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Overview

Overview
Zooey is a long range character that uses powerful tools, relying on her character specific wyvern gauge and excellent far normals to dominate neutral and keep her foes locked down. With her wyvern gauge and moves that can be held and later released to extend pressure, Zooey is a force to be reckoned with.
Zooey
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
Pros
Cons
  • 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 fromGuardMidStartup15Recovery17 [25]Advantage-8, allowing her to counterpoke with high reward.
  • Summon Dragon SeriesGuardAllStartup17RecoveryTotal 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 66MGuardHighStartup26Recovery19Advantage-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 SkillsGuardMidStartup8Recovery24Advantage-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 BisectionGuardMidStartup19Recovery24Advantage-11.


Unique Mechanic: Dragon Gauge

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

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
Mid
5
3
6
+4
+8
Total:13

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0
+10


c.M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1100
Mid
7
3
12
±0
+4
Total:21

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
+8


c.H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1600
Mid
9
6
18
-5
-1
Total:32

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
+11


Triple Attack

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
c.XX
700
Mid
9
3
15
-3
+1
c.XXX
1000
Mid
12
3
18
-4
±0
c.XX6M
1000
Low
12
3
16
-4
KD +30
c.XX6H
1000
High
18
3
22
-4
+1 [Force Crouch]
c.XX
Total:26
c.XXX
Total:32
c.XX6M
Total:30
c.XX6H
Total:42
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.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
c.XX
2
+5
c.XXX
3
+8
c.XX6M
3
HKD +55
c.XX6H
3
HKD +32


f.L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
Mid
6
3
9
+1
+5
Total:17

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
1
+7


f.M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
900
Mid
9
5
16
-6
-2
Total:29

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 DragonGuardAllStartup17RecoveryTotal 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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
+2


f.H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1300
Mid
9
5
19
-7
-3
Total:32
Good counterpoking normal due to a slight step back during startup. Deals high damage and combos into M Spinning SlashGuardMidStartup19Recovery17Advantage-4 for a bit of extra damage. Has less range than f.M, so don't try and use it at the same ranges or for the same purpose.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
3
+5


2L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
400
Low
6
3
10
-2
+2
Total:18
Zooey's fastest low. Has respectable range for a 2L and can sometimes reach after a 66L.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0
+4


2M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
900
Mid
8
4
14
-3
+1
Total:25

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
+5


2H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1300
Mid
11
5
24
-12
-8
Total:39

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
3
±0


2U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000
Low
7
6
21
-12
HKD +43
Total:33

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
HKD +47


Dash Normals

66L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
Mid
8
3
10 [15]
+2
+6
(Note)Frames in purple denote extra recovery on whiff.
Total:25

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 DragonGuardAllStartup17RecoveryTotal 45Advantage-2, making this a somewhat safe gap closer.

Zooey also has great ways to enforce this normal's frame advantage. f.L is the go-to off most hits, but late connects will allow for 2M, f.M, and f.H to work as frame traps and will also combo on crouching and/or counterhit.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
+8
  • Frame data in brackets refers to when move whiffs.
  • Clash Level 1
  • Zooey cannot dash for 4 frames after recovery ends.


66M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1100
High
26
4
19
-6
Air Tech +20
Total:48

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
HKD +57


66H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600x2
Mid
15
3~10[(7)2]
17 [25]
-8
KD +39
6-24 Armor High
66H(Connect)
Total:51
66H (Whiff)
Total:41
66H (Max)
Total:58

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
KD +40
  • Data in [] denotes on contact.
  • Move is active a minimum of 3 frames before canceling into the follow-up.


Air Normals

j.L

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600
High/Air
5
Until L
1
Total:5

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
1


j.M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
700
High/Air
7
6
Until L+1
Total:13

Decent air-to-air and hits on both sides of Zooey.

  • Zooey's crossup button.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
1


j.H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000
High/Air
9
6
Until L+1
Total:15

This is Zooey's highest-damage jump-in, making it exceptional for things like punishing bad fireballs.

