GGST/Zato-1

From Dustloop Wiki

Overview

Overview

Zato-1 is a puppet master who controls his alter-ego: Eddie. Zato and Eddie’s attacks can be used independently of each other, allowing the duo to launch deadly, coordinated attacks.

Eddie can be summoned or recalled at will or summoned directly into an attack with certain special moves. The Eddie Gauge depletes when Eddie is out and when he attacks, and refills when he’s recalled. If Eddie or Zato take damage the gauge is completely drained, unsummoning Eddie. An empty gauge refills slower than usual, so try to recall him before it empties.

The duo fight by using their moves in ways that cover each other. Zato’s 2S is a good poke due to its speed and range. Combine it with Eddie's "Leap", which attacks air space, to cover massive sections of the screen. Eddie’s "Pierce" is a double-hit poke. Zato can cover the gap between the hits with strikes like c.S or his command grab, Damned Fang, for a strike/throw mix-up. "Oppose" allow Eddie to absorb an attack from the enemy, letting Zato punish with powerful counter hit moves like 2H. During okizeme, setting up Eddie’s lockdown move, "That's a lot!", gives Zato a strong mix-up opportunity. Drunkard Shade can be used to reflect projectiles or to position Eddie behind the opponent, allowing Zato and Eddie to attack from both directions.

Zato struggles on defense due to his slow pokes, poor defense value and lack of reversals. While blocking, Zato can’t summon Eddie to cover for him, which leaves him quite vulnerable. Fret not, as their combined attacks make for great offense and space control, allowing Zato to stay out of defensive positions with careful and intelligent play.

Perhaps the most complex character in the roster, Zato and Eddie reward players who can master their unorthodox control scheme by providing a terrifying tag-team assault.
Zato-1
GGST Zato-1 Portrait.png
Damage Received Mod
×1.08
Guts Rating
0
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-15F Airborne
Unique Movement Options
Flight
Fastest Attack
5P (5F)
Reversals
None
 Zato-1 is a technical character who excels at controlling space and creating powerful mixups utilizing his puppet, Eddie.
Pick if you like Avoid if you dislike
  • Complex and technical gameplay involving controlling two characters at once and utilizing Negative Edge Using button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions. to do things no other character can.
  • Very strong, layered mixups utilizing his unique movement options as well as a rewarding Command Grab.
  • Strong ability to dictate the pace of the match via the ability to control space, run away, and lock an opponent down.
  • Explosive damage from certain hits and the ability to convert hits most characters cannot.
  • Overall slow movement with slow air movement, dash speed, and walk speed.
  • Complexity and technicality which can make consistency difficult and be a barrier to learning Zato.
  • A varied matchup spread with many matchups that force you to play in a playstyle that doesn't suit Zato's strengths.
  • Being forced to play a much weakened character when Eddie is lost.
  • Eddie can be hit even during some offense, and will take a significant time to recharge, making some situations especially punishing.


Unique Mechanic: Eddie Gauge

Zato has a gauge above his tension gauge for Eddie. The gauge signifies Eddie's health (3000 HP). When Eddie is summoned, it will gradually decrease by 3 HP every frame when idle, and each of Eddie's attacks use up a certain amount of the gauge.

If Eddie is unsummoned before the gauge runs out, the gauge will turn white, and quickly recover (55 HP recovered each frame until full). Eddie can be summoned again at any time during this.

If Eddie or Zato is hit by an attack, or the shadow gauge is depleted fully, the gauge will turn red and will recover at a slower rate (8 HP recovered every frame until full, 375f duration). During this time, Zato cannot summon Eddie until the gauge is full again or Zato uses Sun VoidGGST Zato-1 Sun Void.pngGuardAllStartup11+14RecoveryAdvantage+3. Avoiding this as much as possible is important to preserving Eddie.

Controlling Eddie

When summoned with either 214H, 632146S, or 236X, Zato will control Eddie. Eddie can be moved backwards or forwards with the 4 or 6 directions respectively (1 or 3 can be used to move Eddie while keeping Zato stationary). Eddie can pass through Zato as well as his opponent and any puppet of their own. Every Eddie attack has three versions:

236X
While Eddie is not summoned he can be summoned directly into any of his attacks. 236P results in "Pierce", 236K results in "That's a lot!", 236S results in "Leap", and 236H results in "Oppose". These summons include an animation of Zato waving his hands, this means that generally they have less advantage for Zato on hit or block and are more risky in neutral. However, this is the quickest way for Zato to have Eddie attack when he is not already summoned.
]X[
When Eddie is summoned, and not in recovery, releasing P/K/S/H results in the corresponding Eddie attack. This is completely independent of any animation for Zato allowing for the two to attack at the same time as well as granting Zato much more advantage on Eddie's attacks.
236X While Eddie is already summoned
Inputting an Eddie attack as 236X while Eddie is already summoned allows Zato to cancel Eddie attacks into each other. Zato has an animation with identical recovery to his normal summon in which he claps his hands. Additionally this method of attacking with Eddie uses around 2/3rds the normal amount of Eddie gauge (varies per attack). If done from while Eddie is not attacking, must be done as 236[X] with the button being held slightly or else Eddie will begin the ]X[ version of a move then immediately cancel into the 236X version, spending additional meter rather than saving it. These "clap cancels" can also be chained into one another, rapidly swapping Eddie between different attacks.
Eddie always has the least startup from the ]X[ version of each move. The next fastest is 236X without Eddie, with 8 more frames of startup, and the slowest is 236X while Eddie is already summoned, which is 4 frames slower than 236X without Eddie and 12 frames slower than ]X[. Starting from frame 24, the recovery of 214H or 236X (whether Eddie is summoned or not) can be cancelled into another 236X.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

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
18 All 5 4 8 -2
Total: 16

Most commonly used in neutral, defense, and Stagger Pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. In neutral this button controls a surprising amount of space while being relatively low risk to use preemptively. As Zato's fastest normal for Abare An attack during the opponent's pressure, intended to interrupt it. this normal is the go-to for mashing in pressure. On block 6P can be used to frametrap the opponent, this can sometimes allow for Eddie Summons that can normally be interrupted. On hit, gatlings into repeated 5P/2Ps or 6P when close enough. If this move counterhits from close range, it can link into 2K > 2D or 6P, but this is generally not reliable. Instead cancelling immediately into 236P results in a frametrap Eddie summon.

