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| {{#lst:{{BASEPAGENAME}}/Data|Links}} | | {{GGST/CharacterLinks}} |
| | {{Combo Notation|game=GGST}} |
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| |
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| <div style="float:left; margin-right:25px;"> | | ==Beginner Combos== |
| {{TOC limit|3}} | | {{BeginnerComboDef}} |
| </div> | | |
| {{Combo Notation | | <section begin="Beginner c.S Combo"/> |
| | game=GGST | | {{TheoryBox |
| | | Title = Beginner {{clr|S|c.S}} Combo |
| | | Oneliner = Works against any grounded opponent. |
| | | Difficulty = Very Easy |
| | | Anchor = Beginner c.S Combo |
| | | Video = GGST Zato Beginner BnB 1.mp4 |
| | | Recipe = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|H|22H}} |
| | | content = |
| | A simple combo, requiring no Eddie control, into moderate damage that also creates space for Zato to control. |
| | |
| | Works on counter-hit and can be done from common jump-ins like {{clr|S|j.S}} and {{clr|H|j.H}}, if the {{clr|S|2S}} is omitted. |
| | |
| | Can opt to safely {{MMC|game=GGST|input=214H|chara=Zato-1|label=Summon Eddie}} ({{clr|H|214H}}) afterward, a great way to get your neutral game started. |
| | }} |
| | <section end="Beginner c.S Combo"/> |
| | |
| | <section begin="Beginner 5K/2K Combo"/> |
| | {{TheoryBox |
| | | Title = Beginner {{clr|K|5K}}/{{clr|K|2K}} Combo |
| | | Oneliner = This is the win condition. |
| | | Difficulty = Very Easy |
| | | Anchor = Beginner 5K/2K Combo |
| | | Video = GGST Zato Beginner BnB 2.mp4 |
| | | Recipe = {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > {{clr|H|214H}} |
| | | content = |
| | May not seem like much, but this is one of Zato's best combos due to the strength of the okizeme he gets after a {{clr|D|2D}} knockdown. |
| | |
| | At max range {{clr|D|2D}} may not connect after {{clr|K|2K}}, be careful with the range at which you choose to gatling into {{clr|D|2D}}. Will work off of most jump-ins, but {{clr|K|2K}} is often omitted for consistency. |
| | |
| | The {{MMC|game=GGST|input=214H|chara=Zato-1|label=Empty Eddie Summon}} ({{clr|H|214H}}) afterwards leaves you in the perfect position for Zato's strongest Okizeme, however the summon itself is not safe if {{clr|D|2D}} is blocked, so be sure to confirm the hit before commiting to the summon. Alternatively, {{clr|H|22H}} can be used to hit OTG and for more damage in exchange for oki. |
| | }} |
| | <section end="Beginner 5K/2K Combo"/> |
| | |
| | ==Core Combos== |
| | {{CoreComboDef}} |
| | |
| | <section begin="Oppose Anti-Air Combo"/> |
| | {{TheoryBox |
| | | Title = "Oppose" Anti-Air Combo |
| | | Oneliner = Learn this and you too can play Zato. |
| | | Difficulty = Hard |
| | | Anchor = "Oppose" Anti-Air Combo |
| | | Video = GGST Zato CH Oppose BnB.mp4 |
| | | Recipe = {{clr|H|236H}} / {{clr|H|214H}}~{{clr|H|]H[}}, CH {{clr|H|2H}} > {{clr|S|214S}}, delay {{clr|S|]S[}}, delay {{clr|H|2H}} > {{clr|K|214K}}, [6]{{clr|S|c.S}} > [3]{{clr|S|[2S]}} > [3]{{clr|H|[2H]}}, delay {{clr|S|]S[}},{{clr|H|]H[}}, delay {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|22H}} |
| | | content = |
| | This is the core of Zato's sandwich BNBs. There are many variations for damage or meter build as well as different ways to end the combo for the best oki, but this core sequence is the first you should learn. |
| | |
| | The delay before releasing {{clr|S|S}} to get {{MMC|game=GGST|input=]S[|chara=Zato-1|label="Leap"}} can vary by how far / high in the air your opponent was when the {{clr|H|2H}} connected and if the {{MMC|game=GGST|input=214S|chara=Zato-1|label={{clr|S|214S}}}} hit or whiffed. If the opponent files over your head you delayed too little, if they fall too far and both hits of "Leap" do not connect, you delayed too much. {{clr|H|2H}} should be delayed to connect between the two hits of "Leap", this helps stabilize the combo in addition to adding some damage. Be sure to hold forward then down-forward during the middle {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} sequence as you need to move Eddie further away from Zato. You cannot move Eddie too far away, so it's easiest to just hold the directions. |
| | |
| | Hitting this combo near to the corner can be tricky as you often cannot move Eddie far enough away for the "Leap" to not send the opponent over your head. Instead move Eddie towards Zato so "Leap" combos them into the corner. |
| | }} |
| | <section end="Oppose Anti-Air Combo"/> |
| | |
| | <section begin="Midscreen CH BnB"/> |
| | {{TheoryBox |
| | | Title = CH {{clr|S|c.S}}/{{clr|S|f.S}}/{{clr|S|2S}}/{{clr|H|5H}}/{{clr|D|2D}} BnB |
| | | Oneliner = Might require some adjustments, but get used to it. |
| | | Difficulty = Hard |
| | | Anchor = Midscreen CH BnB |
| | | Video = GGST Zato CH Starter BnB.mp4 |
