It's only safe at almost the complete full screen. Then it becomes like d+1 or 7 frame normal unsafe. Then finally -11 I think.
It actually makes sense. The block stun is the same but if you block it closer she continues the animation and you have more time to block it and punish. Full screen she hits at the very end of the animation.
Zatanna is arguably the best (if not, then top three) zoner in the game.
Very poor range on normals, only descent raged is standing 3 which hits about dash distance.
No good anti air options for close jumpins. D2 has poor range and punishable.
Her standing 1 is 5 frames so easily abused for string gaps, but hits high and duckable.
Puppet Master is unsafe upclose and especially on whiff.
Ring Toss very punishable if jumped over up close.
If you jump and get hit by a up ring it's full combo punish with vortex.
Vortex after PuppetMaster is either high- low, low, or crossover.
Vortex after d1 of either d1Multikicks (Multikicks hit low) or d1 Zatara dive (overhead)
Best teleport in the game, rivaled only by Raven's trait teleport.
Typically her gameplay is tossing rings, reading when you'll jump or when one might counter with a projectile, which is almost always interrupted by PuppetMaster MB into full combo. Characters without strong projectiles or an ability to get in close on Zatanna will suffer greatly in this matchup.
Typically block low when hit with d1, d1Multikicks is full combo but d1 Zatara dive is 12%.
D1 into b21 (overhead low) is interruptible and punishable, but an effective gimmick and tricky to read.
Typically just block low, all our overhead startups are slow. Only b21, b23, and f3. Watchout for jumpins but usually after j1 just fuzzy guard into low. It's easiest. Although after vortex it's pretty much 33% guessing so good luck.
I'm working on finishing these up, I could use some more tips on Cyborg, Hawkgirl, The Joker, and Solomon Grundy.
I know enough about the rest of the characters to write up on them.