Please feel free to make edits, but include edit summaries and sources where applicable. Frame data is current for 1.50, but some individual section write ups may be inaccurate.
Overview
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Health |
16000 |
Prejump |
5F |
Backdash |
18F |
Walk Speed |
100%Raw Value: 8.4 |
Backwalk Speed |
90.3%Raw Value: 5.6 |
Dash Initial Speed |
100%Raw Value: 10.8 |
Dash Acceleration Speed |
100%Raw Value: 0.540 |
- Great Buttons: Zooey has an excellent suite of long reaching and safe pokes, with f.M and 2M being particularly great. She also has an armored move she can combo from
GuardMidStartup15Recovery17 [25]Advantage-8, allowing her to counterpoke with high reward.
- Summon Dragon Series
GuardAllStartup17RecoveryTotal 45Advantage-2: An exceptional projectile which has monstrous frame advantage and makes Zooey's control over the midrange very strong. It's also hard to contest with projectiles, as M and H Summon Dragon are multi-hit projectiles that originate from Lyrn's position.
- Potent Okizeme: Zooey's direct control over H Thunder with Negative Edge allows her to combo after autocombo high/lows and 66M
GuardHighStartup26Recovery19Advantage-6 while also being able to extend pressure if the opponent blocks it.
- Oppressive Pressure: Zooey's access to plus frames from Summon Dragon and 66L paired with her already strong pokes and Thunder okizeme forces opponents to block for much longer than most characters in Granblue's cast.
- Meterless Defense: Zooey has no meterless reversal, relying on one of her Ultimate Skills
GuardMidStartup8Recovery24Advantage-10 as her cheapest invulnerable option.
- Setup Oriented: Most times Zooey hits her opponent and goes for an extension, she is routing for okizeme and not damage. Her main combo extender, 214H, doesn't deal much damage on its own and it scales for both that hit and the follow-up Bisection
GuardMidStartup19Recovery24Advantage-11.

Dragon Gauge allows Zooey to control Lyrn and have him do various attacks independently of her. Summon Dragon puts Lyrn out into the battlefield, with each version taking a certain amount of the gauge, and can be done for as long as it's not empty. Lyrn will only despawn and go into cooldown once the gauge is fully depleted.
Zooey starts off each round with 50% of Dragon Gauge, which can be refilled using Convergence and The Last Wish. Zooey can also regain Dragon gauge offensively with meter by using Ultimate Summon Dragon. While Lyrn is in cooldown, refilling rate is significantly reduced. While he's in the battlefield, on top of reduced refill rate, the gauge is also depleted every time Zooey gets knocked down. After cooldown is over, she gains 50% Dragon Gauge along with the ability to summon Lyrn again.Normal Moves
Ground Normals
c.L
Standard Granblue c.L. Go-to pressure and abare button due to its fast overall speed. Also offers frame advantage on block for tick throws and pressure resets.
- Always links into c.M, 2M, and 2U.
- Links into f.M, c.H, and f.H on counterhit or crouch.
- Frame traps into essentially any of Zooey's other normals.
- Frame traps using 9f or slower normals are vulnerable to throw up close.
c.M
Slower than average c.M button. Frame traps from all light buttons if within its activation range.
- Links into f.L, itself and 2M on counterhit.
- Links into c.L on crouching opponents.
c.H
Strictly a punish starter and combo filler due to its bad frame advantage. Leads to great damage should it counter hit.
- Links into itself on counter hit.
- Negative, but outside c.L or throw range due to pushback.
Triple Attack
- c.XX
Second hit of a Triple Attack.
- c.XXX
Mid Triple Attack ender. It's safe on block, and usually cancelled into Skills for combos.
- c.XX6M
Low Triple Attack ender that knocks down on hit. It's safe on block at all ranges, and can be used to close out rounds on low health opponents.
- Not cancellable into other moves.
- Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on Counter Hit.
- c.XX6H
Overhead Triple Attack ender. It's safe on block at all ranges, and can be used to close out rounds on low health opponents.
- Not cancellable into other moves.
- 3f gap after c.XX, meaning it is a autotimed frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own..
- Hard KnockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. on Counter Hit.
f.L
Relatively standard f.L, but whiffs against crouching opponents at a little over half its range. Excellent as a check after 66L and works wonders when used in tandem with 2L.
