< GGXRD-R
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==Overview== | ==Overview== | ||
Zato is a puppet character. Together along with Eddie, | 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=== | ||
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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. | ||
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======<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- | ||
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======<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. | ||
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======<font style="visibility:hidden" size="0">6P</font>====== | ======<font style="visibility:hidden" size="0">6P</font>====== | ||
{{MoveData | {{MoveData | ||
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|description= | |description= | ||
The big arm. Has a | 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. | ||
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======<font style="visibility:hidden" size="0">2D</font>====== | ======<font style="visibility:hidden" size="0">2D</font>====== | ||
{{MoveData | {{MoveData | ||
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|description= | |description= | ||
Basic sweep. Jump/special cancelable and is slightly disjointed by the tip of the foot. 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. | ||
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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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|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= | |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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|inv= | |inv= | ||
|description= | |description= | ||
Eddie command grab. This move is very slow and drains a lot of shadow gauge. | 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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|caption= | |caption= | ||
|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. | ||
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<br clear=all/> | <br clear=all/> |
Revision as of 11:27, 16 February 2017
Zato-1 |
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Defense Modifier: x1.09 Guts Rating: 0 Weight: Medium Stun Resistance: 60 Jump Startup: 3F Backdash Time 16F / Invul: 1-7F
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 |
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5K
5K |
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c.S
5c.S |
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f.S
5f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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6K
6K |
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6H
6H |
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2D
2D |
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5D
5D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Invite Hell
Invite Hell 22S/H |
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Break the Law
Break the Law 214[K] |
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Shadow Summon
Summon Eddie (Recall) 236P/K/S/H |
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??? Shadow Summon
Shadow Puddle Shadow Summon 214H |
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Small Attack
Small Attack Release P with Shadow |
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Traversing Attack
Traversing Attack Release K with Shadow |
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Anti-Air Attack
Nobiru Release S with Shadow |
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Shadow Puddle
Shadow Puddle Release H with Shadow |
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Drill Special
Drill Special Release D with Shadow |
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Dead Man's Hand
Dead Man's Hand 214D with Shadow |
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Damned Fang
Damned Fang 623S |
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Drunkard Shade
Drunkard Shade 214S |
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Shadow Gallery
Shadow Gallery j.41236S |
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Flight
Flight double jump |
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. |
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Overdrives
Amorphous
Amorphous 632146H [632146D] |
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Executor
Executor j.236236S |
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Great White
Great White 632146S with Shadow |
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Instant Kill
Guzmania Magnifica in IK mode: 236236H |
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