GGXRD-R2/Zato-1

From Dustloop Wiki

Overview

Overview

Zato fills the role of Guilty Gear's puppet character archetype. Paired with Eddie - his shadow - Zato can dominate the neutral game and launch arguably the most overwhelming offense in the game. Zato attacks with the press of a button, while Eddie attacks with its release (using some of the Eddie Gauge in the process). Using this Negative Edge mechanic, the duo can cover for each other's recoveries and blind spots. Their coordinated pressure can continue for as long as the Eddie Gauge remains.

Zato's two-pronged onslaught of pokes, anti-airs, and unorthodox movement can prove nightmarish to face in the neutral game. Intentional or not, Zato can also sacrifice Eddie against the opponent's attack, effectively acting as a single hit of armor. While Eddie is recovering, Zato must stall for time via smart usage of his limited solo toolset.

When the match begins, Zato's goal is to summon Eddie while keeping his advantage. This involves a constant balancing act of risk/reward as summoning can also become the opponent's angle of attack. When successful, Zato gains access to consecutive & unreactable mixups, leaving opponents in a constant state of guessing for their life.

Learning Zato can be a challenging process in many ways. In return, he offers the unique experiences of a Guilty Gear-style puppet character, found in no other game.
Zato-1
GGXRD-R2 Zato-1 Portrait.png
Defense
x1.09
Guts Rating
0
Weight
[100] Medium
Stun Resistance
60
Prejump
3F
Backdash
16F (1~7F invuln)
Wakeup Timing
25F (Face Up)/ 22F (Face Down)
Unique Movement Options
Flight
Fastest Attack
5P (5F)
Reversals
632146H (10+5F)

 Zato-1 is a high-skill puppet character with a plethora of offensive options.

Pros
Cons
  • Overwhelming Offense: With Eddie, gain access to unreactable & consecutive mixups, command grabs, and unblockables. Endless pressure in the corner, limited only by the Eddie Gauge.
  • Practical Unblockable Setups: Can set up high damage unblockables from various situations. If the opponent is cornered, Roman Cancel can be used to loop unblockables into continued pressure/mixups.
  • Excellent Space Control: Gain control over vast amounts of the screen when Eddie is summoned. Zato and Eddie can restrict different parts of the screen simultaneously, or cover each other's recoveries against a single angle of approach.
  • Horrible Defense: Among the worst defense modifiers and guts in the game. Lackluster reversal options, combined with an underwhelming dead angle attack.
  • HEAVY Reliance on Eddie: Without Eddie summoned, Zato's offensive and neutral options are heavily diminished. Poor hurtboxes, slow normals, and lack of access to frame advantage forces Zato to stall for Eddie's recovery.
  • High Difficulty: Demands extensive familiarity with negative edge, time spent perfecting setplay, and thorough practice of controlling Eddie in the neutral game via both training mode and match experience.

Unique Mechanics

Eddie & Eddie Gauge
EddiePlusGauge.png

Eddie is the name of Zato's puppet. May be referred to as "Little Eddie" or "Shadow" by players of older Guilty Gear iterations.

Once summoned, Eddie is controlled independently and simultaneously alongside Zato. Zato's game plan is incomplete without Eddie, and each can be thought of as half the character. Players must very carefully manage the usage of Eddie at all times; failure to do so will leave Zato highly vulnerable.

Eddie Gauge is a resource unique to Zato. When Eddie is summoned, the Eddie Gauge will gradually deplete. Attacks using Eddie will deplete this gauge; the amount depending on the type of move used. If Eddie is hit by the opponent, the gauge will be locked, turn red, and slowly regenerate from 0% - during which Eddie cannot be re-summoned until the gauge completely refills. If he is recalled while already summoned, the gauge turns white & regenerates rapidly, and can be re-summoned at any point.

Normal Moves

5P

5K

c.S

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×4 Mid 7 3×4 20 -9

Primarily a combo/blockstring tool.

Can gatling into the next normal after any of its 4 hits, allowing for modular spacing at which to end your combos and blockstrings.

If hit close to the opponent, can be crouch confirmed for a knockdown (f.S > 5H > 22H). Using RRC is necessary against most standing characters (f.S > 2S > 22H). Being a multi-hit normal, f.S can be very effective against moves with armor (most notably, Potemkin's Hammer Fall)GGXRD Potemkin HammerFall.pngGuardMidStartup18[31]Recovery33Advantage-16.

