GGXRD-R2/Zato-1: Difference between revisions

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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=9 |tension=144 |risc=8 |prorate=90 |level=0 |guard=Mid
  |damage=9 |tension=144 |risc=8 |prorate=90 |level=0 |guard=Mid
  |cancel=SJ |roman=YRP |startup=5 |active=4 |recovery=7 |frameAdv=-1 |inv= |description=
  |cancel=SJ |roman=YRP |startup=5 |active=4 |recovery=7 |frameAdv=-1 |inv=
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.
|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.
  }}
  }}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=12 |tension=144 |risc=8 |prorate=70 |level=0 |guard=Low
  |damage=12 |tension=144 |risc=8 |prorate=70 |level=0 |guard=Low
  |cancel=SJ |roman=YRP |startup=8 |active=4 |recovery=8 |frameAdv=-2 |inv= |description=
  |cancel=SJ |roman=YRP |startup=8 |active=4 |recovery=8 |frameAdv=-2 |inv=
A standing low with short good range. Used as combo filler. One of the 2 jump cancelable lows he has.  
|description=A standing low with short good range. Used as combo filler. One of the 2 jump cancelable lows he has.  
  }}
  }}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=30 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |damage=30 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |cancel=SJ |roman=YRP |startup=9 |active=5 |recovery=9 |frameAdv=±0 |inv= |description=
  |cancel=SJ |roman=YRP |startup=9 |active=5 |recovery=9 |frameAdv=±0 |inv=
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.
|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.
  }}
  }}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=20×4 |tension=120×4 |risc=7 |prorate= |level=2 |guard=Mid
  |damage=20×4 |tension=120×4 |risc=7 |prorate= |level=2 |guard=Mid
  |cancel=S |roman=YRP |startup=7 |active=3×4 |recovery=20 |frameAdv=-9 |inv= |description=
  |cancel=S |roman=YRP |startup=7 |active=3×4 |recovery=20 |frameAdv=-9 |inv=
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.  
|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.  
  }}
  }}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=25×3 |tension=384×3 |risc=6 |prorate= |level=4 |guard=Mid
  |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= |description=
  |cancel=S |roman=YRP |startup=13 |active=2,6,3 |recovery=15 |frameAdv=1 |inv=
Another move with many hits (3 hits). You can now special cancel the third hit. Needs proper spacing for a 22s/22h knockdown.
|description=Another move with many hits (3 hits). You can now special cancel the third hit. Needs proper spacing for a 22s/22h knockdown.
  }}
  }}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=8 |tension=144 |risc=8 |prorate=80 |level=0 |guard=Mid
  |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= |description=
  |cancel=S |roman=YRP |startup=6 |active=4 |recovery=8 |frameAdv=-2 |inv=
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.
|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.
  }}
  }}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=18 |tension=264 |risc=7 |prorate=80 |level=2 |guard=Low
  |damage=18 |tension=264 |risc=7 |prorate=80 |level=2 |guard=Low
  |cancel=S |roman=YRP |startup=7 |active=2 |recovery=9 |frameAdv=3 |inv= |description=
  |cancel=S |roman=YRP |startup=7 |active=2 |recovery=9 |frameAdv=3 |inv=
Zato's best low mix up option. It is + and is perfect for setting up throws. Can do a combo into 22S for a knockdown if it's counter hit. Can crouch confirm into f.S>5H(3)>22H or into 5P>2D. Great use along with Eddie in tandem for certain setups such as Eddie -p- sandwich combos. It's also useful for setting up Dead Man's Hand since it's one of the few normals that doesn't gattle into Dust do doing 5P>2P>2K can set up Dead Man's Hand.
|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. It's also useful for setting up Dead Man's Hand since it's one of the few normals that doesn't gattle into Dust do doing 5P>2P>2K can set up Dead Man's Hand.
  }}
  }}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=24 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |damage=24 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |cancel=S |roman=YRP |startup=9 |active=4 |recovery=16 |frameAdv=-6 |inv= |description=
  |cancel=S |roman=YRP |startup=9 |active=4 |recovery=16 |frameAdv=-6 |inv=
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.
|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.
  }}
  }}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=50 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
  |damage=50 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
  |cancel=S |roman=YRP |startup=11 |active=6 |recovery=19 |frameAdv=-6 |inv= |description=
  |cancel=S |roman=YRP |startup=11 |active=6 |recovery=19 |frameAdv=-6 |inv=
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.
|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.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=13 |tension=264 |risc=7 |prorate= |level=1 |guard=High / Air
  |damage=13 |tension=264 |risc=7 |prorate= |level=1 |guard=High / Air
  |cancel=CS |roman=YRP |startup=6 |active=4 |recovery=11 |frameAdv= |inv= |description=
  |cancel=CS |roman=YRP |startup=6 |active=4 |recovery=11 |frameAdv= |inv=
Basic air normal. Similar to jk but hits higher up.
|description=Basic air normal. Similar to jk but hits higher up.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=18 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |damage=18 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |cancel=SJ |roman=YRP |startup=7 |active=6 |recovery=11 |frameAdv= |inv= |description=
  |cancel=SJ |roman=YRP |startup=7 |active=6 |recovery=11 |frameAdv= |inv=
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.
|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.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=22 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |damage=22 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |cancel=S |roman=YRP |startup=7 |active=12 |recovery=12 |frameAdv= |inv= |description=
  |cancel=S |roman=YRP |startup=7 |active=12 |recovery=12 |frameAdv= |inv=
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-
|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-
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=33 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |damage=33 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |cancel=S |roman=YRP |startup=11 |active=6 |recovery=12 |frameAdv= |inv= |description=
  |cancel=S |roman=YRP |startup=11 |active=6 |recovery=12 |frameAdv= |inv=
Similar to jk but not jump cancel able. Combo filler for the most part.