  • Good downwards hitbox.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2


j.U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000
High/Air
7
7
Until L+1 [16]
(Note)Frame in Yellow Underline denotes first cancel frame into another j.U on contact.

Recovery ends upon landing.
Total:30

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
2
  • Data in [] denotes effective recovery on contact.
  • j.U can cancel its recovery into itself after frame 29.


Unique Action

Convergence

5U

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
5U
19~364
5
5U~6X
1200
Mid
5
8
22
-20 [-11]
KD +19 [KD +28]
2-4 All
5[U]
Total:369
5U~6X
Total:34

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.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
5U
5U~6X
4
KD +19 [KD +28]

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

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2500
Throw
4
3
26
HKD +44
Total:32

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
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0, 4


Air Throw

j.L+U or j.L+M

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2500
Throw
5
5
Until L+6
HKD ≈+44
Total:15
  • Very situationally can lead to a combo.
This throw can also be picked up after like her ground throw, but it's much harder due to the natural variance in timing of it being an airthrow. The hard knockdown will allow for Thunder or Summon Dragon, but it may not be perfectly meaty.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
0, 4


Raging Strike

M+H

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1500
Guard Crush 45 [52]
28 (1)
1
37
+8 [+15]
+15 (KD +40)
Total:65

Costs 1 Bravery PointClick for more information on Raging Strike
Guard Crushes against block, launches on hit • Won't Guard Crush against opponent in blockstun


Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
+15
0
  • 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

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000
Mid
13
5
17
+15 (HKD +63)
Total:34

Costs 25% Skybound GaugeClick 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


Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
-2500
  • Data in () denotes when used mid-combo.


Brave Counter

M+H during Blockstun or Guard Crush

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
500
Mid
10 [18]
3 [2]
19 [35]
-2
Air Tech +21 [±0]
1-20 All [1-54 All]
M+H(During Blockstun)
Total:31
M+H(During Raging Strike)
Total:54

Costs 1 Bravery PointRequires 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


Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
HKD +54 [HKD +43]
  • Data in [] denotes to countering a Raging Strike.
  • Clash level 50



Skills

Summon Dragon

236L/M/H or 5S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
236L
800
All
17
Total 45
-2
+2
236M
400×3
All
26
5,6,3
Total 53
+6
Air Tech +50
236H
200x10
All
34
21
Total 53
+24
Air Tech +65 [KD ≈+81]
236L
Total:45
236M
Total:53
236H
Total:54
(NoteFrames in Yellow Underline denote active time for 236H as it is longer than Zooey is inactionable for. Zooey is able to move during the frame in purple.)

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.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
236L
3
+4
236M
3
KD +63
236H
3
KD +86 [KD ≈+81]

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

214L/M/H or 4S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
214L
700
Mid
15
4
17
-4
±0
214M
800
Mid
19
4
17
-4
±0
214H
1000
Mid
15
4
21
-8
-4
214L
Total:35
214M
Total:39
214H
Total:35

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.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
214L
3
+4
214M
3
+4
214H
4
±0

214L

214M

214H


Ray Strike

Spinning Slash > 5L/M/H/U/S

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
400 [600]
Low
18
6
19
-8
KD +28 [KD +34]
Total:42
Ray Strike is the less often used follow-up. It can be combo-ed from if it hits late against airborne opponents, but Bisection is more useful as an ender due to its forced airtech from 214L or launch from 214H.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
3
KD +32 [KD +44]
  • Data in [] denotes H version.


Bisection

Spinning Slash > 6L/M/H/U/S

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600 [900]
Mid
19
6
24
-11
Air Tech +21 [KD +39]
Total:48
Zooey's main combo ender and combo extender from the H version of Spinning Slash.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
KD +37 [KD +43]
  • Data in [] denotes H version.


