Zatanna: Hey, pay attention to me! I'm fascinating

TwinSnakes89

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ZATANNA

Zatanna is a superhero and one of the greatest magic-users in the DC Universe. Her father is the legendary magician Zatara and she works hard to live up to his legacy. The traditional method of spell-casting she uses involves speaking words and sentences backwards. In addition to her career as a hero, she is also a very notable stage performer. She has been a member of the Justice League of America, the Sentinels of Magic, and the Seven Soldiers.

Basic Keys:
F-Forward
B-Back
D-Down (Duck)
U-Up (Jump)
1-Light Attack
2-Medium Attack
3-Heavy Attack
4-Character Ability (Power or Trait)
LB(L1)-Throw Button
RB(R1)-Environment Interaction Button or EIB for short
LT(L2)-Flip Stance
RT(R2)-Meter Button​

Notes:

- Zatanna is a very Meter heavy character so the aim of the game is to get as much built as possible
- Her movement is quite slow so using her teleports effectively is key
- Her zoning is good, but by no means great. Alot of characters can out zone her
- Her trait is only useful for meter building and corner pressure. Has massive amount of chip damage, can absorb projectiles for meter and DB3 beats all wake ups when timed correctly
- Her j2 can be a pain, its hitbox is oddand when you think it should connect it doesn't.
- Use her Ytfif Owt Pukcip to end blocked combos to stay safe.
- MB Fireball is a good tool for shutting down rushdown characters, but people with projectiles, teleports and air dashes will just move right past it.

BnBs:

- 21%: 11U3 > 223 > Ytfif Owt Pukcip

- 26%: B23 > j2 > 223 > Ytfif Owt Pukcip

- 23%: B1U3 > j2 > 223 > Teppup Retsam

- 28%: B23 > j2 > D2 > j3 > (Air) Arataz Evid

- 31%: 223 > (MB) Teppup Retsam > B3 > Dash Forward > j2 > 223 > Ytfif Owt Pukcip

- 36%: B21 > (MB) Itlum Kcik > B3 > Dash Forward > j2 > 223 > Ytfif Owt Pukcip

- Corner 28%: B23 > j2 > D2 > B1U3 > 223 > Ytfif Owt Pukcip

- Corner 27%: B1U3 > j2 > B1U3 > 223 > Ytfif Owt Pukcip

Intermediate:

- 37%: j3 > (MB) (Air) Arataz Evid > 223 > Teppup Retsam > B3 > Dash Forward > 223

- 38%: j2 > 223 > (MB) Teppup Retsam > j2 > 3 > R1 (Interactable) > F21 > (MB) Itlum Kcik > B3 > Dash Forward > 223 > Ytfif Owt Pukcip

- Corner 35%: B21 > (MB) Itlum Kcik > j2 > D3 > B1U3 > 223 > Ytfif Owt Pukcip

- Corner 39%: j2 > 223 > (MB) Teppup Retsam > J2 > 3 > (MB) Itlum Kcik > j2 > D3 > 223 > Ytfif Owt Pukcip

Advanced:

- 45%: j2 > Etativel cancel > j2 > 223 > (MB) Teppup Retsam > j2 > Etativel cancel > j2 > 3 > R1 (Interactable) > B3 > Dash Forward > j2 > F21 > (MB) Itlum Kcik > j2 > F21 > Ytfif Owt Pukcip

- 51%: j2 > Etativel cancel > j2 > 3 > R1 (Interactable) > B3 > Dash Forward > j2 > 223 > (MB) Teppup Retsam > j2 > Etativel cancel > j2 > B21 > (MB) Itlum Kcik > 223 > Ytfif Owt Pukcip

- Corner 44%: j2 > Etativel cancel > j2 > 223 > (MB) Teppup Retsam > j2 > Etativel cancel > j2 > 3 > (MB) Itlum Kcik > j2 > Etativel cancel > j2 > 223 > Ytfif Owt Pukcip

- Corner 37%: j2 > Etativel cancel > j2 > B23 > j2 > Etativel cancel > j2 > 223 > Ytfif Owt Pukcip

- Corner 41%: j2 > Etativel cancel > j2 > B23 > j2 > Etativel cancel > j2 > F23 > (MB) Itlum Kcik > j2 > Etativel cancel > j2 > 223 > Ytfif Owt Pukcip

Tips and tricks:

Corner trait pressure:

Simply put any character with a strong wake up attack. E.g Deathstroke, Killer Frost, Solomon Grundy, Superman and Raven (just to name a few) end every corner combo with 223 and you'll quickly be able to enter her trait. Her DB3 in this stance amours her up, making her able to punish ALL wake up attacks if timed correctly. EVEN MULTIPLE HITTING WAKE UPS The only option they have to punish is blocking on wake up and hoping their attack has enough range to reach, as on block Zatanna gets pushed back when using this technique

Down Down 3:

In theory this move is trash. Projectiles can knock you out of it and it has a slow start up

BUT

Against Solomons Walking Corpse is pure trolling. If he comes walking up to you a simple DD3 will negate his grab, you don't even needs to choose a location to be the real Zatanna. Then you have a free full combo punish. Even though you can simply teleport or jump to avoid, there is nothing like a little trolling action ;D

(This also worked on Shazams command grab but I don't know if it was pure luck or timing, I will check in the lab)

Forward 2 1:

This move should be your go to combo ender. It leaves the opponent in a standing state, meaning you have reset potential from either:

Midscreen

- Forward 3
- j2
- Teleport behind or away (for zoning)
- (Air) Arataz Evid

Corner

- Forward 3
- j2
- Teleport behind or away (for zoning)
- (Air) Arataz Evid
- B23
- B21
- B1U3

With the corner resets your opponent will have to guess if you go high or low everytime unless they get lucky and slap you out of it. It is by no way a free reset, there are ways to break out of it but its pretty good.

Wake up options:

She doesn't have any worth noting. Either teleport away (NEVER TOWARDS!) or Itlum Kcik (preferably MB it)

Best Matchups:

Bane, Lame Aquamen, Lame Deathstrokes, Solomon, Raven, Lex, Cyborg and Nightwing

Worst Matchups

Doomsday, Superman, Batman, Batgirl, Black Adam
 
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