GGXRD-R/Zato-1: Difference between revisions

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|guts=0
|guts=0
|stun=60
|stun=60
|weight=Medium
|jumpStartup=3F
|jumpStartup=3F
|backdashTime=16F
|backdashTime=16F
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==Overview==
==Overview==
Zato is a puppet character. Together along with Eddie, the shadow, he dominates in neutral along with his overwhelming offensive. Zato's goal at the beginning of each match is to get the shadow out. He can achieve this goal by using his many ways to get knockdown, his great pokes like 2s, and even summoning raw in neutral. With the shadow out the next goal is to get the opponent blocking. After this Zato can enforce his fuzzy mixups while the shadow keeps the opponent in block stun and also acts as combo filler.<br/>
Zato is a puppet character. Together along with Eddie, his shadow, he dominates in neutral along with his overwhelming offense. Zato's goal at the beginning of each match is to get the shadow out. He can achieve this goal by using his many ways to get a knockdown, his great pokes like f.S and 2S, and even summoning raw in neutral. Once the shadow is out, the next goal is to get the opponent blocking. After this Zato can create pressure and enforce mixups while the shadow keeps the opponent in blockstun, and can also acts as combo filler.<br/>


===Strengths===
===Strengths===
*Best offensive in the game he has it all. Fuzzes, command grabs, unblockables, never ending block stings limited only by the shadow gauge.<br/>
*Best offense in the game. He has it all: fuzzies guards, command grabs, unblockables, never-ending block stings limited only by his shadow gauge.<br/>
*Has many reliable unblockable setups, and they do large amounts of damage. Each one can take out about 50% health meterless. They also lead you to ending with full Eddie gauge.<br/>
*Has many reliable unblockable setups, and they do large amounts of damage. Each one can take out about 50% health meterlessly. They also lead you to end with full Eddie gauge.<br/>
*Superior ground and air game with Eddie. Both Zato and Eddie can cover each others recovery points and easily get frustrate the opponent.<br/>
*Superior ground and air game with Eddie. Both Zato and Eddie can cover each other's recovery points and easily frustrate the opponent.<br/>