|description=Similar to jk but not jump cancel able. Combo filler for the most part.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=40 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |damage=40 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |cancel=S |roman=YRP |startup=11 |active=4 |recovery=19 |frameAdv= |inv= |description=
  |cancel=S |roman=YRP |startup=11 |active=4 |recovery=19 |frameAdv= |inv=
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.
|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.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=22×2 |tension=264×2 |risc=7 |prorate= |level=2 |guard=Mid
  |damage=22×2 |tension=264×2 |risc=7 |prorate= |level=2 |guard=Mid
  |cancel=SJ |roman=YRP |startup=13 |active=4,4 |recovery=12 |frameAdv=-2 |inv=1~16 Upper Body |description=
  |cancel=SJ |roman=YRP |startup=13 |active=4,4 |recovery=12 |frameAdv=-2 |inv=1~16 Upper Body
An Anti-Air for Zato. Has invincibility for the upper body frames 1-16. Can be good against Iad's but must be done a bit early because of start up. Hits twice. On ground hit can combo into 5cs 2d for a knockdown or 5h 22h for a knockdown farther away from Zato. Can be used as a situational footies tool such as against Faust's f.S. It is also jump cancelable and leaves the opponent in a lot of block stun so you can cover Eddie when going into tandem when attacking.
|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 footies tool such as against Faust's f.S. It is also jump cancelable and leaves the opponent in a lot of block stun so you can cover Eddie when going into tandem when attacking.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=30 |tension=264 |risc=7 |prorate=75 |level=2 |guard=High
  |damage=30 |tension=264 |risc=7 |prorate=75 |level=2 |guard=High
  |cancel= |roman=YRP |startup=23 |active=5 |recovery=9 |frameAdv=±0 |inv= |description=
  |cancel= |roman=YRP |startup=23 |active=5 |recovery=9 |frameAdv=±0 |inv=
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.
|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.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=60 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
  |damage=60 |tension=384 |risc=6 |prorate= |level=4 |guard=Mid
  |cancel= |roman=YRP |startup=13 |active=12 |recovery=23 |frameAdv=-16 |inv= |description=
  |cancel= |roman=YRP |startup=13 |active=12 |recovery=23 |frameAdv=-16 |inv=
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.
|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.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=20 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
  |damage=20 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
  |cancel=SJ |roman=YRP |startup=9 |active=6 |recovery=15 |frameAdv=-7 |inv= |description=
  |cancel=SJ |roman=YRP |startup=9 |active=6 |recovery=15 |frameAdv=-7 |inv=
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.
|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.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=22 |tension=264 |risc=20 |prorate=80 |level=2 |guard=High
  |damage=22 |tension=264 |risc=20 |prorate=80 |level=2 |guard=High
  |cancel= |roman=YRP |startup=25 |active=3 |recovery=24 |frameAdv=-13 |inv=1~51 Foot |description=
  |cancel= |roman=YRP |startup=25 |active=3 |recovery=24 |frameAdv=-13 |inv=1~51 Foot
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.
|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.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=0,50 |tension=480 |risc=6,0 |prorate=Forced 65 |level=0 |guard=Ground Throw: 85750
  |damage=0,50 |tension=480 |risc=6,0 |prorate=Forced 65 |level=0 |guard=Ground Throw: 85750
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=39 |inv= |description=
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=39 |inv=
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.
|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.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=0,60 |tension=480 |risc=6,0 |prorate=Forced 65 |level=0 |guard=Air Throw: 192500
  |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= |description=
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
Grants knockdown in the corner. Can summon or do meaty drill for pressure.
|description=Grants knockdown in the corner. Can summon or do meaty drill for pressure.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=25 |tension=-5000 / 264 |risc=7 |prorate=50 |level=2 |guard=All
  |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 |description=
  |cancel= |roman= |startup=11 |active=6 |recovery=18 |frameAdv=-13 |inv=1~21 Full,22~36 Throw
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.
|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.
  }}
  }}
}}
}}
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  |header=no
  |header=no
  |version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
  |version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
  |cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=? |description=
  |cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?
*List what the move is used for
|description=*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage= |tension= |risc= |prorate= |level= |guard=
  |damage= |tension= |risc= |prorate= |level= |guard=
  |cancel= |roman=Y |startup=13 |active= |recovery=Total 29(Maximum 169) |frameAdv= |inv= |description=
  |cancel= |roman=Y |startup=13 |active= |recovery=Total 29(Maximum 169) |frameAdv= |inv=
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.
|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.
  }}
  }}
}}
}}
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|frameAdv=
|frameAdv=
|inv=
|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.
  |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.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage= |tension= |risc= |prorate= |level= |guard=
  |damage= |tension= |risc= |prorate= |level= |guard=
  |cancel= |roman=YRP |startup= |active= |recovery= |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup= |active= |recovery= |frameAdv= |inv=
Summon from the puddle. The shadow will come out in the spot the drill was. No moves will be done straight from the summon.
|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.
  }}
  }}
}}
}}
Line 478: Line 478:
|frameAdv=[-3]
|frameAdv=[-3]
|inv=
|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.
  |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.
  }}
  }}
}}
}}
Line 501: Line 501:
|frameAdv=[+26]
|frameAdv=[+26]
|inv=
|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.
  |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.
  }}
  }}
}}
}}
Line 524: Line 524:
|frameAdv=[+15]
|frameAdv=[+15]
|inv=
|inv=
  |description=
 
This is a fantastic attack. It works just like an anti air. You will basically control the skies with this move. Even if you whiff an anti air this move has your back. This move is also amazing in how it can be used in corner shadow pressure and uses with 623s.
  |description=This is a fantastic attack. It works just like an anti air. You will basically control the skies with this move. Even if you whiff an anti air this move has your back. This move is also amazing in how it can be used in corner shadow pressure and uses with 623s.
  }}
  }}
}}
}}
Line 548: Line 548:
|frameAdv=
|frameAdv=
|inv=1~35 Summon Invulnerable
|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.
  |description=The shadow goes underground for a small amount of time. Can be used to move the shadow forward and avoid attacks.
  }}
  }}
}}
}}
Line 570: Line 570:
|active=36(3 Hit)
|active=36(3 Hit)
|recovery=(Summon Vanishes)
|recovery=(Summon Vanishes)
  |frameAdv= |inv= |description=
  |frameAdv= |inv=
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.
|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.
  }}
  }}
}}
}}
Line 594: Line 594:
|frameAdv=
|frameAdv=
|inv=
|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.
  |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.
  }}
  }}
}}
}}
Line 645: Line 645:
|frameAdv=-6
|frameAdv=-6
|inv=1~18 Throw,3~18 Reflect
|inv=1~18 Throw,3~18 Reflect
  |description=
 
Reflects some projectiles. Frames 1-18 throw invulnerably and reflects stuff frames 3-18. Wall bounces on counter hit.
  |description=Reflects some projectiles. Frames 1-18 throw invulnerably and reflects stuff frames 3-18. Wall bounces on counter hit.
  }}
  }}
}}
}}
Line 670: Line 670:
|frameAdv=-31
|frameAdv=-31
|inv=7~Until Landing Strike
|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.
  |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.
Near the corner it will wall splat for additional combos. Can also be used in conjunction with Eddie to bait burst and dead angles.
Near the corner it will wall splat for additional combos. Can also be used in conjunction with Eddie to bait burst and dead angles.
  }}
  }}
Line 760: Line 760:
|frameAdv=
|frameAdv=
|inv=
|inv=
  |description=
 
