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"Magic is easy as one... two... three!" - Zatanna BnB combos

SPECTRELIGHT

F, D, F + HP
Probably not practical, but it might lead to more discovery...

Hat & Wand:
Jump distance:
df3, 2, df3, db3 - 21%
Builds meter while keeping your opponent airborne. Not sure if anything is clashable though... Probably 2
Also sends the opponent away from you allowing you to zone, etc
 
I feel as if ideally her punisher starters are either 3 or 22. 112 just seems too inconsistent because it requires you to be practically kissing them. I know its great as a 5F starter, but often times 112 whiffs. The nice thing about 3 is that thing has quite the ranged hitbox at 13F. 2 is 9F but at least it provides you with slightly greater distance. Anyway ideally for now:

3>BF1MB>B3>dash forward>J2>F2>1>BF1=34%

22>BF1MB>B3>dash forward>J2>F2>1>BF1=31%

Yes, you can get an extra percent or two of damage if you change the ender, but I'm loving this whole thing about denying your opponent of wakeup attacks, plus you're at advantage. The only crappy thing is you need meter to punish. Otherwise, you'll just have 3>BF1 which is like 15%, lol.
 

Chongo

Dead Kings Rise
I've been in the lab for about 10 minutes and haven't gone through this thread entirely, so if this is known, sorry ;_;

Off of the combo b21 MB BF1 b3 j2 f21 bf3, you reverse the opponents inputs while dealing 34%. I follow this up with a j2 b1 u3, which means your opponent has to block overhead, then low with reversed inputs, and even if they manage to block it, b1u3 is +1 on block so you're still safe, and you can block confirm it into tele.

Whole setup would be b21 MB BF1 b3 j2 f21 bf3 (wait a sec) j2 b1u3 j2 223 MB BF3 b3 j2 f21 BF1 for a total of 71% (34% + 37%)
 
Just messing with your set-up I noticed you can cancel her Trait with Tele but if you do, you lose it. Dafuq

EDIT: Normal tele after the Trait activation's recovery frames is fine (Could use it against counter-zoning at least). But still.
The reason why Zatanna has this is because it allows her to have stance changing combos. For example here is a combo that I have been working on. (start in trait) 2 xx magic pillar, 2 xx mb teleport (stance change) 11 xx mb puppetmaster, 22 xx fifty two pickup. This combo does 25%. Although the damage is VERY low for two meters it does allow Zatanna to stance switch mid combo and it looks flashy. I'll be posting more combos that switch stances later
 

Managed to find some good trait switch combos, its a bit difficult but still pretty nice.

H&W: 2 DF3, 2 DF3, 2 DF2 = 23% meterless
H&W: 2 DF3, 2 DU MB, 223 BF2 = 23% 1 bar
H&W corner: 2 DF3, 2 DB2, 2 DB2, 2 DB3 = 34% meterless
H&W corner: 2 DB2, 2 DB2, 2 DB2 , 2 DF2 = 42% meterless
S&T corner: B1U3, F3, D2 4, 1, 2 DB3 = 26% meterless
S&T corner J2, B21 BF3, J2 UU3D2, B21 BF1 MB, D2 4, 2 DF 1, 2 DB3 = 46% 2 bars
 

Managed to find some good trait switch combos, its a bit difficult but still pretty nice.

H&W: 2 DF3, 2 DF3, 2 DF2 = 23% meterless
H&W: 2 DF3, 2 DU MB, 223 BF2 = 23% 1 bar
H&W corner: 2 DF3, 2 DB2, 2 DB2, 2 DB3 = 34% meterless
H&W corner: 2 DB2, 2 DB2, 2 DB2 , 2 DF2 = 42% meterless
S&T corner: B1U3, F3, D2 4, 1, 2 DB3 = 26% meterless
S&T corner J2, B21 BF3, J2 UU3D2, B21 BF1 MB, D2 4, 2 DF 1, 2 DB3 = 46% 2 bars
Wow your combos are way better than the stuff that I found. Good Stuff!
 
Ok guys, I've spent a good chunk of the afternoon in the lab with Miss Z. First of all, I'm hooked. She's a very cerebral character, requiring excellent mind games to win, but really rewarding creativity. Now, I've compiled a list of what I believe to be her best combo options. I compiled this list based on the themes of maximizing damage, reliability, and reset options, and economizing meter usage. My goal was to have as many combos as possible use the same basic button sequences, thus eliminating unnecessary complexity in learning the character. I've added a section at the bottom discussing how to end her combos. Please let me know what you think!

