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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 | Zato fills the role of Guilty Gear's puppet character archetype. Paired with his shadow, Eddie, he dominates in neutral and even possesses arguably the most overwhelming offense in the game. He manipulates the power of Eddie in many of his attacks, such as having him fight directly along side him to attack at the same time. When Eddie is summoned, you must utilize negative edge to coordinate them in such a way that they defend each other's recovery. In other words, Zato performs attacks with a press of a button while Eddie only attacks while the button is released. This alone can leave dealing with them on the other end of their offense to be frustrating, as there gapless pressure leave plenty of room for them to enforce mixups, although Zato's unique Eddie gauge that depletes during the shadows use forces him to eventually stop. The ability to control two characters is a nightmare for your opponents as Zato's pokes, drill specials, and flight paired with Eddie's pressure tools, anti-airs, and underground movement options are difficult to deal with when they are used as a team. Eddie also takes a hit for Zato, which while beneficial, means that you lose control over Eddie, meaning that you will be left weakened with your only hope being flying and using drill summons to kill time for Eddie's recovery. Zato is a difficult character to get the hang of, but is a monster when you get used to controlling two characters as a coordinated team. | ||
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. His drill special leaves shadow puddles on the ground, which he can summon out of as well. 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=== | ||
* | *Overwhelming offense when paired with Eddie. This includes, high/low/fuzzy guard mix-ups, command grabs, unblockables, and never-ending block stings limited only by his shadow gauge.<br/> | ||
*Has many reliable unblockable setups | *Has many reliable unblockable setups that 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 other's recovery points and easily 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/> | ||
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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 with short 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. | ||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden" size="0">c.S</font>====== | ======<font style="visibility:hidden" size="0">c.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=c.S | ||
|image=GGXRD_Zato_c.S.png | |image=GGXRD_Zato_c.S.png | ||
|caption= | |caption= | ||
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}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">f.S</font>====== | ======<font style="visibility:hidden" size="0">f.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=f.S | ||
|image=GGXRD_Zato_f.S.png | |image=GGXRD_Zato_f.S.png | ||
|caption= | |caption= | ||
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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 | 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 | 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 | 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. | 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=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= | |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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|image=GGXRD_Zato_Flight.png | |image=GGXRD_Zato_Flight.png | ||
|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. | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
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|input=632146H [632146D] | |input=632146H [632146D] | ||
|image=GGXRD_Zato_Amorphous.png | |image=GGXRD_Zato_Amorphous.png | ||
|caption= | |caption= Dinner time | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R |
Revision as of 14:19, 31 May 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 fills the role of Guilty Gear's puppet character archetype. Paired with his shadow, Eddie, he dominates in neutral and even possesses arguably the most overwhelming offense in the game. He manipulates the power of Eddie in many of his attacks, such as having him fight directly along side him to attack at the same time. When Eddie is summoned, you must utilize negative edge to coordinate them in such a way that they defend each other's recovery. In other words, Zato performs attacks with a press of a button while Eddie only attacks while the button is released. This alone can leave dealing with them on the other end of their offense to be frustrating, as there gapless pressure leave plenty of room for them to enforce mixups, although Zato's unique Eddie gauge that depletes during the shadows use forces him to eventually stop. The ability to control two characters is a nightmare for your opponents as Zato's pokes, drill specials, and flight paired with Eddie's pressure tools, anti-airs, and underground movement options are difficult to deal with when they are used as a team. Eddie also takes a hit for Zato, which while beneficial, means that you lose control over Eddie, meaning that you will be left weakened with your only hope being flying and using drill summons to kill time for Eddie's recovery. Zato is a difficult character to get the hang of, but is a monster when you get used to controlling two characters as a coordinated team.
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. His drill special leaves shadow puddles on the ground, which he can summon out of as well. 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
- Overwhelming offense when paired with Eddie. This includes, high/low/fuzzy guard mix-ups, command grabs, unblockables, and never-ending block stings limited only by his shadow gauge.
- Has many reliable unblockable setups that 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
c.S |
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f.S
f.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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