GBVSR/Zooey

From Dustloop Wiki

Overview

Overview
Zooey is a long range character that uses powerful tools, relying on her character specific wyvern gauge and excellent far normals 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
GBVSR Zooey Portrait.png
Health
16000
Prejump
5f
Backdash
18f

 Zooey

Pros
Cons
  • Great Buttons: Zooey has an excellent suite of long reaching and safe pokes, with f.M and 2M being particularly great. She also has an armored move she can combo fromGBVSR Zooey 66H.pngGuardMidStartup15Recovery-Advantage-8, allowing her to counterpoke with high reward.
  • Summon Dragon SeriesGBVSR Zooey 236L.pngGuardAllStartup17RecoveryTotal 45Advantage-2: An exceptional projectile which has monstrous frame advantage and makes Zooey's control over the midrange very strong. It's also hard to contest with projectiles, as M and H Summon Dragon are multi-hit projectiles that originate from Lyrn's position.
  • Potent Okizeme: Zooey's direct control over H Thunder with Negative Edge allows her to combo after autocombo high/lows and 66MGBVSR Zooey 66M.pngGuardHighStartup26Recovery-Advantage-6 while also being able to extend pressure if the opponent blocks it.
  • Oppressive Pressure: Zooey's access to plus frames from Summon Dragon and 66L paired with her already strong pokes and Thunder okizeme forces opponents to block for much longer than most characters in Granblue's cast.
  • Meterless Defense: Zooey has no meterless reversal, relying on one of her Ultimate SkillsGBVSR Zooey 623U.pngGuardMidStartup8Recovery24Advantage-10 as her cheapest invulnerable option.
  • Setup Oriented: Most times Zooey hits her opponent and goes for an extension, she is routing for okizeme and not damage. Her main combo extender, 214H, doesn't deal much damage on its own and it scales for both that hit and the follow-up BisectionGBVSR Zooey 214X-6X.pngGuardMidStartup19Recovery24Advantage-11.


Unique Mechanic: Dragon Gauge 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. Zooey can also regain Dragon gauge offensively with meter by using Ultimate Summon Dragon. 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.

Normal Moves

Ground Normals

c.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 5 3 7 +4 +8

Standard Granblue 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.

  • Always links into c.M, 2M, and 2U.
  • Links into f.M, c.H, and f.H on counterhit or crouch.
  • Frame traps into essentially any of Zooey's other normals.
    • Frame traps using 9f or slower normals are vulnerable to throw up close.

c.M

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1600 Mid 9 6 18 -5 -1

Strictly a punish starter and combo filler due to its bad frame advantage. Leads to great damage should it counter hit.

  • Links into itself on counter hit.
  • Negative, but outside c.L or throw range due to pushback.

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 Mid 9 3 15 -3 +1
c.XXX 1000 Mid 12 3 18 -4 0
c.XX6M 1000 Low 12 - - -4 KD +30
c.XX6H 1000 High 18 - - -4 +1

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low Triple Attack ender.

c.XX6H

  • Overhead Triple Attack ender.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 6 3 9 +1 +5

Relatively standard f.L, but whiffs against crouching opponents at a little over half its range. Excellent as a check after 66L and works wonders when used in tandem with 2L.

  • Links into 2U on counterhit, but must be close.
  • Links into 2M on crouching counterhit.

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 9 5 16 -6 -2

Zooey's main poking normal and a very good one at that. Combos into L Spinning SlashGBVSR Zooey 214X.pngGuardMidStartup15Recovery19Advantage-4 at most ranges for a simple knockdown confirm. On block, L Summon DragonGBVSR Zooey 236L.pngGuardAllStartup17RecoveryTotal 45Advantage-2 will be plus on block at max range, allowing Zooey to continue to harass with f.M or rush in with 66L.

  • Combos consistently into 214L.
  • Combos into 214M against crouching opponents.

f.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 9 5 19 -7 -3

Good counterpoking normal due to a slight step back during startup. Deals high damage and combos into M Spinning SlashGBVSR Zooey 214X.pngGuardMidStartup19Recovery17Advantage-4 for a bit of extra damage. Has less range than f.M, so don't try and use it at the same ranges or for the same purpose.

2L

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 8 4 14 -3 +1

Stops low profiles and rolls where f.M would lose while also being a frame faster. Good normal to use after a far 66L as it will beat 6f light normals due to its clash priority.

  • Combos consistently into 214L.
  • Combos into 214M against crouching opponents.

2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 Mid 11 5 24 -12 -8

Zooey's main anti-air. Leads to devastating damage and a setup with an air CH. Has a very tall hitbox but is a little short horizontally due to how Zooey swings her sword.

  • Cancel with 214L or 5U to cut recovery for combos.