LEGEND
-no meter
*1 meter
**2 meters
[multiple options]
Note 1: you can replace all instances of 223 with f21 and still do the same combo. This makes the combo more reliable (especially online), but reduces the damage by about 2%.
Note 2: you can drop the "u3, dj2" part from any combo for 2% less damage.

(b21: unsafe, non-launching, overhead-low starter, replaceable with any other non-launching starters, such as 22, d1, etc., which are safer but more blockable)
*b21~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 28-30%
*b21~bf3+MB, ji2~u3, dj2, b1u3, (late)ji3, f21~[ender] - 36%
**b21~bf1+MB, b3, walk, (late)ji3, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 42-43%

(b23: slightly unsafe, launching, overhead starter, uncancellable)
-b23, (early)ji2, f21~[ender] - 20%
*b23, (early)ji2, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 32-33%
*b23, (early)ji2, 223~bf3+MB, walk, b3, (late)ji3, f21~[ender] - 35%

(b1u3: safe, launching, low starter, uncancellable)
-b1u3, (late)ji3, f21~[ender] - 21%
*b1u3, (late)ji3, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 33-34%
*b1u3, (late)ji3, 223~bf3+MB, walk, b3, (late)ji3, f21~[ender] - 36%

(metered divekick: safe air starter, costs 1 bar)
*(air)db3+MB, f21~[ender] - 11%
**(air)db3+MB, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 26-28%
**(air)db3+MB, 223~bf3+MB, walk, b3, (late)ji3, f21~[ender] - 31%

(b3/f3: bounce attacks, safe, burnable for armor)
[b3/f3], walk, (late)ji3, f21~[ender] - 24%
*[b3/f3], walk, (late)ji3, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 37%

(ji3: safe jump-in, good for crossovers)
ji3, f21~[ender] - 17%
*ji3, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 34-35%
*ji3, 223~bf3+MB, walk, b3, (late)ji3, f21~[ender] - 37%

(Enders)
dd3[f/b]: My favorite ender. See notes below for reasoning.
du [f/b]: Good ender for mixups.
bf3: Good ender for mixups.
bf1: Decent damage + advantage, leaves opponent standing
bf2: Best damage + knockdown
db2: Decent damage + slight advantage, leaves opponent standing
4: Trait is a great option for when you want to frustrate and zone them.
uu3: Not a cancel, but good for mixups
f211: Good damage, sets up zoning. Can be followed by teleport for surprise mixups.

(The use of ending re-stand strings in dd3: )
Ok, this is huge for Zatanna. Basically, by cancelling into dd3 while your opponent is standing, you leave him in a huge mixup. Not only does he not know what you're going to do next while you have frame advantage, but he doesn't even know where you are! And where you are gives you huge possibilities that vary depending on whether you ended in 2~dd3 or f21~dd3:

(Ending in 2~dd3)
1. If you do just dd3, Z is the middle duplicate. This means that any jump-ins she does WILL cross up, but your opponent can't know that in advance.
2. If you do dd3b, Z is the far duplicate. This means that any jump-ins she does will NOT cross up, and she's safer from fast retaliation, giving you whiff-punish options.
3. If you do dd3f, Z is the close duplicate. While she can still cross up, this option's use is that she remains close enough to hit the opponent with a mixup while they are trying to decide how to counter an expected jump-in. Note that she is punishable by fast attacks.

(Ending in f21~dd3)
1. If you do just dd3, Z is the middle duplicate. However, f21 pushes the opponent away, and any jump-ins she does will NOT cross up. She is relatively safe.
2. If you do dd3b, Z is the far duplicate. In this case, she is MUCH farther away than just ending in 2~dd3b. This gives her the same jump-in options (no crossups), but will also cause farther reaching attacks to whiff against her, giving her great whiff-punishing. This can be useful in certain matchups (e.g., Superman).
3. If you do dd3f, Z is the close duplicate. However, she is too far away for standing mixups, but her jump-ins will cross up if timed right.

So there you have it, guys. Enjoy and please DO critique and analyze this!
 
Ok guys, I've spent a good chunk of the afternoon in the lab with Miss Z. First of all, I'm hooked. She's a very cerebral character, requiring excellent mind games to win, but really rewarding creativity. Now, I've compiled a list of what I believe to be her best combo options. I compiled this list based on the themes of maximizing damage, reliability, and reset options, and economizing meter usage. My goal was to have as many combos as possible use the same basic button sequences, thus eliminating unnecessary complexity in learning the character. I've added a section at the bottom discussing how to end her combos. Please let me know what you think!