If the shadow gauge is above half the shadow does 5 attacks. If it is below half it does only 3 hits. The shark comes and hits the opponent. Can combo on hit. Also has uses to end the round with 50 tension left.
  |description=If the shadow gauge is above half the shadow does 5 attacks. If it is below half it does only 3 hits. The shark comes and hits the opponent. Can combo on hit. Also has uses to end the round with 50 tension left.
  }}
  }}
}}
}}
Line 777: Line 777:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=DESTROY |tension= |level=3 |risc=6 |prorate= |guard=All
  |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
  |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.
*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.
*Can combo into it in a corner j41236S>RC>IK activation>IK in Hellfire state.

Revision as of 00:22, 11 August 2017

Zato-1
GGXRD-R Zato-1 Portrait.png
Defense Modifier: x1.09

Guts Rating: 0
Weight: Medium
Stun Resistance: 60
Prejump:
Backdash Time 16F / Invul: 1-7F
Wakeup (Face Up/Down): /

Movement Options

Double Jump, 1 Airdash, Flight Mode (as his second jump), Dash Type: Run

  

Overview

Zato fills the role of Guilty Gear's puppet character archetype. Paired with his shadow, Eddie, he dominates in neutral and even possesses arguably the most overwhelming offense in the game. He manipulates the power of Eddie in many of his attacks, such as having him fight directly along side him to attack at the same time. When Eddie is summoned, you must utilize negative edge to coordinate them in such a way that they defend each other's recovery. In other words, Zato performs attacks with a press of a button while Eddie only attacks while the button is released. This alone can leave dealing with them on the other end of their offense to be frustrating, as there gapless pressure leave plenty of room for them to enforce mixups, although Zato's unique Eddie gauge that depletes during the shadows use forces him to eventually stop. The ability to control two characters is a nightmare for your opponents as Zato's pokes, drill specials, and flight paired with Eddie's pressure tools, anti-airs, and underground movement options are difficult to deal with when they are used as a team. Eddie also takes a hit for Zato, which while beneficial, means that you lose control over Eddie, meaning that you will be left weakened with your only hope being flying and using drill summons to kill time for Eddie's recovery. Zato is a difficult character to get the hang of, but is a monster when you get used to controlling two characters as a coordinated team.

Zato's goal at the beginning of each match is to get the shadow out. He can achieve this goal by using his many ways to get a knockdown, his great pokes like f.S and 2S, and even summoning raw in neutral. His drill special leaves shadow puddles on the ground, which he can summon out of as well. Once the shadow is out, the next goal is to get the opponent blocking. After this Zato can create pressure and enforce mixups while the shadow keeps the opponent in blockstun, and can also acts as combo filler.

Strengths

  • Overwhelming offense when paired with Eddie. This includes, high/low/fuzzy guard mix-ups, command grabs, unblockables, and never-ending block stings limited only by his shadow gauge.
  • Has many reliable unblockable setups that do large amounts of damage. Each one can take out about 50% health meterlessly. They also lead you to end with full Eddie gauge.
  • Superior ground and air game with Eddie. Both Zato and Eddie can cover each other's recovery points and easily frustrate the opponent.

Weaknesses

  • No real reversal options. Best option is to block if knocked down.
  • Has below average defense. Can die very quickly.
  • Without Eddie, Zato is very limited.


Ambox warning.png This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)

Normal Moves

5P
5P
GGXRD Zato 5P.png
9 Mid 5 4 7 - -
5K
5K
GGXRD Zato 5K.png
12 Low 8 4 8 - -
c.S
c.S
GGXRD Zato c.S.png
30 Mid 9 5 9 - -
f.S
f.S
GGXRD Zato f.S.png
20×4 Mid 7 3×4 20 - -
5H
5H
GGXRD Zato 5H.png
25×3 Mid 13 2,6,3 15 - -
2P
2P
GGXRD Zato 2P.png
8 Mid 6 4 8 - -
2K
2K
GGXRD Zato 2K.png
18 Low 7 2 9 - -
2S
2S
GGXRD Zato 2S.png
24 Mid 9 4 16 - -
2H
2H
GGXRD Zato 2H.png
50 Mid 11 6 19 - -
j.P
j.P
GGXRD Zato j.P.png
13 High / Air 6 4 11 - -
j.K
j.K
GGXRD Zato j.K.png
18 High / Air 7 6 11 - -
j.S
j.S
GGXRD Zato j.S.png
22 High / Air 7 12 12 - -
j.H
j.H
GGXRD Zato j.H.png
33 High / Air 11 6 12 - -
j.D
j.D
GGXRD Zato j.D.png
40 High / Air 11 4 19 - -
6P
6P
GGXRD Zato 6P.png
22×2 Mid 13 4,4 12 - -
6K
6K
GGXRD Zato 6K.png
30 High 23 5 9 - -
6H
6H
GGXRD Zato 6H.png
60 Mid 13 12 23 - -
2D
2D
GGXRD Zato 2D.png
20 Low 9 6 15 - -
5D
5D
GGXRD Zato 5D.png
22 High 25 3 24 - -


