GBVS/Zooey: Difference between revisions

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* One of Zooey's two plus on block normals.
* One of Zooey's two plus on block normals.
The Granblue {{clr|1|c.L}}. Go-to pressure and abare button due to its fast overall speed. Also offers frame advantage on block for tick throws and pressure resets.
The Granblue {{clr|1|c.L}}. Go-to pressure and abare button due to its fast overall speed. Also offers frame advantage on block for tick throws and pressure resets.
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===<big>{{clr|2|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
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* Does not link into {{clr|3|c.H}} on counterhit.
* Does not link into {{clr|3|c.H}} on counterhit.
Pretty average {{clr|2|c.M}} button. Frame traps from all light buttons if it's in activation range.
Pretty average {{clr|2|c.M}} button. Frame traps from all light buttons if it's in activation range.
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===<big>{{clr|3|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
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* Not a frame trap after {{clr|1|c.L}}/{{clr|1|2L}}.
* Not a frame trap after {{clr|1|c.L}}/{{clr|1|2L}}.
Strictly a punish starter due to its bad frame advantage. Some characters may not be able to punish this move but {{clr|2|c.M}} is a better pressure option anyway. Leads to great damage should it counterhit.
Strictly a punish starter due to its bad frame advantage. Some characters may not be able to punish this move but {{clr|2|c.M}} is a better pressure option anyway. Leads to great damage should it counterhit.
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===<big>Auto Combo</big>===
===<big>Auto Combo</big>===
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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 [[GBVS/Zooey#Thunder|Thunder]] or [[GBVS/Zooey#Summon Dragon|Summon Dragon]].
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 [[GBVS/Zooey#Thunder|Thunder]] or [[GBVS/Zooey#Summon Dragon|Summon Dragon]].
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===<big>{{clr|1|f.L}}</big>===
===<big>{{clr|1|f.L}}</big>===
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* Ranged anti-air and punish normal.
* Ranged anti-air and punish normal.
Decent range normal can cancel into most of her moves and SSBA. This will punish things like Gran {{clr|1|214L}} and lead to a knockdown.
Decent range normal can cancel into most of her moves and SSBA. This will punish things like Gran {{clr|1|214L}} and lead to a knockdown.
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===<big>{{clr|2|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
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* Zooey's main poking normal.
* Zooey's main poking normal.
All things considered, this is a pretty good poke. It combos into all of her knockdown enders and can be made safe and even plus at some distances with [[GBVS/Zooey#Summon Dragon|L Summon Dragon]].
All things considered, this is a pretty good poke. It combos into all of her knockdown enders and can be made safe and even plus at some distances with [[GBVS/Zooey#Summon Dragon|L Summon Dragon]].
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===<big>{{clr|3|f.H}}</big>===
===<big>{{clr|3|f.H}}</big>===
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* Shorter than {{clr|2|f.M}}.
* Shorter than {{clr|2|f.M}}.
Good counterpoking normal due to a slight step back during startup. Deals high damage and combos into [[GBVS/Zooey#Spinning Slash|M Spinning Slash]] for a bit of extra damage.
Good counterpoking normal due to a slight step back during startup. Deals high damage and combos into [[GBVS/Zooey#Spinning Slash|M Spinning Slash]] for a bit of extra damage.
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===<big>{{clr|1|2L}}</big>===
===<big>{{clr|1|2L}}</big>===
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* Plus on block low.
* Plus on block low.
Zooey's other plus on block normal. Unlike {{clr|1|c.L}}, this has no distance requirement and hits low, making it a more useful pressure tool.
Zooey's other plus on block normal. Unlike {{clr|1|c.L}}, this has no distance requirement and hits low, making it a more useful pressure tool.
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
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* Stops rolls where {{clr|2|f.M}} does not.
* Stops rolls where {{clr|2|f.M}} does not.
Not actually a low, but stops low approaches and rolls where {{clr|2|f.M}} would lose. Combos into all of the same options while also starting up a frame faster. Zooey can't actually use her {{clr|2|2M}} as a crouch confirm from {{clr|1|2L}}, but it will still frame trap due to its Clash level.
Not actually a low, but stops low approaches and rolls where {{clr|2|f.M}} would lose. Combos into all of the same options while also starting up a frame faster. Zooey can't actually use her {{clr|2|2M}} as a crouch confirm from {{clr|1|2L}}, but it will still frame trap due to its Clash level.
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===<big>{{clr|3|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
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* {{clr|4|5U}} cancels builds Wyvern meter and cut recovery.
* {{clr|4|5U}} cancels builds Wyvern meter and cut recovery.
Zooey's main anti-air. Leads to devastating damage and a setup with an air CH and has a high hitbox, but is a little slow to come out.
Zooey's main anti-air. Leads to devastating damage and a setup with an air CH and has a high hitbox, but is a little slow to come out.
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===<big>{{clr|4|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
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* Easy hard knockdown ender.
