GGST/Zato-1/Strategy: Difference between revisions

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<center>{{Character Label|GGST|Zato-1|45px}}</center>
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== Overview ==
== Overview ==


Zato-1 is Guilty Gear's signature puppet character that specializes in forcing opponents to deal with oppressive mix ups and neutral situations with his shadow, Eddie. Zato alone is a very lacking character in almost every aspect, so it is important to get used to using the two characters in tandem. With low life, slower buttons, and attacks that extend his hurtbox before the hitbox, Zato suffers on the defensive side of the game and tends to require more character knowledge and patience to escape. However, once Eddie is on the screen Zato has many strong options to tackle any situation and is more than worth having sub-par defenses.
Zato-1 is Guilty Gear's signature puppet character that specializes in forcing opponents to deal with oppressive mix ups and neutral situations with his shadow, Eddie. Zato alone is a very lacking character in almost every aspect, so it is important to get used to using the two characters in tandem. With low life, slower buttons, and attacks that extend his hurtbox before the hitbox, Zato suffers on the defensive side of the game and tends to require more character knowledge and patience to escape. However, once Eddie is on the screen Zato has many strong options to tackle any situation and more than makes up for his sub-par defenses.


*Note that while Zato is rated the hardest character in the game by the game itself, it is more so because he is more complex than executional difficult. Negative edging for Eddie attacks (releasing a button to trigger an attack, noted by ]X[ or -X-) is something that most other games/activities do not utilize and will take a bit of practice getting used to, but is very doable. Zato does have executionally difficult sequences, but they are not required to get a start playing the character.
*Note that while Zato is rated the hardest character in the game by the game itself, it is more so because of complexity rather than difficult execution. Negative edging for Eddie attacks (releasing a button to trigger an attack, noted by ]X[ or -X-) is something that most other games/activities do not utilize and will take a bit of practice getting used to, but is very doable. Zato does have executionally difficult sequences, but they are not required to get a start playing the character.


===Zato Specific Terminology===
===Zato Specific Terminology===


Some common shorthand terms for sequences and moves are defined her, be sure to keep these in mind or you may be lost when reading the more advanced stuff.
Some common shorthand terms for sequences and moves are defined here, be sure to keep these in mind or you may be lost when reading the more advanced stuff.


; Clap Cancel
; Clap Cancel
: Cancelling any Eddie move into another via 236{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}. When Eddie is already summoned using a 236X special will cancel (or buffer a cancel) into another of Eddie's specials. This has a unique animation (with identical recovery to a normal summon) for Zato in which he claps his hands to command Eddie. One key thing to note is that Eddie moves done via this cancel (has to be while Eddie is already summoned) will consume less Eddie gauge than any other method of using Eddie moves, check the [[GGST/Zato-1#Special_Moves|Overview]] page for each Eddie move for more specific amounts. This mechanic has many usages as you will see in various locations in the Strategy and [[GGST/Zato-1/Combos|Combos]] pages.
: Cancelling any Eddie move into another Eddie move via 236{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}. Using a 236X special while Eddie is already summoned will cancel (or buffer a cancel) into another of Eddie's specials. This has a unique animation (with identical recovery to a normal summon) for Zato in which he claps his hands to command Eddie. One key thing to note is that Eddie moves done via this cancel (has to be while Eddie is already summoned) will consume less Eddie gauge than any other method of using Eddie moves. Check the [[GGST/Zato-1#Special_Moves|Overview]] page for each Eddie move for more specific amounts. This mechanic has many usages as you will see in various locations in the Strategy and [[GGST/Zato-1/Combos|Combos]] pages.
; Drills
; Drills
: Common shorthand for {{MMC|game=GGST|chara=Zato-1|input=236K|label=[[GGST/Zato-1#.22That.27s_a_lot.21.22| "That's a Lot"]]}}, not to be confused with ''Drill'' (non-plural) which is often used to refer to {{MMC|game=GGST|chara=Zato-1|input=22H|label=[[GGST/Zato-1#Invite_Hell| Invite Hell]]}}.
: Common shorthand for {{MMC|game=GGST|chara=Zato-1|input=236K|label=[[GGST/Zato-1#.22That.27s_a_lot.21.22| "That's a Lot"]]}}, not to be confused with ''Drill'' (non-plural) which is often used to refer to {{MMC|game=GGST|chara=Zato-1|input=22H|label=[[GGST/Zato-1#Invite_Hell| Invite Hell]]}}.
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* {{clr|S|2S}} can cover several options {{clr|S|f.S}} loses to. Its greater range will catch most characters walking backwards and cannot be low profiled. The downside is that it is a frame slower than {{clr|S|f.S}} and has a greatly extended hurtbox during it's startup, making it susceptible to being counterpoked by fast moves. It retains the same summon RPS as {{clr|S|f.S}}.  
* {{clr|S|2S}} can cover several options {{clr|S|f.S}} loses to. Its greater range will catch most characters walking backwards and cannot be low profiled. The downside is that it is a frame slower than {{clr|S|f.S}} and has a greatly extended hurtbox during it's startup, making it susceptible to being counterpoked by fast moves. It retains the same summon RPS as {{clr|S|f.S}}.  
* {{clr|P|6P}} and {{clr|D|2D}} are both counterpoke options serving similar purposes. They will both whiff at round start if the opponent does nothing, but due to their evasion are likely to counterhit your opponent's pokes. They also have great reward on CH, leading to Zato's best oki or a full combo, respectively. They do tend to lose to defensive round starts, so tend towards these options for aggressive players.
* {{clr|P|6P}} and {{clr|D|2D}} are both counterpoke options serving similar purposes. They will both whiff at round start if the opponent does nothing, but due to their evasion are likely to counterhit your opponent's pokes. They also have great reward on CH, leading to Zato's best oki or a full combo, respectively. They do tend to lose to defensive round starts, so tend towards these options for aggressive players.
* {{clr|P|2P}} is a good option in many matchups to check the opponent's faster buttons while still recovering fairly quickly. Although it has relatively little reward and whiffs if the opponent does nothing, resetting to neutral can be very valuable against characters that struggle against Zato's neutral.


In most matchups it is advisable to take more defensive or passive roundstarts, as Zato is better at controlling space than slugging in the midrange and his return for successful aggressive round start options is generally on the lower end of the cast. Walk back, backdash, backwards jump, downback, and even dashblock are all very solid options with less risk involved than the aggressive round starts. However, against the zoners in the cast Zato is on the backfoot in neutral so taking more aggressive round  starts is generally a better idea.  
In most matchups it is advisable to take more defensive or passive roundstarts, as Zato is better at controlling space than slugging in the midrange and his return for successful aggressive round start options is generally on the lower end of the cast. Walk back, backdash, backwards jump, downback, and even dashblock are all very solid options with less risk involved than the aggressive round starts. However, against the zoners in the cast Zato is on the backfoot in neutral so taking more aggressive round  starts is generally a better idea.  


Specials, especially Eddie specials are not a great idea on round start unless you have a hard read on your opponents habits. All of Zato's specials are slow and or very limited in their range. Don't try to round start "Oppose" unless you are confident your opponent isn't going to swing as soon as they can.
Specials, especially Eddie specials, are not a great idea on round start unless you have a hard read on your opponents habits. All of Zato's specials are slow and or very limited in their range. Don't try to round start "Oppose" unless you are confident your opponent isn't going to swing as soon as they can.


==Neutral==  
==Neutral==  
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===Zato's Tools===
===Zato's Tools===


Zato by himself is a rather limited character, he has some of the worst conversion ability in the game, terrible risk / reward on his pokes, and virtually no options to approach with speed or safety. However, he can still hold his own against many characters thanks to some fantastic buttons and specials and as Eddie recovers from a depleted gauge much faster in this game than previous entries.
Zato by himself is a rather limited character; he has some of the worst conversion ability in the game, terrible risk / reward on his pokes, and virtually no options to approach with speed or safety. However, thanks to some fantastic buttons and specials, he can still hold his own against many characters to buy time for an empty Eddie gauge to refill (which is much faster in this game than previous entries.)
 


==Blockstrings and Pressure==
==Blockstrings and Pressure==


The primary idea behind most of Zato's blockstring and pressure is to summon Eddie safely and with frame advantage if he is available. If Eddie is not, Zato's strongest option is generally to stall in his pressure long enough for the Eddie gauge to refill. Due to his nature as a puppet character, Zato can enable himself to be relatively safe in his offense in a way that most characters cannot. As such, it is important to consider when to take risks on offense. For instance the risk / reward of going for a throw or command throw when Eddie is not summoned is relatively bad. Solo Zato has weak staggers by himself and lacks any high damage strike to dissuade the opponent from evading and punishing your throw. When Eddie is out, or even just available the risk / reward becomes much more favorable.
The primary idea behind most of Zato's blockstrings and pressure is to summon Eddie safely and with frame advantage if he is available. If Eddie is not available, Zato's strongest option is generally to stall in his pressure long enough for the Eddie gauge to refill. Due to his nature as a puppet character Zato can enable himself to be relatively safe in his offense in a way that most characters cannot. As such, it is important to consider when to take risks on offense. For instance, the risk / reward of going for a throw or command throw when Eddie is not summoned is relatively bad; solo Zato has weak staggers by himself and lacks high damage strikes to dissuade the opponent from evading and punishing your throw. When Eddie is summoned, or even just available, the risk / reward becomes much more favorable.




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==={{clr|H|5H}}===
==={{clr|H|5H}}===


{{clr|H|5H}} is the cornerstone of Zato pressure. It can be a deadly frametrap after {{clr|S|c.S}} or {{clr|S|2SS}} when Eddie is available and is where the first layer of Eddie Summon RPS begins.  
{{clr|H|5H}} is the cornerstone of Zato pressure. It can be a deadly frametrap after {{clr|S|c.S}} or {{clr|S|2S}} when Eddie is available and is where the first layer of Eddie Summon RPS begins.  
The three most common options after {{clr|H|5H}} are:
The three most common options after {{clr|H|5H}} are:
# {{clr|P|236P}}: Can't be interrupted before the first hit in most circumstances, small frame advantage.
# {{clr|P|236P}}: Can't be interrupted before the first hit in most circumstances, small frame advantage.
# {{clr|K|236K}}: Massive frame advantage if blocked but can be jumped and mashed on.
# {{clr|K|236K}}: Massive frame advantage if blocked but can be jumped and mashed on.
# {{clr|S|236S}}: catches opponents attempting to jump forcing a block or getting a hit and must be AA'd to kill Eddie, which is very difficult on reaction.
# {{clr|S|236S}}: Catches opponents attempting to jump, resulting in frame advantage or a hit. Generally, must be AA'd on reaction which can be difficult.  


From these, the set of options available to Zato is massive and very effective.
From these, the set of options available to Zato is massive and very effective.


==Okizeme==
==={{clr|P|236P}} "Pierce" RPS===
 
Zato's Oki is as varied and powerful as it comes.
 
===Meaty Options===
Zato Basic Knockdown and Meaty Options:
* {{clr|K|5K}} is a decent meaty option that hits low.
** Active for 4f and relatively low range makes this option susceptible to backdash, however it recovers fast enough to still be ~+6 on a 20f backdash and to be safe to some slower reversals. At -2 on block and with no gapless Eddie options afterwards it's not the best pressure button, however as a low it's perfect for targeting an opponent that likes to fuzzy jump on wakeup.
** On block all Eddie summons other than Oppose are interruptible, so it's generally best to gatling into {{clr|D|2D}} after using this button unless Eddie is already summoned. Without Eddie, a delayed {{color|D|2D}} or {{color
|P|6P}} can frametrap afterwards, so this can be used as a stagger option. With dash momentum {{clr|S|623S}} can be a tick throw.
** On hit {{clr|D|2D}} gatling leads to a reset into strong oki situation.
* {{clr|S|c.S}} is the universal meaty option and that's no different for Zato.
** Active for 6f so if timed perfectly can catch backdash with 5f invul or shorter and meaty on the first frame. +1 on block and with access to dash and jump cancels, this is your standard meaty button.
** Zato as a lot of cancel options of this move but generally you want to mix between {{clr|H|5H}} > Summon to begin pressure, delayed {{clr|H|5H}} to catch mash attempts, {{clr|D|5D}} to go high if you have meter, {{clr|D|2D}} to go low, {{clr|K|2K}} to frametrap an attempt to mash the plus frames, immediate Summon if you opponent respects {{clr|S|c.S}} as this gives you better pressure options, or even dash throw.
** Getting a hit or CH on {{clr|S|c.S}} doesn't lead to much as Zato generally doesn't have good hitconfirm routes off of it. You get {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|H|22H}} which can be extended with meter or a combo into the first hit of "Pierce" which does make your pressure slightly stronger.
* {{clr|H|5H}} is an alternative, with different strengths and weaknesses from {{clr|S|c.S}}.
** Active for 9f and large range makes it fairly easy to meaty and catch backdashes with. At -9 on block with, no gatling options, cancelling into Eddie summons on block or {{clr|H|22H}} are the only really effective options. Therefore, this move isn't a great option when you cannot summon Eddie as you aren't able to blockstring after it very long to stall.
** If you have Eddie meter the summon pressure after a meaty {{clr|H|5H}}, is slightly better than {{clr|S|c.S}} > {{clr|H|5H}} as you are generally close enough to use a {{clr|P|P}} or {{clr|K|K}} normal to fill the pierce gap.
** On hit {{clr|H|5H}} doesn't lead to much for the same reason {{clr|S|c.S}} doesn't but on CH {{clr|H|5H}} grants a full combo from "Pierce" or "Leap" in the corner as well as a guaranteed Damned Fang if you are close.
* Invite Hell ({{clr|H|22H}}) is a classic Zato option that is very low risk, low reward.
** Invite Hell is active for 32f and has an extremely wide hitbox in it's later active frames making it incredibly easy to meaty with and it can be up to +16 if timed perfectly meaty. It is also often safe to reversals due to being able to meaty from outside of the range of their DP / Super and as it only has two frames of recovery after the last active frame. This is the safest and least committal meaty option Zato has without using Eddie and is great when you don't have the ability to summon. The risk you take in meatying with {{clr|S|c.S}} or {{clr|H|5H}} has very low reward when Eddie isn't able to be summoned.
** As it is a special it cannot be cancelled but if done properly as oki Zato is very plus, meaning various pressure starters such as {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|H|5H}}, {{clr|D|2D}}, or even "Pierce" can jail or frametrap.
** On hit the reward is low if you are spaced, but from closer some normals can combo and grant a better knockdown or even small combos.
* {{clr|H|6H}} is primarily a throw and backdash bait option, as well as being useful for stalling for time.
** As {{clr|H|6H}} is airborne and moves Zato forward it will make throws whiff and catch backdashes after their invul has run out. Generally, you aren't actually meatying with this move because if you did it would lose to backdash. Additionally, due to its 30f startup it can hard to actually time to hit meaty, this makes it susceptible to wakeup mash. However, it doesn't matter that much as you are using this move late enough that your opponent has likely already committed to their wakeup option.
** When blocked there's a favorable RPS situation for Zato, flight forward > j.K loses to <6f buttons and most 6Ps but leads to a basic pressure on block. Flight downback > 2S will punish mashed <6f buttons and 6Ps allowing you to summon into pressure, delayed {{clr|S|214S}} can frametrap mash attemps and leads to a full combo in the corner. You can also get tricky with flight upward and RCs.
** On normal hit you don't get much beyond stronger pressure with a combo'd j.K, however {{clr|H|6H}} is a large CH so you can combo into {{clr|P|236P}} / {{clr|K|236K}} / {{clr|S|236S}} on hit.
 
===Common Knockdowns===
 
* The table below lists strong, common knockdowns. These are the scenarios that you want to have strong oki labbed out. For other random knockdowns the options above are good. Going for a more risky option like throw, command throw, etc. is not advisable, at least if you don't have meter. You take a big risk without Eddie or meter backing you up for low reward with the worst defense in the game and nearly the lowest health.
 
 
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Strong Knockdowns
|-
! Move !! Conditions (Hit, Airborne?, Screen Position) !! Type
|-
! {{MiniMoveCard|game=GGST|chara=Zato-1|input=2D|label={{clr|D|2D}}}}
| Normal Hit, Grounded, Anywhere
| HKD
|-
! {{MiniMoveCard|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}}
| Normal Hit, Both, Anywhere
| SKD
|-
! {{MiniMoveCard|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}}
| Counter Hit, Both, Anywhere
| HKD
|-
! {{MiniMoveCard|game=GGST|chara=Zato-1|input=6D or 4D|label={{clr|D|6D}} or {{clr|D|4D}}}}
| N/A, Grounded, Anywhere
| HKD
|-
! {{MiniMoveCard|game=GGST|chara=Zato-1|input=623S|label={{clr|S|623S}}}}
| N/A, Grounded, Corner
| HKD
|-
! {{MiniMoveCard|game=GGST|chara=Zato-1|input=214S|label={{clr|S|214S}}}}
| Normal Hit, Airborne, Anywhere
| HKD
|-
! {{MiniMoveCard|game=GGST|chara=Zato-1|input=22H|label={{clr|H|22H}}}}
| Both, Both, Corner
| SKD
|-
! {{MiniMoveCard|game=GGST|chara=Zato-1|input=236S|label={{clr|S|236S}} (2)}}
| Both, Both, Anywhere
| HKD
|-
! {{MiniMoveCard|game=GGST|chara=Zato-1|input=]S[|label={{clr|S|]S[}} (2)}}
| Both, Both, Anywhere
| HKD
|-
! {{MiniMoveCard|game=GGST|chara=Zato-1|input=632146H|label={{clr|H|632146H}}}}
| Both, Both, Anywhere
| HKD
|-
! Super Wallbreak
| N/A, Both, N/A
| HKD
|}
 
* {{clr|D|2D}} has a large amount of frame advantage and is one of Zato's best knockdowns.
** With Eddie, {{clr|H|214H}} is the go to. There is enough time to raw summon Eddie and still meaty with a normal or an Eddie move. There are dozens of oki setups after {{clr|H|214H}}, all with different strengths and weaknesses the two most common are:
*** Midscreen: {{clr|H|214H}} > [6] > {{clr|K|]K[}} > {{clr|S|214S}} > delay {{clr|P|]P[}} > dash {{clr|P|5P}} > {{clr|S|c.S}} > .... (following sequence and options in the Blockstrings Section)
*** Anywhere: {{clr|H|214H}} > [6] > {{clr|K|236[K]}} > .... (following sequence and options in the Blockstrings Section)
** Without Eddie, the generic meaty options are good. {{clr|K|214K}} > {{clr|H|22H}} gives a ~+15 Invite Hell that is safe to all but very long range reversals.
 
* Normal Hit {{clr|P|6P}} does not lead to a hugely advantageous knockdown but has decent options.
** With Eddie {{clr|P|236P}} can meaty after normal hit, if you have trouble confirming normal vs counter hit you can instead opt to {{clr|H|214H}} in both instances. Raw Summon after normal hit doesn't lead to strong oki but you will have Eddie summoned and in a good position when you opponent recovers.
** Without Eddie, your options are limited, but you can {{clr|H|22H}} for a small combo or dash in to gain some screen position.
 
* Counter Hit {{clr|P|6P}} has an extreme amount of frame advantage.
** With Eddie available you have more or less the same options as {{clr|D|2D}} but with even more frame advantage. Careful not to accidentally OTG your opponent, you may have to delay your timings form {{clr|D|2D}} options to avoid doing this on accident.
** Without Eddie, go for a generic meaty option.
 
* {{clr|D|6D}}/{{clr|D|4D}} (Outside the corner)
** With Eddie, dash > {{clr|H|214H}} > {{clr|P|]P[(1)}} > 2S > .... can lead into strong pressure (following sequence and options in the Blockstrings Section)
** Without Eddie, choose a generic meaty option.
 
