GBVS/Zooey/Strategy: Difference between revisions

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==Okizeme==
==Okizeme==
 
After hitting an opponent with 214H or 623H, Zooey gets a hard knockdown and can set up for dragon mixups


==Matchup Information==
==Matchup Information==

Revision as of 01:17, 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

After hitting an opponent with 214H or 623H, Zooey gets a hard knockdown and can set up for dragon mixups

Matchup Information

Further Resources

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