| | | Recipe = CH Starter > {{clr|P|236P}}, dash, {{clr|S|[3][S]}} > {{clr|H|22[H]}}, [3], delay {{clr|S|]S[}}{{clr|H|]H[}}, dash, {{clr|S|2[S]}} > {{clr|H|2[H]}}, WS, Wall Ender |
| | | content = |
| | The combo is the core of Zato's same-side midscreen BNBs. It can be confirmed into from {{clr|H|5H}} and {{clr|D|2D}}, but the {{clr|P|236P}} must be buffered if the starter is a {{clr|S|S}} normal. Additionally, CH {{clr|S|S}} normals only allow for both hits of "Pierce" to combo into each other if the opponent was CH crouching. |
| | |
| | This version of the combo is tailored for round-start distance but can work from any positioning with adjustments. If you are close enough to combo {{clr|S|2S}} > {{clr|H|2H}} instead of {{clr|S|2S}} > {{clr|H|22H}}, do so, as it allows for more time to dash up and combo afterwards and does more damage. The delays in the combo vary slightly based on the weight of the opponent, generally it's more lenient on heavy characters and harder on light characters. |
| | |
| | The {{clr|P|236P}}, dash, {{clr|S|2S}} > {{clr|H|22H}} > ]X[ sequence is a very common string in not only Zato's combo but also his pressure, so it's important to become very comfortable doing it, and not releasing the incorrect Eddie move. Parts of this sequence are also present in many other more situational starters and mixup sequences. |
| | }} |
| | <section end="Midscreen CH BnB"/> |
| | |
| | <section begin="Corner Simple Mixup BnB"/> |
| | {{TheoryBox |
| | | Title = Corner {{clr|D|5D}}/{{clr|D|2D}} Confirm |
| | | Oneliner = Experience the power of a puppet character. |
| | | Difficulty = Medium |
| | | Anchor = Corner Simple Mixup BnB |
| | | Video = GGST Zato Corner Mixup BNB.mp4 |
| | | Recipe = {{clr|D|2D}} / {{clr|D|5D}}, {{clr|P|]P[}}, dash, {{clr|S|c.S}} > {{clr|H|5H}}, {{clr|S|]S[}}, {{clr|H|6H}} > {{clr|S|214S}}, WS, Wall Ender |
| | | content = |
| | Being able to combo after a {{clr|D|5D}} meterlessly is one of the privileges afforded to Zato. |
| | |
| | There are many ways to set up the mix prior to this combo, a common one is show in the clip. This combo will not work if more Eddie meter is spent than a {{clr|P|236P}}, {{clr|K|236K}}, or {{clr|S|236S}} costs before the mixup connects. |
| | |
| | Note that as {{clr|D|5D}} does greater wall damage than {{clr|D|2D}} this combo will normally wallsplat on the second hit of "Leap" when {{clr|D|5D}} is used as the starter. A higher damage combo can be routed for that specifically, but this one will get the job done. |
| | |
| | This combo can also be done from slightly outside the corner. |
| }} | | }} |
| | <section end="Corner Simple Mixup BnB"/> |
|
| |
|
| ==Combo List== | | ==Full Combo List== |
| *Currently, every damage value here has only been dealt to Ky. | | *Currently, every damage value here has only been dealt to Ky. |
| <!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
| | |
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | ===Theory=== |
| |+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters | | *Difficulty here is assuming you are comfortable controlling Eddie movement and negative edge inputs. If you are not, many of these combos will be much more difficult until you are. |
| | *'''READ THIS IF YOU ARE NEW TO ZATO COMBOS''': Generally speaking you are trying to move Eddie away from you at all time in combos, as either the opponent is getting knocked away from Zato and Eddie and you want Eddie to chase them or you need Eddie to be behind them to launch them back towards Zato. As such, it's usually necessary to input moves with a forward direction in order to move Eddie while comboing. An example is {{clr|S|c.S}} as {{clr|S|6S}}, {{clr|S|2S}} as {{clr|S|3S}}, and {{clr|H|2H}} as {{clr|H|3H}}. Additionally, you will often have to hold two or more buttons at once and only release the one you want (aka the one listed in the combo). After releasing this button you want to release all the other buttons you have held while Eddie is busy doing a move and can't do another. This way you can gain the ability to use these normals again without accidentally doing an Eddie move. I won't list those inputs like that for simplicity sake, but below is an example of what a more thorough notation could look like if you are confused. |
| | Ex: |
| | |
| | {{clr|H|236H}} > CH {{clr|H|2H}} > {{clr|S|214[S]}} > {{clr|S|]S[}} > delay {{clr|S|214S}} > {{clr|S|c.S}} > {{clr|S|2[S]}} > {{clr|H|2[H]}} > delay {{clr|S|]S[}} > delay {{clr|S|214S}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|22H}}. |
| | |
| | vs |
| | |
| | {{clr|H|236H}} > CH {{clr|H|2H}} > {{clr|S|214[S]}} > {{clr|S|]S[}} > delay {{clr|S|214S}} > {{clr|S|6S}} > {{clr|S|3[S]}} > {{clr|H|3[H]}} > delay {{clr|S|]S[}} > {{clr|H|]H[}} > delay {{clr|S|214S}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|22H}}. |
| | |
| | {{clear}} |
| | ==={{clr|P|P}} Starters=== |
| | {| class="wikitable sortable combotable" |