- Links into 2U on counterhit, but must be close.
- Links into 2M on crouching counterhit.
f.M
Zooey's main poking normal and a very good one at that. Combos into L Spinning SlashGuardMidStartup15Recovery17Advantage-4 at most ranges for a simple knockdown confirm. On block, L Summon Dragon
GuardAllStartup17RecoveryTotal 45Advantage-2 will be plus on block at max range, allowing Zooey to continue to harass with f.M or rush in with 66L.
- Combos consistently into 214L.
- Combos into 214M against crouching opponents.
f.H

2L
2M
Stops low profiles and rolls where f.M would lose while also being a frame faster. Good normal to use after a far 66L as it will beat 6f light normals due to its clash priority.
- Combos consistently into 214L.
- Combos into 214M against crouching opponents.
2H
Zooey's main anti-air. Leads to devastating damage and a setup with an air CH. Has a very tall hitbox but is a little short horizontally due to how Zooey swings her sword.
- Cancel with 214L or 5U to cut recovery for combos.
2U
Zooey's only way to secure a hard knockdown outside of spending meter. Faster than 2M by a frame, but much worse on block and more whiff recovery.
Leads to an autotimed Safe Jump.
- Hard knockdown against grounded opponents.
Dash Normals
66L
Advancing, plus on block normal. Works very well with Zooey's kit as she has access to plus frames via and M Summon DragonGuardAllStartup26RecoveryTotal 53Advantage+6 and spaced L Summon Dragon
GuardAllStartup17RecoveryTotal 45Advantage-2, making this a somewhat safe gap closer.
- Frame data in brackets refers to when move whiffs.
- Clash Level 1
- Zooey cannot dash for 4 frames after recovery ends.
66M
Slow, negative dashing overhead. Zooey can combo off this with 22H using Negative Edge, but it's generally unremarkable aside from that. Make sure to poke with 664M in order to get f.M instead.
- Forces air tech on hit.
66H
Armored move that allows for a link if close enough. Very strong option in neutral as it will beat most mid pokes, but the armor will lose and be counterhit by low attacks. Also shines as combo filler after extremely plus on hit attacks like IAS Ultimate LightningGuardAllStartup17RecoveryUntil L+10Advantage+6 due to its high damage.
- Armor loses to low attacks.
- On ground connect, links into f.L, 2L and 2U if close enough.
- Against a wall, even connects with c.L and c.M.
- On air connect, links into c.H/f.H.
- Being HKD +39 also provides an autotimed Safe Jump.
- Recovery in [] denotes when the attack hits or is blocked.
- Data in [] denotes on contact.
- Move is active a minimum of 3 frames before canceling into the follow-up.
Air Normals
j.L
Zooey's fastest air normal. It has a good vertical but is otherwise pretty unremarkable. Has some very niche usage with fuzzy guard mixups using the Guard button to cancel landing recovery, but learning those are not necessary for knowing how to play Zooey and are generally unreliable due to difficulty. The animation looks a little bit like Zooey's air block animation, which can be faked by using the Guard button.
- Active until landing.
j.M
Decent air-to-air and hits on both sides of Zooey.
- Zooey's crossup button.
j.H
This is Zooey's highest-damage jump-in, making it exceptional for things like punishing bad fireballs.
- Good downwards hitbox.
j.U
Recovery ends upon landing.
Functions like Sol Badguy's j.D from Guilty Gear in that it recovers mid-air if it hits as early as possible after rising, allowing you to link another j.U while falling. Zooey can use the launch from 236M to perform another "Dustloop" but the second loop is much less reliable than the first.
- Launches on hit.
- Wallbounces on counterhit.
- Data in [] denotes effective recovery on contact.
- j.U can cancel its recovery into itself after frame 29.
Unique Action
Convergence
5U
Zooey's 5U can be canceled into from any normal except dash attacks and 2U.
Holding Convergence will recharge Zooey's Dragon Gauge. The Last Wish (press 6L/M/H while charging) has strike invincibility and one hit of projectile clash, and will also charge 50% of the Dragon Gauge on hit.
While Lyrn is active or in cooldown, 5U charge speed is halved and The Last Wish on hit only charges for 16.7%. Exact values for Dragon Gauge can be found in Zooey's Frame Data page.
