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Zeta is a mid-range, offense oriented character who uses her strong pokes, projectile and mobility to harass the opponent into the corner, where she boasts some of the strongest okizeme in the game. Her wide variety of tools allows her to play at a range of paces and styles, though she can struggle while on the back foot due to her somewhat inconsistent defensive options.
|"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.
|Voice:||English: Mela Lee/Japanese: Kana Hanazawa|
|Zeta is an offense-oriented character who uses a mix of footsies and rushdown to attack from many ranges and angles.|
Zeta attacks with the back of her spear. Her fastest normal, and a good normal for pressure that allows you link into other moves or hit confirm directly using the autocombo.
- Links into 2L, f.L and c.M on regular hit, and 2U on crouching.
- Generally requires at least one auto-combo hit to comfortably combo into any specials on cancel.
Knee to the face. Combos from c.L and 2L naturally and is her best route out of a close light hit. The autocombo out of this can be used to hit confirm or end blockstrings safely, but pressing this generally ends your turn.
Zeta's optimal damage starter at close range. Safe on block, so can be occasionally used as a callout meaty or as a delayed frametrap option.
- Has some very niche applications as a close range anti-air, but in general 2H is your go-to option at close range.
- Links into itself or f.H on counter hit, depending on range.
- Combos into nearly all of Zeta's specials, including meterless Rhapsody followups, but does not combo into H Infinite Wonders (at least one auto-combo hit is still required without counter-hit).
Standard auto combo normals. The first hit of auto combo is generally required to combo into H Infinite Wonders without counter-hit, which somewhat gates her maximum damage. Performing the full auto combo can be occasionally useful in some of Zeta's more specific juggles, but in general it should be avoided in order to not reduce the damage and increase the combo limit.
- Auto combo on block canceled into 5U is a true blockstring and can be a good way to push the opponent into the corner, even on block.
Zeta kicks in front of her. This normal is fast and has good range for a light normal, but Zeta's foot will whiff on crouchers, low-profiling moves, and shorter characters like Charlotta. Use with caution when poking.
- Combos into L or H Spear of Arvess, with the former being somewhat inconsistent at further ranges.
One of Zeta's main pokes. f.M allows Zeta to control the mid range by poking the opponent and intercepting approach attempts thanks to the range it has. The slow speed can make it somewhat more awkward to use inside of its max range, where other characters' pokes may be faster, but at tip range it can outrange many similar medium pokes from other characters.
Very similar f.H to some of the shoto characters like Gran and Djeeta. Being faster than f.M, it is generally one of Zeta's best whiff punish options as well as being useful for crushing lower priority pokes pre-emptively.
- Has applications as a far anti-air against jumps where 2H would whiff, and is surprisingly consistent in this context.
- Range is somewhat worse than f.M and 2M in favor of heavy priority.
- Combos into all versions of Spear of Arvess. M Spear of Arvess is optimal but may not combo from further ranges, so be aware of your spacing.
Zeta's best pressure normal. Hits low, range and can link into itself up to 3 times if started from a running hit. Good use of this in stagger and throw pressure is Zeta's main way of opening up opponents without pogo mixup.
- Links into c.L, f.L, and c.M on normal hit.
- Links into 2U on crouching hit. Important for crouching confirms since f.L will whiff on crouchers. Confirming 2 of these normals into f.L or 2U depending on the opponent's standing or crouching state is an important route for Zeta's pressure to be rewarding.
- Sees use in pogo okizeme as a surprise low option.
Zeta's other main poke, in tandem with f.M. This normal has slightly worse range than the standing variant but is faster, and is her main method of checking Cross Overs or dashes from a distance. The faster speed also makes this normal a very strong whiff punish option in tandem with f.H
Zeta's main anti-air is scarily consistent at close range. The short horizontal range means it can be baited by far jumps and empty jumps, which can leave you open to whiff punishment, but in close range, it will beat jump attacks.
- Combos into Spear of Arvess (Rise) consistently, regardless of counter hit, granting her some of the most consistent anti-air conversions in the game. The version used will depend on the angle the opponent is anti-aired, with L and H being better when the opponent is in front of you, and M being better when the opponent is above or behind you.
