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"Prepare to be Astounded!" - Zatanna General Discussion Thread

jaym7018

Warrior
Yeah. I've been trying to punish, and its been rough.

Zod may have worse normals, though.
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.
 

Zatanna

Meterburned Interactable Master
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.
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.
 

Gesture Required Ahead

Get on that hook
don't think multi-kick is plus 16 on hit like the frame data says... more like plus 1 or something... :(


I never thought of actually testing it. And I just did. Fuck. Multi Kick is actually negative on block. Supes' 6f D1 comes out before her 5f St1.


FuckFuckFuck...all that messing around. Jer nvm don't mess with that fraud ass tech. Fuck in-game Frame Data.

EDIT: I'm disa-pissed off(new word lol). Fuck you guys I'm going back to Broke ass Zod.
 

snort

Apprentice
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..
 

Zatanna

Meterburned Interactable Master
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..
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.
 

Error

DF2+R2
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.
 

Zatanna

Meterburned Interactable Master
What do you even do when someone gets in on you? Feels so hopeless her normal are atrocious.
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.
 

jaym7018

Warrior
Yeah i just dont think shes a character for me i just cant deal with having no answer up close or the ability to whiff punsh. Not my style to always be style to always be backin up. Still gonna main babs and grundy and keep learning mmh.
 

Zatanna

Meterburned Interactable Master
I'm going to work on finding a way to deal with people up close. I'm not stopping with Zee because she's fun, but I don't like her up-close.
 

chores

bad at things
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.
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 whatever
 

Chaosphere

The Free Meter Police
Wouldn't the best option up close be to d1~tele away or b1~tele away? She seems strong mid to far range. Zone them and punish them for trying to get in. Try to get a hard knockdown and go for set up choice. She seems to have strong anti zoning as well.
 
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.
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.
 

badb

Noob
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.

She feels like Dhaslim without the keep away moves. What is her game plan? Hope the opponent does a laggy move she can teleport in, MB is best, or hope she hits a random puppet to MB it into a combo? Maybe a MB dive kick somewhere to low crush or MB leggs to poke. The only time she can do anything is when she has meter.

She will have some good parlor tricks, but at neutral she doesn't feel as strong as many others in the cast, while requiring meter to start anything or do any combos.

Hat is pretty slow start up and only hits once, Her cards or puppet can be punished by most of the cast, her only decent anti air is in the trait stance.

Her tools don't make sense to me compared to others in the cast.