LEGEND
-no meter
*1 meter
**2 meters
[multiple options]

(b21: unsafe, non-launching, overhead-low starter, replaceable with any other non-launching starters, such as 22, d1, etc., which are safer but more blockable)
*b21~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 28-30%
*b21~bf3+MB, ji2~u3, dj2, b1u3, (late)ji3, f21~[ender] - 36%
**b21~bf1+MB, b3, walk, (late)ji3, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 42-43%

(b23: slightly unsafe, launching, overhead starter, uncancellable)
-b23, (early)ji2, f21~[ender] - 20%
*b23, (early)ji2, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 32-33%
*b23, (early)ji2, 223~bf3+MB, walk, b3, (late)ji3, f21~[ender] - 35%

(b1u3: safe, launching, low starter, uncancellable)
-b1u3, (late)ji3, f21~[ender] - 21%
*b1u3, (late)ji3, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 33-34%
*b1u3, (late)ji3, 223~bf3+MB, walk, b3, (late)ji3, f21~[ender] - 36%

(metered divekick: safe air starter, costs 1 bar)
*(air)db3+MB, f21~[ender] - 11%
**(air)db3+MB, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 26-28%
**(air)db3+MB, 223~bf3+MB, walk, b3, (late)ji3, f21~[ender] - 31%

(b3/f3: bounce attacks, safe, burnable for armor)
[b3/f3], walk, (late)ji3, f21~[ender] - 24%
*[b3/f3], walk, (late)ji3, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 37%

(ji3: safe jump-in, good for crossovers)
ji3, f21~[ender] - 17%
*ji3, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 34-35%
*ji3, 223~bf3+MB, walk, b3, (late)ji3, f21~[ender] - 37%

(Enders)
dd3[f/b]: My favorite ender. See notes below for reasoning.
du [f/b]: Good ender for mixups.
bf3: Good ender for mixups.
bf1: Decent damage + advantage, leaves opponent standing
bf2: Best damage + knockdown
db2: Decent damage + slight advantage, leaves opponent standing
uu3: Not a cancel, but good for mixups
f211: Good damage, sets up zoning. Can be followed by teleport for surprise mixups.

(The use of ending re-stand strings in dd3: )
Ok, this is huge for Zatanna. Basically, by cancelling into dd3 while your opponent is standing, you leave him in a huge mixup. Not only does he not know what you're going to do next while you have frame advantage, but he doesn't even know where you are! And where you are gives you huge possibilities that vary depending on whether you ended in 2~dd3 or f21~dd3:

(Ending in 2~dd3)
1. If you do just dd3, Z is the middle duplicate. This means that any jump-ins she does WILL cross up, but your opponent can't know that in advance.
2. If you do dd3b, Z is the far duplicate. This means that any jump-ins she does will NOT cross up, and she's safer from fast retaliation.
3. If you do dd3f, Z is the close duplicate. While she can still cross up, this option's use is that she remains close enough to hit the opponent with a mixup while they are trying to decide how to counter an expected jump-in. Note that she is punishable by fast attacks.

(Ending in f21~dd3)
1. If you do just dd3, Z is the middle duplicate. However, f21 pushes the opponent away, and any jump-ins she does will NOT cross up. She is relatively safe.
2. If you do dd3b, Z is the far duplicate. In this case, she is MUCH farther away than just ending in 2~dd3b. This gives her the same jump-in options (no crossups), but will also cause farther reaching attacks to whiff against her. This can be useful in certain matchups (e.g., Superman).
3. If you do dd3f, Z is the close duplicate. However, she is too far away for standing mixups, but her jump-ins will cross up if timed right.

So there you have it, guys. Enjoy and please DO critique and analyze this!
Good Stuff!!! OP please put this as part of the first page.
 

DarksydeDash

You know me as RisingShieldBro online.
Since she does build meter really quickly its not a bad option to spend 2 if you have 3. For example if you put them into a standing state and end with MB bf1 your opponent must face a series of mixups. I already posted a fair back in the thread should you need reference.
 

SuppaSapien3

Chipotle and Olive Garden are NOT authentic
I got a 29 percent meterless but its extremely tight and im not sure if it works on everyone. J2b1u3 J2d2 b3 jdb3
 

KamkaziChicila

Harley & Zatana is all I need.
Corner
Hard knockdown
Gives you the classic Mixup of Throw/b1(low)/b2(overhead)/f3

b1u3 j2 Levitate dj2 3 bf1 26%
b1u3 j2 Levitate dj2 j2 Levitate dj2 22 bf1 33%
b1u3 j2 Levitate dj2 223 bf2 28%
b1u3 j2 Levitate dj2 j2 Levitate dj2 22 bf2 33%
b23 j2 3 bf1 25%
b23 j2 Levitate dj2 223 bf2 30%
f3 j3 3 bf1 29%
f3 j2 Levitate dj2 j2 Levitate dj2 223 bf2 37%
f3 j2 Levitate dj2 j2 Levitate dj2 223 bf1 37%
b3 nj2 223 bf2 27%
 

