GBVS/Zooey/Strategy

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< GBVS‎ | Zooey
Revision as of 01:40, 16 August 2021 by Lid (talk | contribs) (→‎Okizeme)


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

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