GGXRD-R2/Zato-1: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{Overview/navigation|okizeme=true}}
!Zato-1
<div id="home-content" class="home-grid">
|-
{{card|width=4|height=1
||
|header=Overview
[[File:GGXRD-R_Zato-1_Portrait.png|350x500px|center]]
|content= 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.
|-
 
||{{#lsth:GGXRD-R2/Zato-1/Data|SystemData}}
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.
;Movement Options
 
Double Jump, 1 Airdash, Flight Mode (as his second jump), Dash Type: Run
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.
;Play-style
 
:Pupeteer
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.<br/>
|}
}}
<div style="float:left; margin-right:25px;">
{{GGXRD-R2/Infobox
{{TOC limit|2}}
| fastestAttack = [[#5P|5P]] (5F)
| reversal = [[#Amorphous|632146H]] (10+5F)
}}
{{ProsAndCons
|intro= is a high-skill puppet character with a plethora of offensive options.
|pros=
*  '''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.
|cons=
*  '''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.
}}
</div>
</div>
==Overview==
===Unique Mechanics===
Zato fills the role of Guilty Gear's puppet character archetype. Paired with his shadow, Eddie, he dominates in neutral and 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 their 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 can also take a hit for Zato, which while beneficial, means that you lose control over Eddie, so you will be left weakened with your only hope being flight 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.
{{card|width=4
|header=Eddie & Eddie Gauge
|content=[[File:EddiePlusGauge.png|250x170px|frameless|left]]
Eddie is the name of Zato's puppet. May be referred to as "Little Eddie" or "Shadow" by players of older Guilty Gear iterations.


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 Eddie 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/>
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.


===Strengths/Weaknesses===
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.
{|
}}
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
*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.
*Makes cool poses.
| style="width: 50%;"|
*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.
|-
|}
{{#lsth:GGXRD-R2/Zato-1/Data|Links2}}
<br clear=all/>


==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden" size="0">5P</font>======
===<big>{{clr|1|5P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5P
|input=5P
|image=GGXRD_Zato_5P.png |caption=
|description=
|data=
Zato's fastest normal. Has good range for a {{clr|1|5P}}, and is commonly seen comboing into {{clr|5|2D}} for knockdown and okizeme.
{{AttackData-GGXRD-R2
 
|damage=9 |tension=144 |risc=8 |prorate=90 |level=0 |guard=Mid
{{clr|1|5P}} is a fairly safe roundstart opener that can counter very specific roundstart options by the opponent, such as Johnny's Coin. Can situationally be used as an anti-air - for example, against I-no's hover dash or Raven's airdash.
|cancel=SJ |roman=YRP |startup=5 |active=4 |recovery=7 |frameAdv=-1 |inv=
 
|description=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.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
}}


======<font style="visibility:hidden" size="0">5K</font>======
===<big>{{clr|2|5K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5K
|input=5K
|image=GGXRD_Zato_5K.png |caption=
|description=
|data=
Standing low with decent range. Can be jump cancelled.
{{AttackData-GGXRD-R2
 
|damage=12 |tension=144 |risc=8 |prorate=70 |level=0 |guard=Low
While {{clr|2|2K}} has 1F faster startup, {{clr|2|5K}} is often used as the empty jump low option during flight mixups due to differences in gatlings.
|cancel=SJ |roman=YRP |startup=8 |active=4 |recovery=8 |frameAdv=-2 |inv=
 
|description=A standing low with short good range. Used as combo filler. One of the 2 jump cancelable lows he has.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}
}}
}}
}}


======<font style="visibility:hidden" size="0">c.S</font>======
===<big>{{clr|3|c.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=c.S
|input=c.S
|image=GGXRD_Zato_c.S.png |caption=
|description=
|data=
Primarily a combo/blockstring filler, and occasionally used for punishes.
{{AttackData-GGXRD-R2
 
|damage=30 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
Can cancel into {{clr|5|2D}} (or somewhat situationally, {{clr|4|5H}} > {{clr|3|22S}}/{{clr|4|22H}}) for a knockdown.
|cancel=SJ |roman=YRP |startup=9 |active=5 |recovery=9 |frameAdv=±0 |inv=
 
|description=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.
Also used to continue combos against airborne opponents in hitstun (most commonly from meaty {{clr|3|22S}}, counterhit {{clr|3|Nobiru}}, corner counterhit {{clr|4|2H}}, and corner counterhit {{clr|5|j.D}}).
}}
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


======<font style="visibility:hidden" size="0">f.S</font>======
===<big>{{clr|3|f.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=f.S
|input=f.S
|image=GGXRD_Zato_f.S.png |caption=
|description=
|data=
Primarily a combo/blockstring tool.
{{AttackData-GGXRD-R2
 
|damage=20×4 |tension=120×4 |risc=7 |prorate= |level=2 |guard=Mid
Can gatling into the next normal after any of its 4 hits, allowing for modular spacing at which to end your combos and blockstrings.
|cancel=S |roman=YRP |startup=7 |active=3×4 |recovery=20 |frameAdv=-9 |inv=
 
|description=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.
If hit close to the opponent, can be crouch confirmed for a knockdown ({{clr|3|f.S}} > {{clr|4|5H}} > {{clr|4|22H}}). Using RRC is necessary against most standing characters ({{clr|3|f.S}} > {{clr|3|2S}} > {{clr|4|22H}}). Being a multi-hit normal, {{clr|3|f.S}} can be very effective against moves with armor (most notably, Potemkin's {{MMC|chara=Potemkin|input=[4]6H|label=Hammer Fall)}}.
*As of 2.10, gatlings into 6H  
 
}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}
}}
}}


======<font style="visibility:hidden" size="0">5H</font>======
===<big>{{clr|4|5H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5H
|input=5H
|image=GGXRD_Zato_5H.png |caption=
|description=
|data=
 
{{AttackData-GGXRD-R2
Another combo/blockstring tool with multiple (3) hits. Can be special cancelled after any of its 3 hits.  
|damage=25×3 |tension=384×3 |risc=6 |prorate= |level=4 |guard=Mid
 
|cancel=S |roman=YRP |startup=13 |active=2,6,3 |recovery=15 |frameAdv=1 |inv=
Achieving knockdown via {{clr|4|22H}} is particularly finnicky against standing opponents, and is highly dependant on momentum, spacing, and the opponent character's standing hurtbox.
|description=Another move with many hits (3 hits). You can now special cancel the third hit. Needs proper spacing for a 22s/22h knockdown.
 
