GGXRD-R2/Zato-1

From Dustloop Wiki
Zato-1
GGXRD-R Zato-1 Portrait.png
Movement Options
Double Jump, 1 Airdash, Flight Mode, 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 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 and 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.
  • Only one, poor reversal without burst which costs 50% meter.
  • Very low health. Has 0 guts rating and poor defense modifier.
  • Without Eddie, Zato is very limited. Poor hurtboxes on normals and limited application use of specials without the shadow hurt his neutral game.

Unique Mechanics


Eddie

Eddie is the name of Zato=1's puppet.

Eddie is controlled by the player, and can be used separately from Zato himself. Eddie is absolutely essential to Zato's game plan, and is basically half of the character.

Shadow Meter

Zato has a unique resource called Shadow Meter which is used to summon Eddie.

After Eddie has been hit, the Shadow Meter will be locked to its depleted state. After a brief period of time the Meter will replenish. Whenever Eddie is used, the Shadow Meter will constantly deplete.

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


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.

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


A standing low with short good range. Used as combo filler. One of the 2 jump cancelable lows he has.

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


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.

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


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.

  • As of 2.10, gatlings into 6H
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


Another move with many hits (3 hits). You can now special cancel the third hit. Needs proper spacing for a 22s/22h knockdown.

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


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.

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


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.

  • As of 2.10, gatlings into 5D
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


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.

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


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.

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


Basic air normal. Similar to jk but hits higher up.

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


Good range. 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.

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


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- As of Rev 2.1, it is jump cancelable

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


Similar to jk but not jump cancel able. Combo filler for the most part.

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


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.

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


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.

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


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.

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


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.

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


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.

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


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.


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


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.

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


Grants knockdown in the corner. Can summon or do meaty drill for pressure.

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


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.

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
  • 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


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

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.

Break the Law
Break the Law
214[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


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.

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

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.

  • as of 2.10, unsummon doesn't take Eddie meter if you release P, K or S while unsummoning
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


Summon from the puddle. The shadow will come out in the spot the drill was. No moves will be done straight from the summon.

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

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.

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

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.

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

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).

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

The shadow goes underground for a small amount of time. Can be used to move the shadow forward and avoid attacks.

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

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.

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

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.

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


Command grab. Best special move that doesn't involve the shadow. If it hits you are +63. Can combo in the corner.

Damned Fang has a very long animation, which serves two purposes:

  • Refilling the Eddie gauge if you unsummon.
  • Allowing you time to position Eddie to use -D-, fly with Zato, and set up an unblockable.
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


Reflects some projectiles. Frames 1-18 throw invulnerably and reflects stuff frames 3-18. Wall bounces on counter hit.

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


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.

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%]


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.

  • Burst Overdrive increases damage to 90×2 and improves invulnerable frames [1-12f fully invulnerable, 13-20f throw invulnerable]
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%


Zato's air super. It can take someone corner to corner and gives knockdown. Perfect for getting a knockdown off of an air combo.

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%


The shark comes and hits the opponent. Can combo on hit. Also has uses to end the round with 50 tension left.

  • 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.


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
  • [ ] 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.


Roadmap

Dustloop Wiki:Roadmap/GGXRD-R2

Navigation

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.

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