Also has usage as an anti-air against larger air normals that are hard for Zato to 6P. If an airborne opponent is counterhit by this move 236P will often combo for a full juggle.

  • Zato's fastest button
  • Large range for a 5f
  • Hits all characters crouching.


Gatling Options: 5P, 2P, 6P, 6K, 6H

5K

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
24 Low 8 4 10 -2
Total: 21

Useful primarily as a pressure tool. Most commonly used in pressure in order to remain safe from Burst and YRC as it recovers fast enough to block these options on, unlike 2K. Can cancel into 6P or delay 2D for a frametrap. Additionally, the dash and jump cancel properties make it a situational tool for combos and BRC mixups.

  • Standing low
  • Is jump / dash cancelable.


Gatling Options: 6P, 6K, 6H, 5D, 2D

c.S

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
30 All 8 6 10 +1
Total: 23

Strong tool for combos, decent for pressure and as a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.. Functions as a key move for Zato's combos, allowing him to combo into various normals as well as some Eddie summons. Additionally, it has usage as a pressure tool as it's one of Zato's only ways to create plus frames without Eddie. Often it is used to setup a 5D to be combo'd by Eddie with only a 5F gap.

  • Is jump / dash cancelable

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

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
20×2 All 10 3,3 23 -12
Total: 38

Primarily useful in neutral, but not used often due to having slightly more whiff recovery than 2S and susceptibility to Low Profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves. Due to having two hits it can be useful to beat armored attacks like  Potemkin's Hammer FallGGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 and Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0. Additionally it has niche usage as an anti-air vs the larger characters like Goldlewis, Potemkin, and Nagoriyuki.

Sometimes used in pressure strings like c.S > f.S > 5H > ... if having additional space from the opponent is desirable.

Combos into 236P(1) on counter hit, with both hits comboing and allowing for a full combo if the opponent is counter hit crouching.

  • Has two hits, though the first can whiff at max range.
  • Can be low profiled.


Gatling Options: 5H, 2H

5H

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
48 All 13 9 19 -9
Total: 40

Very versatile move, strong in neutral, pressure, oki, and combos. Due to having a high amount of active frames, a mostly disjointed hitbox, hitting both low to the ground and decently high in the air, and having large reward on CH this normal is an excellent normal to call out opponents ground approaching at predictable timings. It is especially useful against  I-No as 5H will generally hit her approaching with Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 or a hoverdash.

In pressure this move is the primary normal to summon Eddie off of on block. Its high Attack Level An attack attribute that determines the default value for hitstun, blockstun, hitstop, damage, etc.(varies by game) of a move. makes summoning into "Pierce" on block nearly uninterruptible, and that in turn makes other less safe summons viable.

On Oki 5H is an easy option to cover backdash, as it's active frames are much greater than the duration of any characters backdash. Simply spacing 5H outside the range of a wakeup throw will stop a lot of lazy defensive play on wakeup.

This move is also a key part of Zato's combo structure as his highest damage normal (besides 6H), so it is routed in many combos and used as a wallbreak option when the meter for a super is unavailable and there isn't enough time to connect 6H. On it's own it can combo into the first hit of 236P(1) on normal hit, ensuring the opponent blocks the second hit, and on counter hit 236P will fully combo for huge damage.

  • Very active, gains more range in later active frames.
  • On grounded counterhit, causes Stagger State

5D

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 40 High 20 3 26 -15
Charged 50 High 28 3 26 -10
Total: 48
Total: 56
Uncharged Dust

Universal overhead attack that's reactable, but can be difficult to react to consistently. Can gatling from 5K, 2K, and c.S for a mixup. Zato is one of a few characters that can combo from this move without meter. Combined with 2D this move makes up a core part of Zato's first layer of mixups. With Eddie out 5D can combo into ]P[ or ]S[.


Charged Dust

Charged dust is fairly slow and easily reaction blocked.

  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

2P

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
18 All 6 4 9 -3
Total: 18

Most useful in neutral as it has greater range than 5P and as such can control slightly more space. Generally 5P is a superior normal. On hit, gatlings into repeated 5P/2Ps or 6P when close enough. If this move counterhits from close range, it can link into 2K > 2D or 6P, but this is generally not reliable. Instead cancelling immediately into 236P results in a frametrap Eddie summon.

  • 1 frame slower than Zato's 5P, but with slightly more range.
  • Large range for a 6f button.


Gatling Options: 5P, 2P, 6P, 6K, 6H

2K

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
26 Low 6 2 13 -3
Total: 20

Strong normal for many purposes. In neutral this normal is fairly low committal with decent range and high reward on hit. On hit immediate gatling into 2D will grant a knockdown into Zato's strongest oki. On counter hit 2K can link into itself for the same oki.

In pressure this is Zato's primary low for pressure and mixups, only inferior to 5K in safety to Burst and YRC. In stagger pressure it is a very threating button, as a 2D can catch Fuzzy Jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. attempts, and 6P can be used to frametrap. Note that 2D can not be delayed enough to frametrap off this normal, only truestring. Due to it's low pushback it is also Zato's strongest normal for tick throws, with dash momentum 2K, 623S/6D is a very threatening option, but susceptible to FD. Lastly, it is generally the best normal to fill gaps in Eddie pressure with, if Zato is close enough, for the aforementioned reasons.

  • Zato's fastest low.
  • Tie for Zato's lowest pushback normal with 6K
  • 2K > 2D gatling is consistent on hit at all but max range.


Gatling Options: 6P, 6K, 6H, 5D, 2D

2S

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
35 All 11 4 20 -10
Total: 34

Key normal for Zato's neutral and serves as a situational okizeme and pressure option. In neutral this normal is Zato's strongest mid range option. It has a lot of range for a 11f normal and despite lack of disjoint, it will still beat a lot of counterpokes. It also cannot be low profiled so it is used much more often than f.S.

Zato has various pressure options with Eddie Summons after this move is blocked and without Eddie 22H is a safe, uninterruptible cancel from most ranges. 2S is sometimes used in pressure before 5H if more space before an Eddie summon is desirable, and will often be used to stall in solo pressure by threatening a delayed cancel into 22H to frametrap. At most ranges, if this move connects on a normal hit it cannot combo into anything beyond sometimes a 5H, instead an Eddie summon afterwards is harder to contest. On counterhit this move combos into 22H for a mediocre knockdown, but can also combo into various Eddie summons. Most notably if the opponent is counterhit crouching, 2S > 236P will connect for a full combo.

2S is also sometimes used as a meaty option when a move doesn't give a strong enough knockdown to dash all the way in, which is a fairly common occurrence for Zato.

Gatling Options: 5H, 2H

2H

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
40 All 13 7 26 -13
Total: 45

A strong combo tool, niche mixup tool, but not an anti-air A grounded attack that hits the opponent out of the air. Due to slow startup and hurtbox extensions this move does not function as an anti-air very well. It can sometimes be used predictively, but generally Zato's air-to-air A jumping attack that hits the opponent out of the air options are better suited for that purpose. However, it is a key part of Zato's combo structure as it launches opponents up high enough to be juggled by Eddie. It also has some usage as a mixup tool, during the slowdown of an RC when an opponent is slowed in the air. In this situation they may expect an air throw attempt, if instead 2H is used as a mixup it can lead to a massively rewarding counter hit combo.

  • Extends Zato's hurtbox both horizontally and vertically.
  • Hitbox lines up with the animation of the last two active frames, so it may not connect when it would appear to.
  • Can be low profiled.
  • Soft knockdown on hit.

2D

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
27 Low 10 6 17 -9
Total: 32

While this move is used primarily to secure a knockdown after 2K or 5K and for mixups, it is also a decent neutral tool.

After knocking down a grounded opponent with 2D with Eddie ready to be summoned, Zato is in his strongest position. The oki Zato has access to afterwards is among the best in the whole game, especially in the corner.

In neutral this move is overshadowed by 2S and 5H which have superior properties to 2D in enough situations that it rarely ends up being used. For mixups this move is the compliment to 5D and can be combo'd with the assistance of Eddie.

  • Hard knockdown on grounded hit.

6P

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
30 All 12 8 12 -6 1-3 Upper Body
4-15 Above Knees
Total: 31

One of the best counterpoking tools in the game due to having a large amount of active frames and a lot of disjoint, even after the upper body invul ends. When timed correctly this move will beat many long range pokes like  Sol's 6SGGST Sol Badguy 6S.pngGuardAllStartup15Recovery20Advantage-9.

As an anti-air the slow startup of this move and Zato's tall stature make it a decent but often unreliable option. Large jump-in moves such as Millia's j.HGGST Millia Rage j.H.pngGuardHighStartup8Recovery25Advantage+1 (IAD) and dive style moves like  Chipp's j.2KGGST Chipp Zanuff j.2K.pngGuardHighStartup16RecoveryUntil Landing+8Advantage+3 (IAD), are very difficult to anti-air with it and often even when 6P connects it will be as an normal hit punish rather than a counter hit, greatly weakening Zato's oki afterwards.

  • Universal anti-air with invul from the first frame until halfway through the active frames.
  • On counterhit, causes hard knockdown
  • On normal hit, causes soft knockdown
  • Very active, with low recovery

6K

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
30 High 28 5 7 +2
Total: 39

A slow, one-hit overhead. Too slow to be used as a mixup option, since it competes with the faster 5D. Instead, it functions more as a utility move in Zato's kit. Useful for pressure and okizeme.

In pressure, this move is +2, letting Zato get a nice reset and potentially push for a throw. On hit, the move has good reward into 2K > 2D, letting Zato set up his malicious mixups.

None of Zato's gatlings can frametrap into this move, however Zato has strong frametraps in c.S > Delay 5H or 2K > 6P that can allow you to get away with using 6K in pressure. When blocked Zato can attempt to use the two frames of advantage to continue pressure or opt for a high reward frametrap in delay 214S. Additionally, this move has identical pushback to 2K making it a viable tick throw button when done with dash momentum.

Lastly, 6K can used as an oki tool as it is plus on block, and with only 7 frames of recovery a well-timed meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. can be a safe against invincible reversals.

  • Overhead command normal.
  • Special cancellable.
  • Very low pushback.

6H

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
65 All 30 6 17 -6
Total: 52

A unique command normal used primarily as a throw bait, pressure tool, and combo ender. When used on Oki 6H is a solid option for baiting throws as it puts Zato airborne and has strong reward on counter hit.

Similarly it is a solid option in pressure. While the move is reactable, it generally gets blocked and RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. is played afterwards. Zato can cancel into flight to try to take a turn or he can frametrap an attempt to stop this with 214S. Either way, it's a solid option to buy time for Eddie to come back.

Lastly, 6H is a core part of Zato's combo game as his highest damage non-super wall break option. Additionally, as it has hard knockdown on hit it is occasionally used as a combo ender for oki.

  • Airborne on frames 8-33
  • Hard knockdown on air hit.
  • Can be canceled with flight on hit and block - will be +2 on block and +5 on hit. The smallest gap Zato can make here is 5F with j.K.

j.P

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
13x3 High 8 5, 5, 2 15 +5 (IAD)
Total: 34

j.K

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
20 High 7 4 11 +1 (IAD)
Total: 21

j.S

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
26 High 9 4 14 +5 (IAD)
Total: 26

All around useful air normal, has a combination of a solid hitbox that hits all around Zato and good framedata. Useful in neutral as a flight jump-in when it is hard to tell which side of the opponent Zato will land on. Along with j.D this normal is the primary overhead used in Eddie mixups. Lastly, it is useful as a air juggle option in solo Zato combos near the corner.

  • Hits in a square all around Zato.


Gatling Options: j.H, j.D

j.H

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
38 High 12 14 13 +12 (IAD)
Total: 38

j.D

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
40 High 11 4 22 -7 (Airborne)
Total: 36

A very unique and versatile air normal. Useful in movement, combos, and mixups.

As a movement option j.D is useful to alter your air momentum, escape the corner after a super jump, and position Zato for a mixup. However, it caries some risk as it has long startup and recovery. Additionally, when combined with a late PRC into a fast cancelled air normal it can launch Zato nearly fullscreen very quickly.

For combos this move acts as a launcher on airborne opponents while also positioning Zato to follow up. Most often seen after a jump cancelled c.S or 5K.

In Eddie mixups this normal is amazing as a double overhead, generally after j.S as well as a falling overhead. Make sure not to use this as an overhead without Eddie ready, meter, or flight available as j.D uncancelled is very punishable on block.

  • On grounded counterhit, causes stagger.
  • Cancellable on hit and block into flight.
  • Flight cancel is ~+4 on block.
  • Cancels Zato's air momentum shortly after the animation begins.

Universal Mechanics

Ground Throw

6D or 4D

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
80 Ground Throw 2 3 38
Total: 42

Zato has among the highest reward from normal throw in the game as he has very strong okizeme if Eddie is ready to be summoned and the ability to combo the throw if Eddie is already summoned. In the corner especially, throw is a very rewarding option for Zato as both the combo and oki are even stronger.

Solo Zato isn't the best at setting up a throw as his framedata is somewhat lackluster, but he does have a few solid options like dash, 2K, 6D. With Eddie out, Zato can setup fairly safe throw attempts using Eddie to cover a potential whiff as well as combo the throw.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.

Air Throw

j.6D or j.4D

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
80 200000 (Air) 2 3 38 or Until Landing + 10
Total: 42
Total: 14

Classic Guilty Gear anti-air option. Zato make great use of air throw as he gets strong oki afterwards, has a high superjump, and has the ability to combo air throw if Eddie is out.

Air throw is a useful and necessary option for Zato. As a defensive anti air it is most useful against opponents directly above Zato, where his 6P is ineffective. Offensively, it's a strong option to call out an opponent attempting to escape Eddie pressure such as 236K. It can be combo'd if Eddie is summoned and ready. If Eddie is not you can instead opt for Oki using 22H to meaty midscreen, or more rewarding options in the corner.

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +45 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage is highest at normal jump height and lowest at IAD height (+45 to +48).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

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
236D 30 All 20~31 3 20 +13
236[D] 50 32 3 20 +17
Wild Assault
Total: 42
Fully Charged Wild Assault
Total: 54

Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.


A strong general-purpose pressure tool, useful in converting hits without Eddie, resetting pressure, and setting up mix-ups. Costs 50% burst.

Without Eddie, Wild Assault greatly increases Zato's solo damage from moves like CH 5H or 2H, as well as serving as a threatening frametrap from his heavier normals. Even when blocked Zato is extremely advantaged, letting him reset solo pressure with almost any mix-up of his choice. If Eddie is ready to be summoned, it can be used to get a summon at close range without using any Eddie gauge.

If Eddie is already out, many of his moves can be used to lock the opponent into a gapless blockstring ending with a fully charged Wild Assault. The ensuing cancel into 214H leaves Zato plus enough to still maintain pressure, making Wild Assault a situational alternative to Sun Void. Depending on the amount of Eddie gauge left, can also be useful in getting an opponent to the wall for a wallbreak or continuing a combo that would otherwise kill Eddie.

One of Zato's best wallbreak options, especially when meter is unavailable. Although niche, the Guard Crush from Wild Assault gives Zato unblockable setups by using Damned Fang and Eddie at the same time.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236D 90% 4 Mid Stagger +12 2500 3000 700 25% 0
236[D] 100% 4 Mid HKD +71 2500 2000 700 25% 0

236D:

  • Guard crush duration: 35F
  • Adds additional momentum on cancels without backwards movement.
  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)

Special Moves

All Specials utilizing Eddie have separate framedata for Zato and Eddie. Eddie is a entity that is controlled by the player but acts independently of Zato. For all moves involving Eddie being summoned, Eddie is the one with the framedata listed in the table. Zato's framedata, which is limited to his recovery for a summon, is in the bullet points in the move description.

Flight

Dash in any direction (Air Only)

Total: 61
(NoteThe square with a yellow underline indicates the first frame from which you can cancel Flight into an attack.)

By inputting the same direction quickly twice while airborne or pressing the dash button while holding a direction, Zato will fly in the specified direction (e.g. 66 to fly forwards). Dashing directly up will cause Zato to fly in place. While flight is activated, Zato can be move around freely in 8 different directions and ends either when an attack is inputted during flight, Zato lands, a Faultless Defense A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. cancel is used, or Zato has been flying for too long. Zato can cancel 6H and all air normals into flight on hit or block as long as he still has an air action available.

Flight as a replacement to a normal airdash is both a strength and a weakness for Zato. Flight allows Zato to have very tricky air movement that can be used both offensively and defensively as well as enabling him to mix in ways not available to any other character. However, Flight is slow compared to a normal airdash and when combined with his slow dash speed Zato can have a very tough time getting in and chasing down quick characters and zoners.


  • Flight can be continued for up to 61 frames
  • Can attack out of flight on frame 14.

Summon Eddie

214H

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 Eddie 20 8
Unsummon Eddie 0 32
Zato Summoning Eddie (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain Eddie.)
Total: 28
Zato Unsummoning Eddie (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and have Eddie be Unsummoned.)
Total: 32

Zato summons Eddie and can now use all of his following attacks by releasing P, K, S or H in a technique known as Negative Edge Using button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions.. By inputting 236P/K/S/H Zato can cancel Eddie attacks into other Eddie attacks (e.g. ]P[ > 236S), but is locked into an animation and the Eddie attacks have 4 additional frames of startup over the normal versions of 236P/K/S/H.

Zato becomes a much stronger character once Eddie is out on the screen, so summoning Eddie safely is something to always be prioritized. Manual summon should be done when you have space in neutral, score a long knockdown, or in pressure against a too respectful opponent.

To unsummon Eddie, input 214H while Eddie is already summoned. If done while Eddie is attacking, the unsummon will be buffered and Eddie will disappear as soon as he recovers from the attack. If Eddie is not attacking he will be unsummoned immediately. Unsummoning Eddie manually allows him to be resummoned immediately and the Eddie gauge fills up much faster.

  • If no other Eddie action is performed Eddie can remain out for just over 16 seconds.
  • Zato has 28f of counter hit recovery when summoning Eddie, and 32f of counter hit recovery when unsummoning Eddie.
  • When summoning, Eddie becomes actionable before Zato recovers.

"Pierce"

]P[ when summoned or 236P

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
]P[ 20×2 All 13 3(17)2 24
236P 20×2 All 21 [25] 3(17)2 24
]P[
Total: 58
236P without Eddie (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain Eddie.)
Total: 66
236P with Eddie Summoned
Total: 70
Zato during 236P (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain Eddie.)
Total: 36

Neutral, combos, confirms, and pressure "Pierce" really does it all. While all of Eddie's attack have high utility, "Pierce" stands out as being the most important to learn to use well when starting out playing Zato.

In neutral both versions of Pierce are extremely useful as mid to long range pokes as Eddie attacks from nearly half screen away. Due to how quickly Eddie attacks this move it will often result in a sizeable amount of frame advantage when blocked in neutral, despite the contestable gap in the middle of the two hits. ]P[ will always have more inherent advantage as Zato is free to act while this move happens. After this move hits or is blocked Zato can attempt to cover Eddie's recovery with 2S or 5H to enable more pressure or potentially a combo.

In combos Pierce is often less consistent at juggling the opponent than other Eddie moves and only tends to work on counter hit or when the gravity scaling of a combo is low. However, it is an excellent tool to confirm hits and pickup Zato's mixup options in oki sequences.

"Pierce" is also the core of Zato's pressure game, as 236P is the only Eddie summon that is generally uncontestable in pressure. There is a 3f gap between 5H and 236P on block which is more or less uncontestable without a risky reversal. After it is blocked there is a very layered set of mind games to play around the +4f of advantage on block that the first hit grants Zato, this is referred to as the "Pierce" RPS. Using "Pierce" in pressure well is key to allowing Zato to get away with other more contestable summons and is the foundation of his gameplan.

  • ]P[ only works when Eddie is already summoned, whereas 236P can be done regardless if Eddie is summoned or not.
  • Can be cancelled into other Eddie moves after each hit.
  • [] refers to the value when 236P is performed with Eddie already summoned.
  • Each hit of this attack uses 1/6th of the Eddie Gauge, around 1/3 in total. Each hit of 236P with Eddie already summoned uses around a 1/10th of the Eddie Gauge.
  • Between the first and second hit there is a 6f gap The number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose. on block, 3f on hit. On block 5f or faster normals will hit Eddie and kill him in this gap.
  • Zato has 36f of counter hit recovery after inputting 236P.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
]P[ 80% 2 Very Small KD 200×2 1000 250×2 80% 12% 0
236P 80% 2 Very Small KD 200×2 1000 250×2 80% 12% 150

]P[:

  • Uses 500 HP of the Eddie Gauge for each attack (1000 HP total).


236P:

  • Eddie spawns on frame 9 and will continue even if Purple Roman Cancelled a frame after spawn.
  • Uses 500 HP of the Eddie gauge for each attack (1000 HP total). If Eddie is already summoned this attack uses 325 HP of the Eddie gauge for each attack (650 HP total).

"That's a lot!"

]K[ when summoned or 236K

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
]K[ 20×4 All 19→34→49→64 71 (15×4) Total 66
236K 20×4 All 27→42→57→72 [31→46→61→76] 71 (15×4) Total 74 +55
]K[
Total: 66
236K without Eddie (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain Eddie.)
Total: 74
Zato during 236K (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain Eddie.)
Total: 36

Eddie creates four projectile drills that appear out of the ground, each farther away than the last. A very strong pre-emptive neutral tool, pressure starter, and Zato's best oki tool.

In neutral "That's a lot!" can passively control a lot of ground space which forces an opponent to either commit to an anti-zoning move, approach from the air, or not approach at all. As it's a set of disjointed projectiles it's also fairly safe for Zato to approach behind and take space.

In pressure this is a very strong option if an opponent is not ready to jump on reaction or mash on a read. If an opponent blocks drills Zato is generally at an extreme amount of frame advantage, leading to very strong mixups. It's best to not rely on "That's a lot!" too much though as it is slower to startup than other Eddie moves.

This is Zato's premiere oki tool. It is extremely plus when blocked as a meaty and grants strong mixups anywhere on screen, but particularly in the corner. It's possible to meaty with ]K[ or 236K and wait to see if the opponent has blocked, been hit, or attempted to reversal and only then commit to an option.

  • ]K[ only works when Eddie is already summoned, whereas 236K can be done regardless. Data in [ ] refers to the values when Eddie is already summoned.
  • Can be cancelled into other Eddie moves at any point, even before a single drill has spawned.
  • Each drill uses around 1/8th of the Eddie gauge, half in total. Each hit of 236K with Eddie already summoned uses just over a 1/12th of the Eddie gauge, just over 1/3rd in total.
  • Zato has 36f of counter hit recovery after inputting 236K.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
]K[ 80% 2 Very Small KD 100×4 1000 125×4 80% 12% 0
236K 80% 2 Very Small KD +89 100×4 1000 125×4 80% 12% 100

]K[:

  • Clash Level: 1
  • Clash Hits: 1×4
  • Hitstop: 0
  • The attack is made up of multiple seperate hits and does not behave as a single multi-hit attack:
    • The total R.I.S.C. Loss is unaffected, however positive R.I.S.C. is reduced by 25% 2 times in total.
    • All hits made by sources other than the first one to connect will be scaled by the added R.I.S.C.
    • Attack only deals the maximum damage from at least 1068 R.I.S.C. (approx. 8.3% gauge) as a result.
  • Uses 375 HP of Eddie gauge for each attack (1500 HP total)


236K:

  • Eddie spawns on frame 9 and will continue even if Purple Roman Cancelled a frame after spawn.
  • Uses 375 HP of Eddie gauge for each attack (1500 HP total). If Eddie is already summoned 236K uses 281 HP of the Eddie gauge for each attack (1124 HP total).

"Leap"

]S[ when summoned or 236S

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[ 20, 50 All 13 11(6)9 34
236S 20, 50 All 21 [25] 11(6)9 34 +46
]S[
Total: 72
236S without Eddie (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain Eddie.)
Total: 80
236S with Eddie Summoned
Total: 84
Zato during 236S (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain Eddie.)
Total: 36

Eddie becomes a frog leaping from the ground to the air then back to the ground in an arc. Where "Pierce" and "That's a lot!" cover grounded space "Leap" is useful as it covers the air space in front and above Zato up to jump height.

In neutral "Leap", like "Oppose", is too slow to be used as a reaction anti-air, but is very strong as a pre-emptive anti-air especially in the corner. If both hits are blocked Zato is left extremely plus on block, even from 236S, and if both hit Zato can pickup for a combo from nearly full screen.

Combos are where "Leap" really shines as it grants huge amounts of corner carry, does solid damage, can move the opponent towards Zato, and gives a lengthy comboable knockdown for Zato to pickup from. However, it is sometimes unreliable as the second hit is the hit that makes combo extensions possible and that hit often doesn't connect if the opponent is not close to Zato.

In pressure "Leap" is a strong option to contest opponents attempting to jump out, forcing them back to the ground on block or into a huge combo on hit. Keep in mind that the first hit of "Leap" will not connect on crouching opponents (and  Giovanna standing) and as such has a weakness in pressure as most characters can attack Zato from under "Leap" with lows or anti-air Eddie with a 6P.

  • ]S[ only works when Eddie is already summoned, whereas 236S can be done regardless if Eddie is summoned or not.
  • Can only be cancelled into other Eddie moves after the second hit.
  • [] refers to the value when 236S is performed with Eddie already summoned.
  • Uses half of Eddie gauge. If Eddie is already summoned 236S uses just over a third of the Eddie gauge.
  • First hit whiffs on crouchers.
  • Second hit causes hard knockdown.

"Oppose"

]H[ when summoned or 236H

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
]H[ 30×3 All 66 3×6 (Summon Vanishes) 8-59F Guardpoint
236H 30×3 All 74 {78} 3×6 (Summon Vanishes) [36 Zato] 16-67 {20-71} Guardpoint
]H[ Guardpoint
Total: 59
236H without Eddie Guardpoint (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain Eddie.)
Total: 67
236H with Eddie Summoned Guardpoint
Total: 71
Zato during 236H (NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain Eddie.)
Total: 36
  • ]H[ only works when Eddie is already summoned, whereas 236H can be done regardless if Eddie is summoned or not
  • {} refers to the value when 236H is performed with Eddie already summoned.
  • Uses 20 HP of Eddie gauge each frame the move is active and each hit from the attack portion uses 500HP (upwards to 1500 HP). If Eddie is already summoned 236H uses 15 HP of the Eddie gauge each frame the move is active and each hit from the attack portion uses 375 HP (upwards to 1125).
  • Key part of Zato's neutral and offense.
  • Can guardpoint nearly everything except throws, supers, burst, and RRC.

Eddie enters an armored stance while very slowly advancing forwards. Almost any attack Eddie comes into contact with during this stance is nullified, making it an incredible neutral tool with many applications. After a set period of time spent in the armored stance, Eddie attacks.

In neutral "Oppose" is used in response to predictable approaches or overly aggressive opponents. Examples include anti-airing blocked aerial attacks with 2H, usually to be followed up by a damaging Leap Combo, or taking advantage of blocked grounded attacks by using 623S or 2S > 214S > Leap. Taking advantage of blocked hits will often net a counter hit, granting very damaging combos.

Other applications include moving Eddie forwards and then activating "Oppose", allowing Zato to safely take space, or cancelling the first hit of 236P into "Oppose" to protect Eddie from harm if Zato isn't in range.

In most situations avoiding letting Eddie do the attack portion of this move is for the best as Zato will be out of Eddie meter, leaving him without Eddie for the maximum amount of time. Aim to "Clap Cancel" into another Eddie move or unsummon Eddie. Bear in mind as soon as a cancel cancel or unsummon is input, the guardpoint of "Oppose" ends; smart opponents will target this. Try to force an opponent to block a normal before cancelling oppose if they are in range to threaten.

Note that supers, bursts, RRC, and Happy Chaos' gunshots cannot be armored. Zato can also still be grabbed in the armor of "Oppose".

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
]H[ 80% 4 Very Small KD 100×3 1000 233×3 80% 12% 0
236H 80% 4 Very Small KD 100×3 1000 233×3 80% 12% 150

]H[:

  • Horizontal Activation Range: 500
  • Uses 20 HP of The Eddie gauge each frame the move is active and each hit from the attack portion uses 500HP (1500HP total)


236H:

  • Eddie spawns on frame 9 and will continue even if Purple Roman Cancelled a frame after spawn.
  • Horizontal Activation Range: 500
  • Uses 20 HP of The Eddie gauge each frame the move is active and each hit from the attack portion uses 500HP (1500HP total). If Eddie is already summoned 236H uses 15 HP of the Eddie gauge each frame the move is active and each hit from the attack portion uses 375HP (1125HP total).

Invite Hell

22H

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
30 All 18 32 2 -7
Total: 51
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)
  • Very active grounded projectile
  • Solo combo and blockstring ender
  • Combo and blockstring filler when Eddie is in play
  • Soft knockdown on hit

Good move for controlling neutral. This move has a ton of active frames, which make it easy to meaty people on wakeup and can be very advantageous if it meaties on later active frames. Often cancelled into after a blocked 2S and 5H. 2S > 22H cannot be jumped, the opponent will be forced to block in the air or take a hit. 5H > 22H is a true string or can be delayed for a frametrap. This attack is also often used to cover a blocked Eddie attack from afar, allowing Eddie to continue his onslaught.

Cancelling this move with Drift PRC can also allow Zato to cover the ground while being able to react to what the opponent is doing, such as anti airing someone who jumped over the drill.

Break The Law

214K (Hold OK)

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
13 8~59 Total 28~95 13-[13~71] Full
14-[21~77] Strike
Unheld Break The Law
Total: 28
Fully Held Break The Law
Total: 95
  • Values in [] refer to when the move is fully held down
  • Situational alternative movement tool that turns Zato invulnerable
  • Often used to shorten the recovery of certain normals such as 2H
  • Inputting 1 or 3 will make only Eddie move, and inputting 7 or 9 will make only Zato move

Zato sinks into the ground, becoming invincible as long as K is held. The longer Zato spends invincible, the longer the move's recovery becomes once he resurfaces. Zato will resurface once K is released or after a set period of time.

This move synergizes well with Eddie out, as Eddie can still be controlled while Zato is safe from any danger. This becomes particularly useful during blockstrings in which the opponent is between Zato and Eddie, allowing Zato to cross under the opponent between the hits of "Pierce", creating an ambiguous left/right mixup.

Other applications include cancelling normals such as 2H into this move. This allows Zato to recover quicker from 2H than normal, as the total duration of this move is shorter than the active frames + recovery of some normals. Additionally, Zato can bait reversals with this move in combos and in blockstrings. Baiting this way rather than by blocking allows for better punishes as the recovery of Break the Law is shorter than the blockstun Zato isn't pushed away.

PRC while Zato is inside the ground can be used to reduce the amount of recovery on Break the Law to just the relatively short startup of the PRC. This can catch opponents off guard.

  • This move cannot dodge Happy Chaos' CurseGGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage- projectile as it still ends up colliding with Zato at the location of the puddle.
  • As of Patch Version 1.29, this move can no longer bait YRC and Burst Zato will still get hit if he's within proximity of YRC in BTL and Blue Burst can hit him regardless of distance while in BTL

Eddie Swap

22 During 214K(Hold)

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
Zato Recovery
Total: 24
Eddie Recovery
Total: 36

In Break the Law while holding K, inputting 22 (22) will cause Zato to exit Break The Law while swapping locations with Eddie.

Can be used for crossups, to escape the corner, or to get better oki following an Eddie combo. However, this move is not often seen due to it lacking in speed and safety, with it nearly always leaving a sizable gap in pressure. Unsummoning or just having Zato cross up in other ways is usually safer and more ambiguous. Despite this, it still has niche uses for crossing up the opponent from far away and it can also be used as another method to cancel Eddie attacks. PRC can be used to make the crossup safer or to adjust where Zato emerges from the ground.

  • Zato's total recovery is 24F.
  • Eddie's total recovery time is 36F.
    • If K is released on the same frame as 2 is input, Zato will emerge from where he stands while bringing Eddie to his location.Potential bug

Damned Fang

623S

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
1x13, 69 [82] Ground Throw 6 2 38 1-7F Throw
Total: 45
  • Command grab
  • Animation is long enough to recover a large portion of Eddie gauge.
  • Hard knockdown on hit, +7.

A command grab with more damage and range than Zato's regular throw. When it connects, Eddie is unsummoned and a long attack animation plays, giving the Eddie Gauge plenty of time to refill. With a full Eddie Gauge and 50% of tension. RRC can be used for better okizeme midscreen or for a wallbreak at the corner. See the Combos section for more information.

While this command throw has mediocre oki midscreen, the distance it leaves Zato from an opponent after it connects in the corner is very favorable. See the Oki section for more info.

Zato can mix Damned Fang into his pressure to punish opponents for overcommitting to blocking.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +7 2500 1000 100
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • First does 13 hits of 1 damage (unaffected by defense mod, risc scaling, or guts), then does one final hit for 69 damage

Drunkard Shade

214S

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
Drunkard Shade 31 All 9 10 12 -8 3-18F Projectile Reflect
Eddie Dash 30 Total
Attack
Total: 30
Projectile Reflection
Total: 30
Eddie Dash
Total: 30
  • Anti-projectile and Eddie-repositioning tool
  • Reflects projectiles starting Frame 3
  • Surprisingly active
  • On aerial hit, causes hard knockdown
  • On grounded counterhit, launches opponent and causes hard knockdown

Attack that covers the space in front of Zato - mostly vertically. Often trades with opponent's attacks leading to a CH, this is almost always in Zato's favor. Can reflect a variety of non-overdrive projectiles such as Sol's Gunflame or Ky's Stun Edge.

In addition, if Eddie is summoned and nearby while this move is performed, Eddie will swiftly dash forwards with a bit of invulnerability. This will cancel whatever Eddie is doing. If the opponent is within Eddie's dash range, Eddie will cross them up and stop dashing, making it a great way to sandwich the opponent between Zato and Eddie, allowing for the duo's scariest pressure.

Note that Eddies invulnerability only lasts for the first half of his dash - smart opponents will kill Eddie for free if Zato just throws him at them without much thought.

