GBVS/Zooey

From Dustloop Wiki
Jump to: navigation, search
GBVS Zooey Nameplate.png
GBVS Zooey Portrait.png
Health 10000
Prejump ??f
Backdash ??f
Unique Movement Options Jump, Dash Type: Run
Colors
Color 1 Color 2 Color 3 Color 4 Color 5
GBVS Zooey colo 1.png
GBVS Zooey colo 2.png
GBVS Zooey colo 3.png
GBVS Zooey colo 4.png
GBVS Zooey colo 5.png
Color 6 Color 7 Color 8 Color 9 Color 10
GBVS Zooey colo 6.png
GBVS Zooey colo 7.png
GBVS Zooey colo 8.png
GBVS Zooey colo 9.png
GBVS Zooey colo 10.png
Color 11 Color 12 Color 13 Color 14 Color 15
GBVS Zooey colo 11.png
GBVS Zooey colo 12.png
GBVS Zooey colo 13.png
GBVS Zooey colo 14.png
GBVS Zooey colo 15.png
Color 16 Color 17 Color 18
GBVS Zooey colo 16.png
GBVS Zooey colo 17.png
GBVS Zooey colo 18.png

Overview[edit]

Zooey is the last DLC character for DLC pack 1, released on April 28th. She is a long range character that uses powerful specials, relying on her character specific wyvern gauge to dominate neutral and keep her foes locked down. With her wyvern gauge and moves that can be held and later released to extend pressure, Zooey is a force to be reckoned with.

"I am the will of the world."
Lore: At first glance Zooey appears to be an innocent young girl, but her true form is that of the Grand Order, a primal beast tasked with keeping the balance of the world. Abhorring chaos, she takes to the skies and readies herself to fight after sensing three singularities—Gran, Beelzebub, and Djeeta—who will disturb the equilibrium of space and time.

With swordsmanship beyond mortal capabilities and lightning magic at her command, as well as the aid of her faithful dragons Dyrn and Lyrn, she will ensure balance is upheld.


Template-info.png Disclaimer
This section is still being written, it may be wildly inaccurate or missing significant data.
If you can help please feel free to edit it but please write edit summaries, preferably with sources.

Unique Resources[edit]

GBVS Zooey Dragon Gauge.png

Dragon Gauge allows Zooey to control Lyrn and have him do various attacks independently of her. Summon Dragon puts Lyrn out into the battlefield, with each version taking a certain amount of the gauge, and can be done for as long as it's not empty. Lyrn will only despawn and go into cooldown once the gauge is fully depleted.

Zooey starts off each round with 50% of Dragon Gauge, which can be refilled using Convergence and The Last Wish. While Lyrn is in cooldown, refilling rate is significantly reduced. While he's in the battlefield, on top of reduced refill rate, the gauge is also depleted every time Zooey gets hit. After cooldown is over, she gains 50% Dragon Gauge along with the ability to summon Lyrn again.

Playstyle
GBVS Zooey Icon.png Zooey is a zoner/pressure character that relies on her wyvern meter and negative edge to keep her opponents locked down.
Pros Cons
  • Good pressure tools
  • Has the ability to stall her air momentum with Aerial Thunder
  • Absolutely insane okizeme
  • Relies on a character specific meter on top of cooldowns
  • Only invincible option is Skybound Art; next-best reversal does not activate armor until frame 5.



Normal Moves[edit]

c.L[edit]
c.L
GBVS Zooey cL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Mid 5 3 7 +2 +6

c.M[edit]
c.M
GBVS Zooey cM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 7 3 12 0 +4
  • 0 on block, only useful as a frame trap if a light is used after.
  • Does not link into c.H on counterhit.

c.H[edit]
c.H
GBVS Zooey cH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1200 Mid 9 6 18 -5 -1
  • Punishable on block.
  • Links into itself on Counter Hit.
  • Not a frame trap after c.L/2L.

