Zeong is one of the few I-Fielders in this game, and one of 3 suits that is piloted by Char Aznable. Despite Zeong's relatively low expectations, he has surprised many people with his aerial successes. With his kit being primarily determined by disjointed moves such as Sweep Punch, or his burner kicks. Zeong has no problem racking up damage from a few hits, or from moves and conversions into 26P, and 24P. Undoubtedly Zeong is one of the toughest characters to approach in the air due to his kit, and will otherwise have no problems zoning out and harassing a good deal of the cast, with only a few noteworthy counterpicks in the game. This character's biggest weakness is ultimately defined by their disadvantage state on the ground, but otherwise Zeong has no problem winning gunfights, holding his distance, and forcing opponents to fight against his high-lows. There is no doubt that Zeong is one of the best original GBA suits and I-fielders in this game, and ultimately one of the safest air characters in the game.
Archetype: Air Zoner
Strengths
Weaknesses
I-Field: Since Zeong has an I-Field, he will often times turn the neutral into a zoning game, which is exactly what you will want, as this plays into his bigger kit, and allows him to not be punished by sudden supers, projectile play, or be conditioned out. Rather it will be the opponents that will need to adapt towards your zoning gameplan once you get your I-Field out lest you don't get cornered.
Disjointed and Damaging Air Normals: Some of Zeong's air moves make him very safe on retreating jump, such as j.WK/SK. Many of his moves can stall him in the air and can be used to zone or check your opponents repeatedly e.g. j.2SP, which known as his Sweep Punch move. Moves like j.WP in the air can lock people in the air and set up for okizeme which leads into 24P. Because of this, Zeong has some of the best ranged moves in the air, and some of them like his j.WP/SP as well as quarter circle special moves can be thrown out repeatedly while prolonging yourself in the air.
Air Supremacy: Playing into Zeong's I-Fields, and air normals, he can dictate his matches through repeated use of air stalling, sweep punch, and I-Field. Many of his moves such as jump in SK become much safer after landing allowing you to follow up with another grounded move immediately after. This is crucial for Zeong to create his zoning buffer and setting up for safe pressure while getting the maximum leverage out of his disjoints and Dhalsim-like pokes.
I-Field: Because Zeong has an I-Field, he will struggle once cornered, and has the very real eventuality that he will get frame trapped if he isn't careful. Because of this you will need to avoid being trapped near the corner, especially if you are on the ground.
Poor Ground Game: Despite some good range on his ground moves, many of his moves aren't very fast for range you get out of them. Zeong's safer (and better ranged moves) are more dexterous in the air, and because of that you should not focus too much on his ground gameplay.
Hitboxes and Active Frames: Contrary to many of his animations (with the biggest offender being the WK/SK moves) many of these moves do not linger, and furthermore your extended punches can be punished. A case similar to other Dhalsim-zoner type characters such as Altron and Hamma Hamma. Because of this, sweep punch isn't completely safe, although it can be difficult to anticipate. And many of your moves are light on active frames, adding further risk to his gameplan.
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
26P - Hand Beam: Good damaging projectile attack, uses an okay amount of ammo, but otherwise has great projectile priority.
24P - Punch Rush: Quick attack that works great with combos. Does good damage, and furthermore sends your opponent diagonally upwards, setting up for an air encounter.
624P - Hand Blade: Slow unblockable with low coverage, at least covers a short arc in front of you.
Super
26X+X - Psycommu Attack: Zeong's arms take flight, and he shoots multiple beams while engaged in his super. It will hit a lot, but it's not too useful beyond OTG (Off The Ground).
Command Normals
4SP - Vertical Punch: Sends a long punch directly above him at a 90 degree angle. Situational at best.
j.2SP - Sweep Punch: Great tool that covers a rough 100 degree arc motion, from a SP lengthed distance in front of him to a SK length distance below him. Amazing coverage and can be used repeatedly while also stalling you in the air.
j.2WK - Down Burner: Like his j.WK attack but angled downwards. Has the possibility to follow up with a special move.
j.2SK - Double Down Burner: Like the j.SK burner attack, Zeong will angle his thrusters downwards. Lots of damage, cannot cancel into any moves much like the rest of his SK attacks.
Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
Zeong's neutral will consist of holding his ground, and avoiding himself getting too close without throwing a move in advance. Because of this, Zeong will typically stick to a safer gameplan, while vying for height and air supremacy in order to make effective use of j.SK and j.2SP, while baiting people into fire fights. With the neutral likely being focused on center stage and the air, where Zeong typically can rack up his advantages and change the pace of the neutral. Zeong will have no problem picking up damage as many of his bread and butter strings will deal relatively good damage for a poke. A consistent and underlying theme in the neutral will consist of Zeong getting pokes in until his opponent attempts to play around his zoning capabilities, as Zeong may attempt to cement his advantage, but more importantly, create room for safe landings so he can continue to zone out his opponents and be in the position to punish them at mid-close range.
Offense
Zeong's offense consists of forcing opponents to guess his high-lows, and keeping himself prolonged with Sweep Punch (j.2SP). Sometimes you may find that his SK moves are safe enough disjoints that beat out most moves, this move is usually very safe to thrown out especially when landing as it will cancel your ending lag, allowing you to follow up with another SK, or another move entirely. Most offense will almost always start in the air, but it is not a bad idea to throw out WK into 26P as a quick safe punish move. Zeong's offense will typically not have Zeong beign clsoe to his opponents at all, as Zeong has troubles getting much in terms of frame advantages beyond landing air approaches, and if there aren't spaced so well, it is possible that your opponent will opt for a grab or quick frame move that will always force you on block. If you catch your opponent in the air, you can easily pressure them by chasing their boost with j.WP and lead in to a special conversion, or j.2SP into j.2SK/j.SK, which will deal help you rack up damage.
Defense
Zeong's defense will almost always consist of chicken blocking, by jumping and blocking, as well as creating buffer distance with Sweep Punch or WK/SK attacks when you are being pressured. While he can use his punch moves, many of them will not have great start up, have punishable limbs, and will have quite a bit of end lag if they miss. But they do have some uses, but this is however a limitation of the character, as many characters will try to work themselves quickly around Zeong's low active frames. Again, Zeong's defense will hinge entirely on preventing himself from getting corner trapped, and to not allow people to gain ground on you, as this is crucial in order to set up for his slower start up moves for example such as SK.
Additional Resources
Links to any additional resources, delete category if there are none.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
Midscreen
Commbo Example (5WP > 2WP > 2SK)
Damage. Describe when to use the combo and how hard it is.
Corner
Combo Example
Combo desc
Matchups
Overall
Their general matchup spread, how good are they across the board. Do they have weaknesses against an archetype? Does they do especially well against a certain group?
Overview: Don't get cornered by Neue Ziel pokes! Aside from that you have ways to deal quick damage and I-Field, hence Zeong will focus on keeping adequate use of his meter and going for safe attacks and taking advantage of his air QCB attacks and sweep punch into down burner combos for quick damage. Likewise Neue Ziel should not ever expose his tail to Zeong.
Overview: Be vigilant with your boost meter, and approach in when necessary. Zam doesn't have much he can do as long as you are above him except to stall out and make waste of your positioning. j.2SP into j.2SK is your friend in this matchup as it has the best DPS out of any Zeong combo you can do in this matchup.
Overview: Zeong can almost certainly out poke Hydra in this matchup, although he will have better health and far stronger conversions that will take up a lifebar if you get hit into his super. Beyond that Hydra will struggle to approach or deal with Zeong in the air and both character's shields ensure that the fight will come down to a more carefully spaced neutral that tends to play into Zeong's strengths.
Overview: Quin Mantha generally needs to be close for their super confirms, and it is a very dangerous super! Use landing air attacks carefully. In this fight Zeong will be well suited to fight in the air, although Quin Mantha's reach and size means she will have no problem punishing Zeong's attempts at reckless zoning. The traditional jump back burner attacks won't be so safe in this matchup, neither will repeated air sweep punches, as Quin Mantha has far reaching anti-air attacks. Despite this, there are ways to zone around this or pre-emptively put pressure before Quin Mantha can get out active hitboxes.
Overview: Generally you should be able to pin down Hygogg in this fight, as many of his moves will struggle to contest yours beyond DP. Although Hygogg does have a smaller hitbox, and less health, he likely will try to get a pokes in and hold his ground, baiting out Zeong's aggressiveness.