- Can juggle into f.H on counter hit, which can be useful for better corner carry or as an alternative conversion if Spear of Arvess (Rise) is on cooldown.
Zeta's sweep. The 2-hit nature of this sweep make it a unique, if somewhat specific move. The long animation makes this move very dangerous to whiff, but the fast startup on the first hit makes this one of Zeta's best close-range punish starters, such as on moves like Charlotta's Holy Ladder. Like most 2Us, this grants a hard knockdown and an easily timed safe jump after, being one of Zeta's preferred combo enders to start her pogo okizeme.
- Both hits are a true blockstring and cannot be interrupted, but you must manually block both hits low.
- Both hits are special cancelable.
- Combos into L and H Spear of Arvess. L Spear tends to be pretty finnicky outside of point blank range, so when in doubt, use H instead.
- Can be kept safe on block by cancelling into L Infinite Wonders, but this cancel can be avoided with Cross Over and punished.
- The 2 hits make this one of Zeta's easiest single-hit confirms into her Skybound Art.
Relatively standard j.L that is active until landing.
- Can be used to catch opponents jumping out of pressure, or moves like Lancelot's H Turbulenz.
- Sees some use in Zeta's safe jump okizeme to as an alternative to j.U in order to setup blockstrings into an immediate low, such as j.L into 2U.
Zeta's best crossup normal. Has to hit relatively deep to be able to link into grounded normals.
- Rhapsody's H followup into this normal can be a somewhat gimmicky method of escaping a bad situation and creating counter-pressure.
- Sees use in Zeta's pogo okizeme as a method to confirm into her air Skybound Art or as a frametrap option after a j.U.
Zeta's longest ranged, highest damage jump normal. Easiest to link into a combo on landing.
- Can be used for some far midscreen safejumps.
- Sees use in Zeta's pogo okizeme as a frametrap option after a j.U.
- Also used as combo filler after combos using Rhapsody's H followup in the corner.
Shades of Chun-Li. This normal can be repeated up to twice on hit or block, with each hitting overhead. This concept forms the crux of Zeta's okizeme and offensive mixup.
- Carries the opponent up with you on hit, but it only moves you upwards on block.
- When performed midscreen, the later j.Us in the sequence can cross-up the opponent, though this can be option selected with the Guard button.
- When the first j.U is performed low enough, all 3 j.Us in the sequence will be safe to reversals, and not just the first.
- Any jump normal can be performed after a j.U hits or is blocked, which can create frametraps on block.
- Pogo sequence can be dropped, allowing Zeta to land and perform a low-hitting 2L to catch an opponent attempting to block the full sequence.
- 2 hits of j.U into j.M can be used to confirm Zeta's air Skybound Art, letting her confirm out of her pogo okizeme very easily without a grounded combo.
Zeta stabs repeatedly with Arvess. This move's duration can be extended by mashing the input. Signo Drive's main purpose is to push the opponent into the corner and into Zeta's optimal poking range. This leaves the opponent standing, so they can be checked with far normals after to keep them in place.
- Does not deal any chip damage on block
- Mashing the move fully leaves Zeta plus on block, but generally too far to exploit the frame advantage thoroughly
- Final hits may begin to whiff if mashed too long on block
- Useful alternative as a cancel from far pokes if Spear of Arvess is on cooldown for extra damage and corner carry
- Using Rhapsody directly after this is blocked can catch antsy opponents attempting to poke out of Zeta's pressure
Zeta kicks and then throws the opponent full screen. Grants a hard knockdown, so she can dash up for okizeme despite the distance. In the corner, an immediate high jump will grant an easy safejump to start pogo okizeme.
Zeta throws the opponent down to the ground in front of her. Useful as an air-to-air option or against opponents with strong anti-air baiting options. A neutral jump after this will grant a safejump for pogo okizeme.
Zeta's overhead. Necessary to use in tandem with her throw to open up opponents without pogo okizeme. Expect to use this a lot.
- Like all overheads, will avoid throws and counter hit punish them, leading to massive, optimal combos on a throw bait.
- Will also avoid throws defensively, granting strong punishes on a defensive throw read. Useful, since Zeta's reversal loses to throws.
- If timed meaty enough, can link into light normals without counter hit.