* {{clr|D|6D}}/{{clr|D|4D}} (At the corner)
** With Eddie, you have a lot of options. The most common and versatile is OTG Normal > {{clr|K|236K}}. The normal you OTG with will determine how much damage the OTG does and how far you are pushed away. Some are harder to time than others, pick the normal you feel gives you the best trade off of distance to damage to ease of use. {{clr|S|c.S}} is a easy option that.
** Without Eddie, OTG {{clr|S|c.S}} > 9 > {{clr|S|j.S}}/{{clr|H|j.H}} is a safejump vs slower than 9f reversals and leaves you with your air option to make {{clr|D|j.D}} flight a real threat for a double overhead. Additionally, OTG {{clr|S|c.S}} > dash cancel {{clr|S|c.S}} is an autotimed meaty that is +3 on block.
 
* {{clr|S|623S}} (At the corner)
** At +7 you have to choose between a variety of options with different risks / rewards to maintain strong oki.
*** {{clr|D|2D}} beats any wakeup button, hits jump startup, and catches backdashes. It will lose to reversals and has weaker on block summon RPS. Use this if they are likely to try to RPS or disrespect your oki without a reversal.
*** {{clr|H|5H}} beats any button slower than 5f, forces block on jump, catches backdash, and has higher reward on hit. It can be mashed on by most 5f jabs and characters with very fast jump arcs can jump out. However, the summon RPS afterwards is stronger than {{clr|D|2D}} due to the higher attack level. Use this when your opponent is respecting the oki.
*** 44 > {{clr|S|236S}} is a reversal / gold burst bait option. It will punish all DPs and gold burst as they will whiff and is safe to all but the fastest reversals supers. The opponent has ample opportunity to mash or use movement to escape, but they have to commit to pretty risky options to call this out.
 
* {{clr|S|214S}} specifically on normal, airborne hit.
** The exact frame advantage can vary based on how high the opponent was in the air when this move connects. Generally, from outside the corner you can only get a generic meaty.
** In the corner you have time for a meaty {{clr|K|236K}}.
 
* {{clr|H|22H}} is generally done as a combo ender.
** The frame advantage on this move varies based on how late into the active frames your opponent is hit by it. Generally, the scenario where you are in position to take advantage of this frame advantage is when it is done in a combo (e.g. ... > {{clr|H|2H}} > {{clr|H|22H}}) and the move connects fairly early, meaning you aren't at huge advantage on the knockdown. As such you won't be able to dash in and meaty, you are generally forced to meaty with a ranged option like {{clr|S|2S}} or {{clr|D|2D}} after microdashing in.
 
* {{clr|S|236S}} specifically when the second hit is able to connect.
** Midscreen if Eddie meter is not empty you can do an immediate unsummon and generally still have time for a dash up meaty.
*** If the "Leap" uses the last of your meter, you have plenty of time for a run up meaty to stall.
** In the corner, there is ample time to unsummon and wait to regain Eddie meter before either a meaty or a resummon such as {{clr|K|236K}}. If Eddie is close to empty when he is unsummoned you won't have enough time to {{clr|H|214H}} > ]X[, but a 236X summon should work.


* {{clr|S|]S[}} specifically when the second hit is able to connect.
The situation after an opponent blocks the first hit of "Pierce" is complicated and nuanced, but also very favorable for Zato. Keep in mind that the option set you will use is different midscreen vs in the corner. Also note that we are strictly speaking about {{clr|P|236P}} and not {{clr|P|]P[}}, as the frame advantage on the latter is much higher allowing for more freedom in pressuring with it.
** As this has no recovery for Zato, most of your oki options are the same as {{clr|S|236S}} but there is significantly more frame advantage. You can unsummon into essentially anything you want to do, even from fullscreen.


* {{clr|H|632146H}} midscreen
First we will go over Zato's RPS options midscreen. The primary options to think about are:
** With Eddie, dash {{clr|H|214H}} > {{clr|K|]K[}} can allow for a sandwich setup or {{clr|K|236K}} can meaty for corner push.
# Let {{clr|P|236P}} finish.
** Without Eddie, you can pick any generic meaty option.
# {{clr|P|236P(1)}} > {{clr|S|214S}}
# {{clr|P|236P(1)}} > {{clr|K|236K}}
# {{clr|P|236P(1)}} > {{clr|S|236S}}
# {{clr|P|236P(1)}} > {{clr|H|236H}}


* Super Wallbreak
Notice that all of these options revolve around cancelling (or not) Eddie's action. This is due to {{clr|P|236P(1)}} only being +4 on block, making covering the gap in between the two hits with Zato more or less impossible midscreen. Each option has strengths and weaknesses, and can be used to target different defensive options your opponent might pick.  
** {{clr|H|214H}} > {{clr|P|]P[}} is a reversal safe meaty and spaced at a range where a {{clr|K|236K}} or {{clr|S|236S}} cancel on the first hit is hard to contest.  
** Dash up meaty is also a strong option if reversals are not a factor. Spaced {{clr|H|5H}} is the easiest and safest option here.


 
<tabber> Full "Pierce" =
 
===Sandwich Oki===
<tabber> Oki Setup =
{{TheoryBox
{{TheoryBox
| Title      = {{clr|D|2D}} Sandwich Oki
| Title      = {{clr|P|236P}} (both hits)
| Oneliner  = "FIGHT BACK"
| Oneliner  = "They don't know."
| Difficulty = {{clr|4|Hard}}
| Video      =  
| Video      = GGST Zato Sandwich Oki 1.mp4
| Recipe    = ... > {{clr|P|236P}}, dash, ...
| Recipe    = {{clr|D|2D}} > {{clr|H|214H}}, [3], delay {{clr|K|]K[}}(1), delay {{clr|S|214S}}, delay {{clr|P|]P[}}, dash {{clr|K|2K}}, [6]{{clr|S|c.[S]}} > Mix Option
| content    =  
| content    =  
This string, if done perfectly, can true string all the way into the {{clr|S|c.S}}, however it is fairly difficult to do so as there are several non-bufferable links due to negative edge inputs. Luckily, it's fairly easy to only leave frame-trapped gaps with some practice.  
The default option, but also generally the easiest to counter-play. There is a 6f gap in between the two hits of "Pierce" meaning that any <6f button that hits sufficiently low to the ground (doesn't have to be particularly low)> can hit Eddie and kill him before the second hit is able to connect. After killing Eddie the opponent is able to gatling or special cancel to attempt to hit Zato. Zato can block these, but if you've gone for a normal assuming they blocked both hits of
"Pierce" you may end up getting hit. Additionally, jumping out of the gap is a strong option and characters with powerful air tools such as {{MMC|chara=Baiken|input=j.S|label=Baiken's {{clr|S|j.S}}}} or {{MMC|chara=Faust|input=j.2K|label=Faust's {{clr|K|j.2K}}}} can pose a real threat afterwards.


