces on counterhit.
  • H version: Hits twice at close range and important juggle-starter in the corner as it causes a wall bounce.


Spear of Arvess[edit]
Spear of Arvess
66X or 6S
GBVS Zeta SpearOfArvess.png
Beowulf's back, in anime form!
Version Damage Guard Startup Active Recovery On Block On Hit
L 600 Mid 17 - - -8~? KD
M 800 Mid 19 - - -14~? KD
H 600 Mid 15 - - -14~? KD

Performs a rush attack that can be canceled into a follow-up attack while in motion. M goes farther than L, and H can cancel twice. The M version is pretty much useless because it doesn't combo from as much as the L version and is more unsafe. You can perform the follow-ups on whiff. While the follow-up versions do act as frametraps, it's pretty risky to attempt and it's much safer to back off and use Infinite Wonders.


Spear of Arvess (Rise)[edit]
Spear of Arvess (Rise)
22X or 2S
GBVS Zeta SpearOfArvessRise.png
Zeta mains playing airdashers while others still stuck with ground footsies.
Version Damage Guard Startup Active Recovery On Block On Hit
L 800 Mid 12 - - - KD
M 1000 Mid 12 - - - KD
H 800 Mid 12 - - - KD

Performs a rush attack that can be canceled into a follow-up attack while in motion. L rises diagonally, M rises vertically, and H can cancel twice.

  • M-version recovers fairly quickly if followed up with 2X.
  • H-version can be used to extend combos in the corner by only doing the first two hits.


Spear of Arvess (Fall)[edit]
Spear of Arvess (Fall)
j.22X or j.S
GBVS Zeta SpearOfArvessFall.png
Mika Missile energy. She even got the twin-tail down.
Version Damage Guard Startup Active Recovery On Block On Hit
L 800 All - - - - -
M 800 All - - - - -
H 800 All - - - - -

Performs a rush attack that can be canceled into a follow-up attack while in motion. L falls diagonally, M falls vertically, and H can cancel twice. Shares cooldown with the grounded version. Can be made kinda safe if done not too high by ending in 3X. Can also be superjump-installed by doing 282X. It's really good against Percival's corner pressure as you can jump out of his fireball cancels and smack him with j.22L.


Rhapsody[edit]
Rhapsody
214X or 4S
GBVS Zeta Rhapsody.png
For when you're too good to have a reversal.
Version Damage Guard Startup Active Recovery On Block On Hit
L - - 3 40 21 - -
M - - 3 40 21 - -
H - - 1 42 19 - -

Gets in a defensive stance that has armor until it's cancelled into a followup. L-version guards against overheads and highs, M-version guards against lows only, and H-version has 1f startup and guards against everything that isn't a grab. H-version also enhances the different followups.

  • You can use this to punish certain things other characters can't, for example Percivals fireball from a blockstring by armoring it then punish him with a followup.
  • You can cancel into the followups even if you don't guard anything and can be used as a combo-tool.
  • Since the H-version gets armor from f1 it can be used as a reversal, and the followups aren't always easy to punish.


Crimson Cleave[edit]
Crimson Cleave
Rhapsody > L
GBVS Zeta CrimsonCleave.png
Damage Guard Startup Active Recovery On Block On Hit
1000 Mid 15 3 22 -9 KD

Follows up Rhapsody with a horizontal cleave attack. It has a decent reach and can be a handy skill to keep the foe at arm's length.

As a followup from the H-version of Rhapsody it wallbounces, allowing followups in the corner.


Rising Split[edit]
Rising Split
Rhapsody > M
GBVS Zeta RisingSplit.png
Damage Guard Startup Active Recovery On Block On Hit
1000 Mid 9 6 19 -9 KD

Follows up Rhapsody with a vertical slash attack. It has a shorter reach than Crimson Cleave but a much faster start-up. It can be a handy skill to use at close range or as an anti-air.

On counter-hit you can get followups in the corner.


Knee Assault[edit]
Knee Assault
Rhapsody > H
GBVS Zeta KneeAssault.png
Damage Guard Startup Active Recovery On Block On Hit
600 Mid 8 4 15 - KD

Follows up Rhapsody with a jumping knee attack. Zeta can then perform midair attacks after jumping. It can be a handy skill to close the gap when going on the offensive. It is NOT, however, a good anti-air.

This is the best followup from a defensive point of view, with its speed you will either beat gatlings or crush/clash hits. It's also the safest on block since you'll be airborne and have buttons ready.

All versions of this has uses as a combo-tool in the corner, but it's not the greatest mixup-tool unfortunately.


Skybound Art[edit]

Resolute Strike[edit]
Resolute Strike
236236H or 236S (Air OK)
GBVS Zeta ResoluteStrike2.png
GBVS Zeta ResoluteStrike.png
Version Damage Guard Startup Active Recovery On Block On Hit
Ground 500, 300*5, 1500 = 3500 [500, 300*5, 500 = 2500] Mid 8+5 - - -21 -
Air 500, 300*5, 1500 = 3500 [500, 300*5, 500 = 2500] All - - - - -

Performs a powerful strike attack. When activated midair, Zeta dives diagonally toward the ground. Since this skill covers a long range, it can be used as a combo finisher from afar.


Super Skybound Art[edit]

Sirius Roar[edit]
Sirius Roar
236236U or 236S+U
GBVS Zeta SiriusRoar.png
Fly YOU to the moon.
GBVS Zeta SiriusRoar2.png
Damage Guard Startup Active Recovery On Block On Hit
2000, 100*13, 1200 = 4500 [2000, 500*3 = 3500] Mid 7+6 - - -42 -

Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage.

Sadly this is not a good reversal, nor is it a good anti-air. I wouldn't advice anyone to use this outside of combos.


Roadmap[edit]

50% complete
Page Status Score
Overview Pretty much done. 15/15
Combos Plenty of combos, combo theory, and two video examples. 10/10
Strategy Added very useful Zeta tricks, as well as Twitter video links and limited matchup info. 10/25
Frame Data Startup and active frames for most of her moves, needs more data. 15/50

Click here for the scoring criteria to assess character page completion.


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