Gatling Options: 2S, 5H, 2H, 6H, 5D

5H

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 High 25 3 24 -13 1~51 Foot

The universal overhead.

Thanks to Eddie, 5D is frequently used as a corner combo extender without the need for a wallslump, which many other characters require.

Common routes include:

  • 2K > ]P[ > 5D6
  • c.S > ]P[ > 5D6
  • 2S > ]K[ > (66) > 5D6

Zato is considered airborne for the duration of this move. This can lead to highly specific counterplay against Potemkin's Slide HeadGGXRD Potemkin SlideHead.pngGuardLow[Unblockable]Startup25[29]RecoveryTotal 54Advantage-11 (Example).

Provides some interesting but niche combo applications midscreen when used alongside Eddie. (Example 1, Example 2)

6P

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 High 23 5 14 -5

Overhead normal. Staggers on hit.

Against experienced players, 6K is mostly unreliable as a mixup option due to its relatively lengthy startup and should be used sparingly - especially if Eddie is not summoned.

Should you be willing to spend meter, RRC > Damned FangGGXRD Zato DamnedFang.pngGuardGround Throw: 122500Startup6RecoveryWhiff Total: 43FAdvantage+62 or 5D6 are excellent options on hit to stall for Eddie gauge.

6K cannot be cancelled into nor out of any other move, including special moves.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 Mid 13 12 23 -16

The big arm. Has a deceptively small hitbox which follows only the hand, rather than the entire arm.

6H's hurtbox covers a third of the entire screen, is exceptionally unsafe on block, and has a somewhat lengthy startup. The move does reach quite far and knocks down on counterhit, but usage is advised to be kept to a minimum due to its risks.

Very niche use cases exist by exploiting its massive hurtbox (e.g. causing Faust's LoveGGXRD Faust Love.pngGuardAllStartup21RecoveryTotal 43Advantage- (bomb bag) to explode in range of himself).

2P

2K

2S

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Mid 11 6 19 -6

Primarily used as a pressure tool (frametraps into Summon > NobiruGGXRD Zato AntiAirAttack.pngGuardMidStartup9[20]Recovery50
[Total 38]
Advantage[+15]
) and as a preemptive anti-air.

Similarly to 2S, 2H's hurtbox appears before its hitbox; take caution when using it as an anti-air. However, unlike 6P, it covers a much larger area, has 2 frames faster startup, and guarantees a knockdown on counterhit. Works well in tandem with Eddie as a frametrap tool, and can catch jump outs in the corner.

Gatling Options: 5D, 2D

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 Low 9 6 15 -7

Zato's most stable knockdown option from normals such as 5P. Very frequently cancelled into Summon (236H) on hit in order to prepare Eddie mixups/pressure.

Highest damage option as a low mixup starter; in the corner, can lead to the following combo if Eddie is summoned: ]S[ > j.H > j.D > ]S[ > Shadow GalleryGGXRD Zato ShadowGallery2.pngGuardAllStartup7 After LandingRecovery24+3 After LandingAdvantage-31 > ... Example

2D > Break the LawGGXRD Zato BreakTheLaw.pngGuardStartup13RecoveryTotal 29(Maximum 169)Advantage- is notably a Burst-safe point, as Zato will be fully underground by the time the opponent's Burst is active. K must be held for a very short duration for this to be the case. Example

Note that while 2D is a stable knockdown option for Zato standards, its somewhat poor reach can sometimes cause even very simple gatlings such as c.S > 2D, or 5P > 2D, to drop.

j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 High / Air 7 6 11

Covers a decent range. Zato's most reliable fast air normal for scrambles.

Begins Zato's F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. MawaruGGXRD Zato TraversingAttack.pngGuardAllStartup14[25]Recovery66
[Total 38]
Advantage[+26]
mixups using its jump-cancellable property.

Zato's hurtbox retracts instantly when this move is used, making it useful when jumping out of pressure.

Gatling Options: j.P, j.S, j.H

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22 High / Air 7 12 12

Covers a unique area of attack. The hitbox initially appears below Zato, then extends upwards in front of him, all the way above his head.

Like j.K, j.S can begin Zato's F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. MawaruGGXRD Zato TraversingAttack.pngGuardAllStartup14[25]Recovery66
[Total 38]
Advantage[+26]
mixups thanks to its jump-cancellable property. j.S also hits slightly behind Zato and can therefore be used as a crossup in niche situations.