}}
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|5D}}
}}
}}
======<font style="visibility:hidden" size="0">2P</font>======
 
{{MoveData
===<big>{{clr|5|5D}}</big>===
|name=2P
{{GGXRD-R2 Move Card
|image=GGXRD_Zato_2P.png |caption=
|input=5D
|data=
|description=
{{AttackData-GGXRD-R2
The universal overhead.
|damage=8 |tension=144 |risc=8 |prorate=80 |level=0 |guard=Mid
 
|cancel=S |roman=YRP |startup=6 |active=4 |recovery=8 |frameAdv=-2 |inv=
Thanks to Eddie, {{clr|5|5D}} is frequently used as a '''corner combo extender''' without the need for a wallslump, which many other characters require.
|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. It hits out slightly farther than 5P but isn't as disjointed nor hits as fast.
 
}}
Common routes include:
*{{clr|2|2K}} > {{clr|1|]P[}} > {{clr|5|5D6}}
*{{clr|3|c.S}} > {{clr|1|]P[}} > {{clr|5|5D6}}
*{{clr|3|2S}} > {{clr|2|]K[}} > (66) > {{clr|5|5D6}}
 
Zato is considered airborne for the duration of this move. This can lead to highly specific counterplay against Potemkin's {{MMC|chara=Potemkin|input=236S|label=Slide Head}} ([https://www.youtube.com/watch?v=o93Z3Afa-Tc Example]).
 
Provides some interesting but niche combo applications midscreen when used alongside Eddie. ([https://www.youtube.com/watch?v=9Jp-p2WATWI Example 1], [https://www.youtube.com/watch?v=RHpxSOy8uik Example 2])
}}
}}


======<font style="visibility:hidden" size="0">2K</font>======
===<big>{{clr|1|6P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2K
|input=6P
|image=GGXRD_Zato_2K.png |caption=Shadow Foot
|description=
|data=
One of Zato's primary anti-airs.  
{{AttackData-GGXRD-R2
 
|damage=18 |tension=264 |risc=7 |prorate=80 |level=2 |guard=Low
{{clr|1|6P}} is a 2-hit move, and its upper body invulnerability is lost by the time the second hit is active.
|cancel=S |roman=YRP |startup=7 |active=2 |recovery=9 |frameAdv=3 |inv=
 
|description=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.
Can very situationally be used to punish long-ranged pokes such as [[GGXRD-R2/Faust|Faust]]'s {{clr|3|f.S}}. Similarly to {{clr|3|c.S}}, {{clr|1|6P}} can be used to continue combos against airborne opponents in hitstun.
*As of 2.10, gatlings into 5D
 
}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}
}}
}}


======<font style="visibility:hidden" size="0">2S</font>======
===<big>{{clr|2|6K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2S
|input=6K
|image=GGXRD_Zato_2S.png |caption=
|description=
|data=
Overhead normal. Staggers on hit.
{{AttackData-GGXRD-R2
 
|damage=24 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
Against experienced players, {{clr|K|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.
|cancel=S |roman=YRP |startup=9 |active=4 |recovery=16 |frameAdv=-6 |inv=
 
|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 if you either have Eddie out or if you get a counter hit. Good normal to use in tandem with Eddie.
Should you be willing to spend meter, RRC > {{MMC|input=623S|label=Damned Fang}} or {{clr|5|5D6}} are excellent options on hit to stall for Eddie gauge.
}}
 
{{clr|K|6K}} cannot be cancelled into nor out of any other move, including special moves.
}}
}}


======<font style="visibility:hidden" size="0">2H</font>======
===<big>{{clr|4|6H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2H
|input=6H
|image=GGXRD_Zato_2H.png |caption=
|description=
|data=
The big arm. Has a deceptively small hitbox which follows only the hand, rather than the entire arm.
{{AttackData-GGXRD-R2
 
|damage=50 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
{{clr|4|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.
|cancel=S |roman=YRP |startup=11 |active=6 |recovery=19 |frameAdv=-6 |inv=
 
|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. 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.
'''Very''' niche use cases exist by exploiting its massive hurtbox (e.g. causing [[GGXRD-R2/Faust|Faust]]'s {{MMC|chara=Faust|input=j.236P|label=Love}} (bomb bag) to [https://www.youtube.com/watch?v=atE7sH6ilQo explode in range of himself]).
  }}
}}
}}


======<font style="visibility:hidden" size="0">j.P</font>======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.P
|input=2P
|image=GGXRD_Zato_j.P.png |caption=
|description=
|data=
An alternative poke to {{clr|1|5P}}. Likewise, {{clr|1|2P}} can combo into {{clr|5|2D}} for knockdown.
{{AttackData-GGXRD-R2
 
|damage=13 |tension=264 |risc=7 |prorate= |level=1 |guard=High / Air
Has some unique use cases apart from {{clr|1|5P}} due to the lower positioning of the hitbox and hurtbox.
|cancel=CS |roman=YRP |startup=6 |active=4 |recovery=11 |frameAdv= |inv=
 
|description=Basic air normal. Similar to jk but hits higher up.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
}}
======<font style="visibility:hidden" size="0">j.K</font>======
 
{{MoveData
===<big>{{clr|2|2K}}</big>===
|name=j.K
{{GGXRD-R2 Move Card
|image=GGXRD_Zato_j.K.png |caption=
|input=2K
|data=
|description=
{{AttackData-GGXRD-R2
Candidate for Zato's best normal. {{clr|2|2K}} is one of his only plus-on-block normals alongside {{clr|4|5H}}, and can be used to begin strike/throw mindgames.
|damage=18 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
 
|cancel=SJ |roman=YRP |startup=7 |active=6 |recovery=11 |frameAdv= |inv=
{{clr|2|2K}} > {{clr|1|5P}} creates a 2f gap frametrap, and can usually knock down afterwards via {{clr|5|2D}}.
|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 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.
 
}}
On normal hit, can crouch confirm into {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|4|22H}} or be linked to {{clr|1|5P}} > {{clr|5|2D}}. <br>On counterhit, can be linked to {{clr|1|5P}} > {{clr|5|2D}}, or be cancelled into {{clr|3|22S}} for a knockdown.
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}
}}
}}


======<font style="visibility:hidden" size="0">j.S</font>======
===<big>{{clr|3|2S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.S
|input=2S
|image=GGXRD_Zato_j.S.png |caption=
|description=
|data=
Zato's ground-to-ground poke normal. Decent range, but suffers from a lengthy recovery. Additionally, {{clr|3|2S}}'s (rather large) hurtbox extends prior to its active frames, leaving Zato prone to all sorts of counterpokes.
{{AttackData-GGXRD-R2
 
|damage=22 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
On counterhit, {{clr|3|2S}} can be cancelled into {{clr|4|22H}} for a successful combo as long as the opponent is in range of the drill.
|cancel=S |roman=YRP |startup=7 |active=12 |recovery=12 |frameAdv= |inv=
 
|description=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-
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}
As of Rev 2.1, it is jump cancelable
}}
}}
}}


======<font style="visibility:hidden" size="0">j.H</font>======
===<big>{{clr|4|2H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.H
|input=2H
|image=GGXRD_Zato_j.H.png |caption=
|description=
|data=
Primarily used as a pressure tool (frametraps into Summon > {{MMC|input=Eddie ]S[|label=Nobiru}}) and as a preemptive anti-air.
{{AttackData-GGXRD-R2
 
|damage=33 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
Similarly to {{clr|3|2S}}, {{clr|4|2H}}'s hurtbox appears before its hitbox; take caution when using it as an anti-air. However, unlike {{clr|1|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.
|cancel=S |roman=YRP |startup=11 |active=6 |recovery=12 |frameAdv= |inv=
 
|description=Similar to jk but not jump cancel able. Combo filler for the most part.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
}}
======<font style="visibility:hidden" size="0">j.D</font>======
 
{{MoveData
===<big>{{clr|5|2D}}</big>===
|name=j.D
{{GGXRD-R2 Move Card
|image=GGXRD_Zato_j.D.png |caption=
|input=2D
|data=
|description=
{{AttackData-GGXRD-R2
Zato's most stable knockdown option from normals such as {{clr|1|5P}}. Very frequently cancelled into Summon ({{clr|4|236H}}) on hit in order to prepare Eddie mixups/pressure.
|damage=40 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
 
|cancel=S |roman=YRP |startup=11 |active=4 |recovery=19 |frameAdv= |inv=
Highest damage option as a low mixup starter; in the corner, can lead to the following combo if Eddie is summoned: {{clr|3|]S[}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|3|]S[}} > {{MMC|input=j.41236S|label=Shadow Gallery}} > ...  [https://www.youtube.com/watch?v=8JpxsgpsxNY Example]
|description=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.
 
}}
{{clr|5|2D}} > {{MMC|input=214K|label=Break the Law}} is notably a '''Burst-safe point''', as Zato will be fully underground by the time the opponent's Burst is active. {{clr|2|K}} must be held for a very short duration for this to be the case. [https://www.youtube.com/watch?v=jhT_KqcUpY0 Example]
 
Note that while {{clr|5|2D}} is a stable knockdown option for Zato standards, its somewhat poor reach can sometimes cause even very simple gatlings such as {{clr|3|c.S}} > {{clr|5|2D}}, or {{clr|1|5P}} > {{clr|5|2D}}, to drop.
}}
}}


======<font style="visibility:hidden" size="0">6P</font>======
===<big>{{clr|1|j.P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6P
|input=j.P
|image=GGXRD_Zato_6P.png |caption=
|description=
|data=
Similar to {{clr|2|j.K}} but hits higher up. Useful for capitalizing off of awkward air-to-air {{clr|2|j.K}} hits, as it will gatling into {{clr|5|j.D}} for a decent combo.
{{AttackData-GGXRD-R2
 
|damage=22×2 |tension=264×2 |risc=7 |prorate= |level=2 |guard=Mid
Unlike {{clr|2|j.K}}, cannot be jump cancelled.
|cancel=SJ |roman=YRP |startup=13 |active=4,4 |recovery=12 |frameAdv=-2 |inv=1~16 Upper Body
 
|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. Can be used as a situational footsies 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 in tandem when attacking.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}
}}
}}
}}


======<font style="visibility:hidden" size="0">6K</font>======
===<big>{{clr|2|j.K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6K
|input=j.K
|image=GGXRD_Zato_6K.png |caption=
|description=
|data=
Covers a decent range. Zato's most reliable fast air normal for scrambles.
{{AttackData-GGXRD-R2
 
|damage=30 |tension=264 |risc=7 |prorate=75 |level=2 |guard=High
Begins Zato's {{keyword|F-Shiki}} {{MMC|input=Eddie ]K[|label=Mawaru}} [https://www.youtube.com/watch?v=wmDxefj3R_k mixups] using its jump-cancellable property.
|cancel= |roman=YRP |startup=23 |active=5 |recovery=9 |frameAdv=±0 |inv=
 
|description=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.
Zato's hurtbox retracts instantly when this move is used, making it useful when jumping out of pressure.
}}
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|S|j.S}}, {{clr|H|j.H}}
}}
}}


======<font style="visibility:hidden" size="0">6H</font>======
===<big>{{clr|3|j.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6H
|input=j.S
|image=GGXRD_Zato_6H.png |caption=
|description=
|data=
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.
{{AttackData-GGXRD-R2
 
|damage=60 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
Like {{clr|2|j.K}}, {{clr|3|j.S}} can begin Zato's {{keyword|F-Shiki}} {{MMC|input=Eddie ]K[|label=Mawaru}} [https://www.youtube.com/watch?v=wmDxefj3R_k mixups] thanks to its jump-cancellable property. {{clr|3|j.S}} also hits slightly behind Zato and can therefore be used as a crossup in niche situations.
|cancel= |roman=YRP |startup=13 |active=12 |recovery=23 |frameAdv=-16 |inv=
 
|description=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.
Additionally, j.S is a suitable normal for {{keyword|IAD}} approaches as it can lead into knockdown against standing opponents via IAD > {{clr|3|j.S}} > (dl.) {{clr|4|j.H}} > {{clr|1|5P}} > {{clr|5|2D}}.
}}
 
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|j.H}}
}}
}}


======<font style="visibility:hidden" size="0">2D</font>======
===<big>{{clr|4|j.H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2D
|input=j.H
|image=GGXRD_Zato_2D.png |caption=
|description=
|data=
Primarily a combo filler. Not jump-cancellable.  
{{AttackData-GGXRD-R2
 
|damage=20 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
Most frequently seen being used in Zato's BnB air combo (... > {{clr|2|j.K}}/{{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}}).
|cancel=SJ |roman=YRP |startup=9 |active=6 |recovery=15 |frameAdv=-7 |inv=
 
|description=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.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}
}}
}}
}}


======<font style="visibility:hidden" size="0">5D</font>======
===<big>{{clr|5|j.D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5D
|input=j.D
|image=GGXRD_Zato_5D.png |caption=
|description=
|data=
Amazing air-to-air normal. {{clr|5|j.D}} covers a huge amount of space and is especially useful against characters with strong aerial approaches such as [[GGXRD-R2/Chipp_Zanuff|Chipp]] and [[GGXRD-R2/Millia_Rage|Millia]], among many others. It is also Zato's staple air combo ender.
{{AttackData-GGXRD-R2
 
|damage=22 |tension=264 |risc=20 |prorate=80 |level=2 |guard=High
On regular hit, enough time is bought for Zato to run forwards and summon Eddie.
|cancel= |roman=YRP |startup=25 |active=3 |recovery=24 |frameAdv=-13 |inv=1~51 Foot
 
|description=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.
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.
}}
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
===<big>Ground Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Ground Throw
|input=Ground Throw
|image=GGXRD_Zato_GroundThrow.png |caption=
|description=
|data=
Standard universal ground throw.
{{AttackData-GGXRD-R2
 
|damage=0,50 |tension=480 |risc=6,0 |prorate=Forced 65 |level=0 |guard=Ground Throw: 85750
Can't be combo'd off of without Eddie, but provides enough time to set up {{MMC|input=Eddie ]K[|label=Mawaru}}} pressure midscreen after a short forward run.
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=39 |inv=
 
|description=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.
Can OTG via Throw > 66 > {{clr|2|2K}} > {{clr|3|f.S}} to finish off near-death opponents.
}}
}}
}}
======<font style="visibility:hidden" size="0">Air Throw</font>======
 
{{MoveData
===<big>Air Throw</big>===
|name=Air Throw
{{GGXRD-R2 Move Card
|image=GGXRD_Zato_AirThrow.png |caption=
|input=Air Throw
|data=
|description=
{{AttackData-GGXRD-R2
The frame advantage for Zato '''decreases''' the higher up the air throw occurs, as well as the opponent being flung further away.
|damage=0,60 |tension=480 |risc=6,0 |prorate=Forced 65 |level=0 |guard=Air Throw: 192500
 
|cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
As a result, Zato's air throw will often fail to provide him with the time needed to properly set up his pressure afterwards.
|description=Grants knockdown in the corner. Can summon or do meaty drill for pressure.
 
}}
Despite the above, air throw is an indispensable tool as a counter to aerial approaches due to Zato's limited anti-air options when Eddie isn't summoned.
}}
}}
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======
 
{{MoveData
===<big>Dead Angle Attack</big>===
|name=Dead Angle Attack
{{GGXRD-R2 Move Card
|image=GGXRD_Zato_2H.png |caption=
|input=DAA
|data=
|description=
{{AttackData-GGXRD-R2
Same animation as {{clr|4|2H}}. Slightly slower startup than your average Dead Angle Attack.
|damage=25 |tension=-5000 / 264 |risc=7 |prorate=50 |level=2 |guard=All
 
|cancel= |roman= |startup=11 |active=6 |recovery=18 |frameAdv=-13 |inv=1~21 Full,22~36 Throw
Note that this DAA can be low profiled, but also reaches quite far diagonally upwards.
|description=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.
 
}}
Knocks down on counterhit only.
}}
}}


======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======
===<big>Blitz Attack</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Blitz Attack
|input=Blitz,[Blitz]|versioned=name
|image=GGXRD-R_Zato_BlitzAttack.png |caption=
|description=
|data=
One of Zato's few reversal options.
{{AttackData-GGXRD-R2
 
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid
Thanks to Eddie, Zato has some unique combo routes that incorporate Blitz Attack. ([https://www.youtube.com/watch?v=TLSfjYVebOw Midscreen Example], [https://www.youtube.com/watch?v=2j1Fn02FmEo Corner Example])
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=20 |frameAdv=-2 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
|cancel= |roman=R |startup=50+13 |active=3 |recovery=20 |frameAdv=-+5 |inv=?
|description=*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
}}
}}
}}
<br clear=all/>


==Special Moves==
==Special Moves==
======<font style="visibility:hidden" size="0">Invite Hell</font>======
===<big>Invite Hell</big>===
{{MoveData
{{InputBadge|{{clr|3|22S}}/{{clr|4|H}}}}
|name=Invite Hell
{{GGXRD-R2 Move Card
|input=22S/H
|input=22S,22H|versioned=input
|image=GGXRD_Zato_InviteHell.png |caption=
|data=
{{AttackData-GGXRD-R2
|version=S
|damage=40
|tension=200 / 120
|level=2
|risc=19
|prorate=
|guard=Low
|startup=18
|active=48
|recovery=Total 44
|frameAdv=0
|inv=
}}
{{AttackData-GGXRD-R2
|header=no
|version=H|damage=40
|tension=200 / 120
|level=2
|risc=19
|prorate=
|guard=Low
|startup=18
|active=48
|recovery=Total 44
|frameAdv=0
|inv=
|description=
|description=
The drills. Low hitting move. 22s hits closer to Zato than 22h. Both can be used for knockdown and meaty pressure. Each drill will also create a "puddle" of shadow which Eddie can be summoned from. This puddle can be destroyed if the opponent attacks it.
'''Zato's single most important neutral tool.'''
}}
 
{{clr|3|22S}} summons a drill close to Zato, while {{clr|4|22H}} summons it further away. Both drills must be blocked low.
 