Infinite Wonders 
236X or 5S
Zeta's projectile. The slow startup and recovery make this projectile a high commitment, but the near-instant travel time allows it to blow through every other projectile in the game, even H projectiles. While it is only safe from about 3/4ths screen or further, proper use of this projectile will allow you to get into Zeta's poking range more easily, as you frustrate your opponents out of using their projectile, or entice them to jump.
- L Version: The fastest version, in both startup and recovery. Main version to use generically.
- M Version: Slower startup. Can be delayed by holding down the button, which can catch antsy opponents attempting to Dodge or Cross Over through the beam. Knocks down (and wall-bounces) on counter hit, allowing Zeta to approach.
- H Version: Hits twice at close range, and wallbounces in the corner. Zeta's best launcher, though she has to use at least 1 hit of her auto combo to combo into it.
- Corner combos starting with the H version of Infinite Wonders are generally long enough for the cooldown to regenerate by the end.
- In general, having this move on cooldown is very bad for Zeta's neutral, and the H version provides no extra hits from far range unlike other projectiles, so avoid using it outside of corner combos.
Spear of Arvess 
66X or 6S
Performs a rush attack that can be canceled into a follow-up attack while in motion. Zeta's main confirm special. Without this move available, Zeta's options from her far pokes are quite limited, so managing this cooldown is quite important.
- L Version: The general version you'll combo into the most. Generally combos consistently from her medium pokes after the 1.2.1 patch.
- M Version: Slower, but travels further than the L version. Only combos from f.H or auto combo.
- H Version: Has 2 possible followups instead of just 1. Great for corner carry and midscreen pogo okizeme, though be wary of having this move on cooldown.
Spear of Arvess (Rise) 
22X or 2S
Same as Spear of Arvess, but Zeta attacks upwards for the first hit rather than horizontally. Uses a seperate cooldown from the normal horizontal version.
- L Version: Zeta travels diagonally upwards. Good for basic anti-air combos.
- M Version: Zeta travels directly upwards. Good for some corner combo routes that save cooldowns, or for anti-airs where the opponent is directly above Zeta's head.
- H Version: Like the horizontal variant, has 2 possible followups instead of 1. Has the same trajectory as the L version. Generally used in anti-air combos or as corner combo filler.
- All versions are air unblockable for the first strike, but not for any of the followups.
- Can be used raw as an anti-air for specific jump arcs or far jumps.
Spear of Arvess (Fall) 
j.22X or j.S
Same as Spear of Arvess, but Zeta attacks downwards from the air. Uses the same cooldown as the grounded anti-air version, as of version 2.01. (Rise). Massively unsafe on block, so use with caution.
- L Version: Zeta travels diagonally downwards. Useful for some air-to-airs, or baiting anti-airs from far jumps or high jumps over the opponent.
- M Version: Zeta travels directly downwards. Mainly just useful for baiting anti-airs while directly above an opponent.
- H Version: Like the grounded variant, has 2 possible followups instead of 1. Has the same trajectory as the L version. Used similarly to the L version to bait anti-airs or escape the corner. The extra followups allow Zeta to keep herself a bit safer on block by dashing away or dashing into the ground as low as possible.
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.
Spear of Arvess Follow-up
Spear of Arvess > X
All versions of Spear of Arvess (66X, 22X, j.22X) can be followed up with direction + button, allowing Zeta to perform up to 2 extra thrusts. The direction determines the direction she will travel in. The L and M versions can be followed up a single time, and all H versions can be followed up twice.
- Upwards followups (7X, 8X, 9X) do more damage than horizontal and downwards followups.
- A common tactic is to input 66X~6X on hit and 66X~4X on block, to gain corner carry on hit and retreat on block. This keeps Zeta relatively safe but she can be chased down by some specific specials and Skybound Arts.
- These followups can frametrap the opponent after the initial hit, but are incredibly unsafe on block, so use this strategy with caution.
- Okizeme varies depending on the followups used. 66X~6X~6X provides the easiest safejump for pogo okizeme, even midscreen.
- The correct sequence of followups can allow Zeta to extend her combos in the corner (or in some specific cases, midscreen), depending on the timing and the height of the opponent. See the Combos section for some combo examples using 66X and 22X.
214X or 4S
Zeta turns her back and gets into a defensive stance. She will armor all hits until the move recovery begins, or until she cancels into one of the 3 followups. This is one of the best parry/armor type moves in the game, and is invaluable for Zeta's gameplay.
- L Version: Armors highs and jumping attacks. If you're not using the H version, you'll probably be using this version. Useful as an anti-air alternative for some tricky jump moves, or to call out some forward moving moves in neutral like Gran's Overdrive Surge.
- M Version: Armors lows. This version will likely see the least use, and in general if the trajectory of the move you're armoring is ambiguous, you're best just using the H version.
- H Version: Armors all strike and projectile attacks. Unlike the L and M versions, this version has frame 1 startup, allowing it to be used as a reversal. Since this is armor, and not invincibility, using H Rhapsody in this manner will lose to throws. However, the armor can beat a number of safejump setups that will be safe to traditional DPs. All of the followups will be enhanced when performed from the H version of Rhapsody.
- The armor during Rhapsody allows Zeta to punish specific things that other characters can struggle to deal with, such as Percival's fireball traps.
- Unlike some other armor or parry type moves, spot dodging after your move is armored does not guarantee a punish due to the Knee Assault followup.
- The followups can be used regardless of if Zeta armors through something, allowing them to be used in combos. Good as an alternative combo ender from a midscreen auto combo hit if Spear of Arvess is on cooldown.
- Unlike some other armored moves in the game, like Katalina's Light Wall, Zeta can actually armor multiple hits.
- None of the followups have any invincibility or armor, so they can be baited if the opponent uses a multi-hitting move to throw off the timing of her followup, or make it impossible for her to perform one safely.
Rhapsody > L
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.
- Furthest reaching followup from Rhapsody. Difficult to punish when spaced at max range.
- The slowest Rhapsody followup, so this is most likely to be interrupted by a multi-hitting move or an opponent's special.
- When performed from the H version of Rhapsody, will wallbounce on hit in the corner. Important to Zeta's optimal corner combos.
Rhapsody > M
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.
- Best followup from Rhapsody for dealing with air moves, and can be used occasionally as a raw anti-air without armoring anything.
- On counter hit, Zeta can dash f.H or f.M midscreen for a followup combo.
- When performed from the H version of Rhapsody, launches high enough for combos in the corner without counter hit.
Rhapsody > H
Follows up Rhapsody with a jumping knee attack. Zeta can then perform midair attacks (or block) after jumping. It can be a handy skill to close the gap when going on the offensive.
- Fastest followup from Rhapsody, making it the best option in a reversal situation or to beat multi-hitting moves or cancels.
- Not generally a good raw anti-air unless you armor a jumping move first.
- Difficult to punish since Zeta has full air control after the leap. Can be used to escape the corner even if the opponent blocks on Zeta's wakeup since she'll cross behind them at an awkward angle to anti-air.
- Can be used to start pogo offense without a knockdown in the corner against an inattentive opponent, though this can be anti-aired.
- Acts as a launcher, with more air untech time on the opponent when performed from the H version. One of Zeta's best options to start corner combos when further away from the corner.
236236H or 236S (Air OK)
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.
- Can be option selected with meaty light normals when used as a reversal.
- Can be confirmed into from all of Zeta's main pokes from max range, granting her a powerful single-hit confirm when she has full meter.
- The air version can be used to confirm from Zeta's pogo offense while in the air, or as a risky way to bait anti-airs.
- Does 1000 less damage when connected from far range. Using the technical input will increase the range of the max-damage connect.
- Unfortunately, not amazing as an anti-projectile super unlike other forward moving supers.
Super Skybound Art
236236U or 236S+U
Performs a powerful rising attack. If connected at close range, Zeta will perform an enhanced version for increased damage. Aside from the raw damage output, this super is generally worse than Zeta's Skybound Art.
- Can be option selected with meaty light normals when used as a reversal.
- Almost never gets the full connect when used as an anti-air, and can easily whiff on many jump angles due to the trajectory.
- Awkward trajectory makes this difficult to use outside of corner combos or autocombo confirms. Cannot be confirmed into from her far normals.
- Places Zeta midscreen, quite far from the opponent regardless of easy or technical input, making her okizeme somewhat weak. Try to use this when it will kill the opponent.
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