GGXRD-R2/Zato-1

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< GGXRD-R2
Revision as of 23:36, 19 February 2019 by Shtkn (talk | contribs)
Zato-1
GGXRD-R Zato-1 Portrait.png
Movement Options

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

Play-style
Pupeteer

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.


Normal Moves

5P
5P
GGXRD Zato 5P.png
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
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
9 Mid 5 4 7 -1 0 3 8 SJ YRP 144 Initial: 90%
GGXRD Zato 5P.png
GGXRD Zato 5P hitbox.png


{{{text}}}

5K
5K
GGXRD Zato 5K.png
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
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Low 8 4 8 -2 0 3 8 SJ YRP 144 Initial: 70%
GGXRD Zato 5K.png
GGXRD Zato 5K hitbox.png


{{{text}}}

c.S
c.S
GGXRD Zato c.S.png
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
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 9 5 9 ±0 2 10 7 SJ YRP 264
GGXRD Zato c.S.png
GGXRD Zato c.S hitbox.png


{{{text}}}

f.S
f.S
GGXRD Zato f.S.png
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
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×4 Mid 7 3×4 20 -9 2 10 7 S YRP 120×4
GGXRD Zato f.S.png
Don't whiff
GGXRD Zato f.S 1 hitbox.pngGGXRD Zato f.S 2 hitbox.pngGGXRD Zato f.S 3 hitbox.pngGGXRD Zato f.S 4 hitbox.png


{{{text}}}

5H
5H
GGXRD Zato 5H.png
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
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25×3 Mid 13 2,6,3 15 +1 4 10 6 S YRP 384×3
GGXRD Zato 5H.png
GGXRD Zato 5H hitbox1.pngGGXRD Zato 5H hitbox2.pngGGXRD Zato 5H hitbox3.png


{{{text}}}

2P
2P
GGXRD Zato 2P.png
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
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
8 Mid 6 4 8 -2 0 3 8 S YRP 144 Initial: 80%
GGXRD Zato 2P.png
GGXRD Zato 2P hitbox.png


{{{text}}}

2K
2K
GGXRD Zato 2K.png
Shadow Foot
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
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 Low 7 2 9 +3 2 10 7 S YRP 264 Initial: 80%
GGXRD Zato 2K.png
GGXRD Zato 2K hitbox.png


{{{text}}}

2S
2S
GGXRD Zato 2S.png
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
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 Mid 9 4 16 -6 2 10 7 S YRP 264
GGXRD Zato 2S.png
Infamously large hurtbox
GGXRD Zato 2S hitbox.png


{{{text}}}

2H
2H
GGXRD Zato 2H.png
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
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 11 6 19 -6 4 20 6 S YRP 384
GGXRD Zato 2H.png
GGXRD Zato 2H hitbox1.pngGGXRD Zato 2H hitbox2.png


{{{text}}}

j.P
j.P
GGXRD Zato j.P.png
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
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
13 High / Air 6 4 11 1 6 7 CS YRP 264
GGXRD Zato j.P.png
GGXRD Zato j.P hitbox1.pngGGXRD Zato j.P hitbox2.png


{{{text}}}

j.K
j.K
GGXRD Zato j.K.png
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
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 High / Air 7 6 11 2 10 7 SJ YRP 264 Initial: 90%
GGXRD Zato j.K.png
GGXRD Zato j.K. hitbox.png


{{{text}}}

j.S
j.S
GGXRD Zato j.S.png
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
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22 High / Air 7 12 12 2 10 7 SJ YRP 264
GGXRD Zato j.S.png
GGXRD Zato j.S hitbox1.pngGGXRD Zato j.S hitbox2.pngGGXRD Zato j.S hitbox3.png


{{{text}}}

j.H
j.H
GGXRD Zato j.H.png
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
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
33 High / Air 11 6 12 2 10 7 S YRP 264
GGXRD Zato j.H.png
GGXRD Zato j.H hitbox1.pngGGXRD Zato j.H hitbox2.png


{{{text}}}

j.D
j.D
GGXRD Zato j.D.png
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
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 High / Air 11 4 19 2 10 7 S YRP 264 Initial: 90%
GGXRD Zato j.D.png
GGXRD Zato j.D hitbox.png