Drills can be used to combo into a knockdown (mainly via {{clr|4|5H}} > {{clr|3|22S}}/{{clr|4|22H}} and CH {{clr|3|2S}} > {{clr|4|22H}}), as well as be set up meaty for followup pressure. <br>Each drill creates a "puddle" of shadow which Eddie can be summoned from via {{clr|4|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.
}}
}}


======<font style="visibility:hidden" size="0">Break the Law</font>======
===<big>Break the Law</big>===
{{MoveData
{{InputBadge|{{clr|2|214K}} (Hold OK)}}
|name=Break the Law
{{GGXRD-R2 Move Card
|input=214[K]
|input=214K
|image=GGXRD_Zato_BreakTheLaw.png |caption=
|description=
|data=
Zato dips underground, becoming fully invulnerable on frame 13.
{{AttackData-GGXRD-R2
 
|damage= |tension= |risc= |prorate= |level= |guard=
Holding the {{clr|2|K}} button extends the time spent underground. Take caution as the move's recovery will increase alongside the duration of the hold.
|cancel= |roman=Y |startup=13 |active= |recovery=Total 29(Maximum 169) |frameAdv= |inv=
 
|description=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.
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 {{clr|5|2D}} in order to create a [https://www.youtube.com/watch?v=jhT_KqcUpY0 burst-safe point]. {{clr|2|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.
}}
}}


======<font style="visibility:hidden" size="0">Shadow Summon</font>======
===<big>Summon Eddie (Recall)</big>===
{{MoveData
{{InputBadge|{{clr|1|236P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}
|name=Summon Eddie (Recall)
{{GGXRD-R2 Move Card
|input=236P/K/S/H
|input=236P/K/S/H,Eddie > 236P/K/S/H|versioned=name
|image=GGXRD_Zato_Summon.png |caption=
|description=
|data=
Summons Eddie to do your bidding.
{{AttackData-GGXRD-R2
 
|version=Summon|damage=
Inputting {{clr|1|236P}}/{{clr|2|236K}}/{{clr|3|236S}} will summon Eddie and have it immediately perform the respective button's attack. Inputting {{clr|4|236H}} will simply summon with no followup.
|tension=0
 
|level=
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).
|risc=
 
|prorate=
Once summoned, any of the above inputs ({{clr|1|236P}}/{{clr|2|236K}}/{{clr|3|236S}}/{{clr|4|236H}}) can be used again to '''unsummon''' Eddie.
|guard=
|startup=
|active=
|recovery=Total 38
|frameAdv=
|inv=
}}
{{AttackData-GGXRD-R2
|version=Recall|header=no
|damage=
|tension=0
|level=
|risc=
|prorate=
|roman=Y
|guard=
|startup=
|active=
|recovery=Total 33
|frameAdv=
|inv=


|description=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.
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.
*as of 2.10, unsummon doesn't take Eddie meter if you release P, K or S while unsummoning
}}
}}
}}


======<font style="visibility:hidden" size="0">Shadow Puddle Shadow Summon</font>======
===<big>Shadow Puddle Eddie Summon</big>===
{{MoveData
{{InputBadge|{{clr|4|214H}}}}
|name=Shadow Puddle Shadow Summon
{{GGXRD-R2 Move Card
|input=214H
|input=214H
|image=GGXRD_Zato_PuddleSummon.png |caption=
|description=
|data=
Summons Eddie from the puddle's location. Consumes a small amount of Eddie Gauge to perform.
{{AttackData-GGXRD-R2
 
|damage= |tension= |risc= |prorate= |level= |guard=
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.
|cancel= |roman=YRP |startup= |active= |recovery= |frameAdv= |inv=
 
|description=Summon from the puddle. The shadow will come out in the spot the drill was. No moves will be done straight from the summon.
Unlike a regular Summon, using different buttons such as {{clr|1|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, {{clr|4|214H}} will simply result in a regular Summon. This will not consume the initial amount of Eddie Gauge that a Puddle Summon normally costs.
}}
}}


======<font style="visibility:hidden" size="0">Small Attack</font>======
===<big>Small Attack</big>===
{{MoveData
{{InputBadge|{{clr|1|]P[}} while summoned}}
|name=Small Attack
{{GGXRD-R2 Move Card
|input=Release P with Shadow
|input=Eddie ]P[
|image=GGXRD_Zato_SmallAttack.png |caption=
|description=
|data=
A far-reaching poke that advances Eddie slightly forwards. Consumes approx. 12% Eddie Gauge on use.
{{AttackData-GGXRD-R2
|damage=25
|tension=0 / 120
|level=1
|risc=7
|prorate=
|guard=All
|startup=7[18]
|active=2
|recovery=Summon Total 23[Total 38]
|frameAdv=[-3]
|inv=


|description=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.
{{clr|1|]P[}} is an exceptionally useful multi-purpose tool. Sees usage in combos, hitconfirms, blockstrings, pokes, frametraps, tick throws - just about anything you can imagine.
}}
 
Many combos involving Mawaru/{{clr|2|]K[}} can be substituted with {{clr|1|]P[}} in order to conserve Eddie Gauge. Differences in damage are often negligible.
}}
}}
======<font style="visibility:hidden" size="0">Traversing Attack</font>======
{{MoveData
|name=Traversing Attack (Mawaru)
|input=Release K with Shadow
|image=GGXRD_Zato_TraversingAttack.png |caption=
|data=
{{AttackData-GGXRD-R2
|damage=20×3
|tension=0 / 120×3
|level=2
|risc=8
|prorate=
|guard=All
|startup=14[25]
|active=29(4 Hit)
|recovery=Summon Total 66[Total 38]
|frameAdv=[+26]
|inv=


|description=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.
===<big>Traversing Attack</big>===
}}
{{InputBadge|{{clr|2|]K[}} while summoned}}
{{GGXRD-R2 Move Card
|input=Eddie ]K[
|description=
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 {{keyword|F-Shiki}} Buzzsaw mixup. [https://www.youtube.com/watch?v=wmDxefj3R_k 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).
}}
}}


======<font style="visibility:hidden" size="0">Anti-Air Attack</font>======
===<big>Anti-air Attack</big>===
{{MoveData
{{InputBadge|{{clr|3|]S[}} while summoned}}
|name=Anti-Air Attack (Nobiru)
{{GGXRD-R2 Move Card
|input=Release S with Shadow
|input=Eddie ]S[
|image=GGXRD_Zato_AntiAirAttack.png |caption=
|description=
|data=
Eddie's anti-air, more commonly known as '''Nobiru'''. Consumes approx. 20% of Eddie Gauge.
{{AttackData-GGXRD-R2
 
|damage=50
Possibly the single strongest anti-air move in the game in a vacuum. Covers an incredible amount of vertical space.<br>Aside from anti-air purposes, {{clr|3|]S[}} can also be used as a frametrap; {{clr|4|5H}}/{{clr|4|2H}} > {{clr|3|]S[}} has a 2f gap, and has massive reward on counterhit. [https://www.youtube.com/watch?v=cKpdpQo7hSc Example]
|tension=0 / 120
|level=4
|risc=6
|prorate=
|guard=Mid
|startup=9[20]
|active=12
|recovery=Summon Total 50[Total 38]
|frameAdv=[+15]
|inv=


|description=Eddie's anti-air. Can be used to control space, as a launcher and combo-filler for air-combos, and has an OS with Damned Fang (catches attempts to jump out of command throw).
Used in an incredibly easy {{keyword|Option Select}} - inputting {{clr|3|623S}} (tap {{clr|3|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.
}}
}}
}}


======<font style="visibility:hidden" size="0">Shadow Puddle</font>======
===<big>Shadow Dive</big>===
{{MoveData
{{InputBadge|{{clr|4|]H[}} while summoned}}
|name=Shadow Puddle
{{GGXRD-R2 Move Card
|input=Release H with Shadow
|input=Eddie ]H[
|image=GGXRD_Zato_ShadowPuddle.png |caption=
|description=
|data=
Eddie dips underground for a set period of time while advancing forwards. Consumes approx. 11% of Eddie Gauge.
{{AttackData-GGXRD-R2
 
|damage=
Full Invulnerability begins on frame 1. Offers very strong maneuverability around opponents' projectiles and pokes.
|tension=
|level=
|risc=
|prorate=
|guard=
|startup=
|active=
|recovery=Summon Total 41
|frameAdv=
|inv=1~35 Summon Invulnerable


|description=The shadow goes underground for a small amount of time. Can be used to move the shadow forward and avoid attacks.
Eddie's movement speed during {{clr|4|]H[}} is slightly faster than its walk speed, making it useful after certain knockdown situations for setting up sandwich pressure.
}}
}}
}}


======<font style="visibility:hidden" size="0">Drill Special</font>======
===<big>Drill Special</big>===
{{MoveData
{{InputBadge|{{clr|5|]D[}} while summoned}}
|name=Drill Special
{{GGXRD-R2 Move Card
|input=Release D with Shadow
|input=Eddie ]D[
|image=GGXRD_Zato_DrillSpecial.png |caption= Set Play Drill
|description=
|data=
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.  
{{AttackData-GGXRD-R2
 
|damage=34×3
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. [https://www.youtube.com/watch?v=GrkHKHORo20 Unblockable Setup Example]
|tension=0 / 120×3
 
|level=2
*When the unblockable is performed correctly (Drill and jump normal hit on the same frame), the Drill is registered before the jump normal.
|risc=7
*Thusly, Low Blitz is an effective counter to Zato's unblockable. However, Zato can slightly delay {{clr|5|]D[}} in order to connect the overhead first, effectively forcing a 50/50 between High and Low Blitz.
|prorate=
|guard=Low / Air,Mid / Air×2
|startup=146
|active=36(3 Hit)
|recovery=(Summon Vanishes)
|frameAdv= |inv=
|description=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.
}}
}}
}}


======<font style="visibility:hidden" size="0">Dead Man's Hand</font>======
===<big>Dead Man's Hand</big>===
{{MoveData
{{InputBadge|{{clr|5|214D}} while summoned}}
|name=Dead Man's Hand
{{GGXRD-R2 Move Card
|input=214D with Shadow
|input=Eddie 214D
|image=GGXRD_Zato_DeadMansHand.png |caption=EVO winning command grab
|description=
|data=
Eddie's command grab.
{{AttackData-GGXRD-R2
 
|damage=0, 55
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 {{MMC|input=j.236236S|label=Executor}}). Has niche use cases in tandem with Zato in order to make escaping more difficult, but still suffers from exceptionally poor reward. [https://www.youtube.com/watch?v=9tXikPx0T64 Example]
|tension=0 / 720
|level=0
|risc=6,0
|prorate=50
|guard=Ground Throw
|startup=30
|active=
|recovery=Summon Total 77
|frameAdv=
|inv=


|description=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.
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. [https://www.youtube.com/watch?v=EWzX62sY0J4 {{clr|5|DMH}} Unsummon Example]
}}
}}
}}


======<font style="visibility:hidden" size="0">Damned Fang</font>======
===<big>Damned Fang</big>===
{{MoveData
{{InputBadge|{{clr|3|623S}}}}
|name=Damned Fang
{{GGXRD-R2 Move Card
|input=623S
|input=623S
|image=GGXRD_Zato_DamnedFang.png |caption=
|image2=GGXRD_Zato_DamnedFang2.png
|data=
{{AttackData-GGXRD-R2
|damage=92
|tension=0 / 720
|level=0
|risc=6,0
|prorate=Forced 50
|roman=RP
|guard=Ground Throw: 122500
|startup=6
|active=
|recovery=
|frameAdv=63
|inv=
|description=
|description=
Command grab. Best special move that doesn't involve the shadow. If it hits you are +63. Can combo in the corner.
Command grab. Massive frame advantage of +62, buying enough time to set up {{MMC|input=Eddie ]K[|label=Buzzsaw}} mixups. Can be combo'd into {{clr|P|5P}} and {{clr|K|2K}} (and situationally, {{clr|D|2D}}) in the corner.
}}
 