Auto Combo[edit]
Auto Combo
GBVS Zooey cXX.png
GBVS Zooey cXXX.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
XX 350 Mid - - - - -
XXX 350 Mid - - - - -

Combo filler midscreen, but not much besides that. You can use it as an ender in the corner if you don't have any Hard Knockdown tools available, as the juggle height will typically still leave you plus after you cancel into Thunder or Summon Dragon.

f.L[edit]
f.L
GBVS Zooey fL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Mid 6 3 15 -5 -1

f.M[edit]
f.M
GBVS Zooey fM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 9 5 16 -6 -2

f.H[edit]
f.H
GBVS Zooey fH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 Mid 10 5 19 -7 -3

2L[edit]
2L
GBVS Zooey 2L.png
Don't worry, it's a low.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Low 6 3 6 +2 +6

2M[edit]
2M
GBVS Zooey 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Mid 8 4 14 -3 +1

2H[edit]
2H
GBVS Zooey 2H.png
you can't Hyde
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 Mid 10 5 24 -12 -8
  • Can cut down recovery with 5U for CH AA combos, which also builds Wyvern meter.

Zooey's main anti-air. She technically has another anti-air with Aerial Spinning Slash, but it leads to pitiful damage compared to 2H.

2U[edit]
2U
GBVS Zooey 2U.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
700 Low 8 6 21 -12 HKD

Useful as an ender to set up her Thunder okizeme. It has less range than it looks, but it can low-profile some reversals if it's used as a meaty.

j.L[edit]
j.L
GBVS Zooey jL.png
No, this doesn't have armor.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 High/Air 5 - - - -
  • Active until landing.
  • Can be used for fuzzy guard setups.

j.M[edit]
j.M
GBVS Zooey jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
550 High/Air 8 - - - -

Can Cross-Up.

j.H[edit]
j.H
GBVS Zooey jH.png
Dab on em
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
800 High/Air 9 - - - -

j.U[edit]
j.U
GBVS Zooey jU.png
T E Y A H
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
800 High/Air 7 - - - -

Causes wallbounce on counterhit, launches on ground hit. Functions like Sol Badguy's j.D from Guilty Gear in that it recovers mid-air if it hits as early as possible after rising, allowing you to link another j.U while falling. Sadly, it launches at a shallow enough angle that you can usually only get two j.U's in a combo before the opponent is too low to continue.


Unique Action[edit]

Convergence[edit]
Convergence
5U
GBVS Zooey Convergence.png
Damnit I wasted the limit break joke on Percival.
GBVS Zooey TheLastWish.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Convergence
5U
- - 3 15~360 6 - -
The Last Wish
5U > 6L/M/H
700 Mid 5 8 22 -20 KD
  • Minimum 5U charge duration is 23 frames total and gains 8.5% Dragon Gauge
  • Earliest The Last Wish cancel from 5U is on frame 16 (Total startup: 20)

Holding Convergence will recharge Zooey's Dragon Gauge. The Last Wish (press 6L/M/H while charging) has strike invincibility and one hit of projectile clash, and will also charge 50% of the Dragon Gauge on hit.

While Lyrn is active or in cooldown, 5U charge speed is halved and The Last Wish on hit only charges for 16.7%. If Lyrn is active and not in cooldown, the gauge also gradually depletes for as long as Zooey is in hitstun (4% per second). Exact values for Dragon Gauge can be found in Zooey's Frame Data page.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GBVS Zooey GroundThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1500 Throw - - - - -

Zooey can combo off her throw with the second part of the H Summon Dragon, making this throw significantly scarier than most once you get the opponent in the corner.

Air Throw[edit]
Air Throw
GBVS Zooey AirThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1500 Throw - - - - -

This throw can also be picked up after like her ground throw, but it's much harder due to the natural variance in timing of it being an airthrow.

Overhead Attack[edit]
Overhead Attack
GBVS Zooey OverheadAttack.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
1000 High - - - - -

Standard universal overhead. Zooey performs a short hop before hitting the opponent on the head with her sword. More dangerous than most universal overheads due to both her dragons and her negative edge thunder. Hits mad far.