Drunkard Shade Reflectable Projectiles Table
Character Move
 Anji Mito
  • ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 (Both the first and second hits)
 Axl Low
  • Whistling WindsGGST Axl Low 214K.pngGuardAllStartup17RecoveryTotal 52Advantage-4
 Bridget
  • N/A
 Baiken
  • N/A
 Bedman?
  • call 4BA (236P)GGST Bedman 236P.pngGuardAllStartup16RecoveryTotal 46Advantage-11
  • error 6E PGGST Bedman error 6E P.pngGuardAllStartup8 [14]RecoveryTotal 0 [Total 30]Advantage+20 [+3]
  • error 6E SGGST Bedman error 6E S.pngGuardAllStartup15 [21]RecoveryTotal 0 [Total 30]Advantage+36 [+26]
 Chipp Zanuff
  • N/A
 Faust
  • Love j.236PGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage- / Love (With Afro) j.236PGGST Faust j236P.pngGuardAll (Guard Crush)Startup27RecoveryTotal 48Advantage- (Not the explosion.)
  • Meteors 236PGGST Faust Meteors.pngGuardAll (Guard Crush)StartupAbout 70RecoveryAdvantage-
  • Hammer 236PGGST Faust Hammer.pngGuardAllStartup1RecoveryAdvantage-
 Giovanna
  • N/A
 Goldlewis Dickinson
  • N/A
 Happy Chaos
  • N/A
 I-No
  • Antidepressant Scale 214PGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8 / j.214PGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryUntil Landing + 6Advantage-1
  • Chemical Love 214KGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9 / j.214KGGST I-No Chemical Love.pngGuardAllStartup11RecoveryUntil Landing + 7Advantage-10 (IHD) (Nullifies it.)
 Jack-O'
  • j.DGGST Jack-O jD.pngGuardAllStartup21RecoveryTotal 44Advantage-
 Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage- (Nullifies it.)
  • Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25]
  • Aerial Stun Edge j.236SGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage- / j.236HGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage-
 Leo Whitefang
  • Gravierte Würde [4]6SGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12 / [4]6HGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17
 May
  • N/A
 Millia rage
  • Tandem Top 236SGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 / 236HGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36
 Nagoriyuki
  • N/A
 Potemkin
  • F.D.B. (Projectile)GGST Potemkin FDB Reflect.pngGuardAllStartup1RecoveryAdvantage+11
 Ramlethal Valentine
  • Bajoneto 236SGGST Ramlethal Valentine Bajoneto S.pngGuardAllStartup20RecoveryTotal 37Advantage+9 / 236HGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3 (Follow-up explosion only, nullifies it.)
 Sin Kiske
  • N/A
 Sol Badguy
  • Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10
 Testament
  • N/A
 Zato-1
  • "That's a lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 (Only reflects one drill.)
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuardAllStartup18Recovery2Advantage-7 (Nullifies it.)

Overdrives

Amorphous

632146H

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
135 All 8+8 Total 43 +12
Total: 43
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)
  • Damage Super
  • Hard knockdown on hit.
  • Hits pretty high
  • No invulnerability

Zato creates a shadow projectile that moves forward along the ground. Once under an opponent it will activate, dealing solid damage while also reaching very high. Moves fairly slowly, characters with moves that travel forward quickly such as  Sol Night Raid Vortex can avoid it. However, Zato recovers very quickly and even if he is hit after the super flash, Amorphous will remain out.

Great for securing knockdowns or a wallbreak when the Eddie gauge does not need to be refilled with 632146S or for closing out rounds.

If you're feeling cheeky and confident with your recovery frame data knowledge, you can use this move to whiff punish a variety of enemy attacks from various ranges. Even possibly trading hits, with Zato putting out a potentially even larger amount of damage and knockdown. Provided if you can buffer this move properly while Zato is in block-stun and more-so while receiving larger push-back from your opponents block-string enders. This at times can catch people off guard as they continue to press to start their offense, or can buy you time and force your opponent to spend meter to block the super. Note however, that this is quite risky especially if you aren't confident in checking your opponents recovery time on their move and your ability to quickly input the super on reaction. Once you learn where you can do this, you can prevent your opponent from executing their gameplan and potentially take your turn back, or outright win a the round off killing your opponent in the trade. For example:  Happy Chaos' Steady AimGGST Happy Chaos 214S Cancel.pngGuard-Startup-RecoveryTotal 16Advantage- / FireGGST Happy Chaos 214S H.pngGuardAll (Guard Crush)Startup1Recovery43AdvantageMore info is able to be whiff punished with Amorphous if you are able to get the super off prior to Chaos shooting but while aiming in gun stance. This may result in trading hits with Zato taking a gunshot while it travels but it can be an effective way to stop zoning, or to force meter usage from Happy Chaos (as an example).

Due to the large amount of particles, effects, darkness(?), and general giant Shark Eddie taking up the screen, you can mask Zato's moves to a variable degree if you chase into the super at the right distance, usually within the corner. This can often net you a free command grab that catches your opponent off guard due to the plus frames and the lack of visual clarity combined with them considering your options while panicking to block the super.

Can also be used as combo filler in Frog Loops.

Sun Void

632146S (Air OK)

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
20×3 All 11+14 +3
Total: 24
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)
  • Costs 50% tension
  • Utility Super
  • Mediocre damage, but refills the Eddie gauge and allows for continued pressure.

Zato launches Eddie in the form of a sword towards the opponent. If Eddie is already summoned he will track the opponent from his current position. If he isn't summoned, he will appear over Zato and track the opponent from there. On hit, block, or if the sword whiffed the opponent and a certain amount of time passes, Eddie will turn into a small black ball, falling onto the ground. After landing, Eddie will be in his normal form with a full Eddie gauge.

On block, ]P[ is true string and ]K[ is a frame trap. On hit, ]P[ and ]S[ combo.

Use this super to continue extend Zato's offense with Eddie, end a combo will a full Eddie gauge, or even whiff punish long recovery fullscreen moves.

Colors

GGST Zato-1 color 1.png
GGST Zato-1 color 2.png
GGST Zato-1 color 3.png
GGST Zato-1 color 4.png
GGST Zato-1 color 5.png
GGST Zato-1 color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGST Zato-1 color 7.png
GGST Zato-1 color 8.png
GGST Zato-1 color 9.png
GGST Zato-1 color 10.png
GGST Zato-1 color 11.png
GGST Zato-1 color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Zato-1 color 13.png
GGST Zato-1 color 14.png
GGST Zato-1 color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

To edit frame data, edit values in GGST/Zato-1/Data.
Systems Pages