Here are some common issues players experience with this sequence:
This option is strong in that it is relatively low committal while being very high reward if the opponent respects the gap. If your opponent is new to fighting Zato or too scared to challenge the gap this is the least costly way to gain plus frames.
* Make sure that you delay long enough after {{clr|K|]K[}}(1) to allow the single drill to come out, if you cancel with {{clr|S|214S}} too early you may not get the hit of the drill and fail to meaty.
* Delay the {{clr|P|]P[}} for a decent period of time, you can true string it after the drill but leaving a gap by delaying too much is not a big deal as it's difficult for the opponent to hit Zato or Eddie in that scenario.
** If you don't delay the released "Pierce" long enough you will not be plus enough to true string the dash {{clr|K|2K}}.
* The {{clr|S|c.S}} after {{clr|K|2K}} is a link, so be sure to practice making it as tight as possible.


After the {{clr|S|c.S}} the mix begins. In addition to the options with examples listed in the other tabs, you can also attempt to throw or command throw instead of {{clr|S|c.S}}. Delay slightly after dash {{clr|K|2K}} to allow the opponents throw protection to wear off. Normal throw can be lead to a combo with {{clr|S|]S[}}.
If both hits are blocked this results in around 30 frames of advantage for Zato, enough time to dash forward and true string a {{clr|S|2S}} or {{clr|H|5H}} to allow time for Eddie to recover and setup the next action.
}}
}}
|-|
|-|
High Mix Confirm =
"Pierce" > Drunkard Shade =
{{TheoryBox
{{TheoryBox
| Title      = {{clr|D|5D}} Combo
| Title      = {{clr|P|236P(1)}} > {{clr|S|214S}}
| Oneliner  = Don't accidentally hold {{clr|D|5D}}
| Oneliner  = Making a sandwich
| Difficulty = {{clr|2|Medium}}
| Video      =  
| Video      = GGST Zato Sandwich High 1.mp4
| Recipe    = ... > {{clr|P|236P(1)}} > {{clr|S|214S}}, {{clr|P|]P[}}/{{clr|K|]K[}}/{{clr|S|]S[}}
| Recipe    = {{clr|D|5D}}, delay {{clr|P|]P[}}, {{clr|P|5P}}, [6]{{clr|S|c.S}}, delay [3]{{clr|S|2[S]}} > [3]{{clr|H|2[H]}}, delay {{clr|S|]S[}}, {{clr|H|]H[}}, delay {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > Ender
| content    =
| content    =
Cancel the first hit of "Pierce" to send Eddie past the opponent, sandwiching them between a Spaniard and Shadow. A common but relatively easy to counterplay option. The strength of this option is that it will allow Eddie to invul through a mashed poke that would otherwise kill him in the "Pierce" gap, while putting him behind the opponent in a position that is hard to attack. The downside is that there is a significant gap in your pressure between when "Pierce" is cancelled and when he can next attack. Drunkard Shade has lower total recovery than a cancel into another Eddie move, but Eddie is not covering any space with attacks so there is a large amount of time for the opponent to react to the Drunkard Shade cancel and punish Zato or escape pressure.
A hard to react to high into a full combo, not too shabby. Should be noted that {{clr|S|c.S}} > {{clr|D|5D}} always has a 4f gap, so 3f normals can mash out.
 
Defensive options like jumping or dashblocking are very strong against this RPS option and are hard to counterplay. Additionally, there is a simple defensive OS to deal with both this and the previous Full "Pierce" option. <6f poke, backdash> will kill Eddie if "Pierce" is not cancelled and will backdash through Eddie if {{clr|S|214S}} > {{clr|P|]P[}} is chosen. You can counterplay this by using {{clr|K|]K[}} after {{clr|S|214S}} but it leaves a very large gap.


Delaying the {{clr|P|]P[}}, isn't strictly necessary to make the combo work. However, it does ensure that you can still close the "Pierce" gap if they block the {{clr|D|5D}} which allows you to safely continue pressuring. Alternatively, {{clr|S|]S[}} can be used to confirm, and is generally higher damage as well as easily ensuring plus frames if the mix is blocked. The downside to this option is that you are out of Eddie meter after, so if they block you do not get another usage of Eddie to convert with.
Mix this in if your opponent hasn't shown a willingness to dashblock or jump in the "Pierce" gap, if their Eddie killing poke is beating other cancel options, or if you see they are not able to react to Drunkard Shade.  


You can opt to switch sides in this combo by using {{clr|K|2K}} instead of {{clr|P|5P}} after "Pierce" release, picking up with {{clr|S|c.S}} into the usual {{clr|S|]S[}} sequence for corner carry.
The resulting sandwich pressure is strong, if a little hard to make tight. Remember that the longer you delay {{clr|P|]P[}} the larger the gap they have to act in, but the more frame advantage you have as Zato is recovering from Drunkard Shade.
}}
}}
|-|
|-|
Low Mix Confirm =
"Pierce" > "That's a lot" =
{{TheoryBox
{{TheoryBox
| Title      = {{clr|D|2D}} Combo
| Title      = {{clr|P|236P(1)}} > {{clr|K|236K}}
| Oneliner  = Hit them trying to fuzzy.
| Oneliner  =
| Difficulty = {{clr|2|Medium}}
| Video      =  
| Video      = GGST Zato Sandwich Low 1.mp4
| Recipe    = ... > {{clr|P|236P(1)}} > {{clr|K|236K}}, dash, ...
| Recipe    = delay {{clr|D|2D}}, delay {{clr|P|]P[}}, {{clr|P|5P}}, [6]{{clr|S|c.S}}, delay [3]{{clr|S|2[S]}} > [3]{{clr|H|2[H]}}, delay {{clr|S|]S[}}, {{clr|H|]H[}}, delay {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > Ender
| content    =  
| content    =
Clap cancel the first hit of "Pierce" into Drills. The primary usage for this sequence is to beat attempts to mash the "Pierce" gap. During the startup of Drills, Eddie's hurtbox is shifted backwards which can cause most characters' {{clr|P|P}} and {{clr|K|K}} normals to whiff. The consistency of this depends on how spaced out the first hit of "Pierce" was when it connected and the size of the normal the opponent mashed with; the further Eddie was and the smaller the opponents normal is the more likely it is that this option works. Often Drills will punish their mashed button and you can pick up with {{clr|S|2S}} for a combo.
The less exciting, but equally important, counterpart to {{clr|D|5D}}. When going low in these mixups, make sure to delay {{clr|D|2D}} as it normally would hit a lot earlier than {{clr|D|5D}}. The sweet spot for the amount to delay it is enough that it isn't truestring, but still frametraps any mash attempts. This will put it at about the same speed as {{clr|D|5D}} making it hard or impossible to fuzzy guard.
 
The delay before {{clr|P|]P[}} is much shorter than for the high option as {{clr|D|2D}} has less hitstun before it becomes uncombo-able. Same as the high, you can time the "Pierce" release such that the {{clr|P|5P}} afterwards can cover the "Pierce" gap if they block the low. Also like the high option, {{clr|S|]S[}} can be used as the pickup if you want.
 
