Zato-1
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- Movement Options
Double Jump, 1 Airdash, Flight Mode (as his second jump), Dash Type: Run
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Overview[edit]
Zato is a puppet character. Together along with Eddie, the shadow, he dominates in neutral along with his overwhelming offensive. 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 knockdown, his great pokes like 2s, and even summoning raw in neutral. With the shadow out the next goal is to get the opponent blocking. After this Zato can enforce his fuzzy mixups while the shadow keeps the opponent in block stun and also acts as combo filler.
Strengths[edit]
- Best offensive in the game, he has it all. Fuzzes, command grabs, unblockables, never ending block stings limited only by the shadow gauge.
- Has many reliable unblockable setups, and they do large amounts of damage. Each one can take out about 50% health meterless. They also lead you to ending with full Eddie gauge.
- Superior ground and air game with Eddie. Both Zato and Eddie can cover each others recovery points and easily frustrate the opponent.
Weaknesses[edit]
- No real reversal options. Best option is to block if knockdown.
- Has below average defense. Can die very quickly
- Without Eddie, Zato is very limited
Normal Moves[edit]
5c.S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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30
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Mid
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SJ
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YRP
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9
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5
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9
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±0
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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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5f.S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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20×4
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Mid
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S
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YRP
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7
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3×4
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20
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-9
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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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2S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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24
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Mid
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S
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YRP
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9
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4
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16
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-6
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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.
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6P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22×2
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Mid
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SJ
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YRP
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13
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4,4
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12
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-2
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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.
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6K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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30
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High
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-
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YRP
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23
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5
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9
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±0
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Overhead. Staggers on hit. Can't really do anything off of it without meter. If the opponent doesn't recover in time u can hit them with 5p and combo into knockdown.
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6H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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60
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Mid
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-
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YRP
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13
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12
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23
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-16
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The big arm. Has a great hit box and can be used as an Anti air. On CH it gives knockdown. The downsides are slow start up and very bad on block. Not used as much as 6p or 2h.
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Universal Mechanics[edit]
Ground Throw[edit]
Ground Throw
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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0,50
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Ground Throw: 85750
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-
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R
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1
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-
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-
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39
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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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Air Throw[edit]
Dead Angle Attack[edit]
Dead Angle Attack
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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25
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All
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-
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-
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11
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6
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18
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-13
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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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Special Moves[edit]
Invite Hell[edit]
Break the Law[edit]
Shadow Summon[edit]
Shadow Summon 236P/K/S/H
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Summon
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-
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-
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-
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-
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-
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-
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Total 38
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-
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Recall
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-
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-
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-
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Y
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-
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-
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Total 29
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-
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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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??? Shadow Summon[edit]
Shadow Puddle Shadow Summon 214H
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Small Attack[edit]
Small Attack Release P with Shadow
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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25
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All
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-
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-
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7[18]
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2
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Summon Total 23[Total 38]
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[-3]
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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.
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Traversing Attack[edit]
Traversing Attack Release K with Shadow
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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20×3
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All
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-
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-
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14[25]
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29(4 Hit)
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Summon Total 66[Total 38]
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[+26]
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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.
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Anti-Air Attack[edit]
Anti-Air Attack Release S with Shadow
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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50
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Mid
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-
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-
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9[20]
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12
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Summon Total 50[Total 38]
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[+15]
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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.
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Shadow Puddle[edit]
Shadow Puddle Release H with Shadow
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Drill Special[edit]
Drill Special Release D with Shadow
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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34×3
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Low / Air,Mid / Air×2
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-
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-
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146
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36(3 Hit)
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(Summon Vanishes)
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-
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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.
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Dead Man's Hand[edit]
Dead Man's Hand 63214D with Shadow
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Damned Fang[edit]
Drunkard Shade[edit]
Shadow Gallery[edit]
Shadow Gallery j.41236S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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40,25
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All
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-
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YRP
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7 After Landing
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6(12)3
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24+3 After Landing
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-31
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Air special move. Mostly used as combo filler but can be used for mix up with YRC and RC. Always knocks down on the second hit of the animation. Use it after counter hit anti air Eddie to score a knockdown, good damage and optimal okizeme options mid screen. Near corner, it wall splats for additional combos.
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Flight double jump
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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.
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Overdrives[edit]
Amorphous[edit]
Amorphous 632146H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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72×2
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Mid
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-
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YRP
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10+5
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9(2 Hit)
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28
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-17
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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.
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Executor[edit]
Executor j.236236S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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14×n
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All
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-
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YRP
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8+5
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Until Corner
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0 After Landing
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-
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Zato's air super. It can take someone corner to corner and gives knockdown. Perfect for getting a knockdown off of an air combo.
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Great White[edit]
Great White 632146S with Shadow
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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30×3~5
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All
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-
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Y
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6 After Searching for Opponent
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17
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Total 22
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-
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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.
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Guzmania Magnifica in IK mode: 236236H
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