Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
c.XXX Starter
Combo | Damage | Position | SBA Gain | Difficulty | Notes |
---|---|---|---|---|---|
... > 214M/H~X | 1830 | Anywhere | 19/20% | Easy | Basic route into a knockdown. H version will hard knockdown letting you set up 236H/22H. |
... > 214M/H~6X | 1950 | Anywhere | 20/21% | Easy | Basic route that knocks them across the screen. H version will wall bounce allowing a follow up |
... > 5U~6X | 1520 | Anywhere | 14% | Easy | Dragon Meter ender. |
... > 22L | 1730 | Anywhere | 18% | Easy | |
... > 22H | 1910 | Anywhere | 24% | Easy | Can be extended in the corner |
... > Rush > 214H~6X > c.MM > 623H | 2710 | Midscreen | 18% | Medium | Leads to 236H/22H Oki. Swap c.MM for f.L if too far. |
... > 214H~6X > c.MM > 623H | 2830 | Corner | 41% | Medium | Corner BnB that leads to 236H/22H Oki |
... > 22H > 2M > 214H~6X > c.MM > 623H | 3065 | Corner | 50% | Medium | Corner 22H link. |
Poke Conversions
Combo | Damage | Position | SBA Gain | Difficulty | Notes |
---|---|---|---|---|---|
f.L/2U/5M/2M > 214L~X | 1420 | Anywhere | 14% | Easy | Because 214X has a second hit, this is a pretty safe confirm. |
f.H > 214M~X | 2120 | Anywhere | 16% | Easy | More damage than her other conversions thanks to 214M. |
AA 2H Conversions
Combo | Damage | Position | SBA Gain | Difficulty | Notes |
---|---|---|---|---|---|
2H > 632M | 2300 | Anywhere | 26% | Easy | Easy anti-air confirm that works on normal and counter hit |
CH 2H > 214L (whiff) > c.MM > 623H | 2750 | Anywhere | 31% | Easy | Can also end with 214H~4X for more corner carry |
CH 2H > 5U > 66 c.H > 214M~6X | 3260 | Anywhere | 22% | Medium | |
CH 2H > 5U > 66 2H > dl 214M~6X > 66 f.M > 214H~6X | 4120 | Midscreen | 36% | Hard | Carries from Midscreen to Corner. Delay 214M according to height. Time it so they fall into 214M later in the active frames |
CH 2H > dl 236M > 66 sj9 > j.U > j.U > 66 f.M > 214H~6X > 2U | 4447 | Midscreen | 39% | Hard | Video: https://youtu.be/z45sl_BngEk |
CH 2H > dl 236M > j.U > j.U (land) > j.U > j.U > (land) 623H | 4854 | Corner | 43% | Medium | Delay subsequent j.Us according to height |
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.