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===TK Spear of Arvess (Fall)=== | ===TK Spear of Arvess (Fall)=== | ||
''Technically'' not a TK input since 7/9 isn't input at all, but this still allows Zeta's descending spear lunge to come out super low to the ground, essentially turning it into a divekick. To do this, input 2 8 2, or down up down, followed by a button to get Spear of Arvess (Fall) as soon as Zeta jumps. Safe on block too. | ''Technically'' not a TK input since 7/9 isn't input at all, but this still allows Zeta's descending spear lunge to come out super low to the ground, essentially turning it into a divekick. To do this, input 2 8 2, or down up down, followed by a button to get Spear of Arvess (Fall) as soon as Zeta jumps. Safe on block too. | ||
===TK Armor Stance=== | |||
By inputting 2147X~H, Zeta will turn around after her H followup leaps over the opponent, which she cannot do from a 214 input. This can crossup the opponent with a jumping normal when they normally would hit nothing due to Zeta facing away from her opponent in the air, or an empty jump low, or whatever other options one has from 214X~H. An especially tasty mixup is to do TK 214X~H > 22L. Like Lancelot's j.U if timed right, this will put Zeta on the side of the opponent she started from, mixing up those who thought she was going to crossup. She can even bait anti-airs with TK Armor stance. Doing j.22L from a TK 214H~H allows Zeta to punish a whiffed anti-air (she pauses in the air slightly before performing j.22L, allowing her to bait anti-airs), followed by 2X to get her back to the ground and in preffered range should the opponent recover. | |||
==Blockstrings== | ==Blockstrings== |
Revision as of 16:22, 16 March 2020
General Tactics
TK Spear of Arvess (Fall)
Technically not a TK input since 7/9 isn't input at all, but this still allows Zeta's descending spear lunge to come out super low to the ground, essentially turning it into a divekick. To do this, input 2 8 2, or down up down, followed by a button to get Spear of Arvess (Fall) as soon as Zeta jumps. Safe on block too.
TK Armor Stance
By inputting 2147X~H, Zeta will turn around after her H followup leaps over the opponent, which she cannot do from a 214 input. This can crossup the opponent with a jumping normal when they normally would hit nothing due to Zeta facing away from her opponent in the air, or an empty jump low, or whatever other options one has from 214X~H. An especially tasty mixup is to do TK 214X~H > 22L. Like Lancelot's j.U if timed right, this will put Zeta on the side of the opponent she started from, mixing up those who thought she was going to crossup. She can even bait anti-airs with TK Armor stance. Doing j.22L from a TK 214H~H allows Zeta to punish a whiffed anti-air (she pauses in the air slightly before performing j.22L, allowing her to bait anti-airs), followed by 2X to get her back to the ground and in preffered range should the opponent recover.
Blockstrings
Okizeme
From a distance, time 236X to hit the opponent on wakeup. From a 2U juggle ender in the combo, Zeta can safejump, useful for baiting DPs and comboing them all over again.
Matchup Information
TK Spear dive can be used to jump over and punish Metera's 236L, but it's a hard read.
TK Spear dive is pretty effective against Gran, Katalina, Lancelot (provided he isn't rushing you down at the moment), and anyone else who uses fireballs. It isn't recommended against Charlotta, but it turns the matchup against Metera into a decent one provided you can read your opponent. Also useful against Percival and Ferry.
Further Resources
TK Spear Dive Demonstration
https://twitter.com/painbot_tv/status/1228337609371529217
Metera 236L punish
https://twitter.com/Insevolent/status/1228087807840788481?s=19
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