GGXRD/Zato-1: Difference between revisions

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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.
Same animation as 6P. 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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Revision as of 00:42, 28 January 2015

Zato-1

Overview

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
  • Best offensive in the game he has it all. Fuzzes, command grabs, unblockables, never ending block stings limited only by the shadow gauge.
  • Has unblockables, and they do damage. Each one can take out about 50% health meterless. They also lead you to ending with full Eddie gauge.
  • Strong neutral game with Eddie. Both Zato and Eddie can cover each others recovery points and easily get frustrate the opponent.
Weaknesses
  • 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
Movement Options

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

Defense Modifier: x1.09

Guts Rating: 1

Stun Resistance: ??

Jump Startup: 3F

Backdash Time: 16F

Backdash Invincibility: 1-7F


Move List

See also: Zato Full Frame Data

Normal Moves

5P
5P
GGXRD Zato 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
9 Mid SJ - 5 4 7 -1

Zato's fastest move in this game. Has good range for a 5p. Combos into sweep for a knockdown and oki.

5K
5K
GGXRD Zato 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Low SJ - 8 4 8 -2

A standing low. Not that good range. Used as combo filler.

c.S
5c.S
GGXRD Zato c.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid SJ - 9 5 9 ±0

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
5f.S
GGXRD Zato f.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20×3 Mid S - 7 3×4 20 -9

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.

5H
5H
GGXRD Zato 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25×3 Mid S - 13 2,6,3 15 1

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid S - 6 4 8 -2

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

2K
2K
GGXRD Zato 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 Low S - 7 2 9 3

Zato's best low mix up option. It is + and is perfect for setting up throws. Can do a combo into 22h for a knockdown far away from Zato.

2S
2S
GGXRD Zato 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 Mid S - 9 4 16 -6

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.

2H
2H
GGXRD Zato 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid S - 11 6 19 -6

One of Zato's Anti Airs. Has a huge unteachable time. On CH it basically knocks the other person down no matter what height they are at.

j.P
j.P
GGXRD Zato j.P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
13 High / Air CS - 6 4 11 -

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

j.K
j.K
GGXRD Zato j.K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 High / Air SJ - 7 6 11 -

Good range. Is Zato's only jump move that is jump cancel-able. Your main mix up option when doing a shadow -K- or a shadow -S- in the corner.

j.S
j.S
GGXRD Zato j.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High / Air S - 7 12 12 -

Very good for Iad's. Does have a cross up hit box and can be used for cross ups.

j.H
j.H
GGXRD Zato j.H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
33 High / Air S - 11 6 12 -

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

j.D
j.D
GGXRD Zato j.D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High / Air S - 11 4 19 -

This move is amazing. Very good Air to Air normal. On CH it wallsticks and you can combo after it for good damage.

6P
6P
GGXRD Zato 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22×2 Mid SJ - 13 4,4 12 -2

A 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.

6K
6K
GGXRD Zato 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 High - - 23 5 9 ±0

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.

6H
6H
GGXRD Zato 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Mid - - 13 12 23 -16

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.

2D
2D
GGXRD Zato 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 Low SJ - 9 6 15 -7

Basic sweep. Nothing special about it. Gives Zato knockdown and good oki options.

5D
5D
GGXRD Zato 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High - - 25 3 24 -13

Combo filler. Can be used after a shadow -K- to do massive amounts of damage. Also has frames 1~51 Foot invulnerably.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Zato GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,50 Ground Throw: 85750 - - 1 - - 39

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 Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 - - 1 - - -

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

Dead Angle Attack
Dead Angle Attack
GGXRD Zato 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 13 9 18 -13

Same animation as 6P. 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.


Special Moves

Invite Hell
Invite Hell
22S/H
GGXRD Zato InviteHell.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 40 Low - - 18 48 Total 42 2
H 40 Low - - 18 48 Total 42 2

Low hitting move. 22s hits closer to Zato than 22h. Both can be used for knockdown and meaty pressure.

Break the Law
Break the Law
214[K]
GGXRD Zato BreakTheLaw.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 13 - Total 29(Maximum 169) -

Zato goes underground. A good defensive option if you YRC to decrease the recovery of it.

Shadow Summon
Shadow Summon
236P/K/S/H
GGXRD Zato Summon.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Summon - - - - - - Total 38 -
Recall - - - - - - Total 29 -

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.

??? Shadow Summon
Shadow Puddle Shadow Summon
214H
GGXRD Zato PuddleSummon.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -

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

Small Attack
Small Attack
Release P with Shadow
GGXRD Zato SmallAttack.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 7[18] 2 Summon Total 23[Total 38] [-3]

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
Release K with Shadow
GGXRD Zato TraversingAttack.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20×3 All - - 14[25] 29(4 Hit) Summon Total 66[Total 38] [+26]

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
Release S with Shadow
GGXRD Zato AntiAirAttack.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid - - 9[20] 12 Summon Total 50[Total 38] [+15]

This is a fantastic attack. It works just like an anti air. You will basically control the sky's with this move. Even if you will an anti air this move has you back. This move is also amazing in how it can be used in corner shadow pressure and uses with 623s.

Shadow Puddle
Shadow Puddle
Release H with Shadow
GGXRD Zato ShadowPuddle.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - Summon Total 41 -

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
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34×3 Low / Air,Mid / Air×2 - - 146 36(3 Hit) (Summon Vanishes) -

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
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
80 Ground Throw - - 30 - Summon Total 77 -

Eddie command grab. This move is very slow and drains a lot of shadow gauge. Not recommended to be used that often if at all.

Damned Fang
Damned Fang
623S
GGXRD Zato DamnedFang.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
92 Ground Throw: 122500 - - 6 - - 63

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

Drunkard Shade
Drunkard Shade
214S
GGXRD Zato DrunkardShade.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid - - 9 10 10 -6

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
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40,25 All - - 7 After Landing 6(12)3 24+3 After Landing -31

Air special move. Mostly used as combo filler but can be used for mix up with YRC and RC.

Flight
Flight
double jump
GGXRD Zato Flight.png
Zato has fight mode instead of double jump. He can briefly fly around the screen. This is helpful for escaping the corner and stalling time for Eddie to recover.


Overdrives

Amorphous
Amorphous
632146H
GGXRD Zato Amorphous.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
72×2 Mid - - 10+5 9(2 Hit) 28 -17

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.

Executor
Executor
j.236236S
GGXRD Zato Executor.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14×n All - - 8+5 Until Corner 0 After Landing -

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
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30×3~5 All - - 6 After Searching for Opponent 17 Total 22 -

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.


Instant Kill

Guzmania Magnifica
in IK mode: 236236H
GGXRD Zato GuzmaniaMagnifica.png
GGXRD Zato GuzmaniaMagnifica2.png
GGXRD Zato GuzmaniaMagnifica3.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+21[5+18] 12 23 -18
  • [ ] Indicates during Hell Fire

Animation like 5hs. Can combo into it from a Corner j41236s RC in Hellfire state.


Strategy

General Tactics

Tips and Tricks

Combos

Zato combos only

Zato's combos when he gets a hit by himself is to combo into an knockdown. The main ways to do this are ending combos with a 2d or a 22h. Here are some usual moves you will hit with, and the ways you can get your knock down off of them.

2d enders
1. 5p 5k 5s 2d
2. 5p 2p 2d
3. 5p 2d
4. 5k 5s 2d
5. 6k (no tech) 5p 5d

22h enders
1. 5s 5h 22h
2. 2k 2s 5h 22h
3. 6p 5h 22h

Air combos: Unless you have 50 meter you not usually getting a knockdown off of an air hit unless it is a CH. There are some air combos that Zato has.

1. 6p jkhd - Normal combo. Does decent damage and knocks them full screen. Can get the shadow out after this combo.
2. 6p jkh j236236s - Air combo that ends in corner knockdown. Cost 50 meter but is great for starting corner oki and turning the tide in you favor quickly.

Punish combos: If your opponent does something that you can punish then let them have it.

1. 5s 5h 22h - Basic punish midscreen. Leads to knockdown and great damage for Zato meter less.
2. 5d jshd j41236s (2 hits) RC j41236s (last hit) 5s 5h 22h - If you land a dust with no Eddie meter in the corner you can do this combo and have him by the end of it for mix ups.
3. 5d jhd 5s 5h 22s RC j41236s (last hit) 236k jp(wiff) airdash jsh -p- j41236s (one hit then -s- then second hit) -d- 5h(2 hits) 22h unblockable - What you should do if you hit them with 5d punish in the corner with Eddie meter coming back. Can lead to big damage along with setups.
4. 5d 6p 5h (2 hits) 236k jp(wiff) airdash jsh -p- j41236s (one hit then -s- then second hit) -d- 5h(2 hits) 22h unblockable - Use this if you hit them with Raw corner 5d and have Eddie ready to do some damage. If you have 50 meter by the end of this combo then you most likely just won the round.

Combos with Eddie
Once you hit Someone and have Eddie out you can do some serious damage. The main goal is to get the opponent to the corner and combo into 5d so you can set up an unblock able. He are some combos that can be used in situations where an unblock able is impossible, followed by unblock able combos

Nonunblock able combos
1. -k- 5p 2d 236h 22s - If you get a hit with -k- u can combo into a knockdown, unsummon, and do a dill for meaty pressure. After that you can resummon and continue doing mixups and forcing them to the corner.
2. -k- 5d 6p 5s 6p 5s 5h 22h - Use this combo if you have run out of Eddie meter right after the -k-. The combo last long enough to give most of you Eddie meter back, allowing you to go for another mixup.
3. -k- 5d 6p 2h 22s unblockable - Basic unblockable setup. Works on everyone. You must plant the Shadow -d- in the combo, but it is depending on the character and their wake up time.
4. -s- jkhd -s- jd - Combo that does good damage midscreen. Used when going for the kill.

Unblock able combos
1. jh -d- 6p jkhd jd - Basic, easy, simple, and does great damage. Use this only when you know it will kill them and you don't want to risk the harder route
2. jh -d- j41236s (last hit) 5d 6p 5s 6p 5s 5h 22h - Does lots of damage, gives knockdown, all Eddie meter back, and creates opportunity for more mixup after. This combo has different timing for each cast. Also it depends if they block it standing or crouching. It takes time to do but is worth practicing it.
3. jh -d- j41236s (2 hits) RC j41236s (last hit) 5d 6p 5h(2 hits) 236k jp(wiff) airdash jsh -p- j41236s (one hit then -s- then second hit) -d- 5h(2 hits) 22h unblockable - Best use of 50 meter for combos. This whole thing can do more than 80%. Every chance you get use this combo. It will most likely close out the round for you and get the win.



Guilty Gear Xrd -SIGN-e
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