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Granblue Fantasy Versus Rising - Zooey Dragon Rework Guide
An introductory guide to the changes to Zooey's dragon mechanic in the Granblue Fantasy Versus Rising Beta, primarily focused on frametraps and conversions off of counter hit dragon specials.
In order to get this video out before the beta ended, it's not focused on optimal combos.
The Song is Blissful from the De Blob soundtrack.
Переглядів: 2 097

Відео

Ky 2H Counterhit Optimized Post Wallbreak Shock State
Переглядів 323 роки тому
Ky 2H Counterhit Optimized Post Wallbreak Shock State
Kingdom Chipps (DaVinci Resolve Test)
Переглядів 173 роки тому
Test video with DaVinci resolve software. I hope it's at least a little funny.

КОМЕНТАРІ

  • @emiliaevo9513
    @emiliaevo9513 9 місяців тому

    Thanks for the Video it helps me alot. I would see another zoey combo video :)

  • @GoshaGordeev-yg5bc
    @GoshaGordeev-yg5bc 9 місяців тому

    grea guide. can we use 236L from a distance and in case if they dodge it use 236H?

  • @itsacharcoalice
    @itsacharcoalice 10 місяців тому

    i was meh on this character till i saw she had sol's punch

  • @BxnnyBride
    @BxnnyBride 10 місяців тому

    I want double laser back

  • @bledix3091
    @bledix3091 10 місяців тому

    Thank you for your video! I've been playing zooey for a few days now and i really like the character but i feel that i'm trash at neutral and using the dragon, your guide gave me an idea of why i would use certain buttons and how to tandem them with the dragon, i hope to be able to get better at zooey! One thing i would like to ask, could you give me any tips on how to lab and learn how to play? what i mean is, i can get into training mode and lab a few combos, but i know that these kind of games are more neutral based, so it doesn't really matter if you learn a really super cool combo, if your neutral sucks you are doomed, and i'm struggling quite a lot fighting in neutral, i end up using 236L for most of the match and eventually just zoning, sometimes i just spam f5.m into first hit of 214L trying to get a counter, but in the end, i don't feel like i'm making progress into learning the character, please any advice would be helpful! I hope to see more zooey guides! Thanks.

    • @plusonwhiff_fgc
      @plusonwhiff_fgc 10 місяців тому

      Thanks for the feedback! There will definitely be future guides for Zooey; I'm a little bit behind because I'm putting together a new PC for gaming and editing. Regarding your question; you're absolutely correct that combos aren't really what's going to win you matches in Granblue. They're still important, especially when it comes to what state your combos leave the opponents in when they're over so you can continue your offense. I think you're further along in learning neutral than you think. 236L and f.5M are two of Zooey's strongest neutral options. 236L is one of the best fireballs in the game and is crucial to certain matchups, like Percival. And f.5M is a pretty far and fast poke that can go into 214L or 214H for a confirm. Considering that this is a new game, and each character has gained around 10 new moves between triple attack, dash attack, and ultimates, I'm still piecing together Rising neutral myself. But, I can share a few things to get you started. 1. 236M and 236H both give you ALOT of plus frames. 236M is +16 on block and 236H is variable. But, a major part of the gameplan is getting the other player to block these moves, preferably after a f.5H, but also after other moves if they're not ready to punish them for not being real frametraps. With those plus frames you can run in for a 2L blockstring starter, 5L starter, a throw, 66L, or 66M for an overhead. Eventually, the other player will get annoyed of blocking 236M and start trying to get out of it. If they mash on f.5H > 236M, that's a counter hit every time. But, they might decide to Dodge or Jump 236M, which do beat it. The goal is to condition them to expect 236M on block, jump or evade, and then actually use 236H, which will counter hit them if they dodge, or take your turn back if they jump. 2. The 623 series of "divekicks" are effectively Zooey's neutral skip, where she risks getting anti-aired for a free way in. These moves are great for punishing projectiles against the whole cast. 623L is -2 on block, but really hard to anti-air. So, you lose your turn, but you're in. You can still dodge or DP if you read their response and think those moves might beat it. It's plus on hit, but not enough for a combo, but you can start up your pressure again or go for a throw. 623M is +0 on block, but really easy to anti air, so I use it more for combos than neutral. 623H is plus on block so if they don't anti air it, its your turn, and it's plus enough on hit so that you get a full combo. If you read them throwing a projectile or whiffing a button midscreen, 623L and H are good options to go for. They're air blockable, but can be used as anti airs in a pinch. But you mostly want to land AA 2H because you'll get a big combo for it. 3. Zooey has an invincible DP now in her 623U. Use it when you think it's appropriate and there's a sufficient gap in the other player's pressure. Because she doesn't use her DP often, many players leave it out of their mental stack and don't try to bait it out. 4. 214M can be useful in certain matchups as a long range whiff punish, and you can go for the 214M>5M followup to get pressure started. Same with using 214L>5L to get pressure started off of a f.5M confirm in neutral. 5. 66H is armored and -8 on block. But you can get a full combo if it hits. As of now, it armors through everything except supers, and only about half the cast can punish it on block. Use it against very telegraphed moves or when you read them trying to throw out a poke while you're running. It's a really fun move. 6. 22X series (lightning) deserves its own guide because it is useful for alot. But in a blockstring, it's a better ender than 214X because its safe. 5LLL>22L is super safe and has a ton of pushback to reset the neutral. 22H is plus on block in the corner and pushes them back almost fullscreen. It can be used for zoning, but the dragon is usually better for that. j.22X is one of Zooey's most useful moves, as it allows her to back out of a jump in attempt and can punish anti airs. The U version has a ton of hitstun so you can take your turn back or combo if you're low enough to the ground. I'm not even gonna discuss the held version here. 7. 236U is a ridiculous move. A full screen "fireball" that is REALLY hard to see coming and jump over. On top of that, it refills the dragon meter. A great option for low-health scrambles and punishing fireballs. These are some basics; I hope they help! Get out there and win some games