* Easy hard knockdown ender.
Useful as an ender to set up her [[GBVS/Zooey#Thunder|Thunder]] okizeme. It has less range than it looks, but it can low-profile some reversals if it's used as a meaty. Weirdly enough, this move is faster than her {{clr|2|2M}} and makes for a highly rewarding crouch confirm.
Useful as an ender to set up her [[GBVS/Zooey#Thunder|Thunder]] okizeme. It has less range than it looks, but it can low-profile some reversals if it's used as a meaty. Weirdly enough, this move is faster than her {{clr|2|2M}} and makes for a highly rewarding crouch confirm.
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===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|1|j.L}}</big>===
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* Active until landing.
* Active until landing.
Zooey's fastest air normal. It has a high hitbox but is otherwise pretty unremarkable.
Zooey's fastest air normal. It has a high hitbox but is otherwise pretty unremarkable.
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===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
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* Zooey's crossup button.
* Zooey's crossup button.
Does what it looks like on the tin. Use this if you want a left/right as it hits on both sides.
Does what it looks like on the tin. Use this if you want a left/right as it hits on both sides.
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===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
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* Good downwards hitbox.
* Good downwards hitbox.
This is Zooey's highest-damage jump-in, making it exceptional for things like punishing bad fireballs.
This is Zooey's highest-damage jump-in, making it exceptional for things like punishing bad fireballs.
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===<big>{{clr|4|j.U}}</big>===
===<big>{{clr|4|j.U}}</big>===
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* Wallbounces on counterhit.
* Wallbounces on counterhit.
Functions like [[GGXRD-R2/Sol_Badguy#j.D|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 {{clr|4|j.U}} while falling. Sadly, it launches at a shallow enough angle that you can usually get two {{clr|4|j.U}}'s in a combo before the opponent is too low for any more.
Functions like [[GGXRD-R2/Sol_Badguy#j.D|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 {{clr|4|j.U}} while falling. Sadly, it launches at a shallow enough angle that you can usually get two {{clr|4|j.U}}'s in a combo before the opponent is too low for any more.
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==Unique Action==
==Unique Action==
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While Lyrn is active or in cooldown, {{clr|4|5U}} charge speed is halved and The Last Wish on hit only charges for 16.7%. Exact values for Dragon Gauge can be found in [[GBVS/Zooey/Frame Data|Zooey's Frame Data page.]]
While Lyrn is active or in cooldown, {{clr|4|5U}} charge speed is halved and The Last Wish on hit only charges for 16.7%. Exact values for Dragon Gauge can be found in [[GBVS/Zooey/Frame Data|Zooey's Frame Data page.]]
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==Universal Mechanics==
==Universal Mechanics==
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* [[GBVS/Zooey#Thunder|Thunder]] will not allow for a combo.
* [[GBVS/Zooey#Thunder|Thunder]] will not allow for a combo.
Zooey can combo off her forward throw in the corner with [[GBVS/Zooey#Summon Dragon|H Summon Dragon]], making this throw significantly scarier than most. Even if she doesn't get a combo, hard knockdowns are absolutely necessary for Zooey to get her game going.
Zooey can combo off her forward throw in the corner with [[GBVS/Zooey#Summon Dragon|H Summon Dragon]], making this throw significantly scarier than most. Even if she doesn't get a combo, hard knockdowns are absolutely necessary for Zooey to get her game going.
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===<big>Air Throw</big>===
===<big>Air Throw</big>===
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* Very situationally can lead to a combo.
* Very situationally can lead to a combo.
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. The hard knockdown will allow for [[GBVS/Zooey#Thunder|Thunder]] or [[GBVS/Zooey#Summon Dragon|Summon Dragon]], but it may not be perfectly meaty.
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. The hard knockdown will allow for [[GBVS/Zooey#Thunder|Thunder]] or [[GBVS/Zooey#Summon Dragon|Summon Dragon]], but it may not be perfectly meaty.
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===<big>Overhead Attack</big>===
===<big>Overhead Attack</big>===
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* Situationally can lead to a combo.
* Situationally can lead to a combo.
Zooey performs a short hop before hitting the opponent on the head with her sword. Has exceptional range for a Universal Overhead. Just like her throws, Zooey can set up [[GBVS/Zooey#Summon Dragon|Summon Dragon]] and use this in between lasers for a perfectly safe overhead. She can also use a negative edge [[GBVS/Zooey#Thunder|Thunder]] release to make it plus on block or to start a combo on hit.
Zooey performs a short hop before hitting the opponent on the head with her sword. Has exceptional range for a Universal Overhead. Just like her throws, Zooey can set up [[GBVS/Zooey#Summon Dragon|Summon Dragon]] and use this in between lasers for a perfectly safe overhead. She can also use a negative edge [[GBVS/Zooey#Thunder|Thunder]] release to make it plus on block or to start a combo on hit.
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==Special Moves==
==Special Moves==
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* Cannot move until frame 44.
* Cannot move until frame 44.