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| | {{GGST-ComboTableRow |
| |-
| | |combo = {{clr|P|5P}}/{{clr|P|2P}} x3 |
| | | || || || || || [1] {{clr|1|Very Easy}} || | | |position = Anywhere |
| | |damage = 38 |
| | |worksOn = All |
| | |difficulty = Very Easy |
| | |notes = More or less hits possible, depending on range and dash momentum. |
| | |video = |
| | |recipePC = |
| | |recipePS = |
| | |checkedVersion = 1.27 |
| | }} |
| |- | | |- |
| | | || || || || || [2] {{clr|2|Easy}} || | | {{GGST-ComboTableRow |
| | |combo = {{clr|P|5P}}/{{clr|P|2P}} > {{clr|P|6P}} |
| | |position = Anywhere |
| | |damage = 37 |
| | |worksOn = All |
| | |difficulty = Very Easy |
| | |notes = Basic gatling into knockdown after mash. Can meaty {{clr|H|22H}} afterwards. |
| | |video = |
| | |recipePC = |
| | |recipePS = |
| | |checkedVersion = 1.27 |
| | }} |
| |- | | |- |
| | | || || || || || [3] {{clr|3|Medium}} || | | {{GGST-ComboTableRow |
| |- | | |combo = {{clr|P|5P}}/{{clr|P|2P}} x 3 > 66 RRC > 66 > {{clr|H|2H}} > {{clr|H|214H}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|S|236S}} > 66 > {{clr|S|2S}} > {{clr|H|2H}} > WS > {{clr|H|214H}} > WB |
| | | || || || || || [4] {{clr|4|Hard}} || | | |position = Midscreen |
| |- | | |damage = |
| | | || || || || || [5] {{clr|5|Very Hard}} || | | |worksOn = All |
| | |difficulty = Very Hard |
| | |notes = If you are around half-screen, use this route instead of the above to corner carry into a wallbreak, the buffed meter usage of {{clr|S|236S}} allows you to use a second Leap and still unsummon at the end. |
| | |video = |
| | |recipePC = |
| | |recipePS = |
| | |checkedVersion = 1.21 |
| | }} |
| | |} |
| | |
| | ==={{clr|P|6P}} Starters=== |
| | {| class="wikitable sortable combotable" |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|P|6P}} > {{clr|H|214H}} |
| | |position = Anti-air |
| | |damage = 30 |
| | |worksOn = All |
| | |difficulty = Very Easy |
| | |notes = Barely counts as an actual combo, but if you're comfortable with summoning in neutral, this is the only thing you can get off of normal hit {{clr|P|6P}} |
| | |checkedVersion = 1.27 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|P|6P}} > {{clr|H|22H}} |
| | |position = Anywhere |
| | |damage = 56 |
| | |worksOn = All |
| | |difficulty = Very Easy |
| | |notes = This is it, this is the best reward you can hope for off of {{clr|P|6P}} without spending meter |
| | |checkedVersion = 1.27 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|P|6P}} > RRC > {{clr|H|2H}} > {{clr|S|236S}} > {{clr|S|c.[S]}} > {{clr|H|2[H]}} > {{clr|S|]S[}} |
| | |position = Corner |
| | |damage = 200 |
| | |worksOn = All |
| | |difficulty = Easy |
| | |notes = Easier to perform, but fully consumes Eddie gauge. |
| | |checkedVersion = 1.27 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|P|6P}} > RRC > {{clr|H|2H}} > {{clr|S|236S}} > dash > {{clr|S|c.S}} > {{clr|S|2[S]}} > {{clr|H|2[H]}} > {{clr|H|214H}} > {{clr|H|5H}} |
| | |position = Corner |
| | |damage = 202 |
| | |worksOn = All |
| | |difficulty = Easy |
| | |notes = Fully lets you refresh your Eddie gauge, but has tighter timing and is slightly more difficult to perform. Dash as close as possible to the opponent before using {{clr|S|c.S}} to ensure the following hits connect. |
| | |checkedVersion = 1.27 |
| | }} |
| |- | | |- |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" |
| |+{{clr|3|c.S}}/{{clr|3|f.S}} Starters | | |
| | ==={{clr|S|S}} Starters=== |
| | {| class="wikitable sortable combotable" |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|S|f.S(1)}} > {{clr|H|5H}} > {{clr|H|22H}} |
| | |position = Midscreen |
| | |damage = 100 |
| | |worksOn = All |
| | |difficulty = Very Easy |
| | |notes = Decent combo that gives a soft knockdown, allowing for a summon. In the corner you're probably better off going for a leap loop, but midscreen this is a solid solo option. |
| | |checkedVersion = 1.27 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|S|c.S}} > {{clr|H|214H}} > {{clr|P|]P[}} > dash > {{clr|S|2[S]}} > {{clr|H|2H}} > {{clr|S|]S[}} > WS > {{clr|H|214H}} > {{clr|H|6H}} |
| | |position = Midscreen |
| | |damage = 217 |
| | |worksOn = All |
| | |difficulty = Medium |
| | |notes = {{clr|H|214H}} {{clr|P|]P[}} auto-times the pierce hit. You can omit {{clr|S|2S}} when close enough and do {{clr|H|2H}} > {{clr|H|214H}} > {{clr|S|2S}} for a bit more damage or {{clr|H|2H}} > {{clr|S|]S[}} > {{clr|H|6H}} for oki. |
| | |checkedVersion = 1.29 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} > {{clr|S|c.[S]}} > {{clr|H|2[H]}} > {{clr|S|]S[}} > dash > {{clr|S|c.[S]}} > {{clr|H|2[H]}} > {{clr|S|]S[}} |
| | |position = Corner |
| | |damage = 232 |
| | |worksOn = All |
| | |difficulty = Easy |
| | |notes = A simple leap loop off of {{clr|S|c.S}}; one of the higher damage normal hit meterless combos in the game. |
