Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
c.XXX Starter
Combo | Damage | Position | SBA Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... > 214M~M | xx | where | Net Gain | who | Easy | Basic route into a knockdown. |
... > 214M~6M | xx | where | Net Gain | who | Easy | Crouch confirm. |
... > 214H~6X | xx | where | Net Gain | who | Easy | No longer a crouch confirm, hard knockdown lets you set up 236H/22H. |
... > 5U~6X | xx | where | Net Gain | who | Easy | Dragon Meter ender. |
... > 22L | xx | where | Net Gain | who | Easy | |
... > 22H | xx | where | Net Gain | who | Easy | |
... > 214H~6X > c.M > 623H | xx | Corner | Net Gain | All | Easy | EX dump combo. HKD gives a setup. |
... > 22H > 2M > ... | xx | Corner | Net Gain | All | Easy | Corner 22H link. 2U works on crouching opponent and gives a nice setup. |
... > 236H (2nd Beam) > j.U, j.U > j.U, j.U > c.H > 623H/22[H] | xx | Corner | Net Gain | All | Easy | Conversion from setplay. New patch gives double dustloops. |
Poke Conversions
Combo | Damage | Position | SBA Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
f.L/2U/5M/2M > 214L~5L | xx | where | Net Gain | who | Easy | Because 214X has a second hit, this is a pretty safe confirm. |
... > 214H~6H | xx | where | Net Gain | who | Easy | Hard knockdown midscreen. Converts from any poke she has. |
f.H > 214M~5M | xx | where | Net Gain | who | Easy | More damage than her other conversions thanks to 214M. |
AA 2H Conversions
Combo | Damage | Position | SBA Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2H > 632M | 1900 | Anywhere | 23% | Anyone | Easy | |
2H > 5U~6X | Anywhere | Anyone | Easy |
CH AA 2H Conversions
Combo | Damage | Position | SBA Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2H > 214M (whiff) > 5M > 214H-6X | 2760 | Anywhere | 23% | Anyone | Easy | |
2H > 214M (whiff) 5MMM > 214M-6M | 3005 | Anywhere | 28% | Anyone | Easy | 214M whiffs if the opponent is too high. Offers more corner carry but doesn't cause a hard knockdown. |
2H > 5U > j.U > j.U > 5H > 214H-6H > 2U | 4326 | Corner | 31% | Anyone | Easy | Corner dustloop anti-air |
Combo Theory
Important Links
- 2L > c.L
- 22H > 2M
Midscreen
Zooey's main combo ender midscreen is her 214X series. They give her a basic knockdown to get her gameplan rolling. She wants to push you to the corner because her setplay is stronger, but she still has some strong midscreen setups that allow for throw combos or UOH > Lightning Release combos.
Corner
Any launch hit from the beam will allow Zooey to go into dustloops. Otherwise, her goal is to loop her specials' EX cooldowns and try to end every hit in a Hard Knockdown or a setup. c.XXX or c.H canceled into 236H/22[H] gives it enough time to hit meaty, but Hard Knockdown setups are generally safer. Her main knockdown enders in the corner are 623H and 214H~6H. Sometimes you can link a 2U, which will give you a similar setup to the aforementioned moves.
Anti-Air
2H is her go-to anti-air, and you can cut it's recovery by whiffing either a 214L or 5U. 214L recovers faster, but in most cases you'd rather take the Dragon meter.
Video Examples
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •