Introduction
Recommended attacks for neutral and pressure:
-From far range: j.X, 5A, L+X, 66X, j.A
-From close range: 5Y, 2Y, 2X, 5X, j.Y
Recommended assists:
-Most recommended: Senor Pink, Buggy, Crocodile
-Situational but still good: Xdrake, Gecko Moriah, Mihawk
ZORO BNB COMBOS:
5/2Y starter:
-2YX 6R j.Y j.X j.A 66X->5A->L+A
-Corner/character specific only:2YX 6R delay j.Y delay j.X 2X->66Y j.Y j.X j.A 66X->5A->L+A
5X starter:
-Corner: 5XA 2X->66Y j.Y j.X j.A 66X->5A->L+A
Normal Moves
Standing Normals
5Y
5Y
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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All
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5YY, Tag
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-
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-
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Strike, Body
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Startup
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Active
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Recovery
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Overall
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Frame Adv
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Invuln
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-
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-
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-
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-
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-
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-
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Fast jab poke with good range. Standard pressure/confirm tool. 5YYX standard launch combo starter, works anywhere on screen.
5YYYYY: Damaging and meterless wallbounce combo starter BUT only can follow up with combo if started far from corner, like midscreen or with back to corner. Can confirm 5Y from max range poke into 5YYYYY. Not great for juggle combos.
5YYX:: Standard launcher string, can be teleport canceleded with 6R on hit or block. Launcher attack will not hit if string started from max range on some characters. Good combo starter on grounded opponents, not great for juggles on already airborne opponents as it can be air teched before the launch hit in a lot of situations. Good for continuing pressure with 6R teleport cancel on block into instant or delayed jump attack.
5YYA:: Can be used to pressure on block, very situational combo use, wouldn't recommend using most of the time. Puts opponent into hard knockdown state. Can cancel into L+A super on hit or block.
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5X
5X
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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Mid, Overhead (5XA)
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5XX, 5XA, Tag
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-
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-
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-
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Startup
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Active
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Recovery
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Overall
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Frame Adv
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Invuln
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-
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-
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-
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-
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-
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-
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A decent situational pressure tool. Can start stagger pressure after 5X is blocked, mixing up between 5XX hold to threaten guard break, 5XA overhead, and 5X2X for a low that launchers for a combo. Not that reliable as a midscreen poke.
5XX: Universal delayable 5XX string. If 2nd X is held to max charge the hit is unblockable. Nothing special, use sparingly and only in certain situations. Not useful for juggle combos.
5XA: Second hit is an overhead. Great corner combo starter. Can convert to full combo with 2X 66Y in corner. Does a lot of guard bar damage on block. Two 5XA's will drain guard bar to 1 hp.
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5A
5A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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Mid
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L+A
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-
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-
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-
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Startup
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Active
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Recovery
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Overall
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Frame Adv
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Invuln
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-
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-
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-
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-
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-
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-
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Zoro signature move he uses a lot in combos and to delete neutral. Long range horizontal move that moves him forward. Hits high in the air so works well as an anti air. Has has armor on start up and for most of the animation. When super armor clashes with a move can press 5A again to do another one. Induces hard knockdown state. Can cancel into L plus A super on hit for an OTG combo. Very unsafe on block without tag, so risky but effective in neutral. Cover with assist call to help in neutral if blocked by opponent.
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5L+Y
5L+Y
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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Overhead, Air Unblockable
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Tag
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-
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-
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Strike, Body
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Startup
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Active
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Recovery
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Overall
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Frame Adv
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Invuln
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-
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-
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-
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-
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-
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-
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Universal overhead. Unblockable vs opponents in the air. Hard knockdown on hit. Only easy to combo off of with assist setup or tag cancel.
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Crouching Normals
2Y
2Y
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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Mid
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2Y, 2YA, 2YX, Tag
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-
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-
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Strike, Foot
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Startup
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Active
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Recovery
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Overall
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Frame Adv
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Invuln
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-
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-
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-
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-
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-
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-
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Fast poke with good range but doesn't hit low. Can be chained into itself multiple times, which is good for pressure and hitconfirming combos.