| | |checkedVersion = 1.28 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} > {{clr|H|6H}} > 99 > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|H|6H}} |
| | |position = Corner |
| | |damage = 235 |
| | |worksOn = All |
| | |difficulty = Medium |
| | |notes = A meterless combo that wallbreaks and fully replenishes Eddie gauge. Substitute the last {{clr|H|6H}} for super for oki. Doing 99 too late will not let you do {{clr|D|j.D}}; you must 99 as soon as {{clr|H|6H}} lands. |
| | |checkedVersion = 1.27 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} > {{clr|D|5D(charge)}} > {{clr|S|]S[}} > {{clr|H|6H}} > wallstick > {{clr|H|6H}}/({{clr|H|632146H}}/{{clr|S|S}}) |
| | |position = Corner |
| | |damage = 254 |
| | |worksOn = All |
| | |difficulty = Easy |
| | |notes = An easy, high damaging frog loop that fully consumes Eddie gauge. It's recommended to substitute final hit for {{clr|S|632146S}} to regain Eddie gauge and keep the pressure on. |
| | |checkedVersion = 1.27 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}} , 66 {{clr|H|2H}} > {{clr|S|236S}}, wallstick , Taunt/Respect , {{clr|P|]P[}}/{{clr|P|5P}} |
| | |position = Corner |
| | |damage = 214(Taunt) / 213(Respect) |
| | |worksOn = All |
| | |difficulty = Medium |
| | |notes = You'll want to wait to do the second {{clr|H|2H}} until the opponent lands from {{clr|S|236S}}. Taunt should be inputted shortly after the second {{clr|S|236S}} and then quickly use {{clr|P|]P[}} to wallbreak. Alternatively, using a Respect (hold forward while pressing Taunt) will allow for {{clr|P|5P}} to be used instead, allowing for Eddie gauge to be refreshed. |
| | |checkedVersion = 1.27 |
| | |video = [https://gfycat.com/mixedwellmadeaxolotl Video] |
| | }} |
| | |- |
| | {| class="wikitable sortable" |
| | |
| | ==={{clr|H|H}} Starters=== |
| | {| class="wikitable sortable combotable" |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|236H}}/{{clr|H|]H[}} > CH {{clr|H|2H}} > {{clr|H|214H}} > dash > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|22H}} |
| | |position = Anywhere (With Eddie ready) |
| | |damage = 126 |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Saves Eddie if you know the opponent is going to burst, but don't have meter to bait it. Getting {{clr|S|c.S}} requires the opponent to get hit closer to Zato and {{clr|S|2S}} may need to be delayed if the opponent is hit in the air. Can give more damage in the corner or if you're willing to resummon Eddie. |
| | |checkedVersion = 1.33 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|236H}}/{{clr|H|]H[}} > {{clr|H|2H}} > {{clr|S|214S}} > delay {{clr|S|]S[}} > delay {{clr|S|214S}} > {{clr|S|c.S}} > {{clr|S|2[S]}} > {{clr|H|2[H]}} > delay {{clr|S|]S[}} > delay {{clr|S|214S}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|22H}} |
| | |position = Midscreen (With Eddie ready) |
| | |damage = 187 |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Meter build route. The delay on the first {{clr|S|]S[}} is variable depending on how high in the air the opponent was hit, normal vs counter hit, and how far away they were. Can end in {{clr|S|632146S}} instead of {{clr|H|22H}} for corner carry, oki, and a full Eddie Meter. |
| | |checkedVersion = 1.27 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|236H}}/{{clr|H|]H[}} > {{clr|H|2H}} > {{clr|S|214S}} > delay {{clr|S|]S[}} > {{clr|S|c.S}} > {{clr|S|2[S]}} > {{clr|H|2[H]}} > delay {{clr|S|]S[}} > {{clr|H|2H}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|22H}} |
| | |position = Midscreen (With Eddie ready) |
| | |damage = 192 |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Damage route. The delay on the first {{clr|S|]S[}} is variable depending on how high in the air the opponent was hit, normal vs counter hit, and how far away they were. can end in {{clr|S|632146S}} after delay {{clr|S|]S[}} > {{clr|H|2H}} for sandwich oki or replace {{clr|H|22H}} with {{clr|H|632146H}} for damage. |
| | |checkedVersion = 1.27 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|H|236H}}/{{clr|H|]H[}} > {{clr|H|2H}} > {{clr|S|214S}} > delay {{clr|S|]S[}} > {{clr|H|2H}} > {{clr|S|c.S}} > {{clr|S|2[S]}} > {{clr|H|2[H]}} > {{clr|K|]K[}} > {{clr|H|214H}} > {{clr|S|2S}} > {{clr|H|214H}} |
| | |position = Midscreen |
| | |damage = 180 |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = An unsummon reset from a normal frog loop. You want to aim for the first drill of {{clr|K|]K[}} to come out at the apex of 2h's launch height to give you enough time to catch with {{clr|S|2S}}. Useful for looping pressure in situations where you may not want to cash out completely with the above damage route. Keep in mind this combo does not require any specific starter as long as you can setup a frog loop and have enough Eddie gauge for it, you have a lot of ways to go into this. |
| | |checkedVersion = 1.27 |