While Sweeping Beam is slow, it is by far Zooey's most powerful summon. It persists if Zooey blocks, but will go away if Zooey is hit or techs a throw. Sweeping Beam allows for combos from Zooey's Throw and Universal Overhead, as well as stronger combos off her low options like {{clr|1|2L}} or {{clr|4|2U}}. It also has some usage to stop approaches, but the beam doesn't quite hit at full screen.
While Sweeping Beam is slow, it is by far Zooey's most powerful summon. It persists if Zooey blocks, but will go away if Zooey is hit or techs a throw. Sweeping Beam allows for combos from Zooey's Throw and Universal Overhead, as well as stronger combos off her low options like {{clr|1|2L}} or {{clr|4|2U}}. It also has some usage to stop approaches, but the beam doesn't quite hit at full screen.
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===<big>Spinning Slash</big>===
===<big>Spinning Slash</big>===
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* Links to {{clr|3|c.H}} on counter hit.
* Links to {{clr|3|c.H}} on counter hit.
Use this if you're lazy or want the knockdown/launch.
Use this if you're lazy or want the knockdown/launch.
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===<big>Ray Strike</big>===
===<big>Ray Strike</big>===
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Combos naturally from all three versions of Spinning Slash. The followup itself does not change regardless of which attack button was used, unless it was used from the H version where it will grant a hard knockdown. There will always be a gap between Spinning Slash and Ray Strike. Even though this hits low, there's no good reason to use it instead of Bisection.
Combos naturally from all three versions of Spinning Slash. The followup itself does not change regardless of which attack button was used, unless it was used from the H version where it will grant a hard knockdown. There will always be a gap between Spinning Slash and Ray Strike. Even though this hits low, there's no good reason to use it instead of Bisection.
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===<big>Bisection</big>===
===<big>Bisection</big>===
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Combos from all versions of Spinning Slash. There will always be a gap between Spinning Slash and Bisection. The followup itself does not change regardless of which attack button was used, unless it was used from the H version. The H version launches high enough to link a {{clr|2|c.M}} in the corner. Deals more damage than the other follow-up and has more advantage on hit, outclassing it entirely.
Combos from all versions of Spinning Slash. There will always be a gap between Spinning Slash and Bisection. The followup itself does not change regardless of which attack button was used, unless it was used from the H version. The H version launches high enough to link a {{clr|2|c.M}} in the corner. Deals more damage than the other follow-up and has more advantage on hit, outclassing it entirely.
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===<big>Aerial Spinning Slash</big>===
===<big>Aerial Spinning Slash</big>===
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* Value in [] is when the rising portion whiffs.
* Value in [] is when the rising portion whiffs.
Zooey leaps into the air before crashing down to the ground. The L version has no hitbox while rising and is generally useless. The M and H versions make for good anti-airs, as they have some Head invincibility and combo into the descending hits on air connect. The H version will also lead to a hard knockdown, providing an alternate to {{clr|3|214H}} when it's on cooldown.
Zooey leaps into the air before crashing down to the ground. The L version has no hitbox while rising and is generally useless. The M and H versions make for good anti-airs, as they have some Head invincibility and combo into the descending hits on air connect. The H version will also lead to a hard knockdown, providing an alternate to {{clr|3|214H}} when it's on cooldown.
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===<big>Thunder</big>===
===<big>Thunder</big>===
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* Pushes opponent away.  
* Pushes opponent away.  
Covers the area between the front of Zooey and the area just slightly before M lightning range.
Covers the area between the front of Zooey and the area just slightly before M lightning range.
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===<big>Thunder (Midair) {{Micon|16}}</big>===
===<big>Thunder (Midair) {{Micon|16}}</big>===
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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. The H version will only hard knockdown on airborne opponents.
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. The H version will only hard knockdown on airborne opponents.
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==Skybound Art==
==Skybound Art==
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* Advances forwards after superflash with a tall hitbox.
* Advances forwards after superflash with a tall hitbox.
Zooey's generic combo ender super, but this time with a Gundam reference. Gives a good knockdown for a setup or a safejump.
Zooey's generic combo ender super, but this time with a Gundam reference. Gives a good knockdown for a setup or a safejump.
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==Super Skybound Art==
==Super Skybound Art==
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* Unusually high blockstun.
* Unusually high blockstun.
Zooey reveals her true form as the Grand Order, then rushing forward and hit the opponent. Very slow but deals good damage as a combo ender.
Zooey reveals her true form as the Grand Order, then rushing forward and hit the opponent. Very slow but deals good damage as a combo ender.
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==Colors==
==Colors==

