Difference between revisions of "GGST/Zato-1"

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|description=
 
|description=
  
* Combo / blockstring filler
 
 
* Is jump / dash cancelable
 
* Is jump / dash cancelable
* Good meaty option
 
 
* Low range both horizontally and vertically
 
* Low range both horizontally and vertically
  
When blocked, gatlings into {{clr|H|5H}} > {{clr|H|22H}} or {{clr|P|236P}} to create a frametrap, the latter of which is a great way to summon Eddie safely in pressure.  
+
Strong tool for combos, decent for pressure and as a {{keyword|meaty}}. 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 {{clr|D|5D}} to be combo'd by Eddie with a gap only 3f and 4f characters can mash. However, it is the slowest {{clr|S|c.S}} in the game at 9f and suffers from a lack of range as well and does not launch the opponent particularly high on an airborne hit. These properties combined make it a lackluster tool compared to many other {{clr|S|c,S}}'s, regardless it is still a useful tool.
A properly delayed {{clr|H|5H}} can lead to big reward on CH and deter the opponent from challenging after {{clr|S|c.S}} allowing for more risky options such as {{clr|S|c.S}} > {{clr|P|236P}} or {{clr|S|c.S}} > dash throw.
 
 
 
{{clr|S|c.S}} can also be used in {{MiniMoveCard|game=GGST|chara=Zato-1|input=]S[|label="Leap"}} loop combos ({{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|S|]S[}}...), but generally, doing {{clr|S|2S}} > {{clr|H|2H}} > {{clr|S|]S[}} nets more damage. Use {{clr|S|c.S}} in "Leap"+ loops to build more meter and gain more time for Eddie to recover and be moved.
 
  
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}

Revision as of 03:04, 20 September 2022


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.
Playstyle
Zato-1 , classified as a Technical type, is a shadow wielder who can pressure his opponent with simultaneous attacks.
Pros Cons
  • Eddie Offense: Zato is essentially two characters in one. Eddie can keep the opponent locked down while Zato goes for a mixup option, and Eddie can keep Zato safe should it not work out or start a combo if Zato was right.
  • Eddie Neutral: Their partnership in pressure also extends to neutral. Eddie can control screen space allowing Zato to keep his opponents at away or approach with safety.
  • Unconventional Movement: Zato has a fly instead of a double jump, which he can also use to approach while covering the ground with Eddie. Zato can also descend into the ground with Break The Law, letting him go under most things the opponent can throw at him.
  • Poor Defense: Zato has no invulnerable reversal and low effective health. Zato must rely on universal defensive mechanics and play cautiously around his low health pool.
  • Slow Movement: Zato's unique and tricky movement options are also among the slowest in the cast. Zoners and fast characters can be hard to approach and pin down even with Eddie's help.
  • Eddie Reliant: Zato is relatively weak without Eddie to enable him to mix, approach, and combo. Luckily, Eddie is rarely gone for very long.

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 (15 HP recovered every frame until full, 200f duration). During this time, Zato cannot summon Eddie until the gauge is full again. Avoiding this as much as possible is important to preserving Eddie.

Controlling Eddie

When summoned with either 214H, 632146S, or 236X, Zato will summon 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). Once Eddie is summoned to have him attack, release P, K, S, or H, or do 236X for the respective Eddie attack. Eddie attacks can be canceled into each other by using 236X, even into themselves, but makes Zato vulnerable as he does a clapping animation for a short period of time. Mastering Zato requires learning holding and releasing specific buttons while Eddie is out.

For more information on how to practice controlling Eddie, refer to novriltataki's How to Zato video below. (While the video uses Xrd for the example, most tips stated in the video are applicable to Zato in Strive.)

Zato-1
GGST Zato-1 Portrait.png
Defense:1.07
Guts Rating:0
Prejump:4
Backdash:20/1~5 strike invuln/1~15 airborne
Weight:Normal
Unique Movement Options:Flight
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.None

Normal Moves

StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
Toggle Chart Off
Toggle Chart On
ActiveThe 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
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

5P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 -
  • Zato's fastest button
  • Large range for a 5f
  • Hits all opponents crouching.

Most commonly used in neutral, defense, and Stagger PressureThe 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 AbareAn attack during the opponent's pressure, intended to interrupt it. this normal is the go-to when you want to mash 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.

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

5K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 -
  • Standing low
  • Is jump / dash cancelable.

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.

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

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 9 6 10 +1 -
  • Is jump / dash cancelable
  • Low range both horizontally and vertically

Strong tool for combos, decent for pressure and as a MeatyHitting 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 a gap only 3f and 4f characters can mash. However, it is the slowest c.S in the game at 9f and suffers from a lack of range as well and does not launch the opponent particularly high on an airborne hit. These properties combined make it a lackluster tool compared to many other c,S's, regardless it is still a useful tool.

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

f.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 2×3 23 -12 -
  • Long range 2 hit poke.

Not used often due to having slightly more recovery when whiffed compared to 2S and susceptibility to being low profileMoves that shift your hurtbox downwards to avoid higher hitting attacks., but can be useful to beat armored attacks like Potemkin's Hammer Fall/Slide Head, or moves that high profile 2S. Also has niche usage as an anti-air vs the larger characters like Goldlewis, Potemkin, and Nagoriyuki.

On Counterhit can combo into 236P, with both hits comboing and allowing for a juggle if the opponent is hit crouching.

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 -
  • High Attack LevelAn attack attribute that determines the default value for hitstun, blockstun, hitstop, damage, etc.(varies by game) of a move. makes this the strongest way to summon Eddie on block.
  • Very active, gains more range in later active frames.
  • As a result, an excellent move in neutral to contest an opponent approaching with dash into normals.
  • Hits low to the ground as well as decently high in the air.
  • On grounded counterhit, causes Stagger State

On hit, can combo into 22H for a soft knockdown. On block, cancels it into either 22H or 236P for a frametrap, the latter being a great way to summon Eddie in pressure safely. On counterhit, the slowdown allows both hits of 236P to combo, making a variety of CH 5H > 236P combos possible.

Due to the stagger property on CH, dash 623S will also combo from close range.

5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 -
Uncharged Dust
  • Fast overhead
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Universal overhead attack that's pretty fast. 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 mixups. With Eddie out 5D can combo into ]P[ or ]S[.


Charged Dust
  • 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.
Similar to uncharged but is slow enough to be reacted to, but if connects it gives a decently damaging combo.

2P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 -
  • 1 frame slower than Zato's 5P, but with slightly more range.
  • Large range for a 6f button.

Most commonly used in stagger pressure or to mash out of gaps in the opponent's pressure. On hit, gatling into repeated 5P/2Ps or 6P when close enough, allowing for a meaty 22H. Does not hit low profile moves like I-No's 236HGGST I-No Stroke the Big Tree.pngGuard:
Low
Startup:
28
Recovery:
16
Advantage:
-2
.

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

2K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 -
  • Solid low poke for close range.
  • Great for stagger pressure with Eddie already out.
  • Zato's lowest pushback normal.

Can combo on normal hit into 2D, granting a hard knockdown to set up okizeme. On counterhit, can link into 2K > 2D for HKD. Gatling into 6P for a frametrap as 2D cannot be delayed enough to frametrap. Also used in high/low mixups with Eddie as a low option. Good option for poking against low profile moves as well as punishing -6 or greater on block moves that leave the opponent relatively close.

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

2S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 -
  • Zato's prime poking normal
  • Hurtbox extends before the hitbox becomes active

Fairly fast for the range it covers. Can cancel into 5H, 22H, summon Eddie, or do nothing and see how the opponent responds after. On Counterhit can combo into 236P, with both hits comboing and allowing for a juggle if the opponent is hit crouching.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 -
  • Vertically long range, predictive anti-air.
  • Extends Zato's hurtbox so it can trade or lose to many when not used properly.
  • Hitbox and animation do not line up well, hits more vertically than it appears.
  • Incredible reward on counterhit
While it does not have any upper body invul like 6P, 2H it can be useful as a prediction anti air and during RC slowdowns. Additionally, this move has very high reward on counter hit, allowing "Leap"No results. loops anywhere on the screen, or a j.D if hit high enough for a solo conversion. On normal hit, can combo into 22H for a soft knockdown, but can also be used as an ender to summon Eddie and go for oki. Also an integral combo filler piece in many of Zato's combos incorporating Eddie.

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 -
  • Low sweep
  • Hard knockdown on grounded hit.
  • Essential tool to safely bring out Eddie and start Zato's Okizeme.

Connecting this attack without Eddie out allows Zato to bring him into play safely, as well as strong oki. Used as the low compliment to 5D in some of Zato's mixups.

Combos into ]P[ if Eddie is out. On counterhit 236P will combo for a full pickup.

6P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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
  • 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

One of the best anti-airs and counterpokes in the game. Has a large amount of active frames and a lot of disjoint, even after the upper body invul ends. As a counterpoke, when timed correctly this move will beat many long range pokes like Sol's 6SGGST Sol Badguy 6S.pngGuard:
All
Startup:
15
Recovery:
20
Advantage:
-7
. On normal hit, cancel into 22H to meaty and gain plus frames. On counterhit, it will cause a hard knockdown allowing time to cancel into 214H (Empty SummonGGST Zato-1 Summon Eddie.pngGuard:
-
Startup:
21
Recovery:
36 Zato
Advantage:
-
) or 214S for extremely strong oki.

This move has long startup making it a subpar anti-air against large jump-in moves such as May's j.HGGST May j.H.pngGuard:
High
Startup:
12
Recovery:
15
Advantage:
-
and Millia's j.HGGST Millia Rage j.H.pngGuard:
High
Startup:
8
Recovery:
25
Advantage:
-
, however it makes up for this by having very low recovery making it harder to whiff punish as a grounded counterpoke. Use this move in combination with 22H and various Eddie Summons to control neutral and hold space.

6K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 4 12 -2 -
  • Overhead command normal.
  • Special cancellable.
Very bad move. Can be blocked easily on reaction, doesn't combo into anything worthwhile without meter or already having Eddie out. There are very few circumstances in which this move should be used over 5D. The primary usage being to force an opponent to stand in order to have to block both hits of ]S[, which grants sizeable frame advantage. However, even that usage can be accomplished using j.D, rather than this move.

6H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 4 11 -4 -
  • Command normal in which Zato leaps into the air and puts out an attack.
  • Airborne frames 8-33
  • Hard knockdown on air hit.
  • Can be canceled with flight on hit/block.
Primarily used as a throw bait and to stall for time. Flight cancel allows for tricky options on block like a 66 > j.K overhead that can be contested or a 11 > 5H that can catch mash attempts on the overhead. Grants a full combo on counterhit, even when flight cancelled.

j.P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 - -
  • 3 hit aerial attack with solid range

Quick and horizontally long ranged air attack. Long total recovery on whiff, only use this button while superjumping or falling to mitigate this.

Gatling Options: j.P

j.K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 - -
  • Quick air-to-air
  • Zato's fastest air normal.

Useful as a air-to-air, j.K > j.D is a powerful gatling that can be lead to a combo on air hit, but will often result in Zato flying over the opponent with j.D and leave him in a bad position when j.K is blocked.

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 - -
  • Multi-purpose air normal
  • Hits all around Zato, making it useful to use when the side Zato will land on is unclear.

Very solid air normal that can be used for both air to ground and air to air situations. Interchangeable as an overhead with j.H in Zato 236K oki, j.D can be used as a double overhead from all but the lowest heights.

Gatling Options: j.H j.D

j.H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 - -
  • Great air to ground
  • Very large and active

Zato's staple jump-in, the hitbox starts below him but moves to be in front, allowing it to hit very deep. Used over j.S as a deep jump-in as it is extremely active and fairly large. Can gatling into j.D for a double overhead.

