Zatanna
Meterburned Interactable Master
Yeah. I've been trying to punish, and its been rough.This bitch has to have the worst normals in the game. Or right there with the worst.
Zod may have worse normals, though.
Yeah. I've been trying to punish, and its been rough.This bitch has to have the worst normals in the game. Or right there with the worst.
Man you said it. The range is atrocious her d1 is especially awful its whiffing like crazy and im paying for it. But yeam punishing is a nightmare.Yeah. I've been trying to punish, and its been rough.
Zod may have worse normals, though.
I'm relying on F21 for punishes. Really, you just can't let yourself get that close to the opponent. Zatanna needs to be at long range, and only really can go in when she has the advantage (like an incoming MB Fireball). Luckily, Zee's teleports make it rather easy to space yourself.Man you said it. The range is atrocious her d1 is especially awful its whiffing like crazy and im paying for it. But yeam punishing is a nightmare.
don't think multi-kick is plus 16 on hit like the frame data says... more like plus 1 or something...
Yeah, she has a vortex. You can also do Ji2 into standing 2 for more advantage, and use a B1U3 or B23 starter for a free 50/50. 112 would be blockable for them, though.wait a second, you can keep spamming master puppet over and over while there still in the spell. I was just doing: j3 112 MB MP into j2 112 MP into j2 112 MP, over and over..
me but im pretty sure with practice itll become second natureAnyone else finding her teleports really hard to pull off consistently? :/
I find them hard to do with the thumbstick but the Dpad gets it all the time. :\Anyone else finding her teleports really hard to pull off consistently? :/
Her standing 3 seems to be her best normal for punishing, it's 13 frames like f2, but it reaches further and doesn't scale as much.I'm relying on F21 for punishes. Really, you just can't let yourself get that close to the opponent. Zatanna needs to be at long range, and only really can go in when she has the advantage (like an incoming MB Fireball). Luckily, Zee's teleports make it rather easy to space yourself.
Her standing 3 seems to be her best normal for punishing, it's 13 frames like f2, but it reaches further and doesn't scale as much.
What if she tele's behind you? =Dhope im not th only one practicing reverse inputs for my chars just incase a zatanna comes to our locals
F211 for punishing after blocking is what I've been using, but Error pointed out that 3 is better. Really, Zee just gets destroyed up close. Sometimes, I'll go for a dive kick, also. Besides DK and standing 3, you're pretty much screwed. TP away if you can.What do you even do when someone gets in on you? Feels so hopeless her normal are atrocious.
yes x100. it has great range. ive been doing 3 xx bf1 MB b3 dash j2 223 bf3 for 34% left standing and 'confused state' or whateverHer standing 3 seems to be her best normal for punishing, it's 13 frames like f2, but it reaches further and doesn't scale as much.
Cancel your normals into a teleport away. She's not meant to brawl up close like a rushdown character. She's a zoning/setup-heavy character.What do you even do when someone gets in on you? Feels so hopeless her normal are atrocious.
I don't think anyone would confuse her for a rushdown character lol. And your solution is much easier said than done with her shitty normals.Cancel your normals into a teleport away. She's not meant to brawl up close like a rushdown character. She's a zoning/setup-heavy character.
What is this magic normal that won't get beaten by most of the cast? Or wiff in D1's case? She can't even punish a lot of unsafe moves or wiffs due to her range and many block strings are +/- a few frames on block where the opponent will often have a better move.Cancel your normals into a teleport away. She's not meant to brawl up close like a rushdown character. She's a zoning/setup-heavy character.