Revision as of 22:58, 19 June 2022

Overview
Overview

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.

 Zooey  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.

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 knocked down. After cooldown is over, she gains 50% Dragon Gauge along with the ability to summon Lyrn again.
GBVS Zooey Nameplate.png
GBVS Zooey Portrait.png
Health
10000
Prejump
4f
Backdash
22f
Backshift
Low Recovery (20f)

Normal Moves

c.L

c.M

c.H

Auto Combo

f.L

f.M

f.H

2L

2M

2H

2U

j.L

j.M

j.H

j.U

Unique Action

Convergence

5U

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 Hit Invuln
Convergence
5U
3 15~360 6
The Last Wish
5U > 6L/M/H

No results

  • 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%. Exact values for Dragon Gauge can be found in Zooey's Frame Data page.

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Summon Dragon

GBVS Fireball.png 236X or 5S

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 Hit Invuln
L
Immortal Thrust
700 All 16 Total 45 -2 +2
M
Heavy Breath
300, 500×2 All 32 5,6,3 5 +16 KD
H
Sweeping Beam
160×5, 120×8 All 71 3×5 (32) 3×7, 2 Total 44

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. 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.


Immortal Thrust
  • Costs 6.66% of the Dragon meter.
  • Extremely fast projectile.
  • Always teleports Lyrn to Zooey's position before launching.

Clashes with other projectiles and repositions Lyrn. Immortal Thrust has amazing frame advantage for a projectile and will usually be plus at Zooey's maximum poking range.


Heavy Breath
  • Costs 12.5% of the Dragon meter.
  • Launches on hit, allowing for juggles.
  • Activates at Lyrn's position unless Zooey is closer.
  • Lyrn will also teleport to Zooey if he is behind the opponent and farther than half screen.
  • Will correct for the corner so the entire move can connect.
  • Even though the startup is 34 frames, Zooey cannot move until frame 50.

While Sweeping Beam is better for mixups, Heavy Breath is best used midscreen after Bisection. If the opponent doesn't have a reversal or chooses not to, Zooey becomes very plus. If they do reversal, Zooey will be far enough away that it should whiff.


Sweeping Beam
  • Costs 25% of the Dragon meter.
  • Activates at Lyrn's position unless Zooey is closer.
  • Lyrn will also teleport to Zooey if he is behind the opponent and farther than half screen.
  • Will correct for the corner so the entire move can connect.
  • Cannot move until frame 44.

