Difference between revisions of "Zetuei"
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== Introduction == | == Introduction == | ||
Zetuei is the meaning of being hard to catch, yet easy to be caught by. Being the only character in the cast to have a double jump, he can be both evasive and pressuring. His normals are both incredibly fast, safe, and very good at opening his opponent up. Having special specific to mix in make for the icing on his kit, causing him to be utterly frightening on wake-up. Though he lacks in damage, he makes up for in nearly every other department. | |||
== Normals == | == Normals == |
Revision as of 15:07, 16 December 2019
Background
Zetuei is the meaning of being hard to catch, yet easy to be caught by. Being the only character in the cast to have a double jump, he can be both evasive and pressuring. His normals are both incredibly fast, safe, and very good at opening his opponent up. Having special specific to mix in make for the icing on his kit, causing him to be utterly frightening on wake-up. Though he lacks in damage, he makes up for in nearly every other department.
Introduction
Zetuei is the meaning of being hard to catch, yet easy to be caught by. Being the only character in the cast to have a double jump, he can be both evasive and pressuring. His normals are both incredibly fast, safe, and very good at opening his opponent up. Having special specific to mix in make for the icing on his kit, causing him to be utterly frightening on wake-up. Though he lacks in damage, he makes up for in nearly every other department.
Normals
5A:placeholder
Command Normals
3A:placeholder
Special Moves
236A:placeholder
Super Moves
236236Aplaceholder
General Strategy
Combos
Zetuei combos are pretty straight forward and simple. Also a decent amount of them lead to oki with his fire grenade.
Basic ground combos
5AA>4AA (Damage: 211; Counter Hit: 216)
5AA>5B>214B (Damage: 186; Counter Hit: 191)
5AA>5B>214B>214C (Damage: 273; Counter Hit: 278)
5AA>2A>5B>214B (Damage: 201; Counter Hit: 206)
2B>214B (Damage: 174; Counter Hit: 192)
2B>214B>214C (Damage: 277; Counter Hit: 295)
Jump Cancel combos
5AA>4B,j.c >J.A> J.B,j.c >J.A>J.B>214B (Damage: 214; Counter Hit: 219)
5AA>4B,j.c >J.A> J.B,j.c >J.A>J.B>214B>214C (Damage: 282; Counter Hit: 287)
2B>623C,j.c > J.A>J.B >214B (Damage: 242; Counter Hit: 260)
2B>623C,j.c > J.A>J.B >214B>214C (Damage: 306; Counter Hit: 327)
J.B>5AA>4B,j.c >J.A> J.B,j.c >J.A>J.B>214B (Damage: 232; Counter Hit: 247)
J.B>4B,j.c >J.A> J.B,j.c >J.A>J.B>214B (Damage: 243; Counter Hit: 258)
J.B>4B,j.c >J.A> J.B,j.c >J.A>J.B>214B>214C (Damage: 301; Counter Hit: 316)
Crossup comfirms
4/6J.A>5A>5B>214B (Damage: 194; Counter Hit: 204)
4/6J.A>5A>5B>214B>214C (Damage: 282; Counter Hit: 292)
J.AA>2AA *236A on oki* (Damage: 162 ; Counter Hit: 167)
J.AA>2AA>214B (Damage: 204 ; Counter Hit: 209)
J.AA>2AA>214B>214C (Damage: 283 ; Counter Hit: 288)
J.AA>2AA>623C,j.c > J.A>J.B>214B (Damage: 253 ; Counter Hit: 257)
Throw Stuff
6C(Throw) *236A on oki(Corner),236B if midscreen*
6C(Throw)>623C,j.c>J.A>J.B>214B (Damage: 266)
Super Confirms
2B>236236A (Damage: 372 ; Counter Hit: 390)