You can opt to switch sides in this combo by using {{clr|K|2K}} instead of {{clr|P|5P}} after "Pierce" release, picking up with {{clr|S|c.S}} into the usual {{clr|S|]S[}} sequence for corner carry.
}}
}}
|-|
|-|
Low > Crossunder =
"Pierce" > "Leap" =
{{TheoryBox
{{TheoryBox
| Title      = {{clr|D|2D}} > {{clr|K|214K}} Crossunder
| Title      = {{clr|P|236P(1)}} > {{clr|S|236S}}
| Oneliner  = Crossunders are objectively cooler than crossups.
| Oneliner  = Your best opportunity to unsummon.
| Difficulty = {{clr|2|Medium}}
| Video      =  
| Video      = GGST Zato Crossunder 1.mp4
| Recipe    = ... > {{clr|P|236P(1)}} > {{clr|S|236S}}, ...
| Recipe    = [3]{{clr|D|2D}}, {{clr|P|]P[}}, {{clr|K|214[K]}}, [1]{{clr|S|2S}} > {{clr|H|22H}}, {{clr|S|]S[}}, {{clr|H|]H[}}, dash {{clr|S|2S}} > {{clr|H|22H}}
| content    =  
| content    =
This option is primarily used to catch attempts at escaping pressure by jumping, dashing, or backdashing (from closer ranges.) If the opponent blocks "Leap", Zato is usually very plus and can dash up and true string another button. If Eddie gauge is low, unsummoning while Eddie is airborne will also delay the unsummon until Eddie hits the ground, meaning Zato can safely unsummon on block and remain slightly plus, although at most ranges this effectively resets the situation to neutral. On hit, (specifically the second hit of "Leap",) the opponent will be knocked down long enough to unsummon and still attempt a meaty with a longer-ranged button. If you don't want to summon, you can try to continue the combo by dashing up and picking the opponent off the ground with a {{clr|S|c.S}} or {{clr|S|2S}}.
Best when done with your back to the wall, but more likely to be expected. If done properly, opponents cannot mash out of this setup unless their fast crouching normals happen to hit slightly backwards (some do).
 
The {{clr|D|2D}} > {{clr|K|214[K]}} is a cancel, you just have to tap {{clr|P|P}} to get "Pierce" after {{clr|D|2D}} but before cancelling into Break the Law. The first hit of "Pierce" gives you time to cross them up, the second is the mix.  


With your back to the wall or even just closer than round start distance you can pickup into a stronger combo with Zato's typical corner routing.
Attempts to mash "Pierce" at closer ranges can also often hit "Leap" during its startup or recover fast enough to avoid being punished. Opponents who are crouching or using low-profiling buttons often have Leap go over them, which can leave a punishable gap to take advantage of. Opponents can call out "Leap" with {{clr|P|6P}} to kill Eddie, but this can be a pretty committal option.
}}
}}
|-|
|-|
Low > Fake Crossunder =
"Pierce" > "Oppose" =
{{TheoryBox
{{TheoryBox
| Title      = {{clr|D|2D}} > {{clr|K|214K}} Fake Crossunder
| Title      = {{clr|P|236P(1)}} > {{clr|H|236H}}
| Oneliner  = Incredibly ambigious.
| Oneliner  =  
| Difficulty = {{clr|2|Medium}}
| Video      =  
| Video      = GGST Zato Fake Crossunder 1.mp4
| Recipe    = ... > {{clr|P|236P(1)}} > {{clr|H|236H}}, ...
| Recipe    = [3]{{clr|D|2D}}, {{clr|P|]P[}}, [1]{{clr|K|214[K]}}, [6]{{clr|S|c.S}}, [3]{{clr|S|2[S]}} > [3]{{clr|H|2[H]}}, delay {{clr|S|]S[}}, {{clr|H|]H[}}, delay {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > Ender
| content    =  
| content    =
Protects Eddie from any kind of strike, with the situation being better for Zato the more committal the opponents' strike is. Generally there is an RPS on whether Zato will cancel "Oppose" into something else or use the opportunity to approach. Cancelling into other Eddie moves will often lose to gatlings, but further mashing will leave Zato more plus if "Oppose" is left uncancelled. Cancelling into {{clr|S|214S}} is also an option, but the situation for that is generally the same as in the case for "Pierce".
Don't go for this unless you think your opponent is aware of the mix. Since this is an uncommon setup for a mixup, opponents below a certain skill level will generally never block the real crossunder on purpose. It's best to save this option for opponents that you know they know.


Setup is the same, and how you stay sameside is kind of freestyle. Tapping forward then back is generally the most consistent and visually tricky option.  
On lighter normals, opponents can often recover in time to block any further Eddie moves or use low-risk gatlings to discourage cancelling Eddie into another move. If the opponent does not mash further and Zato leaves "Oppose" uncancelled, Zato will recover at roughly the same time as the opponent. On attacks with high attack levels, the situation tips much more in Zato's favor because the opponent's recovery is far longer and gatlings are usually more committal/limited. Whether the opponent cancels or not, Zato is much more advantaged and can threaten a punish with either a Eddie cancel or with a Zato button. On very high recovery buttons the opponent may not be able to do anything to prevent a Zato punish, but otherwise they can guess between a committal gatling to stop an Eddie cancel or they can wait to recover before Zato punishes them. In either case, guessing wrong can mean eating a full combo (either from moves like "Leap" or {{clr|H|5H}}.


Converts into the usual "Leap" loop for 1 rep.
Most movement options or blocking will "beat" this option because Zato will be quite minus, but punishing Zato can be difficult because "Oppose" protects him from strikes if he is close enough. Running up and throwing can punish Zato depending on distance, but otherwise you need to determine whether you should cancel Eddie to try to re-establish your turn or if Zato needs to recover in order to defend. You also need to consider that Eddie will likely die if you leave "Oppose" uncancelled, which means that your opponent can try to punish you on an unsummon or wait for Eddie to die to put pressure on you.
}}
}}
</tabber>
===Baiting YRC and Burst===
Since Zato's pressure with Eddie is so strong, many characters' best uses of meter and Burst is to end Zato's turn when he gets in. If Eddie is summoned and YRC or Burst successfully hit Zato, Eddie will die and Zato will either have to deal with the opponent's pressure or neutral while waiting on a completely empty Eddie timer.
As with other characters, your best buttons for baiting these options are {{clr|P|P}} normals, {{clr|K|5K}}, {{clr|S|c.S}}, and any air normal close enough to the ground (excluding {{clr|D|j.D}}). Since Eddie can sometimes carry combos on his own without Zato's help, you can be a bit liberal with these options and still deal good damage at the cost of Eddie gauge.
Otherwise, especially with many of Zato's harder-hitting normals, your only way to bait is to Roman Cancel. Because many opponents want to kill Eddie in addition to ending your turn, they might wait to see you summon Eddie before using YRC/Burst or they may delay until slightly after a {{clr|H|5H}} or {{clr|H|2H}}, hoping to catch you during the summon. If you think you have a read then these make good places to RC, and if you can manage to get Eddie out before the RC you can have him continue the combo/blockstring afterwards while Zato continues blocking.
However, keep in mind that you don't need to bait YRC or Burst with just Zato's buttons: "That's a Lot" in particular can be a common move to YRC because Zato has a lot of mixup options, so just sitting and blocking can catch a lot of trigger-happy players. Empty jumping or dashblocking work especially well with these options, baiting the opponent into pressing in fear of an upcoming mixup or a burst-safe button. Flight can also serve the same purpose, but you can be hit during the initial period where Zato is not yet moving so be more careful with it.


