@@_VinSi you rely on it till they show you that they know how to deal with it ... if they don't know then you RUN it. If they do know then you adapt the decision to what they did previously.
Good stuff! Any tips on landing c.5l,c.5l,c.5h link on the overhead follow up? It seems to be a really tight timing, too early and you get autocombo, too late you're pushed away and get f.5h. Edit: Worked it out! For others: if the first two Lights are as fast as possible, consider these the first two beats, skip the third beat and hit heavy on the fouth
the two close lights need to link quickly so you don't suffer from the total pushback. That'll give you the close heavy link. I also dash a little bit in to be sure i don't get completely pushed out
I saw a different version of this mix but this looks like more damage and a reason to use the Spin Slash ultimate skill... and also my pea brain didn't think to go LOW after they block the overhead ... I got to S tho ... this will prolly help me push deeper into S once I practice it.
So after setting up the lightning you're supposed to jab and hold back once, for the DP protection, and then continue the rest of the chain if no DP comes out? Tricky... I've been trying this for a while, the timing to so strict!
i hold back when I go for the jab auto combo the whole way until I go for my mixup. You recover fast enough from the jab that the DP will fail when you successfully get it
@@pandabetic_6528 Is there a good way to practice that safe mixup in the training room? Set the opponent to DP on wakeup, will that work with this combo?
Zooey's c.L has 3 active frames, and 7 frames of recovery. Most DPs in this game start up in 9 frames. Therefore, if your jab connects in its later frames (due to your opponent waking up into it), you'll still recover faster than their DP could come out
Either be patient baiting the ex parry, or jump and let the 22H go first. You'll still be able to get a combo either with a jump in or when you land on the ground. if they block the 22H, free mixup
Well explained! Looking forward to labbing this as I just started dabbling in Zooey and found her really fun to play.
The autocombo "mixup" is actually not true, the overhead is slower than the low which means that you can fuzzy block it
Yes. I plan to make a video on it and other options you can do to mix
@@pandabetic_6528 It still works well vs people who haven't labbed the timing but it shouldn't be something you rely on too much
@@_VinSi you rely on it till they show you that they know how to deal with it ... if they don't know then you RUN it. If they do know then you adapt the decision to what they did previously.
This is the same mix up philosophy as Eustace bomb combos cool stuff
This is so advanced to me, I barely understand what’s happening. Will sit down and try and understand it though because Zooey is cool
I gotta watch it on slower speed bc he didnt explain shit or put in the inputs lol
ooooo i’m immediately learning this, great video!
Very informative video thank you! Learned a lot
Good stuff!
Any tips on landing c.5l,c.5l,c.5h link on the overhead follow up?
It seems to be a really tight timing, too early and you get autocombo, too late you're pushed away and get f.5h.
Edit: Worked it out! For others:
if the first two Lights are as fast as possible, consider these the first two beats, skip the third beat and hit heavy on the fouth
the two close lights need to link quickly so you don't suffer from the total pushback. That'll give you the close heavy link. I also dash a little bit in to be sure i don't get completely pushed out
I saw a different version of this mix but this looks like more damage and a reason to use the Spin Slash ultimate skill... and also my pea brain didn't think to go LOW after they block the overhead ... I got to S tho ... this will prolly help me push deeper into S once I practice it.
Really like zooey due to her dash heavy she can handle zoner quite well.
So after setting up the lightning you're supposed to jab and hold back once, for the DP protection, and then continue the rest of the chain if no DP comes out? Tricky... I've been trying this for a while, the timing to so strict!
i hold back when I go for the jab auto combo the whole way until I go for my mixup. You recover fast enough from the jab that the DP will fail when you successfully get it
@@pandabetic_6528 Is there a good way to practice that safe mixup in the training room? Set the opponent to DP on wakeup, will that work with this combo?
@@Rossman24 because this is technically a reset, you want to set Opponent on Hit to do EX DP and get the timing that way
how does this work? She's plus 8 after light 2 and the c.h is 9 frame start up
There's an extra frame of hitstun applied to crouching opponents, so just enough for the c.5h to link
How the heck does the jab whiff? Is it actually not hitting on recovery or what? How does it hit and also not get by the dp?
Zooey's c.L has 3 active frames, and 7 frames of recovery. Most DPs in this game start up in 9 frames. Therefore, if your jab connects in its later frames (due to your opponent waking up into it), you'll still recover faster than their DP could come out
Does seox ex parry ruin the setup? I’m gonna need counter play lol
Either be patient baiting the ex parry, or jump and let the 22H go first. You'll still be able to get a combo either with a jump in or when you land on the ground. if they block the 22H, free mixup
How to negative edge?
I do H + Special button, and I hold my thumb on the Special button so I have use of all my normals
Nice :)