Aerial Spinning Slash

623L/M/H or 6S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
623L
300x3
All
27
4×3
13
-2
+2
623M
300, 200×5
All
14
6(16)2×4,4
13
±0
KD +29 [+4]
14-19 All
623H
300, 200×5
Mid, All
9
11(13)2×4,4
11
+2
KD +31 [+6]
9-19 All
623L
Total:51
623M
Total:60
623H
Total:55
  • Value in [] is when the rising portion whiffs.
Zooey leaps into the air before crashing down to the ground. The L version has no hitbox while rising and is generally useless. The M version has a rising hit that connects against airborne opponents which is useful for ending corner combos. The H version is similar but the rising hit will connect against grounded opponents as well while being advantageous on block. The M and H versions make for good anti-airs, as they have some head invincibility and combo into the descending hits on air connect. After hitting with the H version, Zooey can combo after with c.L on most characters.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
623L
2
+2
623M
2
KD +29 [+4]
623H
2
KD +31 [+6]

623M

  • Data in [] denotes when rising hitbox whiffs.

623H

  • Data in [] denotes when rising hitbox whiffs.
  • Clash level (first hit): 3


Thunder

22L/M/H or 2S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
22L
400
Mid, All
15
9
22
-14 [-2]
KD +24 [KD +20]
22M
400
Mid, All
15
9
22
-14 [-2]
KD +24 [KD +20]
22H
600
Mid, All
15
9
22
-14 [+4]
KD +24 [KD +45]
22]X[
700 [300×2, 400]
All
20
6 [22 (10,10,6)]
22X
Total:45
22]L[/]M[
Total:25
22]H[
Total:41
(NoteFrames in Yellow Underline denote overlap between individual lightning strikes in H 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.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
22L
0, 2
KD +28 [KD +20]
22M
0, 2
KD +28 [KD +20]
22H
0, 2
KD +28 [KD +44]
22]X[
2

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/M/H or j.S/S+M/S+H

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
j.22L
700
All
22
9
Until L+10
-5
-1
j.22M
700
All
22
9
Until L+10
-5
-1
j.22H
700
All
22
13
Until L+10
-5
KD +32
j.22L
Total:40
j.22M
Total:40
j.22H
Total:44
Zooey fires lightning down at an angle. The j.22L fires the projectile close to her while j.22M fires it further away. j.22H fires both at once, and also goes even further than j.22M. Zooey's momentum is stalled while using this, so it is very useful as anti-anti-air or as a tool to keep the opponent on the ground. j.22H will only hard knockdown on airborne opponents.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
j.22L
2
+7
j.22M
2
+7
j.22H
2
KD +40

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

Ultimate Peacemaker's Wings

236U or 5S+U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
2500
Mid
15
Total 66
-13
HKD +30
Total:66

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
3
HKD +30
-5000
  • 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

214U or 4S+U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
850×2, 300×3
Mid
13
6(8)4 [3(6)4]
19
-4
HKD +63
214U(Connect)
Total:49
214U(Whiff)
Total:44
A version of Spinning Slash with an additional hit. Launches at a higher angle than other versions, allowing for extensions anywhere on the screen. Essentially a safe-on-block version of H Spinning SlashGuardMidStartup15Recovery21Advantage-8. Not as useful as her other Ultimate Skills in most cases.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
3
HKD +63
-5000
  • Data in [] denotes on whiff.


Ultimate Aerial Spinning Slash

623U or 6S+U

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
600, 100×5, 900
Mid
8
11(13)15 [6(8)15]
24
-10
HKD +47 [HKD +31]
1-13 All
623U(Connect)
Total:70
623U(Whiff)
Total:60
Zooey's only reversal without using her supers. Finishes with a cinematic lightning strike for a hard knockdown right in front of Zooey.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
3
HKD +47 [HKD +31]
-5000
  • 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 (Air OK) or 2S+U (Air OK)

Version
DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
22U
600, 300×5
Mid, All
22
2(8)6×5
Total 69
+12
HKD +93
j.22U
1500
All
17
13
Until L+10
+6
HKD +79
22U
Total:69
j.22U
Total:39
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
Very different in usage to the ground version. Acts as a low risk, high reward throw crush. Performing this move immediately after jumping off the ground (easiest with 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.S+U) leaves Zooey at +6 on block and plus enough on hit to link a 66H anywhere.
Version
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
22U
3
HKD +93
-5000
j.22U
3
HKD +79
-5000