Additionally, j.S is a suitable normal for IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. approaches as it can lead into knockdown against standing opponents via IAD > j.S > (dl.) j.H > 5P > 2D.

Gatling Options: j.H

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 High / Air 11 4 19

Amazing air-to-air normal. j.D covers a huge amount of space and is especially useful against characters with strong aerial approaches such as Chipp and Millia, among many others. It is also Zato's staple air combo ender.

On regular hit, enough time is bought for Zato to run forwards and summon Eddie.

Counterhit j.D guarantees a knockdown from any height. However, if the opponent is close enough to the corner, a wallbounce will occur and the knockdown will no longer be guaranteed.

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5

One of Zato's few reversal options.

Thanks to Eddie, Zato has some unique combo routes that incorporate Blitz Attack. (Midscreen Example, Corner Example)

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Invite Hell

22S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22S 40 Low 18 48 Total 44 0
22H 40 Low 18 48 Total 44 0

Zato's single most important neutral tool.

22S summons a drill close to Zato, while 22H summons it further away. Both drills must be blocked low.

Drills can be used to combo into a knockdown (mainly via 5H > 22S/22H and CH 2S > 22H), as well as be set up meaty for followup pressure.
Each drill creates a "puddle" of shadow which Eddie can be summoned from via 214H, albeit costing a small amount of Eddie gauge. Puddles are destroyed when attacked by the opponent.

Drills cannot be YRC'd in the conventional sense of YRCing a projectile. Attempting to Drill > YRC will only produce a puddle, which has its own merits.

Break the Law

214K (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
13 Total 29(Maximum 169) 1~12 Throw
13~16~138 Full
17~20~139 Strike

Zato dips underground, becoming fully invulnerable on frame 13.

Holding the K button extends the time spent underground. Take caution as the move's recovery will increase alongside the duration of the hold.

A strong neutral option to consider if Eddie is summoned and you predict the enemy to commit to an approach. Generally speaking, avoid using this in neutral for extended durations if Eddie is not summoned, as its recovery is fairly easily punishable without Eddie around to protect Zato's recovery.

Used frequently as a cancel from 2D in order to create a burst-safe point. K must be held for a very small duration for this to be the case.

  • Break the Law can be YRC'd out of, significantly reducing its recovery.

Summon Eddie (Recall)

236P/K/S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Eddie Summon Total 38
Eddie Unsummon Total 33

Summons Eddie to do your bidding.

Inputting 236P/236K/236S will summon Eddie and have it immediately perform the respective button's attack. Inputting 236H will simply summon with no followup.

Eddie can be maneuvered left or right by holding 1/4/7 or 3/6/9 respectively. 1 and 3 are particularly useful for moving only Eddie (and not Zato alongside him).

Once summoned, any of the above inputs (236P/236K/236S/236H) can be used again to unsummon Eddie.

Zato is in counterhit state for the entire duration of this move, and his hurtbox extends upwards on startup. Take caution against aggressive approaches when summoning/unsummoning.

Shadow Puddle Eddie Summon

214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 38

Summons Eddie from the puddle's location. Consumes a small amount of Eddie Gauge to perform.

Eddie becomes actionable after about 11f into the animation. This typically causes the fastest possible Eddie move after this summon method to come out 1-2f slower than it would if the alternative methods were used. It is possible though to perfectly input the release and get the same startup as you would have had by summoning Eddie doing a move of your choice. The advantage with this method is the flexibility of moving Eddie as well as creating micro delays that enable greater advantage when the opponent is inactive.

Unlike a regular Summon, using different buttons such as 214P will not result in a summon followed by an attack - for that matter, it will not result in a summon, period.

If no puddles are present, 214H will simply result in a regular Summon. This will not consume the initial amount of Eddie Gauge that a Puddle Summon normally costs.

Small Attack

]P[ while summoned

Traversing Attack

]K[ while summoned

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×3[20] All 14[25] 29(3 Hit) 66
[Total 38]
[+26]

The buzzsaw, more commonly known as Mawaru. Consumes approx. 29% Eddie Gauge on use.