NoxiousDonny

"Cheap Grubber"
I've been in the lab for about 10 minutes and haven't gone through this thread entirely, so if this is known, sorry ;_;

Off of the combo b21 MB BF1 b3 j2 f21 bf3, you reverse the opponents inputs while dealing 34%. I follow this up with a j2 b1 u3, which means your opponent has to block overhead, then low with reversed inputs, and even if they manage to block it, b1u3 is +1 on block so you're still safe, and you can block confirm it into tele.

Whole setup would be b21 MB BF1 b3 j2 f21 bf3 (wait a sec) j2 b1u3 j2 223 MB BF3 b3 j2 f21 BF1 for a total of 71% (34% + 37%)
Apparently the controls are not reversed online, against other players.
 
after seeing reo's thing about the levitate cancel, it made me wonder what she could do in the corner...i'm pretty sure already people know, but I found a 40% meterless corner combo that can also be turned into the vortex. Sorry if this has already been found.
Enjoy.
This is a sick meterless corner combo. Pretty fun to execute actually, lol. You're unable to MB trance after it since they're too low to connect the trance so you must be referring to the F21MBkicks finisher to produce the vortex setup.

EDIT: In the corner, you can vortex off of F21 ender. You're only able to do this with opponent in corner
 

EMPRESS_SunFire

Regina George of discord
Ok guys, I've spent a good chunk of the afternoon in the lab with Miss Z. First of all, I'm hooked. She's a very cerebral character, requiring excellent mind games to win, but really rewarding creativity. Now, I've compiled a list of what I believe to be her best combo options. I compiled this list based on the themes of maximizing damage, reliability, and reset options, and economizing meter usage. My goal was to have as many combos as possible use the same basic button sequences, thus eliminating unnecessary complexity in learning the character. I've added a section at the bottom discussing how to end her combos. Please let me know what you think!

LEGEND
-no meter
*1 meter
**2 meters
[multiple options]
Note 1: you can replace all instances of 223 with f21 and still do the same combo. This makes the combo more reliable (especially online), but reduces the damage by about 2%.
Note 2: you can drop the "u3, dj2" part from any combo for 2% less damage.

(b21: unsafe, non-launching, overhead-low starter, replaceable with any other non-launching starters, such as 22, d1, etc., which are safer but more blockable)
*b21~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 28-30%
*b21~bf3+MB, ji2~u3, dj2, b1u3, (late)ji3, f21~[ender] - 36%
**b21~bf1+MB, b3, walk, (late)ji3, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 42-43%

(b23: slightly unsafe, launching, overhead starter, uncancellable)
-b23, (early)ji2, f21~[ender] - 20%
*b23, (early)ji2, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 32-33%
*b23, (early)ji2, 223~bf3+MB, walk, b3, (late)ji3, f21~[ender] - 35%

(b1u3: safe, launching, low starter, uncancellable)
-b1u3, (late)ji3, f21~[ender] - 21%
*b1u3, (late)ji3, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 33-34%
*b1u3, (late)ji3, 223~bf3+MB, walk, b3, (late)ji3, f21~[ender] - 36%

(metered divekick: safe air starter, costs 1 bar)
*(air)db3+MB, f21~[ender] - 11%
**(air)db3+MB, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 26-28%
**(air)db3+MB, 223~bf3+MB, walk, b3, (late)ji3, f21~[ender] - 31%

(b3/f3: bounce attacks, safe, burnable for armor)
[b3/f3], walk, (late)ji3, f21~[ender] - 24%
*[b3/f3], walk, (late)ji3, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 37%

(ji3: safe jump-in, good for crossovers)
ji3, f21~[ender] - 17%
*ji3, 223~bf3+MB, ji2~u3, dj2, [2/f21]~[ender] - 34-35%
*ji3, 223~bf3+MB, walk, b3, (late)ji3, f21~[ender] - 37%

(Enders)
dd3[f/b]: My favorite ender. See notes below for reasoning.
du [f/b]: Good ender for mixups.
bf3: Good ender for mixups.
bf1: Decent damage + advantage, leaves opponent standing
bf2: Best damage + knockdown
db2: Decent damage + slight advantage, leaves opponent standing
4: Trait is a great option for when you want to frustrate and zone them.
uu3: Not a cancel, but good for mixups
f211: Good damage, sets up zoning. Can be followed by teleport for surprise mixups.

