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Normal Moves
c.L
The Granblue c.L.
c.M
- 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
- Punishable on block.
- Links into itself on Counter Hit.
- Not a frame trap after c.L/2L.
Auto Combo
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
- useful for anti air against metera unique action
Decent range normal can cancel into most of her moves and SSBA
f.M
f.H
2L
2M
2H
- 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
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
- Active until landing.
- Can be used for fuzzy guard setups.
j.M
Can Cross-Up.
j.H
j.U
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. In very specific conditions, you are able to get six j.U in a combo
Unique Action
Convergence
5U
- GBVS Zooey Convergence.png
Exhibit A: "What defines a character"
- GBVS Zooey TheLastWish.png
GTFO
- 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
Zooey can combo off her forward 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
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
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
Summon Dragon
- GBVS Zooey Immortal Thrust.png
L version
- GBVS Zooey Breath.png
M version
- GBVS Zooey Sweeping Beam.png
H version
"Do you take VISA?"
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 13.3% of the Dragon meter.
- Extremely fast projectile.
- Always teleports Lyrn to Zooey's position before launching.
Clashes with other projectiles and allows Lyrn to use his other two moves at a range.
- Heavy Breath
- Costs 20% 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.
- Sweeping Beam
- Costs 33.3% 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.
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.
Spinning Slash
- GBVS Zooey Spinning Slash.png
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
- GBVS Zooey RayStrike.png
Combos naturally from all three versions of Spinning Slash.
This followup itself does not change regardless of which attack button was used.
Bisection
Spinning Slash > 6L/M/H
- GBVS Zooey Bisection.png
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
- GBVS Zooey AerialSpinningSlash.png
Bandit Revolver?
- Value in [] on the H version are for when the rising part whiffs
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
- GBVS Zooey Thunder.png
Sword Iris!
- GBVS Zooey Thunder Diagram.png
- 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)
j.22X or j.S
- GBVS Zooey Aerial Thunder.png
Beats by Dr.Doom
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
Gamma Ray
236236H or 236S
- GBVS Zooey Gamma Ray.png
No, not THAT Gamma Ray.
- GBVS Zooey Gamma Ray2.png
Still painful.
Super Skybound Art
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.
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.
Colors
External References
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •