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*214H6X: More corner carry but worse oki. Can get a safe meaty 2L. | *214H6X: More corner carry but worse oki. Can get a safe meaty 2L. | ||
*623H: Can safejump with j.M (crosses up midscreen). In corner do 236H for dragon mixups: | *623H: Can safejump with j.M (crosses up midscreen). In corner do 236H for dragon mixups: | ||
**-2L UOH | |||
**-2L 2U | |||
**-Throw | |||
*Throw: Dash up meaty. Forward throw can’t get meaty 2L, but can get meaty 5M. In corner, safejump (Can do dragon but is tough to implement) | *Throw: Dash up meaty. Forward throw can’t get meaty 2L, but can get meaty 5M. In corner, safejump (Can do dragon but is tough to implement) | ||
Revision as of 01:41, 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. The 5S input does less damage but still costs the same amount of dragon meter.
- j.22X: Can be used to mixup landing timings on jump-ins and can catch opponents trying to anti-air.
Dragon Meter
Zooey's dragon meter is an important part of playing her and knowing how to manage it will help immensely. The different dragon attacks cost a different amount of the meter:
- 236L: 13.3% of dragon meter
- 236M: 20% of dragon meter
- 236H: 33.3% of dragon meter
Although the different types have different costs, you don't need that amount to do them. For example, if you only have 10% of meter left, you can still use 236H.
The dragon takes 12 seconds to recover once the gauge is emptied.
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
- 214L/M: Run up safe 2L, or throw/shimmy/delayed normal.
- 214HX: 236H dragon and go for throw/low or UOH.
- 214H6X: More corner carry but worse oki. Can get a safe meaty 2L.
- 623H: Can safejump with j.M (crosses up midscreen). In corner do 236H for dragon mixups:
- -2L UOH
- -2L 2U
- -Throw
- Throw: Dash up meaty. Forward throw can’t get meaty 2L, but can get meaty 5M. In corner, safejump (Can do dragon but is tough to implement)
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 •