(The use of ending re-stand strings in dd3: )
Ok, this is huge for Zatanna. Basically, by cancelling into dd3 while your opponent is standing, you leave him in a huge mixup. Not only does he not know what you're going to do next while you have frame advantage, but he doesn't even know where you are! And where you are gives you huge possibilities that vary depending on whether you ended in 2~dd3 or f21~dd3:

(Ending in 2~dd3)
1. If you do just dd3, Z is the middle duplicate. This means that any jump-ins she does WILL cross up, but your opponent can't know that in advance.
2. If you do dd3b, Z is the far duplicate. This means that any jump-ins she does will NOT cross up, and she's safer from fast retaliation, giving you whiff-punish options.
3. If you do dd3f, Z is the close duplicate. While she can still cross up, this option's use is that she remains close enough to hit the opponent with a mixup while they are trying to decide how to counter an expected jump-in. Note that she is punishable by fast attacks.

(Ending in f21~dd3)
1. If you do just dd3, Z is the middle duplicate. However, f21 pushes the opponent away, and any jump-ins she does will NOT cross up. She is relatively safe.
2. If you do dd3b, Z is the far duplicate. In this case, she is MUCH farther away than just ending in 2~dd3b. This gives her the same jump-in options (no crossups), but will also cause farther reaching attacks to whiff against her, giving her great whiff-punishing. This can be useful in certain matchups (e.g., Superman).
3. If you do dd3f, Z is the close duplicate. However, she is too far away for standing mixups, but her jump-ins will cross up if timed right.

So there you have it, guys. Enjoy and please DO critique and analyze this!
God thank you for posting it! This is exactly in what i was working on... Would you like me to add it to the OP?
 
Not sure if this has been found but her regular multi kick when your opponent standing leaves them in another 50/50 off b1 or b2. *_*
As much as I wish this were true, it is not. Regular multikick just leaves you at a slight frame advantage. The frame data says +16 which is inaccurate because opponents can easily 6F D1 to interrupt your B1 which is only 20F. Based on the frame data, B1 should be guaranteed, however it is not. The only ways to setup vortex are with either MBkicks or MBtrance or corner F21

EDIT: AspyxiaDyslexia-

Here's the notation for the meterless corner combo posted by jermball

JI2>U3>D2>B1U3>NJ2>U3>D2>NJ2>U3>D2>223>BF2=41%

JI2>U3>D2>B1U3>NJ2>U3>D2>NJ2>U3>D2>112BF2=41% works also

Just depends what ender you're more comfortable with. In my experiences 112BF2 seems more consistent as sometimes the opponent is too high and 223 whiffs. 112BF2 works all the time.
 

Pan1cMode

AUS FGC represent!
Since this infinite has been found, I really hope they don't completely nerf her levitate...
Yeah, that'd be disappointing. Let's hope they've found a way to remove the infinite without preventing j2, u3, d2 from jailing at least once in a combo.
 

Pan1cMode

AUS FGC represent!
Okay, now that I've got my hands on her;

Metered vortex combos:

(Overhead) b23, ji2, 223~bf3 (MB), ji2~u3~d2, 2 (32%)
(Low) b1u3, ji2, f21~bf3 (MB), ji2~u3~d2, 2 (26%)


EDIT:

As nice as these appear, I'm having trouble looping them. They work in isolation but thy seem to push them slightly too far away so that parts of the next combo whiff.

Anyways; this one always works (but it's less damage) you have to dash up and wait for them to start walking towards you before the nj2.

(Overhead) b23, ji2, 223~bf3 (MB), nj2 (29%)
(Low) b1u3, ji2, f21~bf3 (MB), nj2 (23%)

It's not an awful lot of damage (batgirl gets more for no meter) but at least it's a start.

EDIT 2:

New low vortex

b1u3, ji2, 223~bf3, nj2 (27%)
 
j2, b23, j2, 223, Puppet Master MB, b3, j3, Dive Kick 38% and some good carry distance.
j2, b1u3, j3, f2,1, Puppet Master MB, b3, j3, Dive Kick 34% or if you can time it well, after the second j3, land f2,1 52 Pick Up. (Can't remember the damage on the latter, just got off a 16 hour shift.)

Also, has anyone been able to pull off flashy teleport combos?
 

Jermball

Noob
This is a sick meterless corner combo. Pretty fun to execute actually, lol. You're unable to MB trance after it since they're too low to connect the trance so you must be referring to the F21MBkicks finisher to produce the vortex setup.

EDIT: In the corner, you can vortex off of F21 ender. You're only able to do this with opponent in corner
You can also use 112 trance and it will work without the f1, 2 dmg scaling