GBVS/Zooey/Strategy

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 Zooey


General Tactics

Despite being an okizeme-focused character, Zooey has a good amount of neutral tools to help her secure the knockdown she needs.

Neutral Tools

  • f.M: Zooey's farthest reaching poke. Generally you want to cancel into 214L and 214L~4L if it hits, and stop on 214L if the f.M/2M is blocked. Combos into 214M on CH or crouch. 2M can also be used in the same way but has slightly less range.
  • 2H: Amazing anti-air. Can cancel recovery with 5U.
  • 5U > 6L/M/H: Charges dragon meter. The 6L/M/H cancel has strike invuln. Can be used in neutral to safely charge dragon meter and then using the strike invuln to beat projectiles.
  • 2U: Can low profile some projectiles and also leads into 214X on hit.
  • 236L/5S: Extremely fast projectile, great for checking dashes or challenges after 2M or 5M and has a strong presence in general in neutral. If the dragon hits the opponent, it will remain where it hit them and 236M/H will start from that position. The 5S input does less damage but still costs the same amount of dragon meter.
  • j.22X: Can be used to mixup landing timings on jump-ins and can catch opponents trying to anti-air.


Dragon Meter

Zooey's dragon meter is an important part of playing her and knowing how to manage it will help immensely. The different dragon attacks cost a different amount of the meter:

  • 236L: 6.66% of dragon meter
  • 236M: 12.5% of dragon meter
  • 236H: 25% of dragon meter

Although the different types have different costs, you don't need that amount to do them. For example, if you only have 10% of meter left, you can still use 236H.

Zooey also gains more dragon meter if the dragon is not on the screen. If the dragon is on the screen, it builds slower and she will lose some meter when she leaves hitstun.


The dragon takes 12 seconds to recover once the gauge is emptied.

Blockstrings

  • c.XXX > 22L: Works midscreen and leaves you spaced out at -2 and effectively resets to neutral.
  • 2L 5L 2L: Basic GBVS pressure to check and see how the opponent responds to your plus frames.
  • c.L link c.M: Frametraps.

Essential Combos

Midscreen confirms into 214H:

  • 5L 2L f.L 214H 4X
  • On crouch: 2L 2L 2L 214H 4X
  • On CH 2L 2M 214H 4X

Recommend going into EX whenever possible. 6X For more corner carry. 4X if you have dragon meter to burn. 6X if close to corner then end with 5MM xx EX DP.

Anti-air (CH) 2H 5U dash forward 5H 214H~6X

Corner

  • CH 5H 236M j.U j.U 5H 214H~6X 5H super (max damage)
  • 236H 2L xx UOH 5HHH 22H 2M 214H~6X 5MMM xx 623H. Loopable combo/oki that refreshes cooldown by the time you reach that point in the combo again.

Dustloops can be done on any 236M hit.

Okizeme


Safejumps

Safejumps

Zooey can get a safejump off most of her hard knockdowns.

  • 2U: Cancel into 4G > Forward jump > j.M/j.H
  • Back Throw: Forward jump > j.H
  • 623H: Superjump > sj.M for a crossup. To stay on the same side, do a microwalk before doing a normal forward jump.
  • 214H~X: 2L(whiff) > Forward jump > j.M for a crossup
  • 214H~6X: Microwalk > Superjump > sj.H
  • SBA: Superjump > sj.H. Only works off technical input.
  • SSBA: Superjump > sj.H. Only works off technical input.

Safe Meaties

Safe Meaties

Safe Meaty A well-timed attack on an opponent who is rising from a knockdown. The idea of a Safe Meaty is to land a Meaty '"`UNIQ--item-10--QINU`"' attack that hits late into the attack's active frames. The goal is to have this attack connect meaty with your opponent, but recover fast enough to be able to block a reversal attempt.s are a staple in GBVS offence allowing you to safely pressure the opponent on wakeup. Safe meaties can either be timed manually or set up by a frame kill A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier.. When going for a safe meaty, 2L is Zooeys prefered normal. It has 6 frames of recovery, leaving a 2 frame window to safe jab 9 frame DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.'s. Against characters with slower DP's ( Ferry,  Beelzebub &  Charlotta) it is a lot easier and a potent option.

  • 214L/M~X/6X: It is possible to run up and time a safe meaty 2L. Harder off the 6X ender due to the increased distance.
  • 214H~X > 22L > 2L: Frame kill for guaranteed safe meaty 2L.
  • Dragon Oki: After most dragon oki setups it is possible to maually time a safe meaty 2L.

Midscreen

Midscreen Dragon Oki
214H~X > 236H 
Option Meaty Reversal safe? Inputs Notes
Overhead Yes No 2L > 5MH
Low Yes No 2L > dash > 2L
Throw No No 2L > dash > 2L Crossup No ?? 6G Do a microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. before 236H
623H > 236H 
Option Meaty Reversal safe? Inputs Notes
Overhead Yes Yes* 2L > 5MH Block for a split second before inputing 5MH
Low Yes Yes* 2L , 2U Gives a dustloop combo
Throw No No Dash throw


Midscreen Thunder Oki

Zooey can use 22[X] to put down a delayed thunder bolt on top of the opponent. By utilizing negative edge Using button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions. her pressure and conversion ability is greatly increased. For example the thunder bolt release can be used to cover your approach, or to give a combo after a 5MH Universal Overhead. While not as strong as her dragon setups they do not cost any dragon gauge.