===Weaknesses===
===Weaknesses===
*No real reversal options. Best option is to block if knockdown.<br/>
*No real reversal options. Best option is to block if knocked down.<br/>
*Has below average defense. Can die very quickly<br/>
*Has below average defense. Can die very quickly.<br/>
*Without Eddie, Zato is very limited
*Without Eddie, Zato is very limited.
<br clear=all/>
<br clear=all/>
==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden" size="0">5P</font>======
======<font style="visibility:hidden" size="0">5P</font>======
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  |inv=
  |inv=
  |description=
  |description=
Zato's fastest move in this game. Has good range for a 5p. Combos into sweep for a knockdown and oki.
Zato's fastest move in this game. Has good range for a 5p. Combos into sweep for a knockdown and oki. In very few situations, it can be used as an anti air such as against I-no's hover dash or Raven's airdash. Combos from Damned Fang in corner and set ups used with Eddie Drill Special.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">5K</font>======
======<font style="visibility:hidden" size="0">5K</font>======
{{MoveData
{{MoveData
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  |inv=
  |inv=
  |description=
  |description=
A standing low. Not that good range. Used as combo filler.
A standing low with short good range. Used as combo filler. One of the 2 jump cancelable lows he has.  
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">c.S</font>======
======<font style="visibility:hidden" size="0">c.S</font>======
{{MoveData
{{MoveData
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  |inv=
  |inv=
  |description=
  |description=
Has good range. Can combo into a 2d for knockdown or at some ranges do a combo ending in 22h for a knockdown farther away from Zato
Has good range. Can combo into a 2d for knockdown or at some ranges do a combo ending in 22h for a knockdown farther away from Zato. It hits out slightly farther than 5P but isn't as disjointed nor hits as fast.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2K</font>======
======<font style="visibility:hidden" size="0">2K</font>======
{{MoveData
{{MoveData
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  |inv=
  |inv=
  |description=
  |description=
Zato's best low mix up option. It is + and is perfect for setting up throws. Can do a combo into 22h for a knockdown far away from Zato.
Zato's best low mix up option. It is + and is perfect for setting up throws. Can do a combo into 22S for a knockdown if it's counter hit. Can crouch confirm into f.S>5H(3)>22H or into 5P>2D. Great use along with Eddie in tandem for certain setups such as Eddie -p- sandwich combos. It's also useful for setting up Dead Man's Hand since it's one of the few normals that doesn't gattle into Dust do doing 5P>2P>2K can set up Dead Man's Hand.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2S</font>======
======<font style="visibility:hidden" size="0">2S</font>======
{{MoveData
{{MoveData
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  |inv=
  |inv=
  |description=
  |description=
Zato's main ground to ground poke. Nice range, but has somewhat lengthy start up and recovery. Can do a combo that ends in 22h for a knockdown far away from Zato.
Zato's main ground to ground poke. Nice range, but has somewhat lengthy start up and recovery. Can do a combo that ends in 22h for a knockdown far away from Zato if you either have Eddie out or if you get a counter hit. Good normal to use in tandem with Eddie.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2H</font>======
======<font style="visibility:hidden" size="0">2H</font>======
{{MoveData
{{MoveData
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  |inv=
  |inv=
  |description=
  |description=
One of Zato's Anti Airs. Has a huge untechable time. On CH it basically knocks the other person down no matter what height they are at.
One of Zato's Anti Airs. Has a huge untechable time. On CH it basically knocks the other person down no matter what height they are at. It has many great uses in tandem with Eddie such as being a frame trap and is able to catch jumps outs when using it with Nobiru. One thing to note is that the hurtbox comes out before the hitbox so can be hit out of it during start up. However, it hits at a very good horizontal and vertical range for the type of normal it is and it is faster than 6P and has excellent benefits on hit.
  }}
  }}
}}
}}
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  |inv=
  |inv=
  |description=
  |description=
Good range. Is Zato's only jump move that is jump cancel-able. Your main mix up option when doing a shadow -K- or a shadow -S- in the corner.
Good range. Is Zato's only jump move that is jump cancel-able. Your main mix up option when doing a shadow -K- or a shadow -S- in the corner This is the staple for Zato's amazing fuzzy guard. jK>jump cancel >jK/jS>jH or jK>jump cancel>jH or jK>2K/2d are some of your great mix up options starting from jK.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">j.S</font>======
======<font style="visibility:hidden" size="0">j.S</font>======
{{MoveData
{{MoveData
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  |inv=
  |inv=
  |description=
  |description=
Very good for Iad's. Does have a cross up hit box and can be used for cross ups.