{{{text}}}

6P
6P
GGXRD Zato 6P.png
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
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22×2 Mid 13 4,4 12 -2 2 10 7 SJ YRP 264×2 1~16 Upper Body
GGXRD Zato 6P.png
GGXRD Zato 6P hitbox1.pngGGXRD Zato 6P hitbox2.png
Stun value: 44x2


{{{text}}}

6K
6K
GGXRD Zato 6K.png
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
6K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 High 23 5 14 -5 2 10 7 YRP 264 Initial: 75%
GGXRD Zato 6K.png
Not special cancellable
GGXRD Zato 6K hitbox.png
Staggers opponent on hit. Max duration 39F, Frame Adv: +1 to +21


{{{text}}}

6H
6H
GGXRD Zato 6H.png
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
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
60 Mid 13 12 23 -16 4 20 6 YRP 384
GGXRD Zato 6H.png
GGXRD Zato 6H hitbox1.pngGGXRD Zato 6H hitbox2.pngGGXRD Zato 6H hitbox3.pngGGXRD Zato 6H hitbox4.png


{{{text}}}

2D
2D
GGXRD Zato 2D.png
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
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20 Low 9 6 15 -7 2 10 7 SJ YRP 264
GGXRD Zato 2D.png
GGXRD Zato 2D hitbox.png


{{{text}}}

5D
5D
GGXRD Zato 5D.png
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
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22 High 25 3 24 -13 2 10 20 YRP 264 Initial: 80% 1~51 Foot
GGXRD Zato 5D.png
GGXRD Zato 5D hitbox.png


{{{text}}}


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Zato GroundThrow.png
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
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,50 Ground Throw: 85750 1 +39 0 NA 6,0 R 0,480 Forced: 65%
GGXRD Zato GroundThrow.png
Stun value: 25


{{{text}}}

Air Throw
Air Throw
GGXRD Zato AirThrow.png
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
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Air Throw: 192500 1 0 NA 6,0 R 0,480 Forced: 65%
GGXRD Zato AirThrow.png
Stun value: 30


{{{text}}}

Dead Angle Attack
Dead Angle Attack
GGXRD Zato 2H.png
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
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 13 9 18 -13 2 10 7 -5000 / 264 Initial: 50% 1~21 Full
22~36 Throw
GGXRD Zato 2H.png
GGXRD Zato 2H hitbox1.pngGGXRD Zato 2H hitbox2.png


{{{text}}}

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Zato BlitzAttack.png
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
Uncharged


Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 R Initial: 55%
GGXRD-R Zato BlitzAttack.png
GGXRD-R Zato BlitzAttack hitbox.png
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)
Max Charge


[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 R
GGXRD-R Zato BlitzAttack.png
GGXRD-R Zato BlitzAttack hitbox.png
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

{{{text}}}


Special Moves

Invite Hell
Invite Hell
22S/H
GGXRD Zato InviteHell.png
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
S


22S
S Invite Hell
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Low 18 48 Total 44 0 2 2 19 YRP 200 / 120
GGXRD Zato InviteHell.png
RIP +2
GGXRD Zato InviteHell hitbox.png
H


22H
H Invite Hell
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Low 18 48 Total 44 0 2 2 19 YRP 200 / 120
GGXRD Zato InviteHell.png
GGXRD Zato InviteHell hitbox.png

{{{text}}}

Break the Law
Break the Law
[K]
GGXRD Zato BreakTheLaw.png
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
214K
Break the Law
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
13 Total 29(Maximum 169) Y 1~12 Throw
13~16~138 Full
17~20~139 Strike
GGXRD Zato BreakTheLaw.png
After releasing button 1~3 Full,4~8 Strike
Reappearing animation depends on how long Zato spends underground.
16-??F Underground: 16F recovery, ??-??F Underground: 24F recovery, ??-120F Underground: 36F recovery


{{{text}}}

Shadow Summon
Summon Eddie (Recall)
236P/K/S/H
GGXRD Zato Summon.png
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
Summon


236P/K/S/H
Eddie Summon
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 38 P 0
GGXRD Zato Summon.png
GGXRD Zato Summon hitbox.png
10~summon can perform actions,Summon Gauge maximum 6000,-10 every 1F
Unsummon


Eddie > 236P/K/S/H
Eddie Unsummon
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 33 Y 0
GGXRD Zato Summon.png
GGXRD Zato Summon hitbox.png
Eddie is recalled on frame 7

{{{text}}}

Shadow Puddle Shadow Summon
Shadow Puddle Shadow Summon
214H
GGXRD Zato PuddleSummon.png
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
214H
Shadow Puddle Eddie Summon
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 38 P
GGXRD Zato PuddleSummon.png
GGXRD Zato PuddleSummon hitbox.png
Summon Gauge:-720


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Small Attack
Small Attack
Release P with Shadow
GGXRD Zato SmallAttack.png
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

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Traversing Attack
Traversing Attack (Mawaru)
Release K with Shadow
GGXRD Zato TraversingAttack.png
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

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Anti-Air Attack
Anti-Air Attack (Nobiru)
Release S with Shadow
GGXRD Zato AntiAirAttack.png
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

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Shadow Puddle
Shadow Puddle
Release H with Shadow
GGXRD Zato ShadowPuddle.png
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

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Drill Special
Drill Special
Release D with Shadow
GGXRD Zato DrillSpecial.png
Set Play Drill
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

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Dead Man's Hand
Dead Man's Hand
63214D with Shadow
GGXRD Zato DeadMansHand.png
EVO winning command grab
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

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Damned Fang
Damned Fang
623S
GGXRD Zato DamnedFang.png
GGXRD Zato DamnedFang2.png
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
623S
Damned Fang
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
92 Ground Throw: 122500 6 Whiff Total: 43F +62 0 NA 6,0 YRP 0 / 720 Forced: 50%
GGXRD Zato DamnedFang.pngGGXRD Zato DamnedFang2.png
GGXRD Zato DamnedFang hitbox.png
Stun value: 46


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Drunkard Shade
Drunkard Shade
214S
GGXRD Zato DrunkardShade.png
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
214S
Drunkard Shade
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 9 10 10 -6 2 10 7 YRP 150 / 720 1~18 Throw
3~18 Reflect
GGXRD Zato DrunkardShade.png
GGXRD Zato DrunkardShade hitbox1.pngGGXRD Zato DrunkardShade hitbox2.pngGGXRD Zato DrunkardShade hitbox3.png


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Shadow Gallery
Shadow Gallery
j.41236S
GGXRD Zato ShadowGallery.png
GGXRD Zato ShadowGallery2.png
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
j.41236S
Shadow Gallery
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40,25 All 7 After Landing 6(12)3 24+3 After Landing -31 3 14 6 YRP 200 / 360,600 7~Until 1st Landing Strike
GGXRD Zato ShadowGallery2.png
GGXRD Zato ShadowGallery hitbox.png
Startup changes based on height off ground


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Flight
Flight
double jump
GGXRD Zato Flight.png
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]
GGXRD Zato Amorphous.png
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
632146H
Amorphous
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
72×2 [90×2] Mid 10+5 9(2 Hit) 28 -17 2 10 7 YRP -5000 / 0 1~12 Strike
[1~12 Full, 13-20 Throw]
GGXRD Zato Amorphous.png
GGXRD Zato Amorphous hitbox1.pngGGXRD Zato Amorphous hitbox2.pngGGXRD Zato Amorphous hitbox3.png
Values in [ ] are for Burst version
Minimum damage: 20% [50%]


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Executor
Executor
j.236236S
GGXRD Zato Executor.png
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
j.236236S
Executor
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14×N All 8+5 Until Corner 0 After Landing 2 10 3 YRP -5000 / 0 8 Strike
GGXRD Zato Executor.png
GGXRD Zato Executor hitbox.png
Minimum damage: 20%


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Great White
Great White
632146S with Shadow
GGXRD Zato GreatWhite.png
GGXRD Zato GreatWhite2.png
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
632146S
Great White
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30×3 All 6 After Searching for Opponent 17 Total 22 3 10 7 -5000 / 0 Forced: 80%
GGXRD Zato GreatWhite.pngGGXRD Zato GreatWhite2.png
GGXRD Zato GreatWhite hitbox1.pngGGXRD Zato GreatWhite hitbox2.png
Summon Gauge:-3000
Eddie appears summoned after Great White ends if Summon Gauge is not empty
Minimum damage: 20%


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Instant Kill

Guzmania Magnifica
in IK mode: 236236H
GGXRD Zato GuzmaniaMagnifica.png
GGXRD Zato GuzmaniaMagnifica2.png
GGXRD Zato GuzmaniaMagnifica3.png
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

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Navigation

Template:Navbar-GGXRD-R2

To edit frame data, edit values in GGXRD-R2/Zato-1/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.