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| *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. | | *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. | | *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%;"| | | | style="width: 50%;"| |
| *No real reversal options. Best option is to block if knocked down. | | *No real reversal options. Best option is to block if knocked down. |
Overview
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.
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.
Strengths/Weaknesses
Strengths |
Weaknesses
|
- 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.
|
- 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.
|
Template:CharLinks-GGXRD-R2
Normal Moves
5P
5K
c.S
f.S
5H
2P
2K
2S
2H
j.P
j.K
j.S
j.S
|
22
|
High / Air
|
7
|
12
|
12
|
-
|
-
|
|
j.H
j.H
|
33
|
High / Air
|
11
|
6
|
12
|
-
|
-
|
|
j.D
j.D
|
40
|
High / Air
|
11
|
4
|
19
|
-
|
-
|
|
6P
6K
6H
2D
5D
Universal Mechanics
Ground Throw
Ground Throw
|
0,50
|
Ground Throw: 85750
|
1
|
|
|
-
|
-
|
|
Air Throw
Air Throw
|
0,60
|
Air Throw: 192500
|
1
|
|
|
-
|
-
|
|
Dead Angle Attack
Blitz Shield Charge Attack
Blitz Attack
|
50
|
Mid
|
(15-48)+13
|
3
|
20
|
-
|
-
|
50
|
Mid
|
50+13
|
3
|
20
|
-
|
-
|
|
Special Moves
Invite Hell
Invite Hell 22S/H
|
40
|
Low
|
18
|
48
|
Total 44
|
-
|
-
|
40
|
Low
|
18
|
48
|
Total 44
|
-
|
-
|
|
Break the Law
Break the Law 214[K]
|
|
|
13
|
|
Total 29(Maximum 169)
|
-
|
-
|
|
Shadow Summon
Summon Eddie (Recall) 236P/K/S/H
|
|
|
|
|
Total 38
|
-
|
-
|
|
|
|
|
Total 29
|
-
|
-
|
|
Shadow Puddle Shadow Summon
Shadow Puddle Shadow Summon 214H
|
|
Small Attack
Small Attack Release P with Shadow
|
25
|
All
|
7[18]
|
2
|
Summon Total 23[Total 38]
|
-
|
-
|
|
Traversing Attack
Traversing Attack (Mawaru) Release K with Shadow
|
20×3
|
All
|
14[25]
|
29(4 Hit)
|
Summon Total 66[Total 38]
|
-
|
-
|
|
Anti-Air Attack
Anti-Air Attack (Nobiru) Release S with Shadow
|
50
|
Mid
|
9[20]
|
12
|
Summon Total 50[Total 38]
|
-
|
-
|
|
Shadow Puddle
Shadow Puddle Release H with Shadow
|
|
Drill Special
Drill Special Release D with Shadow
Set Play Drill
|
34×3
|
Low / Air,Mid / Air×2
|
146
|
36(3 Hit)
|
(Summon Vanishes)
|
-
|
-
|
|
Dead Man's Hand
Dead Man's Hand 214D with Shadow
EVO winning command grab
|
0, 55
|
Ground Throw
|
30
|
|
Summon Total 77
|
-
|
-
|
|
Damned Fang
Damned Fang 623S
|
92
|
Ground Throw: 122500
|
6
|
|
|
-
|
-
|
|
Drunkard Shade
Shadow Gallery
Shadow Gallery j.41236S
|
40,25
|
All
|
7 After Landing
|
6(12)3
|
24+3 After Landing
|
-
|
-
|
|
Flight
Flight double jump
|
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.
|
Overdrives
Amorphous
Amorphous 632146H [632146D]
|
72×2 [90×2]
|
Mid
|
10+5
|
9(2 Hit)
|
28
|
-
|
-
|
|
Executor
Executor j.236236S
|
14×n
|
All
|
8+5
|
Until Corner
|
0 After Landing
|
-
|
-
|
|
Great White
Great White 632146S with Shadow
|
30×3
|
All
|
6 After Searching for Opponent
|
17
|
Total 22
|
-
|
-
|
|