2U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Low 7 6 21 -12 HKD +43

Zooey's only way to secure a hard knockdown outside of spending meter. Faster than 2M by a frame, but much worse on block and more whiff recovery.

Leads to an autotimed Safe Jump.

  • Hard knockdown against grounded opponents.

Dash Normals

66L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Mid 8 - - +2 +6

Advancing, plus on block normal. Works very well with Zooey's kit as she has access to plus frames via and M Summon DragonGBVSR Zooey 236M.pngGuardAllStartup26RecoveryTotal 53Advantage+6 and spaced L Summon DragonGBVSR Zooey 236L.pngGuardAllStartup17RecoveryTotal 45Advantage-2, making this a somewhat safe gap closer.

Zooey also has great ways to enforce this normal's frame advantage. f.L is the go-to off most hits, but late connects will allow for 2M, f.M, and f.H to work as frame traps and will also combo on crouching and/or counterhit.

66M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 High 26 - - -6 Air Recovery +20

Slow, negative dashing overhead. Zooey can combo off this with 22H using Negative Edge, but it's generally unremarkable aside from that. Make sure to poke with 664M in order to get f.M instead.

  • Forces air tech on hit.

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 (600x2) Mid 15 - - -8 KD +39 6-14 High/Mid Armor

Armored move that allows for a link if close enough. Very strong option in neutral as it will beat most mid pokes, but the armor will lose and be counterhit by low attacks. Also shines as combo filler after extremely plus on hit attacks like IAS Ultimate LightningGBVSR Zooey j22U.pngGuardAllStartup17RecoveryTotal 57Advantage+6 due to its high damage.

  • Armor loses to low attacks.
  • On ground connect, links into f.L, 2L and 2U if close enough.
  • Against a wall, even connects with c.L and c.M.
  • On air connect, links into c.H/f.H.
  • Being HKD +39 also provides an autotimed Safe Jump.

Air Normals

j.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 High/Air 5 Until L 0 +11 +13

Zooey's fastest air normal. It has a good vertical but is otherwise pretty unremarkable. Has some very niche usage with fuzzy guard mixups using the Guard button to cancel landing recovery, but learning those are not necessary for knowing how to play Zooey and are generally unreliable due to difficulty. The animation looks a little bit like Zooey's air block animation, which can be faked by using the Guard button.

  • Active until landing.

j.M

j.H

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 High/Air 7 7 +13 KD +50

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. Zooey can use the launch from 236M to perform another "Dustloop" but the second loop is much less reliable than the first.

  • Launches on hit.
  • Wallbounces on counterhit.


Unique Action

Convergence

5U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5U Total 23-368
5U~6X 1200 Mid 5 8 22 -20 [-11] KD +19 [+28] 2~4 All

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.

  • 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)
  • When charging enough to hit at 27th frame and above, the move gains +9 frame advantage on-Block and on-Hit (shown with [ ] ). It allows for an autotimed meaty with MH Raging Strike when the opponent is in corner.
Version Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
5U
5U~6X 4

5U:

  • Counterhit state until the last 5 frame of recovery
  • Cancelable into The Last Wish starting on frame 16


5U~6X:

  • On hit, charge Dragon Gauge for 1500 (1000 if Lynn is active)

When charging enough to hit at 27f, Zooey gains +9 frame advantage on-Hit and on-Block.


Universal Mechanics

Ground Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 4 3 32 HKD +44

Zooey gets an autotimed Safe Jump from both versions.
Zooey cannot combo from her throw using H Thunder setups in the corner, it's more beneficial to her to whiff the lightning strikes during the cinematic portion of the move to retain the throw's hard knockdown and start getting the timer back.

Air Throw

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
2500 Throw 5 5 Until L+6 HKD +43~45
  • 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 Thunder or Summon Dragon, but it may not be perfectly meaty.

Raging Strike

Raging Chain

Brave Counter


Special Moves

Summon Dragon

GBVS Fireball.png 236X or 5S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 800 All 17 Total 45 -2 +2
236M 400×3 All 26 5,6,3 Total 53 +6 Air Recovery +50
236H 200x10 All 34 Total 53 +24 KD +82 [Air Recovery +65]

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 (236L)

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

  • Costs 1/20th of the Dragon meter.
  • Always teleports Lyrn to Zooey's position before launching.

Heavy Breath (236M)

Incredible as an anti-zoning and combo tool as it launches on hit. The launch is long enough for Zooey to jump and use j.U in the corner. Because it comes out at Lyrn's position, Zooey can use Lyrn to clash with the opponent's projectile and then use Heavy Breath afterwards to stop any further attempts at using projectiles due to its multiple hits.