| | |video = [https://gfycat.com/fluidheftychevrotain Link] |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|H|2H}} > {{clr|S|236S}} > dl. {{clr|H|2H}} > {{clr|S|236S}} > {{clr|H|214H}} > microdash > {{clr|H|5H}} > {{clr|S|214S}} > WS > 6H |
| | |position = Corner |
| | |damage = 240 |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = You can do {{clr|S|2S}}/{{clr|H|2H}} instead of {{clr|H|5H}} > {{clr|S|214S}} to avoid having to microdash. This also works similarly with your back to the wall, alebit with {{clr|H|214H}} > {{clr|S|]S[}} > {{clr|K|214K}} after the starter instead of {{clr|S|236S}}. |
| | |checkedVersion = 1.28 |
| | }} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|H|5H}} > {{clr|P|236P}} > dash > {{clr|S|2[S]}} > {{clr|H|22[H]}} > {{clr|S|]S[}} > dash > {{clr|S|2[S]}} > {{clr|H|22[H]}} > {{clr|S|]S[}} > dash > {{clr|S|2S}} > {{clr|H|22H}} |
| | |position = Midscreen (With Eddie ready) |
| | |damage = 241 |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Very difficult at max range, if you are close to the wall {{clr|S|2S}} > {{clr|H|2H}} will connect for more damage and an easier {{clr|S|]S[}} extension or a {{clr|H|22H}} / {{clr|S|632146S}} ender. |
| | |checkedVersion = 1.21 |
| | }} |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|H|6H}} > 66 > {{clr|K|j.K}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|22H}} |
| | |position = Anywhere |
| | |damage = 154 |
| | |worksOn = Everyone |
| | |difficulty = Very Easy |
| | |notes = |
| | |checkedVersion = 1.21 |
| | }} |
| |- | | |- |
| | | || || || || || [1] {{clr|1|Very Easy}} || | | {{GGST-ComboTableRow |
| |-
| | |combo = CH {{clr|H|6H}} > land > {{clr|D|j.D}} > land > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|22H}} |
| | | || || || || || [2] {{clr|2|Easy}} ||
| | |position = Anywhere (Airborne CH only) |
| |-
| | |damage = 177 |
| | | || || || || || [3] {{clr|3|Medium}} ||
| | |worksOn = Everyone |
| |- | | |difficulty = Easy |
| | | || || || || || [4] {{clr|4|Hard}} || | | |notes = Can be extended with {{clr|S|236S}} near to the corner instead of {{clr|H|22H}} or with either Super. |
| |-
| | |checkedVersion = 1.21 |
| | | || || || || || [5] {{clr|5|Very Hard}} ||
| | }} |
| |- | | |- |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | {| class="wikitable sortable" |
| |+{{clr|4|5H}}/{{clr|4|2H}} Combos
| | |
| | ===Jump-in Starters=== |
| | {| class="wikitable sortable combotable" |
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| | {{GGST-ComboTableRow |
| |-
| | |combo = {{clr|H|j.H}} > {{clr|K|2K}} > {{clr|D|2D}} > ({{clr|H|22H}} / {{clr|H|214H}}) |
| | | || || || || || [1] {{clr|1|Very Easy}} || | | |position = Anywhere |
| |-
| | |damage = 72 ({{clr|H|214H}}) / 84 ({{clr|H|2HH}}) |
| | | || || || || || [2] {{clr|2|Easy}} ||
| | |worksOn = Everyone |
| |- | | |difficulty = Very Easy |
| | | || || || || || [3] {{clr|3|Medium}} || | | |notes = Simple solid jump in combo, flight can be used to delay your landing time to bait out anti-airs |
| |-
| | |checkedVersion = 1.27 |
| | | || || || || || [4] {{clr|4|Hard}} ||
| | }} |
| |- | |
| | | || || || || || [5] {{clr|5|Very Hard}} || | |
| |- | | |- |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | ==={{clr|D|D}} Starters=== |
| |+Jump-in Starters
| | {| class="wikitable sortable combotable" |
| | {{GGST-ComboTableHeader}} |
| | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5[D]}} > 8 > delay {{clr|H|j.H}} > delay {{clr|D|j.D}} > delay {{clr|S|j.S}} > 44 > long delay {{clr|H|j.H}} > {{clr|D|j.D}}x2 |
| | |position = Anywhere |
| | |damage = 190 |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Delay the initial {{clr|H|j.H}} to allow them time to fall, then a small delay between {{clr|D|j.D}} and {{clr|S|j.S}}. Second {{clr|H|j.H}} is delayed to allow them time to fall for {{clr|D|j.D}} to connect. Generally easier on higher weight classes. |
| | |checkedVersion = 1.21 |
| | |video = [https://gfycat.com/offensivethoroughannashummingbird Link] |
| | }} |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|5D}}/{{clr|D|2D}} > {{clr|P|]P[}} > {{clr|P|5P}} > {{clr|S|c.S}} > {{clr|S|2[S]}} > {{clr|H|2[H]}} > delay {{clr|S|]S[}} > delay {{clr|S|214S}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|22H}} |
| | |position = Midscreen (With Eddie out, Sandwiched, and having used a "Pierce" or "Leap" previously) |
| | |damage = 107 |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = Meter build route, can end in {{clr|S|632146S}} instead of {{clr|H|22H}} for corner carry, oki, and a full Eddie Meter. |
| | |checkedVersion = 1.21 |
| | }} |
| |- | | |- |
| | | || || || || || [1] {{clr|1|Very Easy}} || | | {{GGST-ComboTableRow |
| |-
| | |combo = {{clr|D|5D}}/{{clr|D|2D}} > {{clr|P|]P[}} > {{clr|P|5P}} > {{clr|S|c.S}} > {{clr|S|2[S]}} > {{clr|H|2[H]}} > delay {{clr|S|]S[}} > {{clr|H|2H}} > {{clr|K|214K}} > {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|22H}} |
| | | || || || || || [2] {{clr|2|Easy}} || | | |position = Midscreen (With Eddie out, Sandwiched, and having used a "Pierce" or "Leap" previously) |
| |- | | |damage = 108 |
| | | || || || || || [3] {{clr|3|Medium}} || | | |worksOn = Everyone |
| |- | | |difficulty = Medium |
| | | || || || || || [4] {{clr|4|Hard}} || | | |notes = Damage route, can end in {{clr|S|632146S}} after delay {{clr|S|]S[}} > {{clr|H|2H}} for sandwich oki or replace {{clr|H|22H}} with {{clr|H|632146H}} for damage. |
| |-
| | |checkedVersion = 1.21 |
| | | || || || || || [5] {{clr|5|Very Hard}} ||
| | }} |
| |- | | |- |
| | {{GGST-ComboTableRow |
| | |combo = CH {{clr|D|2D}} > {{clr|P|236P}} > dash > {{clr|S|2[S]}} > {{clr|H|22[H]}} > {{clr|S|]S[}} > dash > {{clr|S|2[S]}} > {{clr|H|22[H]}} > {{clr|S|]S[}} > dash > {{clr|S|2S}} > {{clr|H|22H}} |
| | |position = Midscreen (With Eddie Ready) |
| | |damage = |
| | |worksOn = Everyone |
| | |difficulty = Hard |
| | |notes = Very difficult at max range, if you are close to the wall {{clr|S|2S}} > {{clr|H|2H}} will connect for more damage and an easier {{clr|S|]S[}} extension or a {{clr|H|22H}} / {{clr|S|632146S}} ender. |
| | |checkedVersion = 1.21 |
| | }} |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | ===Wild Assault Starters=== |
| |+{{clr|5|Dust}} Combos
| | {| class="wikitable sortable combotable" |
| | {{GGST-ComboTableHeader}} |
| |- | | |- |
| ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
| | {{GGST-ComboTableRow |
| |-
| | |combo = {{clr|D|236[D]}} > {{clr|D|5[D]}} > microdash > {{clr|S|c.S}} > dl {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|22H}} |
| | | || || || || || [1] {{clr|1|Very Easy}} || | | |position = Anywhere |
| |- | | |damage = 149 |
| | | || || || || || [2] {{clr|2|Easy}} || | | |worksOn = Everyone |
| |- | | |difficulty = Hard |
| | | || || || || || [3] {{clr|3|Medium}} || | | |notes = Doesn't work at longer ranges, where the microdash after {{clr|D|5D}} isn't enough to get {{clr|S|c.S}}. Barely avoids a wallsplat in the corner. If Eddie is available, {{clr|S|2S}} can be replaced with {{clr|P|236P}} for a better combo or wallbreak. |
| |-
| | |checkedVersion = 1.33 |
| | | || || || || || [4] {{clr|4|Hard}} ||
| | }} |
| |-
| |
| | | || || || || || [5] {{clr|5|Very Hard}} ||
| |
| |- | | |- |
| | {{GGST-ComboTableRow |
| | |combo = {{clr|D|236[D]}} > {{clr|H|2H}} > {{clr|H|214H}} > dl {{clr|P|]P[}} > dash > {{clr|S|2S}} > {{clr|H|22H}} > {{clr|S|]S[}} > {{clr|H|214H}} > WS > {{clr|H|6H}} |
| | |position = Midscreen |
| | |damage = 204 |
| | |worksOn = Everyone |
| | |difficulty = Medium |
| | |notes = The second {{clr|H|214H}} (unsummon) should be input as soon as possible, otherwise there may not be enough time for {{clr|H|6H}} to connect. Keep moving Eddie forward during {{clr|S|2S}} > {{clr|H|22H}} or he may whiff. |
| | |checkedVersion = 1.33 |
| | }} |
| |} | | |} |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | ==Combo Theory== |
| |+ These combos need a total DMG value on them | | |
| | Zato has two sets of combos to worry about. With and without Eddie. With Eddie can be further subdivided into combos where Eddie is already summoned or combos where Eddie is not summoned but can be. However, Zato's combo structure does not change greatly when Eddie is already out vs ready to be summoned, generally only the first few hits of the combo will differ. |
| | |
| | When Zato does not have access to Eddie his combo potential is very limited, as he has no standard airdash to close the distance, no advancing specials, and generally slow normals and specials. Eddie-less combos are generally focused on securing a small amount of damage while giving Eddie more time to return. There are situations where Zato gets respectable damage without Eddie but generally these are limited to having meter or catching an opponent in the air. |
| | |
| | Eddie allows Zato to really open up his combo game, granting him some of the highest combo damage in the game. Furthermore, he gets the ability to combo off hits meterlessly that no other character in the game can such as normal throws and 5D. Nearly anything becomes a combo starter when Eddie is already summoned, you are only limited by your creativity and the Eddie gauge. However, listed below are some of the most common normal starters you will see for Zato. |
| | |
| | ===Combo starters=== |
| | |
| | {| class="wikitable sortable" |
| | |+ Combo Starters |
| | |- |
| | ! Button !! Use |
| | |- |
| | | {{clr|P|5P}}/{{clr|P|2P}} || Fastest Pokes. At point blank can combo into {{clr|P|6P}} for a soft knockdown. |
| | |- |
| | | {{clr|K|5K}}/{{clr|K|2K}} || Low starter. Combos into {{clr|D|2D}} for a hard knockdown or can be extended with {{clr|D|2D}} > {{clr|P|]P[}} or {{clr|S|]S[}} if Eddie is already summoned. |
| | |- |
