GBVS/Zooey/Combos

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 Zooey
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AB =  Avatar Belial
BB =  Beelzebub
BL =  Belial
CA =  Cagliostro
CL =  Charlotta
DJ =  Djeeta
EU =  Eustace
FR =  Ferry
FT =  Ladiva
GR =  Gran
KT =  Katalina
LN =  Lancelot
LW =  Lowain
MT =  Metera
NM =  Narmaya
PC =  Percival
SO =  Soriz
SX =  Seox
UN =  Anre
VS =  Vaseraga
VI =  Vira
YU =  Yuel
ZO =  Zooey
ZT =  Zeta

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.

Video Examples

Navigation

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