2YX/2YA: same followups at 5YYX/5YYA respectively
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2X
2X
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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Low
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Tag
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Knockdown
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-
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Strike, Foot
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Startup
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Active
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Recovery
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Overall
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Frame Adv
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Invuln
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-
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-
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-
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-
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-
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-
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Great and unique multi purpose move. Hits low and is a great anti air. On counter hit vs airborne opponent they cannot tech until they hit the ground. Can be dash canceled on hit, which allows him to follow up with 66Y groundbounce j.Y j.X etc. Zoro's only low hitting move.
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Jumping Normals
j.Y
j.Y
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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Overhead
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Jump,j.X,j.A,
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-
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-
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-
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Startup
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Active
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Recovery
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Overall
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Frame Adv
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Invuln
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-
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-
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-
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-
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Varies
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-
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Great air to air and combo tool. Great hitbox for short quick air normal. Not always great for jumping in because it hits so vertically. Use j.X for jump ins/IAD most of the time, but sometimes j.Y is a preferable jump in due to its fast start up.
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j.X
j.X
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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Overhead
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j.A
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-
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-
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-
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Startup
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Active
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Recovery
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Overall
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Frame Adv
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Invuln
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-
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-
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-
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-
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Varies
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-
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Amazing button with giant sword hitbox. Throw this button out a lot on offense and defense. Hard knockdown state on airborne opponents, which leads to easy 66X->5A followups. Counter hit gives more time to confirm OTG. Bit slow on startup but otherwise great.
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j.A
j.A
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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Mid
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Tag
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-
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-
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-
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Startup
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Active
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Recovery
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Overall
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Frame Adv
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Invuln
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-
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-
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-
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-
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-
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-
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Dive kick, hard knockdown on hit. Harder to combo off of than j.X HKD but doable and adds a lot of damage. Useful for neutral and pressure. Can cross up but not an overhead. Allows Zoro to continue pressure after blocked YX6R with instant or delay j.A. Very unsafe on block at certain heights.
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Dashing Normals
66Y
66Y
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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Mid
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-
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-
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-
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-
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Startup
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Active
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Recovery
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Overall
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Frame Adv
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Invuln
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-
|
-
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-
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-
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-
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-
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Ground bounces airborne opponents on hit. Used mainly for advanced combos with 2X->66Y routes. Good vertical hitbox. Unsafe on block without tag cancel or assist cover. Great combo conversion tool, good but risky poke tool.
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66X
66X
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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Mid
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5A
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-
|
-
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-
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Startup
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Active
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Recovery
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Overall
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Frame Adv
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Invuln
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-
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-
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-
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-
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-
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-
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Hits OTG, cancels into 5A. Combo staple. Good vertical hitbox. Unsafe on block without tag cancel or assist cover. Great combo conversion tool, good but risky poke tool.
In deadly engine 66X now shoots a projectile along with its hit. Allows another OTG hit after 66X 5A.
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Metered Attacks
Reject Attack
5L+X Reject Attack
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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-
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-
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-
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25% Meter
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-
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Startup
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Active
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Recovery
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Overall
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Frame Adv
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Invuln
|
-
|
-
|
-
|
-
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-
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-
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Slow startup but huge range hurricane. Possibly good for guard break setups. Very risky without proper assist cover or setup. Recommended to save meter for L+A, tag cancels and 6R over this but still a decent move.
|
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Arc Magnum
5L+A Arc Magnum
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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-
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-
|
-
|
-
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50% Meter
|
-
|
Startup
|
Active
|
Recovery
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Overall
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Frame Adv
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Invuln
|
-
|
-
|
-
|
-
|
-
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-
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Combo staple. Hits OTG, then induces hard knockdown, van combo after with tag cancel. Not invulnerable. Hard to punish on block .Covers large part of screen. With Deadly Engine activated the hitbox of this move increases and the move does 300 more damage.
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Gigantic Combo
5YYYYXA Gigantic Combo
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
NA
|
-
|
-
|
100% Meter
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Frame Adv
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Real Gigantic Combo
5YYYYXA Real Gigantic Combo
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
NA
|
-
|
-
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200% Meter
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Frame Adv
|
Invuln
|
-
|
-
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-
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-
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-
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-
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|