While Sweeping Beam is slow, it is by far Zooey's most powerful summon. It persists if Zooey blocks, but will go away if Zooey is hit or techs a throw. Sweeping Beam allows for combos from Zooey's Throw and Universal Overhead, as well as stronger combos off her low options like 2L or 2U. It also has some usage to stop approaches, but the beam doesn't quite hit at full screen.

Spinning Slash

GBVS Charge.png 214X or 4S

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 Hit Invuln
214L 700 Mid 15 4 19 -6 -2
214M 800 Mid 19 4 17 -4 0
214H 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
  • Go-to version

Combos from all buttons except c.L and 2L (even on CH).


M Version
  • Counterhit/crouch confirm.

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.


H Version
  • Best of both worlds.
  • Links to c.H on counter hit.

Use this if you're lazy or want the knockdown/launch.

Ray Strike

Spinning Slash > L/M/H

Bisection

Spinning Slash > 6L/M/H

Aerial Spinning Slash

GBVS Leap.png 623X or 6S

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 Hit Invuln
623L 250×4 All 27 4×3 13 -2 +2
623M 300, 200×5 All 14 6(16)2×6 13 0 +4 14~19 All
623H 300, 200×5 Mid, All×5 9 11(13)2×6 11 +2 HKD [+6] 9~19 All

  • Value in [] is when the rising portion whiffs.

Zooey leaps into the air before crashing down to the ground. The L version has no hitbox while rising and is generally useless. The M and H versions make for good anti-airs, as they have some Head invincibility and combo into the descending hits on air connect. The H version will also lead to a hard knockdown, providing an alternate to 214H when it's on cooldown.

Thunder

GBVS Trap.png 22X or 2S

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 Hit Invuln
22L 400, 700 Mid, All 15 [19] 9 [6] 25 -14 (-2) [+3] -10 (+2) [+7]
22M 400, 700 Mid, All 15 [19] 9 [6] 25 -14 [+3] -10 [+7]
22H 400, 350×3 Mid, All×3 15 [19] 9 [10,10,6] 32 +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. The strike point for the lightning depends 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.

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.


L Lightning
  • L version calls lightning closest to Zooey.

General purpose blockstring ender.


M Lightning
  • 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.
  • Pushes opponent away.

Covers the area between the front of Zooey and the area just slightly before M lightning range.

Thunder (Midair) GBVS Trap.png

j.22X or j.S

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 Hit Invuln
j.22L 700 All 22 9 Until L+10
j.22M 700 All 22 9 Until L+10
j.22H 700 All 22 13 Until L+10 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. The H version will only hard knockdown on airborne opponents.

Skybound Art

Gamma Ray

236236H or 236S

Super Skybound Art

Armageddon

236236U or 236S+U

Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Zooey Color 01.png
GBVS Zooey Color 02.png
GBVS Zooey Color 03.png
GBVS Zooey Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Zooey Color 05.png
GBVS Zooey Color 06.png
GBVS Zooey Color 07.png
GBVS Zooey Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Zooey Color 09.png
GBVS Zooey Color 10.png
GBVS Zooey Color 11.png
GBVS Zooey Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Zooey Color 13.png
GBVS Zooey Color 14.png
GBVS Zooey Color 15.png
GBVS Zooey Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Zooey Color 17.png
GBVS Zooey Color 18.png
GBVS Zooey Color 19.png
GBVS Zooey Color EX.png
Weapons
01
02
03
04
GBVS Zooey Weapon 01.png
GBVS Zooey Weapon 02.png
GBVS Zooey Weapon 03.png
GBVS Zooey Weapon 04.png
05
06
07
08
GBVS Zooey Weapon 05.png
GBVS Zooey Weapon 06.png
GBVS Zooey Weapon 07.png
GBVS Zooey Weapon 08.png


External References

How to deal with Zooey dragon setplay (Basics) by Merp

Zooey Dragon writeup by Merp

Zooey 101 | Granblue Fantasy Versus Tutorial | Overview, Combos, Strategy and Counterplay Guide by Diaphone

Navigation

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