Very good for Iad's. Does have a cross up hit box and can be used for cross ups. Hits in fairly deep so it is used a lot to score knockdowns when doing j.S>jH>5/2P>2D. It is also another button that doesn't gattle into Dust so it is can also be used for Dead Man's Hand set ups. I.E jK>jK>jS ~ 214 -D-
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">j.H</font>======
======<font style="visibility:hidden" size="0">j.H</font>======
{{MoveData
{{MoveData
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  |inv=
  |inv=
  |description=
  |description=
This move is amazing. Very good Air to Air normal. On CH it wallsticks and you can combo after it for good damage.
This move is amazing. Very good Air to Air normal. Covers a good amount of space and is pretty disjointed. On regular hit, it pushes the opponent far away for you to summon Eddie in neutral. On CH it wallsticks near the corner and you can combo after it for good damage. Mid screen CH it will knockdown face up for good oki and setplay options.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">6P</font>======
======<font style="visibility:hidden" size="0">6P</font>======
{{MoveData
{{MoveData
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  |inv=1~16 Upper Body
  |inv=1~16 Upper Body
  |description=
  |description=
An Anti-Air for Zato. Has invincibility for the upper body frames 1-16. Can be good against Iad's but must be done a bit early because of start up. Hits twice. On ground hit can combo into 5cs 2d for a knockdown or 5h 22h for a knockdown farther away from Zato.
An Anti-Air for Zato. Has invincibility for the upper body frames 1-16. Can be good against Iad's but must be done a bit early because of start up. Hits twice. On ground hit can combo into 5cs 2d for a knockdown or 5h 22h for a knockdown farther away from Zato. Can be used as a situational footies tool such as against Faust's f.S. It is also jump cancelable and leaves the opponent in a lot of block stun so you can cover Eddie when going into tandem when attacking.
  }}
  }}
}}
}}
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  |inv=
  |inv=
  |description=
  |description=
Overhead. Staggers on hit. Can't really do anything off of it without meter. If the opponent doesn't recover in time u can hit them with 5p and combo into knockdown.
Overhead. Staggers on hit. Can't really do anything off of it without meter or if you have Eddie set up prior to using it. You can use either -K- or -P- to combo from it. If the opponent doesn't recover in time you can hit them with 5p and combo into knockdown. Note that it is not special cancelable so unless you have 25% tension or Eddie to cover, you are committed to it.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">6H</font>======
======<font style="visibility:hidden" size="0">6H</font>======
{{MoveData
{{MoveData
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  |inv=
  |inv=
  |description=
  |description=
The big arm. Has a great hit box and can be used as an Anti air. On CH it gives knockdown. The downsides are slow start up and very bad on block. Not used as much as 6p or 2h.
The big arm. Has a pretty bad hit box due to the hurt box coming out before its hitbox. Can be used as an Anti air but situational. On CH it gives knockdown. The downsides are slow start up and very bad on block. Not used as much as 6p or 2h. Mostly used in tandem with Eddie to catch jump outs depending on the spacing but you're mostly better off doing either 2H or even jD.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">2D</font>======
======<font style="visibility:hidden" size="0">2D</font>======
{{MoveData
{{MoveData
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  |inv=
  |inv=
  |description=
  |description=
Basic sweep. Nothing special about it. Gives Zato knockdown and good oki options.
Basic sweep. Jump/special cancelable and is slightly disjointed by the tip of the foot. Gives Zato knockdown and good oki options. Can use it after Damned Fang to combo on certain characters such as Johnny, Faust, Potemkin, Haehyun and Axl.
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">5D</font>======
======<font style="visibility:hidden" size="0">5D</font>======
{{MoveData
{{MoveData
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  |inv=1~51 Foot
  |inv=1~51 Foot
  |description=
  |description=
Combo filler. Can be used after a shadow -K- to do massive amounts of damage. Also has frames 1~51 Foot invulnerably.
Combo filler. Can be used after a shadow -K- to do massive amounts of damage or can link from Eddie -p- to converse Eddie meter and still keep damage up. Also has frames 1~51 Foot invulnerably. Can do very interesting combos with raw midscreen side Dust in tandem with Eddie due to the properties it has, so combos such as 5D>6>6HS>236S>2HS>214S>-S->2HS, 214S>-S->2HS>214S>-S->2HS>236HS work.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
|version=S
|version=S
|damage=80
|damage=40
|damage=40
|tension=200 / 120
|tension=200 / 120
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  |inv=
  |inv=
  |description=
  |description=
Zato goes underground. A good defensive option if you YRC to decrease the recovery of it.
Zato goes underground. A good defensive option if you YRC to decrease the recovery of it. With Eddie, you use this for different pressure mix ups and even in neutral so they have to deal with just the shadow.