Mostly used as a pressure tool and a combo extender. Raw usage in neutral is typically not recommended, as it considerably expands Eddie's hurtbox forwards. When blocked, locks the opponent in enough blockstun to set up Zato's signature F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. Buzzsaw mixup. Details

Mawaru will automatically end when Eddie hits the corner, which creates a special hitbox as Eddie bounces off (represented by the damage in brackets []). This allows you can get up to 4 hits from a corner Mawaru. However, this also means that if Eddie begins to do Mawaru while too close to the corner, the attack will end prematurely and do fewer hits (for a minimum of 2 hits).

Anti-air Attack

]S[ while summoned

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Mid 9[20] 12 50
[Total 38]
[+15]

Eddie's anti-air, more commonly known as Nobiru. Consumes approx. 20% of Eddie Gauge.

Possibly the single strongest anti-air move in the game in a vacuum. Covers an incredible amount of vertical space.
Aside from anti-air purposes, ]S[ can also be used as a frametrap; 5H/2H > ]S[ has a 2f gap, and has massive reward on counterhit. Example

Used in an incredibly easy Option Select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. - inputting 623S (tap S) while Eddie is summoned and on top of the opponent. If the opponent stays blocking, they will get command grabbed. If they jump, Nobiru will catch it.

Shadow Dive

]H[ while summoned

Drill Special

]D[ while summoned

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34×3 Low / Air, All×2 146 36(3 Hit) (Summon Vanishes)

Chou Doriru! Eddie turns into a land mine(?). After a set period of time, it transforms into a very big Invite Hell. Consumes 100% of Eddie Gauge.

The first hit must be blocked low, and is used to perform Zato's unblockable. Usage of this move for anything other than unblockables is highly inadvisable due to the extreme startup and gauge costs. Unblockable Setup Example

  • When the unblockable is performed correctly (Drill and jump normal hit on the same frame), the Drill is registered before the jump normal.
  • Thusly, Low Blitz is an effective counter to Zato's unblockable. However, Zato can slightly delay ]D[ in order to connect the overhead first, effectively forcing a 50/50 between High and Low Blitz.

Dead Man's Hand

214D while summoned

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 55 Ground Throw 30 Summon Total 77

Eddie's command grab.

Very slow startup, drains a huge chunk of Eddie Gauge, has horrible combo proration, and loses both the corner and the knockdown (unless 50 meter is spent on ExecutorGGXRD Zato Executor.pngGuardAllStartup8+5Recovery0 After LandingAdvantage-). Has niche use cases in tandem with Zato in order to make escaping more difficult, but still suffers from exceptionally poor reward. Example

However, this move is useful for an entirely different application - Unsummoning while this move is ongoing allows Eddie to be Recalled, even if it completely depletes the Eddie Gauge. This is not the case with any other Eddie move, and is a property unique to Dead Man's Hand. DMH Unsummon Example

Damned Fang

623S

Drunkard Shade

214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Mid 9 10 10 -6 1~18 Throw
3~18 Reflect

A close ranged attack that reflects certain projectiles on contact.

Wall bounces the opponent on counterhit if close enough to the screen's edge.

Drunkard Shade Reflectable Projectiles Table
Character Move
 Sol Badguy

Gunflame (236P)GGXRD Sol GunFlame.pngGuardAllStartup20RecoveryTotal 50Advantage-4

 Ky Kiske

Stun Edge (236S)GGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10
Charged Stun Edge (236H)GGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14
Aerial Stun Edge (j.236S/j.236H)GGXRD Ky AirStunEdge.pngGuardAllStartup21Recovery41+14 LandingAdvantage+2
Fortified Stun Edge cannot be reflected

 May

Don't Miss It! (214PGGXRD May DontMissIt.pngGuardAllStartup37RecoveryTotal 45Advantage-/214K)GGXRD May DontMissIt.pngGuardAllStartup37RecoveryTotal 55Advantage-

 Millia Rage

Tandem Top (236SGGXRD Millia TandemTop.pngGuardAllStartup11RecoveryTotal 38Advantage-1/236H)GGXRD Millia TandemTop2.pngGuardAllStartup60RecoveryTotal 35Advantage-

 Venom

Ball HitGgxrd venom ballhit.pngGuardAllStartup1RecoveryAdvantage-
Only reflects balls in motion (includes QV-charged balls)