===Corner 236K Oki===
<big>''' Buttons to YRC/Burst bait with'''</big>
There are a few common ways to setup {{clr|K|236K}} oki and many options for the mix afterwards. First we'll break down setting the oki up, then go over several of the options afterwards.
<tabber>
5K =


====Setup====
<tabber> Low confirm =
{{TheoryBox
{{TheoryBox
| Title     = {{clr|K|2K}} > {{clr|D|2D}} confirm
|Title={{clr|K|5K}}  
| Oneliner   = This is what we've been waiting for.
|Oneliner=
| Difficulty = {{clr|2|Easy}}
|Video = GGST Zato-1 5K.png
| Video     = GGST Zato 2K2D 236K Oki.webm
|content=
| Recipe    = {{clr|K|2K}} > {{clr|D|2D}} > {{clr|H|214H}}, {{clr|K|]K[}}
 
| content    =
You do not need to jump cancel to bait YRC or Burst, making {{clr|K|5K}} a strong option while still threatening the ability to pressure or combo. Being able to block these options while standing can allow you to get better or more consistent punishes since you can be closer and more plus. Jump cancelling is still a strong way to bait since you can move forward or backward and threaten another YRC/Burst safe air normal if they do nothing. Keep in mind, however, that depending on your height/distance, you may not get a punish even if you successfully block the YRC/Burst.  
Eddie can be summoned on reaction to {{clr|K|2K}} > {{clr|D|2D}} connecting. Completely reversal safe, it's best to delay slightly before jumping or dashing to mix and confirm that they have blocked drills and haven't done a reversal.
}}
|-|
Normal Throw =
{{TheoryBox
| Title      = {{clr|D|4D}}/{{clr|D|6D}}
| Oneliner  = "Backthrow Incident"
| Difficulty = {{clr|2|Easy}}
| Video      = GGST Zato Throw 236K Oki.webm
| Recipe    = {{clr|D|4D}}/{{clr|D|6D}}, {{clr|K|236K}}
| content    =
This is what makes Zato's backthrow in the corner such a scary option to be hit with. Never miss an opportunity to go for this when possible.
}}
|-|
Mid-Combo Early Unsummon =
{{TheoryBox
| Title      = Mid-Combo Early Unsummon
| Oneliner  = Forgo damage for oki
| Difficulty = {{clr|3|Medium}}
| Video      = GGST Zato Early Unsummon 236K Oki.webm
| Recipe    = ... > {{clr|H|2[H]}} > {{clr|S|236S}}/{{clr|S|]S[}} > {{clr|H|214H}}, dash, 236K
| content    =
This option is useful if you realize you want to unsummon early and are able to start the unsummon immediately after using "Leap". {{clr|S|]S[}} has more frame advantage on the knockdown than {{clr|S|236S}} and so it's very easy to go for slightly greedier oki if Eddie was already out.  


The sequences before using this setup generally involve either getting a hit with solo Zato on oki or as a punish or having used {{clr|K|236[K]}} beforehand to gain an additional Eddie action.
{{clr|K|5K}} really shines during Eddie pressure, where it can be used as a YRC-safe surprise low. Low hitstop and Eddie can also make it harder to recognize. Zato's gatling options are much more intimidating with Eddie, becoming far safer and more rewarding. {{clr|K|5K}} without Eddie still gives Zato many options, but opponents may be unlikely to YRC/Burst in the first place since Zato's solo pressure can be risky. It can be hard to use in combos because of the low hitbox, but if it connects it can provide a small juggle on airborne opponents that Eddie can continue with.


Be sure not to input {{clr|K|236K}} too early as you want to give time for the Eddie gauge to refill.
}}
}}
|-|
|-|
Mid-Combo Late Unsummon =  
c.S =
 
{{TheoryBox
{{TheoryBox
| Title     = Mid-Combo Late Unsummon
|Title={{clr|S|c.S}}  
| Oneliner  = Tricky but well worth learning
|Oneliner=
| Difficulty = {{clr|4|Hard}}
|Video = GGST Zato-1 c.S.png
| Video     = GGST Zato Late Unsummon 236K Oki.webm
|content=
| Recipe    = ... > {{clr|H|2[H]}}, {{clr|K|]K[(1)}}, delay {{clr|H|214H}}, dash, 236K
{{clr|S|c.S}} will not recover in time without a jump cancel unless the opponent delays their YRC/Burst or the move hits meaty. Despite this, jump cancelling is still very strong since this is a move you'll be using a lot anyways. In blockstrings the number of gatling options may tempt your opponent into using YRC despite knowing you can jump cancel it, while for Burst baiting {{clr|S|c.S}} can be enough to single-handedly carry combos in tandem with Eddie. For example, on airborne opponents in the corner {{clr|S|c.S}} > jc > {{clr|S|]S[}} can loop while still remaining burst safe.
| content    =
This option is for when you don't have enough Eddie meter to use "Leap" and unsummon. Slightly tricker, it's easy to time the sequence incorrectly and fail to meaty or leave yourself open to reversals. Still a valuable route to learn as it can often be used to stop just short of breaking the wall, enabling the following mix to end in wallslump.
}}
}}
</tabber>
</tabber>


====Using Clap Cancel {{clr|K|236K}}====
====YRC====
In most instances of corner oki where {{clr|K|236K}} or {{clr|K|]K[}} is used as a meaty, you can opt to clap cancel into {{clr|K|236K}} to reduce the amount of Eddie meter used by the full sequence of drills. This can save enough meter to allow for an additional Eddie action in the followup sequences.
To bait YRC, Zato must either be out of its activation range or he must block the shockwave it produces. The shockwave does not directly interact with Eddie, but Eddie will be unsummoned if Zato blocks the YRC. Blocking the YRC rather than avoiding it can actually be a benefit as a result, since it will automatically unsummon Eddie for you and punishing will be easier at closer ranges.
* The downside to clap cancelling in these setups is that it is generally less safe to reversals as Zato is vulnerable during the clap animation and is a free point at which the opponent can Burst or YRC successfully on reaction if Zato is in range.
 