  }}
  }}
}}
}}
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======<font style="visibility:hidden" size="0">Anti-Air Attack</font>======
======<font style="visibility:hidden" size="0">Anti-Air Attack</font>======
{{MoveData
{{MoveData
|name=Anti-Air Attack
|name=Nobiru
|input=Release S with Shadow
|input=Release S with Shadow
|image=GGXRD_Zato_AntiAirAttack.png
|image=GGXRD_Zato_AntiAirAttack.png
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|input=Release D with Shadow
|input=Release D with Shadow
|image=GGXRD_Zato_DrillSpecial.png
|image=GGXRD_Zato_DrillSpecial.png
|caption=
|caption= Set Play Drill
|data=
|data=
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
Line 877: Line 889:
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Dead Man's Hand</font>======
======<font style="visibility:hidden" size="0">Dead Man's Hand</font>======
{{MoveData
{{MoveData
|name=Dead Man's Hand
|name=Dead Man's Hand
|input=63214D with Shadow
|input=214D with Shadow
|image=GGXRD_Zato_DeadMansHand.png
|image=GGXRD_Zato_DeadMansHand.png
|caption=EVO winning command grab
|caption=EVO winning command grab
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|inv=
|inv=
  |description=
  |description=
Eddie command grab. This move is very slow and drains a lot of shadow gauge. Not recommended to be used that often if at all.
Eddie command grab. This move is very slow and drains a lot of shadow gauge. However, it has a couple of interesting properties that make it an excellent move to use. As long as you have the opponent in hitstun or blockstun, you can unsummon the shadow even when it is in recovery and gain Eddie meter back without losing usage of the shadow. You can use this in a bunch of set ups that leave you at advantage such as 5P>2K ~ 214-D- >2H. If the opponent doesn't jump out, they get hit with the command grab. If they jump out, they can get hit with the 2H and you can unsummon and gain full meter back.
  }}
  }}
}}
}}
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|inv=7~Until Landing Strike
|inv=7~Until Landing Strike
  |description=
  |description=
Air special move. Mostly used as combo filler but can be used for mix up with YRC and RC.
Air special move. Mostly used as combo filler but can be used for mix up with YRC and RC. Second hit knocks down depending on spacing. If it's midscreen it will usually knockdown, in very rare cases it won't because of screen spacing.
Near the corner it will wall splat for additional combos. Can also be used in conjunction with Eddie to bait burst and dead angles.
  }}
  }}
}}
}}
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|image=GGXRD_Zato_Flight.png
|image=GGXRD_Zato_Flight.png
|caption=
|caption=
|data=
|textonly=yes
|textonly=yes
|data=Zato has fight mode instead of double jump. He can briefly fly around the screen. This is helpful for escaping the corner and stalling time for Eddie to recover.
|data=Zato has fight mode instead of double jump. He can briefly fly around the screen. This is helpful for escaping the corner and stalling time for Eddie to recover. Huge staple in Zato's mix up, allowing him to perform his fuzzy guard mix ups.
}}
}}
<br clear=all/>
<br clear=all/>
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{{MoveData
{{MoveData
|name=Amorphous
|name=Amorphous
|input=632146H
|input=632146H [632146D]
|image=GGXRD_Zato_Amorphous.png
|image=GGXRD_Zato_Amorphous.png
|caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R
  {{AttackData-GGXRD-R
|damage=72×2
|damage=72×2 [90×2]
|tension=-5000 / 0
|tension=-5000 / 0
|level=2
|level=2
Line 1,009: Line 1,022:
|recovery=28
|recovery=28
|frameAdv=-17
|frameAdv=-17
|inv=1~12 Strike
|inv=1~12 Strike [1~12 full, 13-20 throw]
|description=
|description=
Zato's only real reversal. That being said it isn't that good. Slow start up and can easily be avoided. However it is actually kind of safe on block due to how far back it can push people. Be careful if you use it because if you get baited you will get hit.
Zato's only real reversal. That being said it isn't that good. Slow start up and can easily be avoided. However it is actually kind of safe on block due to how far back it can push people. Be careful if you use it because if you get baited you will get hit. Shark is active when YRC'd. Strike invulnerable 1-12f.
*Burst Overdrive increases damage to 90×2 and improves invulnerable frames [1-12f fully invulnerable, 13-20f throw invulnerable]
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Executor</font>======
======<font style="visibility:hidden" size="0">Executor</font>======
{{MoveData
{{MoveData
Line 1,075: Line 1,090:
|caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R
{{AttackData-GGXRD-R
|damage=DESTROY
|damage=DESTROY
|tension=
|tension=
|level=3
|level=3
|risc=6
|risc=6
|prorate=
|prorate=
|guard=All
|guard=All
|startup=9+21[5+18]
|startup=9+21[5+18]
|active=12
|active=12
|recovery=23
|recovery=23
|frameAdv=-18
|frameAdv=-18
|inv=9~41[5~34] Full
|inv=9~41[5~34] Full
  |description=*[ ] Indicates during Hell Fire
  |description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
Animation like 5hs. Can combo into it from a Corner j41236s RC in Hellfire state.
*Uses the animation of the first hit of his 5H.
*Can combo into it in a corner j41236S>RC>IK activation>IK in Hellfire state.
  }}
  }}
}}
}}