Overview: Once you're in the air, GP02A will have a hard time dealing with you, and at most may attempt to bait you out with I-Fields or find room for quick punishes with Zooks or DPs. Keeping GP02A at mid range shuts down many of his options, as your landing aerials and safe moves will largely go unchallenged beyond attempts to fish out for trades (e.g. Zook or DP).
Overview: FAZZ won't likely be able to do much to Zeong as he has no way to win the zoning fight beyond sudden SK beams. If Zeong isn't close then FAZZ will struggle to deliver any options, although do be aware of his anti air punch, although it does have slow startup.
Overview: Do not get tilt-rotored by Ball! Do not let ball flick you or get in his quick multi-hitting clamp attacks either. Stay in the air and don't let Ball shark under you, or attempt to land into your blindspot above you. Use back dashes and air movement as necessary, and beware of your blindspots. Despite this, Zeong can shut down many of Ball's traditional approaches, and has to focus on zoning him out consistently.
Overview: The original Univesal Century final boss fight. If you do get hit by his super once, you can expect to quite possibly be hit 2 more times. RX-78's comeback factor means you must space with quick normals, and safe landing movements and watch out for his attempts at high-low. RX-78 needs to be up close for his confirms, and generally, you will win by outpoking him at mid range and close down the air space.
Overview: Aside from Zaku II's cracker grenades and DP invulnerability, you shouldn't have to worry too much in this matchup. As those moves are only great at dealing out with your extended limbs. Zaku II otherwise is too pitifully slow to gain ground in this matchup, just don't let Denim get in.
Overview: Becareful of his SK funnel attacks, attempts to reset to neutral, and DP & gun punishes. Nu Gundam can even out the matchup if he senses quick openings, openings that will carry with him fast damage if you're not careful. Aside from this, Nu Gundam has a major blindspot above him, and will struggle to deal with a carefully spaced Zeong. Carefully position your boost arcs, air stalls, I-Fields, and landings attacks, as Nu Gundam struggles to get in on effective zoners otherwise, with Nu acting as an effective punish character instead.
Overview: Be wary of the ground. Use landing air attacks, and distance Zaku IIS. Unlike Acguy or Ball, he will have no way to suddenly dive to the ground, meaning you are free to chase his boosts and harass him repeatedly. Zaku IIS has no other options if you space effectively. Like Zaku II, be wary of Cracker Grenades, and attempts for DP reversals.
Overview: Save boost, and use I-Field in the air. Heavyarms will attempt to claw at you with missile pressure, and forcing you to use your meter repeatedly. Smart bombs can pin down Zeong, and it is wiser to conserve boost, and don't let Heavy Arms get too close to you. There's a fine line when it comes to ground-to-ground mid range and it's important to know how your opponent is attempting to open you up. The I-Field is your trump card as much as it is your kryptonite because of how often Heavy Arms can pressure you out. Knowing when to throw it out is important in this matchup. Being above Heavy Arms is one of the best positions in this matchup, as he will struggle to have missiles to aim at you, as well as struggle to deal with the repeated pressure of sweep punch and carefully spaced kick burners.
Overview: Many of Wing's moves are projectiles, and don't have hardcore follow-up pressure like Heavy Arms. Because of this, Zeong can cancel out much of Wing's arsenal. However, if Zeong doesn't have I-Field active, some of his attacks may be vulnerable to Wing's super punish, which will immediately position his hitbox into the air, which makes anticipating for this counter very difficult if not impossible. Beyond that Zeong should stick to the air and I-Field to limit Wing's options. Just watch out for any reversals that come your way.
Overview: Your I-Field will shun out any attempts for Deathscythe's attempts to force unblockable attacks on you. Although his teleports will be difficult to anticipate, and could be used as effective zone breaking tools to get in and pressure Zeong. As a rule of thumb you will want to avoid being near the ground too much, as Deathscythe will struggle approaching your character in the air. Despite this, he does have effective close-mid range tools and mix-ups. And teleport into Deathscythe's 2SP unblockable will be near-unreactable even if on the ground. Deathscythe will likely be heavily reliant on conditioning I-Field and mixing up with teleport. Using I-Field immediately as you jump will set up for quick sweep punch punishes if you see an unblockable coming your way.
Overview: While Altron is great at zoning on the ground, Zeong will take to the skies. However in this fight, Zeong can easily outpace Altron's damage output from pokes and conversions, and many of his limbs will generally be safer and harder to anticipate compared to Altron's. Zeong doesn't have much if any reason to approach on the ground in this matchup.
Overview: Watch out for Tallgeese's quick speed and j.WP, and j.SP. He will repeatedly attempt to contest Zeong's limbs with fierces and DPs. Furthermore Tallgeese's pressure and versatility will allow him to gain ground quickly on Tallgeese's options. If you are finding yourself being consistently challenged by Tallgeese's attacks and losing, then you may have to reevaluate your advantages and the pacing of the neutral game.
Overview: Be very wary of using any extended limbs in this fight. Landing kicks may be the way to go. Bolt's DP and air SP will add consistent pressure to Zeong that he has no way of easily dealing with. Because of this you will have to play a very tactful game that respects Bolt's strenghts in this matchup.
Overview: Many of Dragon's moves can be I-Fielded through, and furthermore Zeong's air strategy will add further hindrance for Dragon trying to approach you. Although beware as Dragon has very fast normals once he is able to get in and multiple ways to condition you with pressure, although much of this can easily be voided with I-Field.
Overview: While you may be able to deliver consistent pressure with well spaced jumps, Burning has many means to chain invulnerability with his dash, meaning he can frequently pressure Zeong and cover his zoning distance entirely if you throw out stray hits near the ground. Watch out for dash into DP, as this will contest almost all your attacks at mid range. And watch out for Burning's WP infinite, which will leave Zeong with no choice but to block if you get hit by this move once. Furthermore super confirms will only add to the detriment of this fight and allow Burning to run ahead of you if he is getting his conversions near the ground or getting in up close with pressure. Another classic case of carefully spacing out your boosts and I-Fields while throwing out safe burner attacks, while being mindful of the extended punches.
Overview: Maxter may attempt to trade you out with SK moves, or may attempt to add pressure with DP, or punish you with his super invul frames. Other than that Maxter is a brawler and is too slow to deal with Zeong's zoning otherwise.
Overview: While Master is great at spacing and getting confirms through the ground, Master will have much trouble approaching or getting confirms against solid air play. Although it is advised you stay away from the ground as this gives Master lots of punish and mix-up territory otherwise.
Overview: Another one of those matchups that Zeong can safely space around and has little to room about as far as punishes against his air-gameplan and traditional zoning go. Although do watch out for Zeta's infinite if he has not used a single forward/back dash the entire match yet. As you can get locked into that position without any ability to dodge or successfully do anything out of block.
Overview: Zeong's air movements, burner kicks, and I-Field should seal the deal here.
Neutral:
Offense:
Defense:
Frame Data
Fill in frame data here, if it has an additional property that lasts for certain frames list it in Notes (i.e. XF~XF Invincible, XF~XF Armor). Delete this line when it's done.
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
Fill in the character's chain options, similar to a Guilty Gear wiki Gattling Table. Make sure you get everything. Delete the specials section if the character has no cancelable specials. If a character has a whiff/block cancelable special, add [+] after it (i.e. 5WP[+], 2WP[+]). If a move is only cancelable on a specific hit, specify it (i.e. 5SP (First Hit Only) or 5SP (Second Hit Only)). Delete this line when it's finished.
Chains
WP
WK
SP
SK
Special Cancel
5WP
-
-
-
-
Yes/No
2WP
-
-
-
-
Yes/No
5WK
-
-
-
-
Yes/No
2WK
-
-
-
-
Yes/No
5SP
-
-
-
-
Yes/No
2SP
-
-
-
-
Yes/No
5SK
-
-
-
-
Yes/No
2SK
-
-
-
-
No
Air Chains
WP
WK
SP
SK
Special Cancel
j.WP
-
-
-
-
Yes/No
j.WK
-
-
-
-
Yes/No
j.2WK
-
-
-
-
Yes/No
j.SP
-
-
-
-
Yes/No
j.SK
-
-
-
-
Yes/No
j.2SK
-
-
-
-
Yes/No
Specials
Cancel Options
XP
XP, XK
XP
XP, XK
Special Name (Input), Special Name (Input), and Special Name(Input) cannot be special canceled into.
X = X is available on hit
X[+] = X is available on hit, block, or whiff
Trivia
Add any fun facts about the character worth noting.