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 - -
  • Aerial biting attack that quickly moves Zato forwards
  • Can be used as an alternative airdash
  • On grounded counterhit, causes stagger
  • On grounded block, flight cancel is ~+4.
  • Punishable on block and hit unless flight cancelled, so use with caution.
  • Cannot hit crouching opponents outside of blockstun or hitstun.

Used in a variety of setups for left/right or high/low mixups. Can also be used to stall in the air, making it more difficult for an opponent to punish Zato's landing recovery. Hitting airborne opponents with this move will launch them upwards, allowing Zato to combo off it if he's close to the ground - especially on Counterhit. Counter hitting grounded opponents guarantees a hard knockdown with 2K > 2D or a 623S command throw.

When combined with PRC, it can carry Zato across the screen very fast, which is very useful in matchups where he can have trouble approaching as easily, such as Axl.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 - -
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • If Eddie is already summoned, can be converted into a meterless combo with moves like "Leap"
  • Range of 90000
Great opportunity to summon Eddie afterwards. If Eddie isn't available to be summoned, safejump with j.66 > j.S.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 Air Throw 2 3 Until Landing + 10 - -
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • If Eddie is already summoned, can be converted off with moves like "Leap"
  • Range of 200000
Strong anti air option. Advantage depends on how close the throw connected to the ground, but generally advantageous enough for a meaty 22H or an OTG if close enough to the corner.

Special Moves

Flight

Dash in any direction (Air Only)

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 DefenseA 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.

Summon Eddie

214H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 - - 21 - 36 Zato - -
Unsummon Eddie - - - - 32 Zato - -
  • Summon/Unsummon Eddie
  • Integral move to playing Zato
  • Consumes 3 HP (of 3000 total) of the Eddie gauge per frame Eddie is summoned.
  • When summoning, Eddie becomes actionable on frame 21
  • When unsummoning, Eddie disappears on frame 1 as long as he is not locked in an attack.

Zato summons Eddie, which can then use all of his following attacks by releasing P, K, S or H. 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.

Use this summon after a knockdown to set up okizeme with a ]X[ released special. Also used in neutral to summon Eddie without doing an attack immediately, allowing for a reactive Eddie option when the opponent attempts to approach.

Note that Eddie becomes actionable before Zato does. This little gap allows for Eddie to be moved and attack to be input without having to worry about negative edge.

To unsummon Eddie, input 214H while Eddie is already summoned, preserving Eddie's longevity and allowing him to be summoned again much more quickly.

"Pierce"

]P[ when summoned or 236P

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 +45 -
236P 20×2 All 21 {25} 3(17)2 24 [36 Zato] +30 -
  • ]P[ only works when Eddie is already summoned, whereas 236P can be done regardless if Eddie is summoned or not.
  • Quick, long ranged, two hit pressure starter and grounded space control tool.
  • {} refers to the value when 236P is performed with Eddie already summoned.
  • ]P[ and 236P use 500 HP of the Eddie gauge for each attack (1000 HP total). If Eddie is already summoned 236P uses 325 HP of the Eddie gauge for each attack (650 HP total).
  • Between the first and second hit there is a 6f gap on block, 3f on hit. On block 5f or faster normals can hit Eddie and kill him in this gap.
  • Zato is +4 if the first hit of 236P is blocked, meaning at close range the gap can be filled to frametrap the opponent.
  • Zato is +19 if the first hit of ]P[ is blocked, making if significantly easier to fil the gap between hits.
  • On grounded opponents the first hit does not combo into second hit, but can on airborne opponents and after some counter hit starters.

Can be used to cover ground space approach safely behind Eddie. Also an essential move in Zato's pressure strings. 236P can be used after a blocked 5H to create a frametrap for slower than 3f buttons while summoning Eddie.

There is RPSRock 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. around the gap in "Pierce" that is very important to play correctly. Using "Clap Cancels" like 236P(1) > 236P/K/S/H and 214S can all beat different options an opponent might attempt. It's very important to identify whether an opponent tends to attack, jump, dash, or do nothing during the gap. If they do not attempt to contest the gap simply letting both hits of "Pierce" come out is often the best option.