Revision as of 11:27, 16 February 2017

Zato-1
GGXRD-R Zato-1 Portrait.png

Defense Modifier: x1.09

Guts Rating: 0

Weight: Medium

Stun Resistance: 60

Jump Startup: 3F

Backdash Time 16F / Invul: 1-7F

Movement Options

Double Jump, 1 Airdash, Flight Mode (as his second jump), Dash Type: Run

  

Overview

Zato is a puppet character. Together along with Eddie, his shadow, he dominates in neutral along with his overwhelming offense. Zato's goal at the beginning of each match is to get the shadow out. He can achieve this goal by using his many ways to get a knockdown, his great pokes like f.S and 2S, and even summoning raw in neutral. Once the shadow is out, the next goal is to get the opponent blocking. After this Zato can create pressure and enforce mixups while the shadow keeps the opponent in blockstun, and can also acts as combo filler.

Strengths

  • Best offense in the game. He has it all: fuzzies guards, command grabs, unblockables, never-ending block stings limited only by his shadow gauge.
  • Has many reliable unblockable setups, and they do large amounts of damage. Each one can take out about 50% health meterlessly. They also lead you to end with full Eddie gauge.
  • Superior ground and air game with Eddie. Both Zato and Eddie can cover each other's recovery points and easily frustrate the opponent.

Weaknesses

  • No real reversal options. Best option is to block if knocked down.
  • Has below average defense. Can die very quickly.
  • Without Eddie, Zato is very limited.


Normal Moves

5P
5P
GGXRD Zato 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
9 Mid SJ YRP 5 4 7 -1

Zato's fastest move in this game. Has good range for a 5p. Combos into sweep for a knockdown and oki. In very few situations, it can be used as an anti air such as against I-no's hover dash or Raven's airdash. Combos from Damned Fang in corner and set ups used with Eddie Drill Special.

5K
5K
GGXRD Zato 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Low SJ YRP 8 4 8 -2

A standing low with short good range. Used as combo filler. One of the 2 jump cancelable lows he has.

c.S
5c.S
GGXRD Zato c.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid SJ YRP 9 5 9 ±0

Zato's punish. It's even on block and can chain into lots of different moves, making this a deadly tool for Zato. Can combo into 2d or 22h for a knockdown.

f.S
5f.S
GGXRD Zato f.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20×4 Mid S YRP 7 3×4 20 -9

Once a good move, now not so much because of nerfs. Needs 50 to do a combo that causes knockdown on normal hit. This move has multiple hits so it is good against moves like Pote's Hammer Falls.

5H
5H
GGXRD Zato 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25×3 Mid S YRP 13 2,6,3 15 1

Another move with many hits (3 hits). You can now special cancel the third hit. Needs proper spacing for a 22s/22h knockdown.

2P
2P
GGXRD Zato 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid S YRP 6 4 8 -2

Has good range. Can combo into a 2d for knockdown or at some ranges do a combo ending in 22h for a knockdown farther away from Zato. It hits out slightly farther than 5P but isn't as disjointed nor hits as fast.

2K
2K
GGXRD Zato 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 Low S YRP 7 2 9 3

Zato's best low mix up option. It is + and is perfect for setting up throws. Can do a combo into 22S for a knockdown if it's counter hit. Can crouch confirm into f.S>5H(3)>22H or into 5P>2D. Great use along with Eddie in tandem for certain setups such as Eddie -p- sandwich combos. It's also useful for setting up Dead Man's Hand since it's one of the few normals that doesn't gattle into Dust do doing 5P>2P>2K can set up Dead Man's Hand.