When inputing 22[X] it is recomended to use the Skill button in most situations in order to have access to all her buttons, throw and Universal Overhead, while holding the thunder bolt. This will be notated as 22X[S]

After 236H~X > 22L[S]

This frame kill setup automatically times a safe meaty 2L and sets up ThunderGBVS Zooey 22X.pngGuardMid, AllStartup15 [19]Recovery25Advantage-14 (-2) [+3] pressure To attack the opponent continuously and leave little room for counter attacks..

Option Meaty Reversal safe? Inputs Notes
Overhead Yes Yes 2L , 5MH > ]S[ 2L is a safe meaty A well-timed attack on an opponent who is rising from a knockdown. The idea of a Safe Meaty is to land a Meaty '"`UNIQ--item-10--QINU`"' attack that hits late into the attack's active frames. The goal is to have this attack connect meaty with your opponent, but recover fast enough to be able to block a reversal attempt.
Low Yes Yes 2L > Dash > 2L > ]S[
Throw No No Dash > Throw The lightning bolt will hit them for extra damage
After 623H > 22M[S]

This puts the thunder bolt around two character leghts behind the opponent while still having time to meaty with a far reaching button. One sequence to experiment with here is:

2M > 214M > ]S[

Which will push the opponent into the lightning bolt on block, allowing Zooey to continue her pressure. And on counter hit, it will all combo.

Corner

Corner Dragon Oki
After 623H
bnb A staple combo that is simple yet effective. oki in the corner.
Anything > 623H > 236H 
Option Meaty Reversal safe? Inputs Notes
Overhead Yes No c.H > 5MH (> 4G) Can option select against OD by inputing 4G
Low Yes No c.H , 2U Gives a dustloop combo
Throw No No Dash throw Juggles into c.H
Overhead Yes Yes* 2L , 5MH Block for a split second before inputing 5MH
Low Yes Yes* 2L , 2U Gives a dustloop combo
Requirements: Dragon Gauge available, works of any combo ending in 623HGBVS Zooey 623X.pngGuardMid, All×5Startup9Recovery11Advantage+2.
  • c.H: This sequence is a true blockstring after the c.H meaty, forcing the opponent to block the High/low mixup. It will loose to invincible reversals.
After 2U
2U > 236H 
Option Meaty Reversal safe? Inputs Notes
Overhead Yes No c.H > 5MH (> 4G) Can option select against OD by inputing 4G
After air reset
Juggle > c.XXX > 236H 
Option Meaty Reversal safe? Inputs Notes
Overhead Yes No style="text-align: left;"
Extending Pressure With 22H
Laser(1) blocked > 22H[S] > Laser(2) > ...


Corner Thunder Oki
After 22H[S]

By ending a juggle combo in 22H[S]

Reversal Safe Setup Utilizing Both The DragonGBVS Zooey 236H.pngGuardAllStartup71RecoveryTotal 44Advantage- And 22HGBVS Zooey 22X.pngGuardMid, All×3Startup15 [19]Recovery32Advantage+5 [+12]
Juggle > 22H[S] > 236H 
Option Meaty Reversal safe? Inputs Notes
Overhead Yes Yes ]S[ > dl. > 5MH
Low Yes Yes ]S[ > dl. > 2U Gives a dustloop combo
Throw No No Dash throw Juggles into c.H. Don't release Thunder
Throw bait No No Dash , jump > dl. > j.U Gives a dustloop combo
Requirements: Dragon Gauge available, works of any juggle ending in 22HGBVS Zooey 22X.pngGuardMid, All×3Startup15 [19]Recovery32Advantage+5 [+12],
This setup is usefull against an opponent with a DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. or invincible super on deck. By using the skill button to negative edge Using button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions. 22H, Zooey can meaty the opponent from a safe range while still having access to all of her mixup options.
The spacing will cause most reversals to Whiff. However, the punishes are character and reversal specific so labing punishes against each one is recommended. Against DPs that go airbone something similar to 2H , j.U , j.U , c.H >... should work.
  • Looses to  Ladiva's SBAGBVS Ladiva 236236H Finish.pngGuardMidStartup7+8Recovery24Advantage-11.

Meaty Setups

Meaty Setups
Meaty 236L
  • Juggle > 623H > 2U(whiff) > 236L
  • 2U > 5M(whiff) > 236L

236L hits meaty enough to be at sizable frame advantage. Enough frame advantage to frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. 5 frame normals with c.H for huge reward. It also creates a un-mashable tick throw situation against characters without a 5 frame normal ( Metera,  Ferry,  Vaseraga, Anre &  Ladiva).

If 236L counter hits, Zooey can juggle with c.H for a combo.


Meaty Overhead

This setup makes 5MH hit meaty enough to link To perform a second action after the first action completely finishes its animation. a c.L on normal hit.

  • (Starter) > 214H~6X > c.MXX > 236L > 5MH

Meaty c.H

214M~X works as a frame kill A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier. to time c.H. While not the most reliable tactic, the opponent might think it is a droped combo and try to press a button giving Zooey a huge counterhit Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities. combo.

  • 2U > 214M~X(whiff) > c.H

Further Resources

A good chunk of this strategy section was taken from Diaphone's video and document. Check them out!

Zooey 101 Doc

Zooey 101 Video:

For videos detailing the corner setplay, check out the japanese player Kurara on YouTube:

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