When using ]P[ Zato is at much more frame advantage after the first hit and it's much easier to fill the gap with large buttons such as 2S and keep pressure going. Filling the gap in "Pierce" also has the benefit of usually allowing both hits of pierce to combo.

"That's a lot!"

]K[ when summoned or 236K

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 - - - -
236K 20×4 All 27 {31} - [36 Zato] +55 -
  • ]K[ only works when Eddie is already summoned, whereas 236K can be done regardless if Eddie is summoned or not
  • {} refers to the value when 236K is performed with Eddie already summoned.
  • Uses 375 HP of Eddie gauge for each attack (upwards to 1500 HP). If Eddie is already summoned 236K uses 281 HP of the Eddie gauge for each attack (1124 HP total).
  • Staple okizeme, zoning, and pressure tool.

Eddie creates 4 lingering drills that, one after the other, go across the screen horizontally. Because of the attack's long duration, it's an effective tool to lock an opponent in blockstun, allowing Zato to close distance or create a variety of ambiguous mixups. In neutral it can be used to cover a lot of ground, denying an opponent space and allowing Zato to take it. This move also makes it very tricky for certain characters, such as I-no, to approach Zato.

Unsummoning during this move is also safer than usual, since the lingering drills will continue to cover the space in front of Zato during the unsummon recovery.

"Leap"

]S[ when summoned or 236S

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 2×13 34 - -
236S 20, 50 All 21 {25} 2×13 34 [36 Zato] +46 -
  • ]S[ only works when Eddie is already summoned, whereas 236S can be done regardless if Eddie is summoned or not
  • {} refers to the value when 236S is performed with Eddie already summoned.
  • Uses 1500 HP of Eddie gauge. If Eddie is already summoned 236S uses 1125 HP of the Eddie gauge.
  • Devastating Anti air and combo tool.
  • First hit whiffs on crouchers.
  • Second hit causes hard knockdown.

Anti air attack that drags the opponent back to the ground when blocked, allowing Zato to continue his offense. If the second hit connects, it will cause a hard knockdown, allowing time to dash up and continue the string with 2S > 2H > ... Very plus on block. Use this move to make an opponent think twice about jumping and airdashing. Do keep in mind that opponents can use anti-airs to hit Eddie out of it if a gap is left.

Also a staple in Zato's higher damage combos, as Zato can loop into this move so long as he has enough Eddie gauge available.

While Eddie is off the ground, any 236X Eddie move or 214H can be input and the action will be "buffered" - causing Eddie to perform it after he lands and recovers. 236S/]S[ > 214H in particular is incredibly useful since Leap will cover the entire unsummon animation, even leaving Zato plus on block if both hits of the move are blocked, allowing him to continue his pressure and summon again.

"Oppose"

]H[ when summoned or 236H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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) - 8~59 Guardpoint
236H 30×3 All 74 {78} 3×6 (Summon Vanishes) [36 Zato] - 16~67 {20~71} Guardpoint
  • ]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 is 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".

Invite Hell

22H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 51 Total -7 -
  • 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. Throws have their throw range listed instead. 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
- - 28 Total (Max 95) - - - 13~[71] Full
14~21~[77] Strike
  • 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

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 use bait bursts, reversals, and YRC with this move in combos and in blockstrings. The invulnerability when the move is not held is still longer than the active frames of YRC and Burst. Baiting this way rather than by blocking allows for better punishes as the recovery of Break the Law is shorter than the blockstun of Burst and YRC and Zato isn't pushed away. Note that YRC does not kill Eddie unless it connects with Zato, so if break the law is used to bait YRC Eddie will remain out and ready for a punish.

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.

Damned Fang

623S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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, 89 Ground Throw 6 1 39 - 1~5 Throw
  • Command grab
  • Animation is long enough to recover an empty Eddie gauge to full.
  • Hard knockdown on hit, +7.
  • Range of 12000

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.