| | | {{clr|S|c.S}} || Primary meaty option as well as blockstring and combo filler. Confirms into {{clr|H|5H}} > {{clr|H|22H}} on grounded hit and {{clr|S|2S}} > {{clr|H|2H}} > {{clr|H|22H}} on air hit. |
| | |- |
| | | {{clr|S|f.S}}/{{clr|S|2S}} || Long range pokes. Only comboable on CH or air hit into {{clr|H|22H}}. {{clr|S|2S}} or {{clr|S|2S}} > {{clr|H|22H}} can combo on air hit into {{clr|P|236P}} allowing for a much bigger combo. |
| |- | | |- |
| ! Combo !! Position !! Works on: !! Difficulty !! Notes
| | | {{clr|H|5H}} || Long range, extremely active, and hits low to the ground. Confirm into 22H for a soft knockdown. On CH {{clr|P|236P}} will fully combo. |
| |- | | |- |
| | | || || || || || || [1] {{clr|1|Very Easy}} || | | | {{clr|H|2H}} || Slow committal AA, generally only used as a punish combined with {{clr|H|236H}}/{{clr|H|]H[}} or as a hard read. |
| |-
| |
| | | || || || || || || [2] {{clr|2|Easy}} ||
| |
| |-
| |
| | | || || || || || || [3] {{clr|3|Medium}} ||
| |
| |-
| |
| | | || || || || || || [4] {{clr|4|Hard}} ||
| |
| |-
| |
| | | || || || || || || [5] {{clr|5|Very Hard}} ||
| |
| |- | | |- |
| |} | | |} |
| | |
| | ===Frog Loops=== |
| | Frog loops can usually be routed into from hits during sandwich pressure or from moves which grant time to use {{clr|S|214S}}. There are several variations which are more or less interchangeable, each offering different damage and utility. The amount of delay needed at various points may change depending on the starter. |
| | |
| | Given below are a few examples of strings which can lead into frog loops. |
| | |
| | <big>'''Example starters'''</big> |
| | |
| | <tabber> |
| | Oppose Anti-airs = |
| | {{TheoryBox |
| | | Title = Oppose Anti-air |
| | | Oneliner = Starter for the core [[#'"Oppose" Anti-Air Combo'|"Oppose" Anti-Air combo]]. |
| | | Difficulty = Medium |
| | | Video = |
| | | Recipe = {{clr|H|236H}} > {{clr|H|2H}} > {{clr|S|214S}} (whiff) > dl {{clr|S|]S[}} > ... |
| | | content = |
| | Common starter for opponents who love to jump in. The delay needed before {{clr|S|]S[}} depends on a lot of factors, so getting it consistently can be difficult. {{clr|H|2H}} can be replaced with other anti-air buttons here and the same route will generally work, but {{clr|H|2H}} gives you the most time to react and the biggest launch. |
| | }} |
| | |-| |
| | Sandwich Pressure Pierce Conversion = |
| | {{TheoryBox |
| | | Title = Sandwich Pierce Conversions |
| | | Oneliner = |
| | | Position = Anywhere, with Eddie behind opponent |
| | | Difficulty = Medium |
| | | Video = |
| | | Recipe = ... > {{clr|P|]P[ (1)}} > dl {{clr|P|5P}} > {{clr|P|]P[ (2)}} > ... |
| | | content = |
| | Almost any hit during sandwich pressure can be converted in a manner similar to this if Eddie is actionable and positioned behind the opponent. Some common buttons to convert off of with "Pierce" include {{clr|K|2K}}, {{clr|D|2D}}, {{clr|D|5D}}, or an air normal such as {{clr|D|j.D}}. {{clr|P|5P}} can be replaced with other {{clr|P|P}} or {{clr|K|K}} normals and sometimes with a {{clr|S|c.S}}. This button can usually be dropped entirely if the opponent is airborne when the first hit of "Pierce" connects, as immediately after {{clr|D|2D}} or {{clr|D|5D}}. |
| | }} |
| | |-| |
| | Sandwich Pressure Leap Conversion = |
| | {{TheoryBox |
| | | Title = Sandwich Leap Conversions |
| | | Oneliner = Easy conversion into frog loops if the opponent is hit standing. |
| | | Position = Anywhere, with Eddie behind opponent |
| | | Difficulty = Easy |
| | | Video = |
| | | Recipe = ... > {{clr|S|]S[}} > ... |
| | | content = |
| | The fastest way to go right into frog loops: the main difficulty is that going into frog loops this way requires both hits of Leap to connect, which doesn't usually happen if the opponent is hit crouching. You can still convert off of buttons like {{clr|D|2D}} in this way, but you have to be fast and Eddie sometimes needs to be much closer than he needs to be for Pierce conversions. Hitconfirming becomes more important because if the opponent blocks your low options correctly, the first hit of Leap whiffing may leave a large gap. Leap also uses slightly more Eddie gauge than using Pierce, so in some situations using Pierce first instead will allow you to get a frog loop where immediately using Leap wouldn't. |
| | |
| | If you can reliably hitconfirm, you can use Leap off of buttons like {{clr|K|2K}}, {{clr|K|5K}}, and {{clr|D|5D}}. |
| | }} |
| | </tabber> |
| | |
| | Given below are some common routes for frog loops, with different routes for different situations. |
| | |
| | <big>'''Variations'''</big> |
| | |
| | <tabber> |
| | Damage (standard) = |
| | {{TheoryBox |
| | | Title = Damage |
| | | Oneliner = The standard loop for damage. |
| | | Difficulty = Hard |
| | | Video = |
| | | Recipe = (starter) > {{clr|S|c.S}} > {{clr|S|2[S]}} > {{clr|H|2[H]}} > dl {{clr|S|]S[}} > {{clr|H|2H}} > {{clr|K|214K}} > (...) |
| | | content = |
| | Can put Zato's midscreen damage into the mid 200's with full Eddie gauge and his best starters. Eddie should be moved away from Zato by holding 4 or 3 before {{clr|S|]S[}} occurs. If done correctly, the opponent will be in front of Zato after {{clr|K|214K}} and he can loop the combo again starting from {{clr|S|c.S}}. |
| | {{clr|K|214K}} is not always necessary, but allows Zato to recover faster. Eddie may not be able to move far enough back when close to the wall, so use a wall combo instead. |
| | }} |
| | |-| |
| | Frog Unsummon = |
| | {{TheoryBox |
| | | Title = Frog Unsummon |
| | | Oneliner = Loop ender with a mid-combo unsummon. |
| | | Difficulty = Hard |
| | | Video = |
| | | Recipe = (starter) > {{clr|S|c.S}} > {{clr|S|2[S]}} > {{clr|H|2[H]}} > dl {{clr|S|]S[}} > {{clr|H|2H}} > {{clr|H|214H}} > (...) |
| | | content = |
| | After {{clr|H|214H}}, as in the damage loop, {{clr|S|c.S}} can generally be used to pick the opponent up. From here, there are several options to choose from, depending on the desired oki or damage. Generally, however, not much can be done to continue the combo midscreen without resources besides another {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}}, which can end with either {{clr|H|22H}} or {{clr|H|214H}}. |
| | |
| | Although this loop is useful, it requires there to still be Eddie gauge remaining after {{clr|S|]S[}}, so make sure the Eddie gauge is at least half full. |
| | Depending on timing and scaling, an unsummon can also be attempted immediately after {{clr|S|]S[}}, but this can be trickier to land since the opponent may go over Zato. |
| | }} |
| | |-| |
| | Drill Unsummon = |
| | {{TheoryBox |
| | | Title = Drill Unsummon |
| | | Oneliner = Loop ender that uses little Eddie gauge and maintains pressure. |
| | | Difficulty = Hard |
| | | Video = |
| | | Recipe = (starter) > {{clr|S|c.S}} > {{clr|S|2[S]}} > {{clr|H|2[H]}} > dl {{clr|S|]S[}} > {{clr|H|2H}} > {{clr|K|]K[}} > dl {{clr|H|214H}} > {{clr|K|2K}} > {{clr|H|214H}} |
| | | content = |
| | Harder to get than the Frog Unsummon ender, but uses much less Eddie gauge and leaves Zato with better oki afterwards. What buttons will connect after {{clr|H|214H}} will depend on the combo, but {{clr|K|2K}} is a good option for higher scaling, while {{clr|S|2S}} is easier for lower scaling. Input {{clr|K|]K[}} just before {{clr|H|2H}} comes out, and unsummon Eddie slightly after the first drill has spawned. You want only a single drill to come out while the opponent is still airborne and Eddie is behind them. |
| | }} |
| | |-| |
| | BTL Sideswap = |
| | {{TheoryBox |
| | | Title = Break the Law Sideswap |
| | | Oneliner = Allows you to escape the corner with a wallbreak. |
| | | Difficulty = Hard |
| | | Video = |
| | | Recipe = (starter) > {{clr|S|c.S}} > {{clr|S|2[S]}} > {{clr|H|2[H]}} > dl {{clr|S|]S[}} > {{clr|H|2H}} > {{clr|K|214[K]}} > (...) |
| | | content = |
| | There are several ways to swap sides after a loop, with this method being almost identical to the damage loop other than requiring you to hold {{clr|K|[K]}} for {{clr|K|214K}} and moving out of the corner. Swapping sides is generally easier when the opponent is closer to you, the combo scaling is higher, and if you skip the {{clr|H|2H}}. In the corner, you can follow {{clr|K|214K}} with a {{clr|S|c.S}}, while further from the corner you can briefly continue the combo with {{clr|S|2S}} or {{clr|S|f.S}}. |
| | If you don't want to wallbreak or want hard knockdown on the wallbreak, be aware that the first hit of Leap will often wallsplat and the second hit will wallbreak during longer combos. |
| | }} |
| | |-| |
| | Sunvoid = |
| | {{TheoryBox |
| | | Title = Sunvoid ender |
| | | Oneliner = Metered loop ender for squeezing out damage and resetting. |
| | | Difficulty = Hard |
| | | Video = |
| | | Recipe = (starter) > {{clr|S|c.S}} > {{clr|S|2[S]}} > {{clr|H|2[H]}} > dl {{clr|S|]S[}} > {{clr|H|2H}} > {{clr|S|632146S}} > {{clr|D|2D}} > {{clr|K|]K[}} |
| | | content = |
| | A good option if you have meter and still want to squeeze some more damage out of the combo since you can let Eddie die and still get him back for more pressure. The oki here is generally much better than in any of the other routes as well, since the given route above immediately leads back into a meaty and sandwich pressure with {{clr|K|]K[}}. |
| | |
| | If you want to opt for corner carry or a wallbreak instead, you can delay the super until after another {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} string. Sunvoid will give you a HKD and although getting a Zato meaty is difficult, you have plenty of time to move Eddie around and meaty with a move like "That's a Lot". |
| | }} |
| | </tabber> |
|
| |
|
| ==Navigation== | | ==Navigation== |
| {{#lst:{{BASEPAGENAME}}/Data|Links}} | | {{GGST/Navigation}} |
| {{Navbar-GGST}}
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