Special Moves[edit]

Summon Dragon[edit]
Summon Dragon

GBVS Fireball.png
236X or 5S

GBVS Zooey Immortal Thrust.png
L version
GBVS Zooey Breath.png
M version
GBVS Zooey Sweeping Beam.png
H version
"Do you take VISA?"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L
Immortal Thrust
700 All 17 - - -2 +2
M
Heavy Breath
300, 500*2 All 34 - - +17 KD
H
Sweeping Beam
160*5, 120*8 All 71 - - - -

Zooey calls Lyrn to perform one of three actions. Each action takes a certain amount of Zooey's Dragon Gauge, and can be done for as long as the gauge is not empty. Lyrn will despawn once the gauge is fully depleted and go on 12 second cooldown.

  • Immortal Thrust (13.3%) is an extremely fast projectile, clashes with other projectiles and allows Lyrn to use his other two moves at a range.
  • Heavy Breath (20%) launches into the air, allowing follow up air to air. even though the startup is 34 frames. Zooey cannot move until frame 50
  • Sweeping Beam (33.3%) has significant startup, persists through block, lost on hit or teched throw(Beam will still finish if you are hit while it is firing one of them), also allows followup combo after forward throw. Cannot move until frame 44

All three of these specials will set Lyrn in place wherever he stops for about three seconds. Afterwards, Lyrn returns to float by Zooey's side. While set or floating by Zooey, Lyrn cannot be hit.

Lyrn, when already set due to a previous summon, has a number of rules regarding spacing and which situations will cause him to be repositioned.

  • Immortal Thrust will always teleport Lyrn to Zooey's position before sending him forward.
  • If Zooey and Lyrn are on the same side of the opponent, Heavy Breath and Sweeping Beam will always activate at Lyrn's current position unless Zooey is closer to the opponent than Lyrn, at which point Lyrn will teleport to Zooey's location before attacking. If Zooey and Lyrn are on opposite sides of the opponent, Heavy Breath and Sweeping Beam will always activate from Lyrn's current position towards the opponent unless Zooey is at least about half a stage's length away from Lyrn, at which point Lyrn will teleport to Zooey's location before attacking.
  • Heavy Breath will cause Lyrn to reposition if he is so close to the corner that Heavy Breath would otherwise hit offscreen. Lyrn will teleport back from the corner just far enough for Heavy Breath to remain onscreen. Sweeping Beam, when done too close to the corner, will move Lyrn to the exact same position Heavy Breath moves him to.

Spinning Slash[edit]
Spinning Slash

GBVS Charge.png
214X or 4S

GBVS Zooey Spinning Slash.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 700 Mid 16 4 19 -6 -2
M 800 Mid 19 4 17 -4 0
H 800 Mid 16 4 19 -4 0

Zooey moves forward and swings her blade. The distance covered changes depending on the button pressed; L moves the least distance, M and H move the same distance.

Chains into two different followups, allowing for confirms into knockdown or frame traps.

L version can be cancelled into for a natural combo from all buttons except c.L and 2L (even on CH).

M version can only be cancelled into for a natural combo from c.H, f.H, and 2H. It can be cancelled into for a natural combo from c.M, f.M, and 2M on CH or if it hits a crouching opponent, and it can be cancelled into for a natural combo from f.L if the attack hits crouching and is a CH.

Ray Strike[edit]
Ray Strike
Spinning Slash > L/M/H
GBVS Zooey RayStrike.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
400 Low 18 7 18 -8 KD

Combos naturally from all three versions of Spinning Slash.

This followup itself does not change regardless of which attack button was used.

Bisection[edit]
Bisection
Spinning Slash > 6L/M/H
GBVS Zooey Bisection.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
600 Mid 20 7 20 -8 KD

This followup only combos from Spinning Slash on crouching hit, counter hit, or if the Spinning Slash was the H version. There's a small gap between the L/M version of Spinning Slash and Bisection, allowing for unsafe frametraps without Lyrn backing you up.

214L/M~6X is true on crouching opponents or if the 214L/M was CH.