  • Costs 1/6th of the Dragon meter.
  • Activates at Lyrn's position unless Zooey is closer.
    • Lyrn will teleport to Zooey if he is behind the opponent and farther than half screen.
    • Lyrn will reposition so the entire move can hit if he is too close to the corner.

Sweeping Beam (236H)

Sweeping Beam is an excellent neutral complement to Heavy Breath. It hits at a different timing than Heavy Breath, which will catch dodges and rolls. It launches high enough to allow for a link into 66H in the corner and 236U anywhere to regain Dragon meter.

  • Costs 1/5th of the Dragon meter.
  • Activates at Lyrn's position unless Zooey is closer.
    • Lyrn will teleport to Zooey if he is behind the opponent and farther than half screen.
    • Lyrn will reposition so the entire move can hit if he is too close to the corner.
Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236L 3
236M 3
236H 3

236L:

  • Consumes 150 Dragon Gauge on frame 17


236M:

  • Consumes 500 Dragon Gauge on frame 32


236H:

  • Consumes 600 Dragon Gauge on frame 34

[ ] for melee version.

Spinning Slash

GBVS Charge.png 214X or 4S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 700 Mid 15 4 19 -4 0
214M 800 Mid 19 4 17 -4 0
214H 1000 Mid 15 4 19 -8 -4

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 which properties change depending on the strength.


214L

Zooey's standard confirm tool. Combos from all buttons except c.L and 2L (even on CH). Generally the more consistent of the resourceless versions as Bisection's airtech does not allow for the same getup options as a soft knockdown.

  • Ray Strike follow-up inflicts a soft knockdown on hit.
  • Bisection follow-up forces an airtech.

214M

Can only be cancelled into for a natural combo from Triple Attack enderGBVSR Zooey cXXX.pngGuardMidStartup12Recovery18Advantage-4, c.H, f.H, and 2H. Being inherently more situational, it deals a little more damage and changes the properties of the follow-ups.

  • Ray Strike and Bisection follow-ups inflict a soft knockdown on hit.

214H

Combos from the same things that the L version does. Zooey's main corner launcher that routes into her best setups. Be careful with this move as it is highly unsafe on block.

  • Ray Strike follow-up inflicts a soft knockdown on hit.
  • Bisection follow-up launches and links into c.M against grounded opponents in the corner.

Ray Strike

Spinning Slash > L/M/H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Low 18 6 19 -8 KD +28
400 Low 18 6 19 -8 KD +28
600 Low 18 6 19 -8 KD +34

Ray Strike is the less often used follow-up. It can be combo-ed from if it hits late against airborne opponents, but Bisection is more useful as an ender due to its forced airtech from 214L or launch from 214H.

Bisection

Spinning Slash > 6L/M/H

Aerial Spinning Slash

GBVS Leap.png 623X or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 300x3 All 27 4×3 13 -2 +2
623M 300, 200×5 All 14 6(16)2×6 13 0 +4 14~19 All
623H 1300 (300, 200×5) Mid, All×5 9 11(13)2×6 11 +2 KD +31 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 version has a rising hit that connects against airborne opponents which is useful for ending corner combos. The H version is similar but the rising hit will connect against grounded opponents as well while being advantageous on block. 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.

Thunder

GBVS Trap.png 22X or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. 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] (-2) (-10) [+7] (+2)
22H 1600 (600, 300×2, 400) Mid, All×3 15 [19] 9 [10,10,6] 32 +5 [+12] +12 [+16]
  • First data value refers to the held version.
  • Data in () is for the unheld version when the sword stab and lightning hit.
  • Data in [] is if only the lightning hits from the unheld version.
  • Earliest possible lightning happens after the 15 frame startup of the sword hit and the 19 frame startup of the lightning itself (34).

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 G) 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. Learning how to move the held lightning from the H button to the S button is an important skill for playing Zooey, as it frees up her face buttons to do more complex mixups when covered by the lightning.


22L

General purpose blockstring ender if no other cooldowns are available. Makes a good amount of space from Zooey with decent frame advantage.

  • Calls lightning closest to Zooey.

22M

The M version goes out farther than the third hit of the H version. Great as a neutral tool when held or unheld as Zooey can threaten space with 22[M] and Lyrn while potentially charging Dragon meter with Last WishGBVSR Zooey 5U.pngGuardStartupRecoveryTotal 23-368Advantage-.

  • Calls lightning farthest from Zooey.

22H

Covers the area between the front of Zooey and the area just slightly before M lightning range. 22[H] is her main setplay tool in the corner, as all three lightning bolts will strike in sequence. This allows her to combo after things like 66M and 2U, or get more damage after moves like 2L. Notably, 22]H[ does not allow for a combo after throw. The best way to set up 22H is to make the first hit whiff with an air flipout, as that gives Zooey more time before the lightning falls automatically.

