Chaos Breaker/Zon

From SuperCombo Wiki

Introduction

Zon is, by every definition, a "hit-and-run" character and lives or dies by his ability to effectively get in and out of danger. He has low physical defense and crappy normals, which makes it dangerous for him to stay up close for too long. Mastering Zon's projectiles and effectively making use of his teleport is the key to winning with him.

The Basics

Combos

5B/2C>236X, 236236X

  • Projectile to super.

5A/5D/j.D xx 214214D

  • Basic hit-confirm into super. 5A comes out quick but can be clashed and you'll need to watch your distance. 5D closes the distance pretty easily and works consistently, while j.D works as a potential cross-up if you space it correctly.

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Normal Throws

Mana-Counter

Specials

Phantom Soul: 236A/B/C

  • Ground-hugging bubble projectile that hits mid. Cannot be dash-clashed.
  • Button strength controls speed. A slowest, C fastest.
  • Interestingly enough, this projectile can be used to juggle falling opponents or catch them during their own jumps.
  • Burst cancellable.

Phantom Shift: 214A/B/C

  • Magical dash attack. Hits once.
  • Button strength controls distance of dash.
  • Will hit opponents out of the air and juggle them.
  • Can be cancelled into Phantom Mind.
  • Burst cancellable.

Phantom Mind: 214A/B/C (during Phantom Shift)

  • Leaping magical attack. Follow-up to Phantom Shift.
  • As a multi-hit technique, it is good for chip damage.

Phantom Mist: 421A/B/C

  • Counter stance that can be maintained by holding the button.
  • A works on jumping attacks, B works on mid-level attacks, and C works on low attacks. Note that this stance will ONLY catch attacks of the right type. ie. A won't stop lows. B won't work on jump-ins.
  • Will not work on projectiles or anything classed as such. It must catch a part of your opponent's body.
  • A successful catch will damage the opponent and send them flying back. If near a wall, this will wall-bounce, allowing you time to juggle with Zon's many options after.

Stalker: 236D/214D/623D/421D (air also)

  • Command teleport.
  • The DP and reverse DP version put you into the air. Using them in the air puts you on the ground.

Fog: 632146D

  • Command throw of sorts that turns Zon into a black blob.
  • You can move left or right during this time, but you cannot jump or guard.
  • Overlapping with your opponent's sprite will trigger the throw animation which is unblockable.
  • After a few seconds, you will turn red and be able to move faster than before. After 8 seconds has passed without catching your opponent, you will return to normal.
  • Dangerous when used on its own, but works effectively with the Talisman IB or on wakeup in the corner.

Mana Bursts

Contamination: 236236A/B/C

  • Screen-filling projectile that hits up to 3 times.
  • At max range this move will only hit twice, but when close enough the third hit will connect and cause wall-bounce.
  • Extremely effective as an anti-air. Will typically clash with one hit but still hit the opponent for all the rest. If the opponent is too high up though, there is a chance they will only sustain one of the three hits.
  • Can be dash-clashed successfully but the opponent will be locked in the clash after Zon has already regained movement.
  • Stupidly safe on block.

Pollution: 214214D

  • Magic pillar super. Hits 14 times.
  • First hit is low but on block the remaining hits are mid.

Frame Data