GGST/Zato-1: Difference between revisions

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Most commonly used in neutral, defense, and {{keyword|Stagger Pressure}}. In neutral this button controls a surprising amount of space while being relatively low risk to use preemptively. As Zato's fastest normal for {{keyword|Abare}} this normal is the go-to when you want to mash in pressure. On block {{clr|P|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 {{clr|P|5P}}/{{clr|P|2P}}s or {{clr|P|6P}} when close enough. If this move counterhits from close range, it can link into {{clr|K|2K}} > {{clr|D|2D}} or {{clr|P|6P}}, but this is generally not reliable. Instead cancelling immediately into {{clr|P|236P}} results in a frametrap Eddie summon.  
Most commonly used in neutral, defense, and {{keyword|Stagger Pressure}}. In neutral this button controls a surprising amount of space while being relatively low risk to use preemptively. As Zato's fastest normal for {{keyword|Abare}} this normal is the go-to for mashing in pressure. On block {{clr|P|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 {{clr|P|5P}}/{{clr|P|2P}}s or {{clr|P|6P}} when close enough. If this move counterhits from close range, it can link into {{clr|K|2K}} > {{clr|D|2D}} or {{clr|P|6P}}, but this is generally not reliable. Instead cancelling immediately into {{clr|P|236P}} results in a frametrap Eddie summon.  


Also has usage as an anti-air against larger air normals that are hard for Zato to {{clr|P|6P}}. If an airborne opponent is counterhit by this move {{clr|P|236P}} will often combo for a full juggle.
Also has usage as an anti-air against larger air normals that are hard for Zato to {{clr|P|6P}}. If an airborne opponent is counterhit by this move {{clr|P|236P}} will often combo for a full juggle.
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* Long range 2 hit poke.


Primarily useful in neutral, but not used often due to having slightly more whiff recovery than {{clr|S|2S}} and susceptibility to {{keyword|Low Profile}} moves. Due to having two hits it can be useful to beat armored attacks like {{Character Label|GGST|Potemkin|label=Potemkin}}'s {{MMC|chara=Potemkin|input=[4]6H|label=Hammer Fall}} and {{MMC|chara=Potemkin|input=236S|label=Slide Head}}. Additionally it has niche usage as an anti-air vs the larger characters like Goldlewis, Potemkin, and Nagoriyuki.
Primarily useful in neutral, but not used often due to having slightly more whiff recovery than {{clr|S|2S}} and susceptibility to {{keyword|Low Profile}} moves. Due to having two hits it can be useful to beat armored attacks like {{Character Label|GGST|Potemkin|label=Potemkin}}'s {{MMC|chara=Potemkin|input=[4]6H|label=Hammer Fall}} and {{MMC|chara=Potemkin|input=236S|label=Slide Head}}. Additionally it has niche usage as an anti-air vs the larger characters like Goldlewis, Potemkin, and Nagoriyuki.
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Combos into {{clr|P|236P(1)}} on counter hit, with both hits comboing and allowing for a full combo if the opponent is counter hit crouching.
Combos into {{clr|P|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.


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
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* Very active, gains more range in later active frames.
* On grounded counterhit, causes [[GGST/Movement#Stagger|Stagger State]]


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 {{Character Label|GGST|I-No|label=I-No}} as {{clr|H|5H}} will generally hit her approaching with {{MMC|chara=I-No|input=236S|label=Stroke the Big Tree}} or a hoverdash.
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 {{Character Label|GGST|I-No|label=I-No}} as {{clr|H|5H}} will generally hit her approaching with {{MMC|chara=I-No|input=236S|label=Stroke the Big Tree}} or a hoverdash.
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On [[/Okizeme|Oki]] {{clr|H|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 {{clr|H|5H}} outside the range of a wakeup throw will stop a lot of lazy defensive play on wakeup.  
On [[/Okizeme|Oki]] {{clr|H|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 {{clr|H|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 {{clr|H|6H}}), so it is routed in many combos and used as a wallbreak option when you don't have meter for a super or time to connect {{clr|H|6H}}. On it's own it can combo into the first hit of {{clr|P|236P(1)}} on normal hit, ensuring the opponent blocks the second hit, and on counter hit {{clr|P|23P}} will fully combo for huge damage.
This move is also a key part of Zato's combo structure as his highest damage normal (besides {{clr|H|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 {{clr|H|6H}}. On it's own it can combo into the first hit of {{clr|P|236P(1)}} on normal hit, ensuring the opponent blocks the second hit, and on counter hit {{clr|P|23P}} will fully combo for huge damage.
 
* Very active, gains more range in later active frames.
* On grounded counterhit, causes [[GGST/Movement#Stagger|Stagger State]]
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;Uncharged Dust
;Uncharged Dust
* Fast overhead
* Causes [[GGST/Attack_Attributes#Floating_Crumple|float]] on hit.


Universal overhead attack that's reactable, but can be difficult to react to consistently. Can gatling from {{clr|K|5K}}, {{clr|K|2K}}, and {{clr|S|c.S}} for a mixup. Zato is one of a few characters that can combo from this move without meter. Combined with {{clr|D|2D}} this move makes up a core part of Zato's first layer of mixups. With Eddie out {{clr|D|5D}} can combo into {{clr|P|]P[}} or {{clr|S|]S[}}.  
Universal overhead attack that's reactable, but can be difficult to react to consistently. Can gatling from {{clr|K|5K}}, {{clr|K|2K}}, and {{clr|S|c.S}} for a mixup. Zato is one of a few characters that can combo from this move without meter. Combined with {{clr|D|2D}} this move makes up a core part of Zato's first layer of mixups. With Eddie out {{clr|D|5D}} can combo into {{clr|P|]P[}} or {{clr|S|]S[}}.  
* Causes [[GGST/Attack_Attributes#Floating_Crumple|float]] on hit.
----
----
;Charged Dust
;Charged Dust
Charged dust is fairly slow and easily reaction blocked.
* Charged dust leads to soft knockdown (+36).
* Charged dust leads to soft knockdown (+36).
* Holding up during the hitstop frames of charged dust will activate homing jump:
* Holding up during the hitstop frames of charged dust will activate homing jump:
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** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
** 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.
** Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Uncharged dust is fairly slow and easily reaction blocked.
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Most useful in neutral as it has greater range than {{clr|P|5P}} and as such can control slightly more space. Generally {{clr|P|5P}} is a superior normal. On hit, gatlings into repeated {{clr|P|5P}}/{{clr|P|2P}}s or {{clr|P|6P}} when close enough. If this move counterhits from close range, it can link into {{clr|K|2K}} > {{clr|D|2D}} or {{clr|P|6P}}, but this is generally not reliable. Instead cancelling immediately into {{clr|P|236P}} results in a frametrap Eddie summon.


* 1 frame slower than Zato's {{clr|P|5P}}, but with slightly more range.
* 1 frame slower than Zato's {{clr|P|5P}}, but with slightly more range.
* Large range for a 6f button.
* Large range for a 6f button.


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


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
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* Solid low poke for close range.
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 {{clr|D|2D}} will grant a knockdown into Zato's strongest [[/Okizeme|oki]]. On counter hit {{clr|K|2K}} can link into itself for the same oki.  
* Great for stagger pressure with Eddie already out.
 
* Zato's lowest pushback normal.
In pressure this is Zato's primary low for pressure and mixups, only inferior to {{clr|K|5K}} in safety to Burst and YRC. In stagger pressure it is a very threating button, as a {{clr|D|2D}} can catch {{keyword|Fuzzy Jump}} attempts, and {{clr|P|6P}} can be used to frametrap. Note that {{clr|D|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 {{clr|K|2K}}, {{clr|S|623S}}/{{clr|D|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.
* Lowest pushback of all Zato's normals.
* {{clr|K|2K}} > {{clr|D|2D}} gatling is consistent on hit at all but max range.


Can combo on normal hit into {{clr|D|2D}}, granting a hard knockdown to set up okizeme. On counterhit, can link into {{clr|K|2K}} > {{clr|D|2D}} for HKD. Gatling into {{clr|P|6P}} for a frametrap as {{clr|D|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.


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{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|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
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* Zato's prime poking normal
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 extending his hurtbox during startup it will still beat a lot of counterpokes. It also cannot be low profiled so it is used much more often than {{clr|S|f.S}}.
 
Zato has various pressure options with Eddie Summons after this move is blocked and without Eddie {{clr|H|22H}} is a safe, uninterruptible cancel from most ranges. {{clr|S|2S}} is sometimes used in pressure before {{clr|H|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 {{clr|H|22H}} to frametrap. At most ranges, if this move connects on a normal hit it cannot combo into anything beyond sometimes a {{clr|H|5H}}, instead am Eddie summon afterwards is harder to contest. On counterhit this move combos into {{clr|H|22H}} for a mediocre knockdown, but can also combo into various Eddie summons. Most notably if the opponent is counterhit crouching, {{clr|S|2S}} > {{clr|P|236P}} will connect for a full combo.
 
{{clr|S|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.
 
* Hurtbox extends before the hitbox becomes active
* Hurtbox extends before the hitbox becomes active


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


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
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* Vertically long range, predictive anti-air.
A strong combo tool, niche mixup tool, but not an {{keyword|anti-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 {{keyword|air-to-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 {{clr|H|2H}} is used as a mixup it can lead to a massively rewarding counter hit combo.
* 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 {{clr|P|6P}}, {{clr|H|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 {{MiniMoveCard|game=GGST|chara=Zato|input=]S[|label="Leap"}}. loops anywhere on the screen, or a {{clr|D|j.D}} if hit high enough for a solo conversion. On normal hit, can combo into {{clr|H|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.
* 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.
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While this move is used primarily to secure a knockdown after {{clr|K|2K}} or {{clr|K|5K}} and for mixups, it is also a decent neutral tool.
After knocking down a grounded opponent with {{clr|D|2D}} with Eddie ready to be summoned, Zato is in his strongest position. The [[GGST/Zato-1/Okizeme| 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 {{clr|S|2S}} and {{clr|H|5H}} which have superior properties to {{clr|D|2D}} in enough situations that it rarely ends up being used. For mixups this move is the compliment to {{clr|D|5D}} and can be combo'd with the assistance of Eddie.


* Low sweep
* Hard knockdown on grounded hit.
* 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 {{clr|D|5D}} in some of Zato's mixups.
Combos into {{clr|P|]P[}} if Eddie is out. On counterhit {{clr|P|236P}} will combo for a full pickup.
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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 {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}.
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 {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.h|label=Millia's {{clr|H|j.H}}}} and dive style moves like {{Character Label|GGST|Chipp Zanuff|label=Chipp's}} {{MMC|chara=Chipp Zanuff|input=j.2K|label=j.2K}}, are very difficult to anti-air with it and often even when {{clr|P|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.
* Universal anti-air with invul from the first frame until halfway through the active frames.
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* On normal hit, causes soft knockdown
* On normal hit, causes soft knockdown
* Very active, with low recovery
* 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 {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}. On normal hit, cancel into {{clr|H|22H}} to meaty and gain plus frames. On counterhit, it will cause a hard knockdown allowing time to cancel into {{clr|H|214H}} ({{MiniMoveCard|game=GGST|chara=Zato-1|input=214H|label=Empty Summon}}) or {{clr|S|214S}} for extremely strong oki.
This move has long startup making it a subpar anti-air against large jump-in moves such as {{MiniMoveCard|game=GGST|chara=May|input=j.h|label=May's {{clr|H|j.H}}}} and {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.h|label=Millia's {{clr|H|j.H}}}}, 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 {{clr|H|22H}} and various Eddie Summons to control neutral and hold space.
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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 {{clr|D|5D}}. The primary usage being to force an opponent to stand in order to have to block both hits of {{clr|S|]S[}}, which grants sizeable frame advantage. However, even that usage can be accomplished using {{clr|D|j.D}}, rather than this move.


* Overhead command normal.
* Overhead command normal.
* Special cancellable.
* 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 {{clr|D|5D}}. The primary usage being to force an opponent to stand in order to have to block both hits of {{clr|S|]S[}}, which grants sizeable frame advantage. However, even that usage can be accomplished using {{clr|D|j.D}}, rather than this move.
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===<big>Flight</big>===
===<big>Flight</big>===
{{InputBadge|Dash in any direction (Air Only)}}
{{InputBadge|Dash in any direction (Air Only)}}
<div class="attack-container">
{{GGST Mechanic Card
<div class="attack-gallery">
|name=Flight
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_Flight.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_Flight_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
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 {{keyword|Faultless Defense}} cancel is used, or Zato has been flying for too long. Zato can cancel {{clr|H|6H}} and all air normals into flight on hit or block as long as he still has an air action available.
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 {{keyword|Faultless Defense}} cancel is used, or Zato has been flying for too long. Zato can cancel {{clr|H|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 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.
{{CloseCard}}
}}


===<big>Summon Eddie</big>===
===<big>Summon Eddie</big>===
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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.
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.
You can use Drunkard shade ({{clr|S|214S}}) after the first drill appears to start sandwich pressure with a large gap. The gap is big enough for jumpouts or reversals.
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Great for securing knockdowns or a wallbreak when the Eddie gauge does not need to be refilled with {{clr|S|632146S}} or for closing out rounds.
Great for securing knockdowns or a wallbreak when the Eddie gauge does not need to be refilled with {{clr|S|632146S}} or for closing out rounds.
Can also be used as combo filler in frog loops.
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Revision as of 04:34, 4 October 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.

 Zato-1  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 use very effectively in pressure and to vary his air approach. Zato can also descend into the ground with Break The Law, letting him go under some options such as Goldlewis' Drone and Potemkin's GiganterGGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100
  • 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.

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.

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.)

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Zato-1
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. 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 opponents 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 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.

  • Is jump / dash cancelable
  • Low range both horizontally and vertically


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 23P 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.
  • Lowest pushback of all Zato's normals.
  • 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 extending his hurtbox during startup 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 am 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.

  • Hurtbox extends before the hitbox becomes active


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

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.

  • Overhead command normal.
  • Special cancellable.

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
  • 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. 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

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
  • 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. 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
  • 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. 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: 14
  • 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.

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

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 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
  • 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. 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[ 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 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 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 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. 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.

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[ 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.

You can use Drunkard shade (214S) after the first drill appears to start sandwich pressure with a large gap. The gap is big enough for jumpouts or reversals.

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[ 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. 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[ 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".

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
  • 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
  • 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. 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 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.

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
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 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.pngGuardAllStartup29RecoveryTotal 52Advantage-6 (Both the first and second hits)
 Axl Low
  • N/A
 Bridget
  • N/A
 Baiken
  • N/A
 Chipp Zanuff
  • N/A
 Faust
  • LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage- / Love (With Afro)GGST Faust j236P.pngGuardAll (Guard Crush)Startup27RecoveryTotal 48Advantage-
 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.)
 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
  • 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.

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
  • 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 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

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