Damned Fang has a very long animation on success, which serves two purposes:
*Refilling the Eddie Gauge, should it not be full.
*Positioning Eddie to use {{clr|5|]D[}} and set up an unblockable. [https://www.youtube.com/watch?v=Sa2xScQWKd4 Example]
}}
}}


======<font style="visibility:hidden" size="0">Drunkard Shade</font>======
===<big>Drunkard Shade</big>===
{{MoveData
{{InputBadge|{{clr|3|214S}}}}
|name=Drunkard Shade
{{GGXRD-R2 Move Card
|input=214S
|input=214S
|image=GGXRD_Zato_DrunkardShade.png |caption=
|description=
|data=
A close ranged attack that reflects certain projectiles on contact.
{{AttackData-GGXRD-R2
 
|damage=30
Wall bounces the opponent on counterhit if close enough to the screen's edge.
|tension=150 / 720
 
|level=2
<!--table start-->
|risc=7
{{(!}} class="mw-collapsible mw-collapsed wikitable"
|prorate=
{{!}}-
|roman=YRP
! colspan="2" {{!}}'''Drunkard Shade Reflectable Projectiles Table'''
|guard=Mid
{{!}}-
|startup=9
!Character
|active=10
!Move
|recovery=10
 
|frameAdv=-6
{{!}}-
|inv=1~18 Throw,3~18 Reflect
{{!}}{{Character Label|GGXRD-R2|Sol Badguy|label=Sol Badguy}}
{{!}}
{{MiniMoveCard|chara=Sol Badguy|input=236P|label=Gunflame ({{clr|1|236P}})}}
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}
{{!}}
{{MiniMoveCard|chara=Ky Kiske|input=236S|label=Stun Edge ({{clr|3|236S}})}} </br>
{{MiniMoveCard|chara=Ky Kiske|input=236H|label=Charged Stun Edge ({{clr|H|236H}})}} </br>
{{MiniMoveCard|chara=Ky Kiske|input=j.236S|label=Aerial Stun Edge ({{clr|3|j.236S}}/{{clr|H|j.236H}})}} </br>
Fortified Stun Edge cannot be reflected
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|May|label=May}}
{{!}}
{{MiniMoveCard|chara=May|input=214P|label=Don't Miss It! ({{clr|1|214P}}}}/{{MiniMoveCard|chara=May|input=214K|label={{clr|2|214K}})}}
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Millia Rage|label=Millia Rage}}
{{!}}
{{MiniMoveCard|chara=Millia Rage|input=236S|label=Tandem Top ({{clr|3|236S}}}}/{{MiniMoveCard|chara=Millia Rage|input=236H|label={{clr|4|236H}})}}
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Venom|label=Venom}}
{{!}}
{{MMC|chara=Venom|input=Ball Hit|label=Ball Hit}} </br> Only reflects balls in motion (includes QV-charged balls)


|description=Reflects some projectiles. Frames 1-18 throw invulnerably and reflects stuff frames 3-18. Wall bounces on counter hit.
{{!}}-
  }}
{{!}}{{Character Label|GGXRD-R2|I-No|label=I-No}}
{{!}}
{{MiniMoveCard|chara=I-No|input=214P|label=Antidepressant Scale ({{clr|1|214P}}}}/{{MiniMoveCard|chara=I-No|input=j.214P|label={{clr|1|j.214P}})}} </br>
{{MiniMoveCard|chara=I-No|input=214K|label=Chemical Love ({{clr|2|214K}}}}/{{MiniMoveCard|chara=I-No|input=j.214K|label={{clr|2|j.214K}})}} </br>
{{MiniMoveCard|chara=I-No|input=214S|label=Vertical Chemical Love ({{clr|3|214S}}}}/{{MiniMoveCard|chara=I-No|input=j.214S|label={{clr|3|j.214S}})}} </br>
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}
{{!}}
{{MMC|chara=Ramlethal Valentine|input=214P|label=Cassius ({{clr|1|214P}})}}
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Leo Whitefang|label=Leo Whitefang}}
{{!}}
{{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde ({{clr|3|[4]6S}}}}/{{MMC|chara=Leo Whitefang|input=[4]6H|label=({{clr|4|[4]6H}})}}
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Kum Haehyun|label=Kum Haehyun}}
{{!}}
{{MMC|chara=Kum Haehyun|input=236S|label=Tuning Ball ({{clr|3|236S}}}}/{{MMC|chara=Kum Haehyun|input=236H|label=({{clr|4|236H}})}}
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}
{{!}}
{{MMC|chara=Raven|input=236P|label=Schmerz Berg ({{clr|1|236P}})}} </br>
{{MMC|chara=Raven|input=j.236P/K|label=Gebrechlich Licht ({{clr|P|j.236P}}{{clr|2|j.236K}})}}
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Baiken|label=Baiken}}
{{!}}
{{MMC|chara=Baiken|input=Ground Azami > D|label=Yashagatana}}
 
{{!)}}
<!--table end-->
}}
}}
======<font style="visibility:hidden" size="0">Shadow Gallery</font>======
 
{{MoveData
===<big>Shadow Gallery</big>===
|name=Shadow Gallery
{{InputBadge|{{clr|3|j.41236S}}}}
{{GGXRD-R2 Move Card
|input=j.41236S
|input=j.41236S
|image=GGXRD_Zato_ShadowGallery.png
|description=
|image2=GGXRD_Zato_ShadowGallery2.png |caption=
Air-only 2-hit special move. Mostly a combo tool.
|data=
 
