RosesN'Guns (talk | contribs) |
RosesN'Guns (talk | contribs) |
||
Line 7: | Line 7: | ||
==General Tactics== | ==General Tactics== | ||
===TK Spear of Arvess (Fall)=== | ===TK Spear of Arvess (Fall)=== | ||
''Technically'' not a TK input since 7/9 isn't input at all, but this still allows Zeta's descending spear lunge to come out super low to the ground, essentially turning it into a divekick. To do this, input 2 8 2, or down up down, followed by a button to get Spear of Arvess (Fall) as soon as Zeta jumps | ''Technically'' not a TK input since 7/9 isn't input at all, but this still allows Zeta's descending spear lunge to come out super low to the ground, essentially turning it into a divekick. To do this, input 2 8 2, or down up down, followed by a button to get Spear of Arvess (Fall) as soon as Zeta jumps. | ||
==Blockstrings== | ==Blockstrings== |
Revision as of 16:09, 16 March 2020
General Tactics
TK Spear of Arvess (Fall)
Technically not a TK input since 7/9 isn't input at all, but this still allows Zeta's descending spear lunge to come out super low to the ground, essentially turning it into a divekick. To do this, input 2 8 2, or down up down, followed by a button to get Spear of Arvess (Fall) as soon as Zeta jumps.
Blockstrings
Okizeme
From a distance, time 236X to hit the opponent on wakeup. From a 2U juggle ender in the combo, Zeta can safejump, useful for baiting DPs and comboing them all over again.
Matchup Information
Further Resources
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 •