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Zato GroundThrow.png
0,50 Ground Throw: 85750 1 - -
Air Throw
Air Throw
GGXRD Zato AirThrow.png
0,60 Air Throw: 192500 1 - -
Dead Angle Attack
Dead Angle Attack
GGXRD Zato 2H.png
25 All 11 6 18 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Zato BlitzAttack.png
50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
- - 50 Mid 50+13 3 Hit: 11
Whiff: 20
- -


Special Moves

Invite Hell
Invite Hell
22S/H
GGXRD Zato InviteHell.png
40 Low 18 48 Total 42 - - 40 Low 18 48 Total 42 - -
Break the Law
Break the Law
214[K]
GGXRD Zato BreakTheLaw.png
13 Total 29(Maximum 169) - -
Shadow Summon
Summon Eddie (Recall)
236P/K/S/H
GGXRD Zato Summon.png
Total 38 - - Total 29 - -
??? Shadow Summon
Shadow Puddle Shadow Summon
214H
GGXRD Zato PuddleSummon.png
- -
Small Attack
Small Attack
Release P with Shadow
GGXRD Zato SmallAttack.png
25 All 7[18] 2 Summon Total 23[Total 38] - -
Traversing Attack
Traversing Attack
Release K with Shadow
GGXRD Zato TraversingAttack.png
20×3 All 14[25] 29(4 Hit) Summon Total 66[Total 38] - -
Anti-Air Attack
Nobiru
Release S with Shadow
GGXRD Zato AntiAirAttack.png
50 Mid 9[20] 12 Summon Total 50[Total 38] - -
Shadow Puddle
Shadow Puddle
Release H with Shadow
GGXRD Zato ShadowPuddle.png
Summon Total 41 - -
Drill Special
Drill Special
Release D with Shadow
GGXRD Zato DrillSpecial.png
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
GGXRD Zato DeadMansHand.png
EVO winning command grab
0, 55 Ground Throw 30 Summon Total 77 - -
Damned Fang
Damned Fang
623S
GGXRD Zato DamnedFang.png
GGXRD Zato DamnedFang2.png
92 Ground Throw: 122500 6 - -
Drunkard Shade
Drunkard Shade
214S
GGXRD Zato DrunkardShade.png
30 Mid 9 10 10 - -
Shadow Gallery
Shadow Gallery
j.41236S
GGXRD Zato ShadowGallery.png
GGXRD Zato ShadowGallery2.png
40,25 All 7 After Landing 6(12)3 24+3 After Landing - -
Flight
Flight
double jump
GGXRD Zato Flight.png
Zato has fight mode instead of double jump. He can briefly fly around the screen. This is helpful for escaping the corner and stalling time for Eddie to recover. Huge staple in Zato's mix up, allowing him to perform his fuzzy guard mix ups.


Overdrives

Amorphous
Amorphous
632146H [632146D]
GGXRD Zato Amorphous.png
72×2 [90×2] Mid 10+5 9(2 Hit) 28 - -
Executor
Executor
j.236236S
GGXRD Zato Executor.png
14×n All 8+5 Until Corner 0 After Landing - -
Great White
Great White
632146S with Shadow
GGXRD Zato GreatWhite.png
GGXRD Zato GreatWhite2.png
30×3~5 All 6 After Searching for Opponent 17 Total 22 - -


Instant Kill

Guzmania Magnifica
in IK mode: 236236H
GGXRD Zato GuzmaniaMagnifica.png
GGXRD Zato GuzmaniaMagnifica2.png
GGXRD Zato GuzmaniaMagnifica3.png
DESTROY All 9+21[5+18] 12 23 - -



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