2S
2S
GGXRD Zato 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 Mid S YRP 9 4 16 -6

Zato's main ground to ground poke. Nice range, but has somewhat lengthy start up and recovery. Can do a combo that ends in 22h for a knockdown far away from Zato if you either have Eddie out or if you get a counter hit. Good normal to use in tandem with Eddie.

2H
2H
GGXRD Zato 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid S YRP 11 6 19 -6

One of Zato's Anti Airs. Has a huge untechable time. On CH it basically knocks the other person down no matter what height they are at. It has many great uses in tandem with Eddie such as being a frame trap and is able to catch jumps outs when using it with Nobiru. One thing to note is that the hurtbox comes out before the hitbox so can be hit out of it during start up. However, it hits at a very good horizontal and vertical range for the type of normal it is and it is faster than 6P and has excellent benefits on hit.

j.P
j.P
GGXRD Zato j.P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
13 High / Air CS YRP 6 4 11 -

Basic air normal. Similar to jk but hits higher up.

j.K
j.K
GGXRD Zato j.K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 High / Air SJ YRP 7 6 11 -

Good range. Is Zato's only jump move that is jump cancel-able. Your main mix up option when doing a shadow -K- or a shadow -S- in the corner This is the staple for Zato's amazing fuzzy guard. jK>jump cancel >jK/jS>jH or jK>jump cancel>jH or jK>2K/2d are some of your great mix up options starting from jK.

j.S
j.S
GGXRD Zato j.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High / Air S YRP 7 12 12 -

Very good for Iad's. Does have a cross up hit box and can be used for cross ups. Hits in fairly deep so it is used a lot to score knockdowns when doing j.S>jH>5/2P>2D. It is also another button that doesn't gattle into Dust so it is can also be used for Dead Man's Hand set ups. I.E jK>jK>jS ~ 214 -D-

j.H
j.H
GGXRD Zato j.H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
33 High / Air S YRP 11 6 12 -

Similar to jk but not jump cancel able. Combo filler for the most part.

j.D
j.D
GGXRD Zato j.D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High / Air S YRP 11 4 19 -

This move is amazing. Very good Air to Air normal. Covers a good amount of space and is pretty disjointed. On regular hit, it pushes the opponent far away for you to summon Eddie in neutral. On CH it wallsticks near the corner and you can combo after it for good damage. Mid screen CH it will knockdown face up for good oki and setplay options.

6P
6P
GGXRD Zato 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22×2 Mid SJ YRP 13 4,4 12 -2

An Anti-Air for Zato. Has invincibility for the upper body frames 1-16. Can be good against Iad's but must be done a bit early because of start up. Hits twice. On ground hit can combo into 5cs 2d for a knockdown or 5h 22h for a knockdown farther away from Zato. Can be used as a situational footies tool such as against Faust's f.S. It is also jump cancelable and leaves the opponent in a lot of block stun so you can cover Eddie when going into tandem when attacking.

6K
6K
GGXRD Zato 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 High - YRP 23 5 9 ±0

Overhead. Staggers on hit. Can't really do anything off of it without meter or if you have Eddie set up prior to using it. You can use either -K- or -P- to combo from it. If the opponent doesn't recover in time you can hit them with 5p and combo into knockdown. Note that it is not special cancelable so unless you have 25% tension or Eddie to cover, you are committed to it.

6H
6H
GGXRD Zato 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Mid - YRP 13 12 23 -16

The big arm. Has a pretty bad hit box due to the hurt box coming out before its hitbox. Can be used as an Anti air but situational. On CH it gives knockdown. The downsides are slow start up and very bad on block. Not used as much as 6p or 2h. Mostly used in tandem with Eddie to catch jump outs depending on the spacing but you're mostly better off doing either 2H or even jD.

2D
2D
GGXRD Zato 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 Low SJ YRP 9 6 15 -7

Basic sweep. Jump/special cancelable and is slightly disjointed by the tip of the foot. Gives Zato knockdown and good oki options. Can use it after Damned Fang to combo on certain characters such as Johnny, Faust, Potemkin, Haehyun and Axl.

