chemist4hire
I Got Guiled
Just realized that Zatanna is Zebron reimagined in the Injustice universe. Zebron's original weapon stance was top hat.
http://mortalkombat.wikia.com/wiki/Zebron
http://mortalkombat.wikia.com/wiki/Zebron
That bitch doesn't have fishnets. Fishnets is what makes Zatanna fabulous & sexyJust realized that Zatanna is Zebron reimagined in the Injustice universe. Zebron's original weapon stance was top hat.
http://mortalkombat.wikia.com/wiki/Zebron
you are correct on all accounts, zatanna isnt that great but really fun to play... really the only way to make up for it is with zoning and using her teleport to confuse and trick.. i teleport a lot! plus a jump in 3 works as a great crossup, though i rarely jump in... i rely on zoning, spacing and confusing the opponent... im not sure how you can be successful with her if you dont put a strong emphasis on zoning... i dunno, ive used her a lot and still struggle, if i lose my screen positioning, its lights outThe issue I have with Zatanna is that her main low starter (b1) has horrible range and is only average in its speed. Her overhead starter isextremely slow. Her only starter that has decent range is 3, but its a mid. Her high-low game seems really lacking. How do you guys make up for these deficiencies? d fun to play as, but I have trouble actually being successful with her.
I usually only use her overhead/low mixup after a successful J1/J2, especially after trance. Usually my main attack is 3 or 223. I feel like she is very momentum based. Just need to make the right first moves in the match and then the rounds are sealed.The issue I have with Zatanna is that her main low starter (b1) has horrible range and is only average in its speed. Her overhead starter isextremely slow. Her only starter that has decent range is 3, but its a mid. Her high-low game seems really lacking. How do you guys make up for these deficiencies? Zatanna's fun to play as, but I have trouble actually being successful with her.
I usually only use her overhead/low mixup after a successful J1/J2, especially after trance. Usually my main attack is 3 or 223. I feel like she is very momentum based. Just need to make the right first moves in the match and then the rounds are sealed.
I LOVE using MB Rings. People tend to not know that it's an overhead so they eat meaty damage from it and get knocked down, allowing for setup opportunities. It's a great tool for quick space control at a distance.Yeah I like 223 because you can go into 221 if they block it which is +4, but the best combo I can get off 223 is 30%. Any way to get higher than that with 1 bar?
edit: also, why would you say that the round is sealed if you get the early lead? Hat stance? Because her only good zoning tool imo when outside of hat stance is MB rings.
Kind of a learning curve with her, so just know thatIve been trying to pick up zatanna.
I would be appreciative if someone were to tell me the following:
What are her best oki setups(as in electing to cancel into cards for HKD)
What are her best wakeup attacks
What is her general strategy
What is the best way to chip out an opponent
Or basically anything you want to share about the character. Have a long road ahead of me ha.
Nice! Welcome to the fishnets bitch wagon <3Ive been trying to pick up zatanna.
I would be appreciative if someone were to tell me the following:
What are her best oki setups(as in electing to cancel into cards for HKD)
What are her best wakeup attacks
What is her general strategy
What is the best way to chip out an opponent
Or basically anything you want to share about the character. Have a long road ahead of me ha.
Yeah, and also because she practically wins every projectile trade. MB ring is a single hitting fast projectile which hits for 13% while a lot of projectiles in the game are multihitting that hit for that much. Characters like Sinestro and Deathstroke have to think twice before ever using a projectile because of that trade... oh and because of teleportalso zoning is an instant kill if you play against Zatanna, zone her and you will die, since she can teleport making your projectile whiff and punish you, so that's why zoning based characters with a bad rushdown game lose to her.
All of this was already known. Also a lot of people tries to kove after a blocked MB rings so it gives us a free Puppet Master or a MB teleportSo I've skimmed Zatanna's threads and have discovered a few things I didn't see anywhere. If these are already known, let me know and I'll delete this post.
1. Aquaman's trait allows him to block the trance part of MB Puppet Master. MB Puppet Master is actually 2 hits: the initial hit and the "initializing" of the trance part (where Zatanna waves her hands in the air the second time). Aquaman can block the second part and you will still spend the meter as if it hit.
2. MB Ring Toss on hit on a standing opponent from full screen can combo into Puppet Master. This probably isn't very practical because you rarely have someone at the fullest screen. However it might be able to combo a little bit within full screen, I haven't really tested this much.
3. If you hit someone with her divekick and it hits them back into the corner, assuming they don't tech roll, you can dash in, where you will be standing over their body, and instant divekick as they're getting up. This will cross them up every time. I'm sure there's more you can do with this, but I literally just did this 5 minutes ago and had to get off so I might play with this some more later.
Teleport, Dive Kicks, Cards, Fire Kiss.What are Zatanna's best options at this range? I tend to just freeze out when I get around this area because nothing seems very safe.
http://img12.imageshack.us/img12/1051/wjku.png