 I-No

Antidepressant Scale (214PGGXRD Ino AntidepressantScale.pngGuardAllStartup18RecoveryTotal 50Advantage-12/j.214P)GGXRD Ino AntidepressantScale.pngGuardAllStartup15RecoveryUntil LandingAdvantage-
Chemical Love (214KGGXRD Ino ChemicalLoveK.pngGuardAllStartup11Recovery13+8 After LandingAdvantage+3/j.214K)GGXRD Ino ChemicalLoveK.pngGuardAllStartup11Recovery12 After LandingAdvantage-
Vertical Chemical Love (214SGGXRD Ino ChemicalLoveS.pngGuardAllStartup11Recovery11+9 After LandingAdvantage-4/j.214S)GGXRD Ino ChemicalLoveS.pngGuardAllStartup11Recovery8 After LandingAdvantage-

 Ramlethal Valentine

Cassius (214P)GGXRD Ramlethal Cassius.pngGuardAllStartup19RecoveryTotal 46Advantage-1

 Leo Whitefang

Graviert Würde ([4]6SGGXRD Leo GraviertWurde.pngGuardAllStartup10Recovery36(46T)Advantage-8/([4]6H)GGXRD Leo 46H.pngGuardAllStartup35Recovery(72T)Advantage+11

 Kum Haehyun

Tuning Ball (236SGGXRD-R Haehyun TuningBall.pngGuardAllStartup12RecoveryTotal: 48Advantage-16/(236H)GGXRD-R Haehyun TuningBall.pngGuardAllStartup38RecoveryTotal: 69Advantage+22

 Raven

Schmerz Berg (236P)GGXRD-R Raven SchmelzBerg.pngGuardAllStartup13Recovery36 + landing 12Advantage-9
Gebrechlich Licht (j.236Pj.236K)GGXRD-R Raven GebraeuchlichLicht.pngGuardAllStartup21RecoveryTotal 45 + landing 8Advantage-4

 Baiken

YashagatanaGGXRD Baiken Yashagatana.pngGuardAllStartup33RecoveryTotal 48Advantage+5

Shadow Gallery

j.41236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40,25 All 7 After Landing 6(12)3 24+3 After Landing -31 7~Until 1st Landing Strike

Air-only 2-hit special move. Mostly a combo tool.

Second hit knocks down midscreen. If the opponent hits the corner, they will wallsplat and can usually be combo'd further (depending on the travel distance prior to the wallsplat). Can also be used in tandem with Eddie to bait responses such as Burst and Dead Angle Attacks. Example

Note that Zato is vulnerable to throws for the entire duration of this move, and can be ground/air thrown at any point of time. Example

Flight

Double jump

Tapping up while in the air results in Flight, rather than a Double Jump. Zato can somewhat freely maneuver in the air for a brief duration.

Flight enables and is essential for Zato's BuzzsawGGXRD Zato TraversingAttack.pngGuardAllStartup14[25]Recovery66
[Total 38]
Advantage[+26]
F-Shiki mixup.

Also sees use in baiting anti-airs and stalling time for Eddie Gauge to replenish.

Overdrives

Amorphous

632146H or 632146D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
72×2 [90×2] Mid 10+5 9(2 Hit) 28 -17 1~12 Strike
[1~12 Full, 13-20 Throw]

Zato's one and only invincible reversal attack, albeit not a very good one. Strike invulnerability runs out 3 frames before active frames, though hitting Zato does not remove Amorphous.

Has slow startup frames, a blind spot directly in front of Zato, and has no initial throw invulnerability. However, due to its rather large amount of pushback, punishing this super on block can be very difficult for most characters.

  • Can be YRC'd.

Executor

j.236236S

Great White

632146S while summoned

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30×3 All 6 After Searching for Opponent 17 Total 22

Eddie transforms into a large shark and dives underground. It then traverses towards the opponent and leaps into the air when in horizontal proximity. Repeats for a total of 3 reps.

Cannot be easily airteched on hit. In many cases, somehow manages to deal worse damage than meterless variants of combos that involve Great White.

Potentially has some very niche uses as a method of closing rounds against opponents with very low health, and works well in tandem with Break the LawGGXRD Zato BreakTheLaw.pngGuardStartup13RecoveryTotal 29(Maximum 169)Advantage-. But really, just spend that meter elsewhere.

  • Reduces Meter Gain upon activation
  • Consumes 50% of total Eddie Gauge
  • Attacks 3 times regardless of the amount of Eddie Gauge available at the time of activation.
  • If usage of Great White does not entirely deplete the Eddie Gauge, Eddie remains summoned after the super's completion.

Instant Kill

Guzmania Magnifica

During IK Mode: 236236H

Navigation

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