5D
5D
GGXRD Zato 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High - YRP 25 3 24 -13

Combo filler. Can be used after a shadow -K- to do massive amounts of damage or can link from Eddie -p- to converse Eddie meter and still keep damage up. Also has frames 1~51 Foot invulnerably. Can do very interesting combos with raw midscreen side Dust in tandem with Eddie due to the properties it has, so combos such as 5D>6>6HS>236S>2HS>214S>-S->2HS, 214S>-S->2HS>214S>-S->2HS>236HS work.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Zato GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,50 Ground Throw: 85750 - R 1 - - 39

Normal throw. You are almost +40 off of it. Perfect for summoning. Can follow up in the corner with 2k 5fs 22s for more damage and summon.

Air Throw
Air Throw
GGXRD Zato AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 - R 1 - - -

Grants knockdown in the corner. Can summon or do meaty drill for pressure.

Dead Angle Attack
Dead Angle Attack
GGXRD Zato 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 11 6 18 -13

Same animation as 2H. Can be low profiled very easily and can be baited just as easy. It can be good to get the other person off you and summon the shadow.

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Zato BlitzAttack.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Uncharged 50 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2
Max Charge 50 Mid - R 50+13 3 Hit: 11
Whiff: 20
-+5
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Special Moves

Invite Hell
Invite Hell
22S/H
GGXRD Zato InviteHell.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 40 Low - - 18 48 Total 42 2
H 40 Low - - 18 48 Total 42 2

Low hitting move. 22s hits closer to Zato than 22h. Both can be used for knockdown and meaty pressure.

Break the Law
Break the Law
214[K]
GGXRD Zato BreakTheLaw.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - Y 13 - Total 29(Maximum 169) -

Zato goes underground. A good defensive option if you YRC to decrease the recovery of it. With Eddie, you use this for different pressure mix ups and even in neutral so they have to deal with just the shadow.

Shadow Summon
Summon Eddie (Recall)
236P/K/S/H
GGXRD Zato Summon.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Summon - - - - - - Total 38 -
Recall - - - Y - - Total 29 -

The summon. The Staple of Zato. If you do 236P/K/S Eddie will come out and do an attack. If you do 236H Eddie will come out and do nothing. If 236P/K/S/H is done with the shadow out the shadow will be called back and regenerate the shadow gauge.

??? Shadow Summon
Shadow Puddle Shadow Summon
214H
GGXRD Zato PuddleSummon.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - YRP - - - -

Summon from the puddle. The shadow will come out in the spot the drill was. No moves will be done straight from the summon.

Small Attack
Small Attack
Release P with Shadow
GGXRD Zato SmallAttack.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 7[18] 2 Summon Total 23[Total 38] [-3]

This attack moves Eddie forward, allowing for more space control. It's great for when you have the opponent sandwiched and can be very strong to keep them in block stun. If you opponent is expecting a -k- then you can do a p 623s to catch them off guard.

Traversing Attack
Traversing Attack
Release K with Shadow
GGXRD Zato TraversingAttack.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20×3 All - - 14[25] 29(4 Hit) Summon Total 66[Total 38] [+26]

The buzz saw. The best to make your opponent be in block stun. It allows you to perform a fuzzy mix up and allows you to combo into 5d.

Anti-Air Attack
Nobiru
Release S with Shadow
GGXRD Zato AntiAirAttack.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid - - 9[20] 12 Summon Total 50[Total 38] [+15]

This is a fantastic attack. It works just like an anti air. You will basically control the skies with this move. Even if you whiff an anti air this move has your back. This move is also amazing in how it can be used in corner shadow pressure and uses with 623s.

Shadow Puddle
Shadow Puddle
Release H with Shadow
GGXRD Zato ShadowPuddle.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - Summon Total 41 -

The shadow goes underground for a small amount of time. Can be used to move the shadow forward and avoid attacks.

