Zetuei

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Long legs ninja wolf

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.

6A: Step-kick. Long-range, much of which being disjointed. Safer from further away than on hit. EX and Super Cancellable.

1A: Crouching light kick. Low. Fast. Very short range. Cancellable. Auto-chains into 2A - 2B. Manually chains into 3A, 5B, 6B, 4B, and 2B.

2A: Crouching medium kick. Low. Range nearly comparable to 6A, even faster than 1A. Cancellable. Auto-chains into 2B. Manually chains into 3A, 5B, 6B, 4B, and 2B.

3A: A rolling kick where Zetuei leaps forward. Overhead. Low invul. Good range. Knocks down. Cannot be followed up on hit. EX and Super Cancellable.

5B: A roundhouse with a slight disjoint. Mostly combo fodder. Cancellable.

6B: A chop-kick in a two-hit sequence. Low Invul, but not an overhead. Safe on block if blocked low. Cancellable (Senpuu Ranka in the air, others on the ground).

4B: A launching kick, sends the opponent spinning into a knock-down state. Short-range grounded. High range aerial. Jump cancellable on hit. Special cancellable otherwise.

2B: Low sweep. Slightly less range than 2A. Jump cancellable on hit. Special cancellable otherwise.

3B: Low slide. The further the distance before being blocked, the safer. EX and Super Cancellable.

j.A: Typical jumping light knee. Crosses up, and active for a good while. Cancellable.

j.?A: Jumping medium kick. Crosses up a bit more consistently than J.A, having far more range. Cancellable.

j.B: Jumping heavy, a forward flip kick. Cancellable.

Special Inputs

8(7,9)-8(7,9): Double Jump

Exclusive to Zetuei, he can jump twice before hitting the ground. Much like air-dashes, all air normals are jump cancellable.

When teching a move, he cannot jump twice again unless landing an air normal. It is lost once use otherwise.

Throws

(6)C: Zetuei flips over his opponent and slams them to the ground.

Short animation.

Can combo after if Bottle Fire is present near the body.

(4)C: Zetuel does a bunch of gymnastics before slamming the opponent behind him.

j.(6)C: An Izuna Drop.

Made useful for catching air-techs, especially with multiple jumps.

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)



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