{{AttackData-GGXRD-R2
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. [https://www.youtube.com/watch?v=c9pl0sjrN_I Example]
|damage=40,25
|tension=200 / 360,600
|level=3
|risc=6
|prorate=
|guard=All
|roman=YRP
|startup=7 After Landing
|active=6(12)3
|recovery=24+3 After Landing
|frameAdv=-31
|inv=7~Until Landing Strike


|description=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.
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. [https://www.youtube.com/watch?v=NXe9fjfSEmY Example]
Near the corner it will wall splat for additional combos. Can also be used in conjunction with Eddie to bait burst and dead angles.
}}
}}
}}


======<font style="visibility:hidden" size="0">Flight</font>======
===<big>Flight</big>===
{{MoveData
{{InputBadge|Double jump}}
|name=Flight
<div class="attack-container">
|input=double jump
<div class="attack-gallery">
|image=GGXRD_Zato_Flight.png |caption=
<tabber>
|textonly=yes
Images=
|data=Zato has flight 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.
<gallery widths="210px" heights="210px" mode="nolines">
}}
GGXRD_Zato_Flight.png |
<br clear=all/>
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Zato_Flight_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
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 {{MMC|input=Eddie ]K[|label=Buzzsaw}} [https://www.youtube.com/watch?v=wmDxefj3R_k F-Shiki mixup.]
 
Also sees use in baiting anti-airs and stalling time for Eddie Gauge to replenish.
{{CloseCard}}


==Overdrives==
==Overdrives==
======<font style="visibility:hidden" size="0">Amorphous</font>======
===<big>Amorphous</big>===
{{MoveData
{{InputBadge|{{clr|4|632146H}} or {{clr|5|632146D}}}}
|name=Amorphous
{{GGXRD-R2 Move Card
|input=632146H [632146D]
|input=632146H
|image=GGXRD_Zato_Amorphous.png |caption=
|data=
{{AttackData-GGXRD-R2
|damage=72×2 [90×2]
|tension=-5000 / 0
|level=2
|risc=7
|prorate=
|roman=YRP
|guard=Mid
|startup=10+5
|active=9(2 Hit)
|recovery=28
|frameAdv=-17
|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. Shark is active when YRC'd. Strike invulnerable 1-12f.
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.
*Burst Overdrive increases damage to 90×2 and improves invulnerable frames [1-12f fully invulnerable, 13-20f throw invulnerable]
 
}}
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.
}}
}}


======<font style="visibility:hidden" size="0">Executor</font>======
===<big>Executor</big>===
{{MoveData
{{InputBadge|{{clr|3|j.236236S}}}}
|name=Executor
{{GGXRD-R2 Move Card
|input=j.236236S
|input=j.236236S
|image=GGXRD_Zato_Executor.png |caption=
|data=
{{AttackData-GGXRD-R2
|damage=14×n
|tension=-5000 / 0
|level=2
|risc=3
|prorate=
|roman=YRP
|guard=All
|startup=8+5
|active=Until Corner
|recovery=0 After Landing
|frameAdv=
|inv=8 Strike
|description=
|description=
Zato's air super. It can take someone corner to corner and gives knockdown. Perfect for getting a knockdown off of an air combo.
Air-only super. Combo tool only. ([https://www.youtube.com/watch?v=-fdlZP01I6M Unless...])
}}
 
Can carry opponents from corner to corner, dealing more damage the longer it travels. Guarantees a knockdown.
 
Using this super at an insufficient height may lead to [https://youtu.be/Gs_2CNkOmnw?t=101 disaster.] Caution advised.  
}}
}}
======<font style="visibility:hidden" size="0">Great White</font>======
{{MoveData
|name=Great White
|input=632146S with Shadow
|image=GGXRD_Zato_GreatWhite.png |caption=
|image2=GGXRD_Zato_GreatWhite2.png
|data=
{{AttackData-GGXRD-R2
|subtitle=632146S
|damage=30×3
|tension=-5000 / 0
|level=2
|risc=7
|prorate=
|roman=Y
|guard=All
|startup=6 After Searching for Opponent
|active=17
|recovery=Total 22
|frameAdv=
|inv=


|description=The shark comes and hits the opponent. Can combo on hit. Also has uses to end the round with 50 tension left.
===<big>Great White</big>===
*As of 2.10, consumes 50% Eddie gauge, and if Eddie gauge remains after the move, Eddie appears summoned. Also now attacks 3 times no matter how much Eddie gauge left.
{{InputBadge|{{clr|3|632146S}} while summoned}}
}}
{{GGXRD-R2 Move Card
|input=632146S
|description=
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 {{MMC|input=214K|label=Break the Law}}. 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.
}}
}}
<br clear=all/>


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
==Instant Kill==
{{MoveData
===<big>Guzmania Magnifica</big>===
|name=Guzmania Magnifica
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
|input=in IK mode: 236236H
{{GGXRD-R2 Move Card
|image=GGXRD_Zato_GuzmaniaMagnifica.png |caption=
|input=236236H
|image2=GGXRD_Zato_GuzmaniaMagnifica2.png
|description=
|image3=GGXRD_Zato_GuzmaniaMagnifica3.png
Can be combo'd into through various routes during Hellfire. ({{clr|2|]K[}} > IK Activate > IK), ({{clr|3|Damned Fang}} > IK Activate > IK), ({{clr|5|Dead Man's Hand}} > IK Activate > IK), (Corner {{clr|3|Shadow Gallery}} > RRC > IK Activate > IK), ...
|data=
{{AttackData-GGXRD-R2
|damage=DESTROY |tension= |level=3 |risc=6 |prorate= |guard=All
|startup=9+21[5+18] |active=12 |recovery=23 |frameAdv=-18 |inv=9~41[5~34] Full
|description=*[ ] 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.
}}
}}
}}
<br clear=all/>
 
----
==Navigation==
{{#lsth:GGXRD-R2/Zato-1/Data|Links}}
<center>{{Character Label|GGXRD-R2|Zato-1|size=42px}}</center>
{{Navbar-GGXRD-R2}}
{{GGXRD-R2/CharacterLinks}}
[[Category: Guilty Gear Xrd REV 2]]
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:Zato-1]]
{{GGXRD-R2/Navigation}}
[[Category:Guilty Gear|Zato-1]]

Latest revision as of 22:47, 24 February 2024

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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To edit frame data, edit values in GGXRD-R2/Zato-1/Data.
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