Drill Special
Drill Special
Release D with Shadow
GGXRD Zato DrillSpecial.png
Set Play Drill
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34×3 Low / Air,Mid / Air×2 - - 146 36(3 Hit) (Summon Vanishes) -

The shadow goes into the ground and later comes out with a very big invite to hell. Hits low and can be used in unblockables. Drains all of the shadow gauge so it is only used in combos.

Dead Man's Hand
Dead Man's Hand
214D with Shadow
GGXRD Zato DeadMansHand.png
EVO winning command grab
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0, 55 Ground Throw - - 30 - Summon Total 77 -

Eddie command grab. This move is very slow and drains a lot of shadow gauge. However, it has a couple of interesting properties that make it an excellent move to use. As long as you have the opponent in hitstun or blockstun, you can unsummon the shadow even when it is in recovery and gain Eddie meter back without losing usage of the shadow. You can use this in a bunch of set ups that leave you at advantage such as 5P>2K ~ 214-D- >2H. If the opponent doesn't jump out, they get hit with the command grab. If they jump out, they can get hit with the 2H and you can unsummon and gain full meter back.

Damned Fang
Damned Fang
623S
GGXRD Zato DamnedFang.png
GGXRD Zato DamnedFang2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
92 Ground Throw: 122500 - RP 6 - - 63

Best special move that doesn't involve the shadow. If it hits you are +63. Can combo in the corner.

Drunkard Shade
Drunkard Shade
214S
GGXRD Zato DrunkardShade.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid - YRP 9 10 10 -6

Reflects some projectiles. Frames 1-18 throw invulnerably and reflects stuff frames 3-18. Wall bounces on counter hit.

Shadow Gallery
Shadow Gallery
j.41236S
GGXRD Zato ShadowGallery.png
GGXRD Zato ShadowGallery2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40,25 All - YRP 7 After Landing 6(12)3 24+3 After Landing -31

Air special move. Mostly used as combo filler but can be used for mix up with YRC and RC. Second hit knocks down depending on spacing. If it's midscreen it will usually knockdown, in very rare cases it won't because of screen spacing. Near the corner it will wall splat for additional combos. Can also be used in conjunction with Eddie to bait burst and dead angles.

Flight
Flight
double jump
GGXRD Zato Flight.png
Zato has fight mode instead of double jump. He can briefly fly around the screen. This is helpful for escaping the corner and stalling time for Eddie to recover. Huge staple in Zato's mix up, allowing him to perform his fuzzy guard mix ups.


Overdrives

Amorphous
Amorphous
632146H [632146D]
GGXRD Zato Amorphous.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
72×2 [90×2] Mid - YRP 10+5 9(2 Hit) 28 -17

Zato's only real reversal. That being said it isn't that good. Slow start up and can easily be avoided. However it is actually kind of safe on block due to how far back it can push people. Be careful if you use it because if you get baited you will get hit. Shark is active when YRC'd. Strike invulnerable 1-12f.

  • Burst Overdrive increases damage to 90×2 and improves invulnerable frames [1-12f fully invulnerable, 13-20f throw invulnerable]
Executor
Executor
j.236236S
GGXRD Zato Executor.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14×n All - YRP 8+5 Until Corner 0 After Landing -

Zato's air super. It can take someone corner to corner and gives knockdown. Perfect for getting a knockdown off of an air combo.

Great White
Great White
632146S with Shadow
GGXRD Zato GreatWhite.png
GGXRD Zato GreatWhite2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30×3~5 All - Y 6 After Searching for Opponent 17 Total 22 -

If the shadow gauge is above half the shadow does 5 attacks. If it is below half it does only 3 hits. The shark comes and hits the opponent. Can combo on hit. Also has uses to end the round with 50 tension left.


Instant Kill

Guzmania Magnifica
in IK mode: 236236H
GGXRD Zato GuzmaniaMagnifica.png
GGXRD Zato GuzmaniaMagnifica2.png
GGXRD Zato GuzmaniaMagnifica3.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+21[5+18] 12 23 -18
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • Uses the animation of the first hit of his 5H.
  • Can combo into it in a corner j41236S>RC>IK activation>IK in Hellfire state.



Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc