GGXRD-R2/Zato-1/Frame Data

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 Zato-1


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.
Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Zato-1 x1.09 0 3F [100] Medium 16F (1~7F invuln) 32 25F 22F Flight

Normal Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 -1 5 4 7 SJ Initial: 90% 144 9 3 8 YRP
5K Low 0 -2 8 4 8 SJ Initial: 70% 144 12 3 8 YRP
c.S Mid 2 ±0 9 5 9 SJ 264 30 10 7 YRP
f.S Mid 2 -9 7 3×4 20 S 120×4 20×4 10 7 YRP
5H Mid 4 +1 13 2,6,3 15 S 384×3 25×3 10 6 YRP
5D High 2 -13 25 3 24 1~51 Foot Initial: 80% 264 22 10 20 YRP
6P Mid 2 -2 13 4,4 12 SJ 1~16 Upper Body 264×2 22×2 10 7 YRP
6K High 2 -5 23 5 14 Initial: 75% 264 30 10 7 YRP
6H Mid 4 -16 13 12 23 384 60 20 6 YRP
2P Mid 0 -2 6 4 8 S Initial: 80% 144 8 3 8 YRP
2K Low 2 +3 7 2 9 S Initial: 80% 264 18 10 7 YRP
2S Mid 2 -6 9 4 16 S 264 24 10 7 YRP
2H Mid 4 -6 11 6 19 S 384 50 20 6 YRP
2D Low 2 -7 9 6 15 SJ 264 20 10 7 YRP
j.P High / Air 1 6 4 11 CS 264 13 6 7 YRP
j.K High / Air 2 7 6 11 SJ Initial: 90% 264 18 10 7 YRP
j.S High / Air 2 7 12 12 SJ 264 22 10 7 YRP
j.H High / Air 2 11 6 12 S 264 33 10 7 YRP
j.D High / Air 2 11 4 19 S Initial: 90% 264 40 10 7 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 85750 0 +39 1 Forced: 65% 0,480 0,50 NA 6,0 R
Air Throw Air Throw: 192500 0 1 Forced: 65% 0,480 0,60 NA 6,0 R
DAA All 2 -13 13 9 18 1~21 Full
22~36 Throw
Initial: 50% -5000 / 264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
22S Low 2 0 18 48 Total 44 200 / 120 40 2 19 YRP
22H Low 2 0 18 48 Total 44 200 / 120 40 2 19 YRP
214K 13 Total 29(Maximum 169) 1~12 Throw
13~16~138 Full
17~20~139 Strike
Y
236P/K/S/H Total 38 0 P
Eddie > 236P/K/S/H Total 33 0 Y
214H Total 38 P
Eddie ]P[ All 1 [-3] 7[18] 2 23
[Total 38]
0 / 120 25 2 7
Eddie ]K[ All 2 [+26] 14[25] 29(3 Hit) 66
[Total 38]
0 / 120×3 20×3[20] 2 8
Eddie ]S[ Mid 4 [+15] 9[20] 12 50
[Total 38]
0 / 120 50 2 6
Eddie ]H[ Total 41 1~35 Summon Invulnerable
Eddie ]D[ Low / Air, All×2 2 146 36(3 Hit) (Summon Vanishes) Initial: 85% 0 / 120×3 34×3 10 7
Eddie 214D Ground Throw 0 30 Summon Total 77 Forced: 50% 0 / 720 0, 55 NA 6,0
623S Ground Throw: 122500 0 +62 6 Whiff Total: 43F Forced: 50% 0 / 720 92 NA 6,0 YRP
214S Mid 2 -6 9 10 10 1~18 Throw
3~18 Reflect
150 / 720 30 10 7 YRP
j.41236S All 3 -31 7 After Landing 6(12)3 24+3 After Landing 7~Until 1st Landing Strike 200 / 360,600 40,25 14 6 YRP

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
632146H Mid 2 -17 10+5 9(2 Hit) 28 1~12 Strike
[1~12 Full, 13-20 Throw]
-5000 / 0 72×2 [90×2] 10 7 YRP
j.236236S All 2 8+5 Until Corner 0 After Landing 8 Strike -5000 / 0 14×N 10 3 YRP
632146S All 3 6 After Searching for Opponent 17 Total 22 Forced: 80% -5000 / 0 30×3 10 7

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -18 9+21
[5+18]
12 23 9~41 Full
[5~34 Full]
DESTROY 14 6

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Zato 5P.pngGuardMidStartup5Recovery7Advantage-1 5P[*][+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2PGGXRD Zato 2P.pngGuardMidStartup6Recovery8Advantage-2 5P[*][+], 2P[*][+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGXRD Zato 6P.pngGuardMidStartup13Recovery12Advantage-2 - - c.S, f.S, 2S 5H, 2H - Jump, Special, Super
5KGGXRD Zato 5K.pngGuardLowStartup8Recovery8Advantage-2 6P - c.S, f.S, 2S 5H, 2H 5D Jump, Special, Super
2KGGXRD Zato 2K.pngGuardLowStartup7Recovery9Advantage+3 - - f.S, 2S 2H, 6H 5D Special, Super
6KGGXRD Zato 6K.pngGuardHighStartup23Recovery14Advantage-5 - - - - - -
c.SGGXRD Zato c.S.pngGuardMidStartup9Recovery9Advantage±0 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Zato f.S.pngGuardMidStartup7Recovery20Advantage-9 - - 2S 5H, 2H, 6H 5D Special, Super
2SGGXRD Zato 2S.pngGuardMidStartup9Recovery16Advantage-6 - - - 5H, 2H 5D Special, Super
5HGGXRD Zato 5H.pngGuardMidStartup13Recovery15Advantage+1 - - - - 5D Special, Super
2HGGXRD Zato 2H.pngGuardMidStartup11Recovery19Advantage-6 - - - - 5D, 2D Special, Super
6HGGXRD Zato 6H.pngGuardMidStartup13Recovery23Advantage-16 - - - - - -
5DGGXRD Zato 5D.pngGuardHighStartup25Recovery24Advantage-13 - - - - - Homing Jump, Homing Dash
2DGGXRD Zato 2D.pngGuardLowStartup9Recovery15Advantage-7 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Zato j.P.pngGuardHigh / AirStartup6Recovery11Advantage- j.P j.K j.S j.H j.D Special, Super
j.KGGXRD Zato j.K.pngGuardHigh / AirStartup7Recovery11Advantage- j.P - j.S j.H - Jump, Special, Super
j.SGGXRD Zato j.S.pngGuardHigh / AirStartup7Recovery12Advantage- - - - j.H - Jump, Special, Super
j.HGGXRD Zato j.H.pngGuardHigh / AirStartup11Recovery12Advantage- - - - - j.D Special, Super
j.DGGXRD Zato j.D.pngGuardHigh / AirStartup11Recovery19Advantage- - - - - - Special, Super
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = X is a delayed gatling

Navigation

 Zato-1


To edit frame data, edit values in GGXRD-R2/Zato-1/Data.
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