Launches from H version of Spinning Slash. Bisection followups from L/M versions of Spinning Slash launch on CH.

This followup itself does not change regardless of which attack button was used.

Aerial Spinning Slash[edit]
Aerial Spinning Slash

GBVS Leap.png
623X or 6S

GBVS Zooey AerialSpinningSlash.png
Bandit Revolver?
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 250*4 All 30 - - -2 +2
M 300, 200*5 All 17, 41 - - 0 +4
H 300, 200*5 Mid, All*5 9 - - +2 HKD

Zooey leaps into the air before crashing down to the ground. L version does not have a hitbox on the way up. H version is slightly plus on block and invincible to air attacks, but the actual damage it does as an anti-air is pitiful.

Thunder[edit]
Thunder

GBVS Trap.png
22X or 2S

GBVS Zooey Thunder.png
Sword Iris!
GBVS Zooey Thunder Diagram.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 400, 700 Mid, All 15 [19] - - -14 (-2) [+3] -10 (+2) [+7]
M 400, 700 Mid, All 15 [19] - - -14 [+3] -10 [+7]
H 400, 350*3 Mid, All*3 15 [19] - - +5 [+12] +9 [+16]
  • Data in [] refers to the lightning itself.
  • Earliest possible lightning happens after the 15 frame startup of the sword hit and the 19 frame startup of the lightning itself (34).
  • c.XXX > 22L is -2 on block and +2 on hit

Zooey strikes the ground with her blade and calls down lightning in one of three areas. The blade strike itself has a hitbox.

  • Zooey designates a strike point for the lightning depending on which button was pressed, marked by a glowing group of sparks on the ground. The minimum range on the L and M versions makes the lightning summon harmlessly offscreen when done in the corner.
  • L version calls lightning closest to Zooey, M version calls lightning farther out. Weirdly enough, M version has the longest range, going out further than the H version.
  • H version hits multiple times -- starting close to Zooey and traveling outwards -- pushing the opponent away from her. It covers the area between the front of Zooey and the area just slightly before M lightning range.

The lightning strike itself can be delayed by holding L, M, H, or the Skill Button and will fall shortly after Zooey is no longer holding an attack button (except U) or after about three seconds of holding, allowing Zooey to coordinate with the strikes to extend her pressure. The button(s) being held can be switched freely without the lightning striking as long as at least one of the attack buttons is held.

Thunder (Midair)[edit]
Thunder (Midair)

GBVS Trap.png
j.22X or j.S

GBVS Zooey Aerial Thunder.png
Beats by Dr.Doom
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
L 700 All 22 - - - -
M 700 All 22 - - - -
H 700 All 22 - - - HKD

Zooey fires lightning down at an angle. The L version fires the projectile close to her while the M version fires it further away. The H version fires both at once, and also goes even further than M version. Zooey's momentum is stalled while using this, so it is very useful as anti-anti-air or as a tool to keep the opponent on the ground.


Skybound Art[edit]

Gamma Ray[edit]
Gamma Ray
236236H or 236S
GBVS Zooey Gamma Ray.png
No, not THAT Gamma Ray.
GBVS Zooey Gamma Ray2.png
Still painful.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
3500 Mid 8+4 - - -27 HKD


Super Skybound Art[edit]

Armageddon[edit]
Armageddon
236236U or 236S+U
GBVS Zooey Armageddon.png
"You will perish! Return to the void of the sky and the stars!"
GBVS Zooey Armageddon2.png
She could start in this form but then it wouldn't be balanced.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On HitThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
4500→3500 Mid 8+7 - - -28 HKD

Zooey reveals her true form as the Grand Order, then rushing forward and hit the opponent. Massive wall of moving hitbox that covers jumping opponent but rather short in range. Its initial cinematic may signals the opponent to block-punish this, so it is safer to use it as a whiff-punish move or combo ender to close out the round.


Navigation[edit]


Ambox notice.png To edit frame data, edit values in GBVS/Zooey/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
GBVS Smallicon.png Granblue Fantasy Versuse
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesGaugesMisc