Zetuei
Background
SonicFox would play this character
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: Fast, low-angled light kick. Not a low. Cancellable. Auto-Chains into 5AA, 5AAA. Manually chains into 1A, 2A, 3A, 6A, 5B, 4B, 6B, and 2B.
- 5AA: Look at that knee. Medium-ish move. Slightly more range than 5A, about the same start-up. Cancellable. Auto-Chains into 5AAA, 5AA6A, 5AA4A. Manually chains into 2A, 3A, 5B, 4B, 6B, and 2B.
- 5AAA: Flip-kick. Anti-air material, having such a high vertical hit-box. About the same start-up and range as 5AA. EX and Super Cancellable.
- 5AA6A: Launching kick ender. Pressing A allow you to alternatively jump after landing the hit. Launch angle is low, as if intended to be followed up immediately. Only jump cancels on hit. Cancellable.
- 5AA4A(A): Shadow Clone Jutsu. The clone appears while Zetuei himself is stationary, launching the opponent with 6A. If his again, Zetuei will jump high to pursue with two spiking kicks. It only activates on hit. There's also a gap between 5AA and the initial animation of 5AA4A. All hits are EX and Super Cancellable.
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)