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

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
1000, 90x31, 210
Mid
8+4
6
40
-27
HKD +46
1-17 All
Total:57

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
HKD +46
-10000


Super Skybound Art

Armageddon

236236U or 236S+U or 5S+U+Throw

DamageThe unscaled damage of the move. For Skills and Skybound Arts, the simple input damage is displayed.
GuardHow this attack can be guarded. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
StartupThe amount of time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
ActiveThe amount of time during which an attack can hit the opponent. Numbers in parentheses refer to gaps during which there are no active hitboxes in the middle of an attack.
RecoveryThe amount of time an attacker must wait before they may perform another action, even blocking.
On-BlockA measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent blocks the first active frame of the attack.
On-HitA measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first. This value assumes the opponent was hit with the first active frame of the attack on the ground at midscreen (i.e. corner-only wall bounces are not taken into account).
InvulnThe timing and duration during which a character cannot be hit. A common component of reversal moves.
3000, 3000 [4000]
Mid→All
8+7
15
61
-25
HKD +46 [HKD +35]
1-63 All
Total:90

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.
Level
On-Counter Hit
Cooldown
Skybound Art Gauge Gain
4
HKD +46 [HKD +35]
-10000
  • Data in [] denotes far version.


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
File:GBVSR Zooey Color 01.png
File:GBVSR Zooey Color 02.png
File:GBVSR Zooey Color 03.png
File:GBVSR Zooey Color 04.png
File:GBVSR Zooey Color 05.png
Color 6
Color 7
Color 8
Color 9
Color 10
File:GBVSR Zooey Color 06.png
File:GBVSR Zooey Color 07.png
File:GBVSR Zooey Color 08.png
File:GBVSR Zooey Color 09.png
File:GBVSR Zooey Color 10.png
Color 11
Color 12
Color 13
Color 14
Color 15
File:GBVSR Zooey Color 11.png
File:GBVSR Zooey Color 12.png
File:GBVSR Zooey Color 13.png
File:GBVSR Zooey Color 14.png
File:GBVSR Zooey Color 15.png
Color 16
Color 17
Color 18
Color 19
Color 20
File:GBVSR Zooey Color 16.png
File:GBVSR Zooey Color 17.png
File:GBVSR Zooey Color 18.png
File:GBVSR Zooey Color 19.png
File:GBVSR Zooey Color 20.png
Color 21
Color 22
EX
File:GBVSR Zooey Color 21.png
File:GBVSR Zooey Color 22.png
File:GBVSR Zooey Color EX.png

Arbitrator of the Shore Colors
Color 1
Color 2
Color 3
Color 4
File:GBVSR Zooey Costume2 Color 01.png
File:GBVSR Zooey Costume2 Color 02.png
File:GBVSR Zooey Costume2 Color 03.png
File:GBVSR Zooey Costume2 Color 04.png
Color 5
Color 6
Color 7
Color 8
File:GBVSR Zooey Costume2 Color 05.png
File:GBVSR Zooey Costume2 Color 06.png
File:GBVSR Zooey Costume2 Color 07.png
File:GBVSR Zooey Costume2 Color 08.png
Weapons
01
02
03
04
File:GBVSR Zooey Weapon 01.png
File:GBVSR Zooey Weapon 02.png
File:GBVSR Zooey Weapon 03.png
File:GBVSR Zooey Weapon 04.png
05
06
07
08
File:GBVSR Zooey Weapon 05.png
File:GBVSR Zooey Weapon 06.png
File:GBVSR Zooey Weapon 07.png
File:GBVSR Zooey Weapon 08.png
09
10
File:GBVSR Zooey Weapon 09.png
File:GBVSR Zooey Weapon 10.png


Navigation

Zooey
To edit frame data, edit values in GBVSR/Zooey/Data.
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