    • @bledix3091
      @bledix3091 10 місяців тому

      ​@@plusonwhiff_fgc Hey, thank you for the tips, i wasn't expecting such a long answer but i can't believe how helpful those advices were. It really gave me the opportunity to win a lot more games yesterday now that i kinda understand more what to do with the character, thank you so much! i'm truly grateful! May i ask you for one more advice please, yesterday i realize that whenever i finish a combo in the corner and the enemy is waking up from the knockdown, i'm not really sure what i should do, usually i end up really close to the enemy on their wake up, and what i usually try to do it to time their wake up into 236M meaty or even 236H, but whenever i try the 236M i get Thrown (as i said before, usually i end up being extremely close to the enemy on their wake up just because that's where the combo ended up leaving me), if i try to like backstep a little so i don't get thrown, they just have time to wake up with no risk, and whenever i try 236H, they block it and i'm not really sure like what to do next, i haven't tried the possibility to do a 66M as the beam is firing, kinda funny to say that i don't really feel safe when the enemy is in the corner lol! Also, there are safejump in this game? if not, how do i bait a DP/Reversal? i kinda hate the idea that i can't keep my pressure because a dp could come and i don't know how to bait it. Thanks for everything, from the bottom of my heart i can say, all your advices were extremely helpful to me and i saw immediate improvement yesterday, i appreciate it a lot! :)

  • @plusonwhiff_fgc
    @plusonwhiff_fgc 11 місяців тому

    An introductory guide to the changes to Zooey's dragon mechanic in the Granblue Fantasy Versus Rising Beta, primarily focused on frametraps and conversions off of counter hit dragon specials. In order to get this video out before the beta ended, it's not focused on optimal combos. A more detailed guide to Zooey will be made on the full release of the game. The Song is Blissful from the De Blob soundtrack.

  • @Bowpurity
    @Bowpurity 11 місяців тому

    Oh, thoughts on U dragon? would you use it in combos?

    • @plusonwhiff_fgc
      @plusonwhiff_fgc 11 місяців тому

      236U should really be considered it's own separate move, since it serves a different purpose from the other dragon moves. 236U allows Zooey to charge dragon meter safely for the price of 50% SBA. If the dragon is blocked, she gets 50% of the dragon meter, and if it hits, it gets completely refilled. If I'm in a matchup where I'm heavily reliant on dragon, I would consider doing a combo into 236U, since it's 100% dragon meter instantly. The knockdown isn't worth much because she's in an extra long recovery animation. For the price of 50 SBA gauge, I think it's usually better spent on 623U because Zooey otherwise doesn't have an invincible reversal, which is a must in some matchups. I hope this helps!

    • @Bowpurity
      @Bowpurity 11 місяців тому

      @@plusonwhiff_fgcExtremely helpful, thanks.

  • @Bowpurity
    @Bowpurity 11 місяців тому

    Great vid.

    • @plusonwhiff_fgc
      @plusonwhiff_fgc 11 місяців тому

      Thank you very much! It's a little rushed, but there will be a more in-depth version on full release. I just wanted to have this out before the beta was over.