- Minimum 5U charge duration is 23 frames total and gains 8.5% Dragon Gauge
- Earliest The Last Wish cancel from 5U is on frame 16 (Total startup: 20)
- When charging enough to hit at 27th frame and above, the move gains +9 frame advantage on-Block and on-Hit (shown with [ ] ). It allows for an autotimed meaty with MH Raging Strike when the opponent is in corner.
5U
- Counterhit state until the last 5 frames of recovery.
- Cancelable into 5U~6X starting on frame 16.
5U~6X
- Data in [] denotes supercharged version.
- Supercharge requirement: cancel charge after frame 21.
- On hit, charge Dragon Gauge for 1500 (1000 if Lyrn is active).
Universal Mechanics
Ground Throw
L+U or L+M
Zooey gets an autotimed Safe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. from both forward and back throws.
Zooey cannot combo from her throw using H Thunder setups in the corner, so it's more beneficial to her to whiff the lightning strikes during the cinematic portion of the move to retain the throw's hard knockdown and start getting the timer back
Air Throw
j.L+U or j.L+M
- Very situationally can lead to a combo.
Raging Strike
M+H
Costs 1 Bravery Point • ⓘClick for more information on Raging Strike
Guard Crushes against block, launches on hit • Won't Guard Crush against opponent in blockstun
- Data in [] denotes to the advantage when opponent has no Bravery Points left.
- Data in () denotes to when move is used mid-combo.
Raging Chain
M+H after successful Raging Strike
Costs 25% Skybound Gauge • ⓘClick for more information on Raging Chain
Guaranteed follow-up after a Raging Strike hits or against a foe in Guard Crush • Moves close enough for c.HGuardMidStartup9Recovery18Advantage-5 to link
- Data in () denotes when used mid-combo.
Brave Counter
M+H during Blockstun or Guard Crush
Costs 1 Bravery Point • Requires being in blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun. • ⓘClick for more information on Brave Counter
Universal guard cancelAn attack which can be performed while the user is in blockstun. • Deals no damage when opponent has less than 500 health • Uses Zooey's c.HGuardMidStartup9Recovery18Advantage-5 animation
- Data in [] denotes to countering a Raging Strike.
- Clash level 50
Skills
Summon Dragon
Zooey calls Lyrn to perform one of three actions. Each action takes a certain amount of Zooey's Dragon Gauge, and can be done for as long as the gauge is not empty. Lyrn will despawn once the gauge is fully depleted and go on 12 second cooldown. All three of these specials will set Lyrn in place wherever he stops for about three seconds. Afterwards, Lyrn returns to float by Zooey's side. While set or floating by Zooey, Lyrn cannot be hit.
- Immortal Thrust (236L)
Clashes with other projectiles and re-positions Lyrn. Immortal Thrust has amazing frame advantage for a projectile and will usually be plus at Zooey's maximum poking range.
- Costs 1/20th of the Dragon meter.
- Always teleports Lyrn to Zooey's position before launching.
- Heavy Breath (236M)
Incredible as an anti-zoning and combo tool as it launches on hit. The launch is long enough for Zooey to jump and use j.U in the corner. Because it comes out at Lyrn's position, Zooey can use Lyrn to clash with the opponent's projectile and then use Heavy Breath afterwards to stop any further attempts at using projectiles due to its multiple hits.
- Costs 1/6th of the Dragon meter.
- Activates at Lyrn's position unless Zooey is closer.
- Lyrn will teleport to Zooey if he is behind the opponent and farther than half screen.
- Lyrn will reposition so the entire move can hit if he is too close to the corner.
- Sweeping Beam (236H)
Sweeping Beam is an excellent neutral complement to Heavy Breath. It hits at a different timing than Heavy Breath, which will catch dodges and rolls. It launches high enough to allow for a link into 66H in the corner and 236U anywhere to regain Dragon meter.
- Costs 1/5th of the Dragon meter.
- Activates at Lyrn's position unless Zooey is closer.
- Lyrn will teleport to Zooey if he is behind the opponent and farther than half screen.
- Lyrn will reposition so the entire move can hit if he is too close to the corner.