  • Hits multiple times, starting close to Zooey and traveling outwards.
  • Pushes opponent away midscreen but has no pushback in the corner due to being a projectile.

Thunder (Midair)

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

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
j.22L 700 All 22 9 Until L+10 -5 -1
j.22M 700 All 22 9 Until L+10 -5 -1
j.22H 700 All 22 13 Until L+10 -5 KD +32

Zooey fires lightning down at an angle. The j.22L fires the projectile close to her while j.22M fires it further away. j.22H fires both at once, and also goes even further than j.22M. 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. j.22H will only hard knockdown on airborne opponents.


Ultimate Skills

Ultimate Peacemaker's Wings

GBVS Fireball.png 236U or 5S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236U 2500 Mid 15 Total 66 [102] -13 HKD +30

Summons the Peacemaker's Wings for a fullscreen impact. While the projectile is travelling, Zooey will automatically charge her Dragon meter, and she will charge even more if it successfully hits the opponent.

Incredible. 236U is an incredibly tall and incredibly high-priority projectile that will bust through any other projectiles heading her way. She can confirm it off of many of her other projectiles at a distance and it's relatively safe when used outside of close range. Additionally, this move is air unblockable, making it dangerous to jump at any range vs Zooey. This move should be on her opponent's mind whenever she has 50 meter.

Care must still be taken when using this move against savvy opponents. Zooey will always initiate a wyvern gauge charging animation, even on block and whiff. The projectile can be rolled through on reaction, which leads to a punish if they're close enough.

  • Out-prioritizes other projectiles, destroying them.
  • Upon using the move, Zooey enters her 5U charging animation which fills 50% of the wyvern gauge if the wyvern has not yet been summoned.
  • If the move successfully hits, Zooey will perform her 5U-6X animation and fill another 50% of the wyvern gauge if the wyvern has not yet been summoned, thus filling up the entire gauge.
  • If the wyvern has been summoned, all wyvern-gauge charging is halved. In other words, using 236U will fill 25% of the gauge and hitting with it will fill another 25% for 50% total if the wyvern is currently out.
Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236U 3

236U:

  • Recovers 30 Dragon Gauge starting at frame ?? for 50 frames, to a total of 1500 units (750 if Lyrn is active)
  • On hit, recovery extends, and recovers an additional 1500 unit (750 if Lyrn is active)

Ultimate Spinning Slash

GBVS Charge.png 214U or 4S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214U 850×2, 300×3 Mid 13 Total 75 -4 HKD +63

A version of Spinning Slash with an additional hit. Launches at a higher angle than other versions, allowing for extensions anywhere on the screen. Essentially a safe-on-block version of H Spinning SlashGBVSR Zooey 214X.pngGuardMidStartup15Recovery19Advantage-8. Not as useful as her other Ultimate Skills in most cases.

Ultimate Aerial Spinning Slash

GBVS Leap.png 623U or 6S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623U 600, 100×5, 900 Mid 8 29 24 -10 HKD +47 1-13 Full

Zooey's only reversal without using her supers. Finishes with a cinematic lightning strike for a hard knockdown right in front of Zooey.

Ultimate Thunder (Air OK)

GBVS Trap.png 22U or 2S+U

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22U 600, 1500 Mid (Guard Crush), All 25 Total 63 +18 HKD +107
j.22U 1500 All 17 Total 57 +6 HKD +79
Ground Version

Zooey performs a tracking version of Thunder that hits anywhere on screen. If she's close, the sword stab will Guard Crush and a secondary bolt of lightning will strike as an almost unavoidable unblockable attack. Opponent can beat the initial strike by mashing Zooey out of it (provided they have time), going through it with a reversal, spending BP to guard cancel it or spot dodging.

  • Initial stab Guard Crushes.
  • Cannot be used while 22H is being held.

Air Version

Very different in usage to the ground version. Acts as a low risk, high reward throw crush. Performing this move immediately off the ground (easiest with IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.SU) leaves Zooey at +6 on block and plus enough on hit to link a 66H anywhere.

Skybound Art

Gamma Ray

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
4000 (1000, 90x31, 210) Mid 8+4 6 40 -27 HKD +46 1~17 All

Zooey's 100 meter combo ender. Advantageous enough on hit for a setup or a safejump in the corner.

  • Always does the cinematic on hit.
  • Deceptive range, advances forwards two character lengths.


Super Skybound Art

Armageddon

236236U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
6000 (3000, 3000) Mid→All 8+7 15 61 -25 HKD +46 1~63 All

Zooey reveals her true form as the Grand Order, then rushes forward to hit the opponent. Very slow and expensive, use 623U as a reversal instead. Deals great damage as a combo ender and leaves the opponent in a dangerous place with two less BP.

  • Unusually high blockstun.


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


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