Line 18: | Line 18: | ||
==Blockstrings== | ==Blockstrings== | ||
*c.XXX > 22L: Works midscreen and leaves you spaced out at -2 and effectively resets to neutral. | |||
*2L 5L 2L: Basic GBVS pressure to check and see how the opponent responds to your plus frames. | |||
==Okizeme== | ==Okizeme== |
Revision as of 01:16, 16 August 2021
General Tactics
Despite being an okizeme-focused character, Zooey has a good amount of neutral tools to help her secure the knockdown she needs.
Neutral Tools
- f.M: Zooey's farthest reaching poke. Generally you want to cancel into 214L and do 214LL if it hits, and stop on 214L if the f.M/2M is blocked. Combos into 214M on CH or crouch. 2M can also be used in the same way but has slightly less range.
- 2H: Amazing anti-air. Can cancel recovery with 5U.
- 5U > 6L/M/H: Charges dragon meter. The 6L/M/H cancel has strike invuln. Can be used in neutral to safely charge dragon meter and then using the strike invuln to beat projectiles.
- 2U: Can low profile some projectiles and also leads into 214X on hit.
- 236L/5S: Extremely fast projectile, great for checking dashes or challenges after 2M or 5M and has a strong presence in general in neutral. If the dragon hits the opponent, it will remain where it hit them and 236M/H will start from that position.
- j.22X: Can be used to mixup landing timings on jump-ins and can catch opponents trying to anti-air.
Blockstrings
- c.XXX > 22L: Works midscreen and leaves you spaced out at -2 and effectively resets to neutral.
- 2L 5L 2L: Basic GBVS pressure to check and see how the opponent responds to your plus frames.
Okizeme
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 •