236L
- Consumes 150 Dragon Gauge on frame 17.
236M
- Consumes 500 Dragon Gauge on frame 26.
236H
- Data in [] denotes far version.
- Consumes 600 Dragon Gauge on frame 34.
Spinning Slash
Zooey moves forward and swings her blade. The distance covered changes depending on the button pressed; L moves the least distance, M and H move the same distance. Chains into two different followups which properties change depending on the strength.
- 214L
Zooey's standard confirm tool. Combos from all buttons except c.L and 2L (even on CH). Generally the more consistent of the resourceless versions as Bisection's airtech does not allow for the same getup options as a soft knockdown.
- Ray Strike follow-up inflicts a soft knockdown on hit.
- Bisection follow-up forces an airtech.
- 214M
Can only be cancelled into for a natural combo from Triple Attack enderGuardMidStartup12Recovery18Advantage-4, c.H, f.H, and 2H. Being inherently more situational, it deals a little more damage and changes the properties of the follow-ups.
- Ray Strike and Bisection follow-ups inflict a soft knockdown on hit.
- 214H
Combos from the same things that the L version does. Zooey's main corner launcher that routes into her best setups. Be careful with this move as it is highly unsafe on block.
- Ray Strike follow-up inflicts a soft knockdown on hit.
- Bisection follow-up launches and links into c.M against grounded opponents in the corner.
214L
- Cancelable into Ray Strike and Bisection frames 17-23.
214M
- Cancelable into Ray Strike and Bisection frames 21-27.
214H
- Cancelable into Ray Strike and Bisection frames 17-23.
Ray Strike
Spinning Slash > 5L/M/H/U/S
- Data in [] denotes H version.
Bisection
Spinning Slash > 6L/M/H/U/S
- Data in [] denotes H version.
Aerial Spinning Slash
- Value in [] is when the rising portion whiffs.
623M
- Data in [] denotes when rising hitbox whiffs.
623H
- Data in [] denotes when rising hitbox whiffs.
- Clash level (first hit): 3
Thunder
- First data value refers to the held version.
- Data in () is for the unheld version when the sword stab and lightning hit.
- Data in [] is if only the lightning hits from the unheld version.
- Earliest possible lightning happens after the 15 frame startup of the sword hit and the 19 frame startup of the lightning itself (34).
Zooey strikes the ground with her blade and calls down lightning in one of three areas. The blade strike itself has a hitbox. The strike point for the lightning depends on which button was pressed, marked by a glowing group of sparks on the ground. The minimum range on the L and M versions makes the lightning summon harmlessly offscreen when done in the corner.
The lightning strike itself can be delayed by holding L, M, H, or the Skill Button and will fall shortly after Zooey is no longer holding an attack button (except U or G) or after about three seconds of holding, allowing Zooey to coordinate with the strikes to extend her pressure. The button(s) being held can be switched freely without the lightning striking as long as at least one of the attack buttons is held. Learning how to move the held lightning from the H button to the S button is an important skill for playing Zooey, as it frees up her face buttons to do more complex mixups when covered by the lightning.
- 22L
General purpose blockstring ender if no other cooldowns are available. Makes a good amount of space from Zooey with decent frame advantage.
- Calls lightning closest to Zooey.
- 22M
The M version goes out farther than the third hit of the H version. Great as a neutral tool when held or unheld as Zooey can threaten space with 22[M] and Lyrn while potentially charging Dragon meter with Last WishGuardStartup19~364Recovery5Advantage.
- Calls lightning farthest from Zooey.
- 22H
Covers the area between the front of Zooey and the area just slightly before M lightning range. 22[H] is her main setplay tool in the corner, as all three lightning bolts will strike in sequence. This allows her to combo after things like 66M and 2U, or get more damage after moves like 2L. Notably, 22]H[ does not allow for a combo after throw. The best way to set up 22H is to make the first hit whiff by ending with a combo that forces air recovery, as that gives Zooey more time before the lightning falls automatically.
- Hits multiple times, starting close to Zooey and traveling outwards.
- Pushes opponent away midscreen but has no pushback in the corner due to being a projectile.
22L
- Data assumes only the strike connects.
- Data in [] denotes uncharged Thunder strike.
- Clash level (first hit): 3
22M
- Data assumes only the strike connects.