Drunkard Shade

214S

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 3~18 Reflect
Eddie Dash - - 30 Total - - - -
  • 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 a short duration at the start 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.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 52
    Advantage:
    -5
    (Both the first and second hits)
Axl Low
  • N/A
Bridget
  • N/A
Baiken
  • N/A
Chipp Zanuff
  • N/A
Faust
  • LoveGGST Faust Love.pngGuard:
    All
    Startup:
    27
    Recovery:
    Total 48
    Advantage:
    -
    / Love (With Afro)GGST Faust Love.pngGuard:
    All (Guard Crush)
    Startup:
    27
    Recovery:
    Total 48
    Advantage:
    -
Giovanna
  • N/A
Goldlewis Dickinson
  • N/A
Happy Chaos
  • N/A
I-No
  • Antidepressant Scale 214PGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 51
    Advantage:
    -16
    / j.214PGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    28
    Recovery:
    Until Landing + 6
    Advantage:
    -16
  • Chemical Love 214KGGST I-No Chemical Love.pngGuard:
    All
    Startup:
    11
    Recovery:
    22
    Advantage:
    -2
    / j.214KGGST I-No Chemical Love.pngGuard:
    All
    Startup:
    11
    Recovery:
    Until Landing + 7
    Advantage:
    -
    (Nullifies it.)
Jack-O'
  • j.DGGST Jack-O jD.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 44
    Advantage:
    -
Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuard:
    All
    Startup:
    13
    Recovery:
    15
    Advantage:
    -
    (Nullifies it.)
  • Stun EdgeGGST Ky Kiske 236S.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 46
    Advantage:
    -15
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuard:
    All
    Startup:
    39
    Recovery:
    Total 62
    Advantage:
    +22 [+25]
  • Aerial Stun Edge j.236SGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    -
    / j.236HGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    -
Leo Whitefang
  • Gravierte Würde [4]6SGGST Leo Whitefang Graviert Wurde.pngGuard:
    All
    Startup:
    10
    Recovery:
    Total 54F
    Advantage:
    -16
    / [4]6HGGST Leo Whitefang Graviert Wurde.pngGuard:
    All
    Startup:
    23
    Recovery:
    Total 73F
    Advantage:
    +11
May
  • N/A
Millia rage
  • Tandem Top 236SGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 45
    Advantage:
    -14
    / 236HGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    73
    Recovery:
    Total 51
    Advantage:
    -
Nagoriyuki
  • N/A
Potemkin
  • F.D.B. (Projectile)GGST Potemkin FDB Reflect.pngGuard:
    All
    Startup:
    1
    Recovery:
    -
    Advantage:
    +11
Ramlethal Valentine
  • Bajoneto 236SGGST Ramlethal Valentine Bajoneto S.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 37
    Advantage:
    +9
    / 236HGGST Ramlethal Valentine Bajoneto H.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 43
    Advantage:
    +3
    (Follow-up explosion only, nullifies it.)
Sol Badguy
  • Gun FlameGGST Sol Badguy 236P.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 54
    Advantage:
    -8
Testament
  • N/A
Zato-1
  • "That's a lot!"GGST Zato-1 That's a lot.pngGuard:
    All
    Startup:
    27 {31}
    Recovery:
    [36 Zato]
    Advantage:
    +55
    (Only reflects one drill.)
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuard:
    All
    Startup:
    18
    Recovery:
    51 Total
    Advantage:
    -7
    (Nullifies it.)

Overdrives

Amorphous

632146H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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
150 All 8+8 - - +12 -
  • Costs 50% tension
  • 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.

Sun Void

632146S (Air OK)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. 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 - - - -
  • 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.

Be aware: the way Zato poses during this move extends his hurtbox, meaning it can be interrupted after the super flash from further away than one would expect.

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 121Ultimate Edition exclusive
1Ultimate Edition exclusive

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Zato-1


Ambox notice.png To edit frame data, edit values in GGST/Zato-1/Data.