- Data in [] denotes uncharged Thunder strike.
- Clash level (first hit): 3
22H
- Data assumes only the strike connects.
- Data in [] denotes uncharged Thunder strike.
- Clash level (first hit): 3
22]X[
- Data is for the lightning strikes of Thunder.
- Data in [] denotes H version.
- Clash level (first hit): 3
Thunder (Midair)
j.22L
- Data assumes input performed IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.. - When performed IAS, startup waits until frame 7 of the jump (including prejump) to begin.
j.22M
- Data assumes input performed IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input..
j.22H
- Data assumes input performed IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input..
Ultimate Skills
- All Ultimate Skills require and cost 50% Skybound Gauge to use, and refund 25% Skybound Gauge on hit or 12.5% on block if the Ultimate Skill was not cancelTo bypass the remaining time or frames in an action by proceeding directly into another action.led into from a normal (with the exception of 623U
GuardMidStartup8Recovery24Advantage-10, which never refunds gauge).
Ultimate Peacemaker's Wings
Summons the Peacemaker's Wings for a fullscreen impact. While the projectile is travelling, Zooey will automatically charge her Dragon meter, and she will charge even more if it successfully hits the opponent.
Incredible. 236U is an incredibly tall and incredibly high-priority projectile that will bust through any other projectiles heading her way. She can confirm it off of many of her other projectiles at a distance and it's relatively safe when used outside of close range. Additionally, this move is air unblockable, making it dangerous to jump at any range vs Zooey. This move should be on her opponent's mind whenever she has 50 meter.
Care must still be taken when using this move against savvy opponents. Zooey will always initiate a wyvern gauge charging animation, even on block and whiff. The projectile can be rolled through on reaction, which leads to a punish if they're close enough.
- Out-prioritizes other projectiles, destroying them.
- Upon using the move, Zooey enters her 5U charging animation which fills 50% of the wyvern gauge if the wyvern has not yet been summoned.
- If the move successfully hits, Zooey will perform her 5U-6X animation and fill another 50% of the wyvern gauge if the wyvern has not yet been summoned, thus filling up the entire gauge.
- If the wyvern has been summoned, all wyvern-gauge charging is halved. In other words, using 236U will fill 25% of the gauge and hitting with it will fill another 25% for 50% total if the wyvern is currently out.
- Recovers 30 Dragon Gauge starting frame 12 for 50 frames, to a total of 1500 units (750 if Lyrn is active)
- On hit, recovery extends (to 102F Total), and recovers an additional 1500 units (750 if Lyrn is active)
Ultimate Spinning Slash

- Data in [] denotes on whiff.
Ultimate Aerial Spinning Slash
- Data in [] denotes when rising hitbox whiffs.
- True active: 11(13)2×4,4(2)1 [6(8)2×4,4(2)1]
Ultimate Thunder
- 22U
A massive version of Thunder covering most of the screen and pushing back the opponent considerably, or leaving Zooey very advantageous in their face. On hit, it combos into M Aerial Spinning Slash.
- Cannot be used while 22X is being held.
- j.22U
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. j.S+U) leaves Zooey at +6 on block and plus enough on hit to link a 66H anywhere.
22U
- Crumple frames on hit: 69F standing after contact, 24F crouching after standing.
j.22U
- Data assumes input was performed IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input..
Skybound Art
Gamma Ray
236236H or 236S or 5S+Throw
Zooey's 100 meter combo ender. Advantageous enough on hit for a setup or a safejump in the corner.
- Always does the cinematic on hit.
- Deceptive range, advances forwards two character lengths.
Super Skybound Art
Armageddon
236236U or 236S+U or 5S+U+Throw
Zooey reveals her true form as the Grand Order, then rushes forward to hit the opponent. Very slow and expensive, use 623U as a reversal instead. Deals great damage as a combo ender and leaves the opponent in a dangerous place with two less BP.
- Unusually high blockstun.
- Data in [] denotes far version.
Colors

50% complete | ||
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Page | Completed | To-do | Score |
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Overview |
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15/20 |
Combos |
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3/10 |
Strategy |
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4/20 |
Matchups |
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0/20 |
Frame Data |
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28/30 |
Click here for the scoring criteria to assess character page completion.