* Be sure to link the clap cancel as fast as possible after {{clr|K|236K}} to ensure you only get a single drill before cancelling or you may end up using more Eddie meter on accident.
====Burst====
* It's possible to clap cancel {{clr|K|]K[}} too early not allowing a drill to come out and failing to meaty.  
 
* Off of some knockdowns you may be able to meaty with {{clr|K|236[K]}}, which uses even less Eddie meter and is generally more reversal safe.
===Unblockable Setups===
 
If Zato enough burst to use Wild Assault, he has a variety of unblockable setups for nearly guaranteed damage (only losing to invincible supers.) Although useful, in practice they are somewhat uncommon because they cost Burst, can be situational, and may not net that much damage. Still, they can completely guarantee a round win and the threat of the unblockable may force your opponent to play riskier during your pressure.
An example unblockable is given below which works at closer ranges without Eddie summoned.
 
{{clr|D|236[D]}} > {{clr|H|214H}} > dash > dl {{clr|S|]S[}} > {{clr|S|623S}}
 
If Eddie is already summoned, you can instead drop the {{clr|H|214H}} and dash up after {{clr|D|236[D]}} recovers. At further ranges, or against FD, you may be able to counteract some of the pushback from {{clr|D|236[D]}} by whiffing a button like {{clr|P|5P}} or {{clr|K|5K}}.
 
==Utilizing Negative Edge==
Negative edge is an extremely powerful tool which allows Eddie and Zato to launch long, uninterruptible offensive sequences and play a much safer game in neutral. Eddie can be used to make almost any of Zato's attacks safe (even on whiff) while still maintaining the offensive. On offense or in neutral, negative edge can be used to attack with Eddie while blocking with Zato, allowing him to attack while remaining safe from attacks, YRC, burst, and reversals.
 
However, managing negative edge can quickly become overwhelming and extremely technical. Releasing the wrong button at the wrong time can be devastating, getting Eddie killed and leaving Zato wide open for a punish. In addition, Zato has to work around system mechanics mapped to pressing or holding multiple buttons at once.


====Using OTG before {{clr|K|236K}}====
Given how much it allows him to do, knowing how to properly use negative edge without unintended side effects makes Zato a far more intimidating character.
In most instances where you setup {{clr|K|236K}} oki with a hard knockdown you can opt to OTG for extra meter and damage.
* The downside of using an OTG is that you are doing wall damage, which limits the damage of the combo after the following mixup. Additionally, the normal you OTG with will push you out some distance which can be good and bad.
* {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|S|2S}}, {{clr|H|5H}}, and {{clr|D|2D}} can all be used to OTG. Generally, if you choose to OTG pick what is the right balance for you of damage vs pushback vs execution.
* OTG and Clap Cancel {{clr|K|236K}} can be combined for maximum greed. Generally OTG {{clr|H|5H}} > {{clr|K|236K(1)}}, {{clr|K|236K}} is the best option if you want to go for this as it's safe to many lower range reversals.


====Mixups====
===When to start holding buttons===


This will only cover layer one of the mixups from {{clr|K|236K}} oki as there are an extremely large amount of branching options from each of these first round mixups.
When you should start holding or pressing a button will depend on the blockstring/combo you're trying to do. Some strings may already involve Zato using the same button Eddie will use to attack, in which case you can simply release that button when needed. Other strings may not use the button that Eddie will use but may have long recovery moves at the end of Zato's string during which the button can simply be pressed: an example is {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|P|]P[}}. Others may need you to hold the button pre-emptively or before you've hit the opponent in order to avoid getting a gatling, as in {{clr|S|c.S}} > {{clr|H|]H[}}.


<tabber>
Ideally you want to start holding a button as close to when you need it as possible, although holding the button far in advance can make some strings easier.
Double High =
{{TheoryBox
| Title      = IAD {{clr|S|j.S}} > {{clr|D|j.D}}
| Oneliner  = The go-to
| Difficulty = {{clr|3|Medium}}
| Video      = GGST Zato 236K Oki Double High.webm
| Recipe    = jump, 66, slight delay {{clr|S|j.[S]}} > {{clr|D|j.D}}, {{clr|P|]P[}}, {{clr|K|2K}}
| content    =
The first option, and a very strong one. This is equally effective against opponents who are aware of the mixup as it is against those who are not.


Make sure to delay the {{clr|S|j.S}} a small amount after flying to ensure it both lands as close to same frame as the immediate low as possible and so that you fall slightly before it connects. Additionally, it is important to delay a while after {{clr|D|j.D}} before releasing "Pierce" to ensure you get as much frame advantage as possible. If {{clr|P|]P[}} is done too quickly any normal you try after {{clr|D|j.D}} can be mashed or thrown.
{{card
|header=Common Moves to Mask Button Presses
|content=
Almost any button can be used to mask another button press, but below are a few notable examples. Masking a button press is generally easier on moves with long total duration and few gatling options. As a result, any special move, {{clr|D|D}} normal, or {{clr|H|H}} normal is a good point to start preparing Eddie's next attack.
<gallery heights="150px" mode="packed">
GGST Zato-1 Summon Eddie.png | '''{{clr|H|214H}}''' <br> Useful in neutral or on knockdown, since it doesn't commit Eddie and Zato recovers faster.
GGST Zato-1 j.D.png | '''{{clr|D|j.D}}''' <br> Common second or surprise overhead in mix-ups.
GGST Zato-1 2D.png | '''{{clr|D|2D}}''' <br> On CH, can on-reaction {{clr|P|]P[}} for a full combo.
GGST Zato-1 Invite Hell 1.png | '''{{clr|H|22H}}'''<br> {{clr|S|]S[}} or {{clr|K|]K[}} are common followups to combo or maintain pressure respectively.
GGST Zato-1 Drunkard Shade.png | '''{{clr|S|214S}}''' <br> If Eddie is reflected, also allows you to "reset" and release other buttons.
</gallery>


}}
{{clr|H|214H}} has a long total duration where Zato is inactionable, making it easy to pre-emptively press and hold a button. Immediately having Eddie attack out of {{clr|H|214H}} is slower than directly summoning Eddie in using 236X, but this point is often irrelevant on hard knockdown or when the opponent is fullscreen, especially if you want to wait to see what the opponent does before committing Eddie to an attack. In neutral, holding a button in neutral for a move like {{clr|H|]H[}} or {{clr|P|]P[}} can allow you to quickly react to what the opponent is doing and release when necessary. On knockdown you have the initiative, so if you plan on doing a string which doesn't use the button for Eddie's attack you can hold it down ahead of time to make the string easier. You can also prepare a {{clr|K|]K[}} to meaty the opponent with, easily making yourself safe to all kinds of reversals, YRCs, parries, etc.
|-|
Single High into Low =
{{TheoryBox
| Title      = IAD {{clr|S|j.S}}, {{clr|K|2K}}
| Oneliner  = Counterpart to double high.
| Difficulty = {{clr|3|Medium}}
| Video      = GGST Zato 236K Oki High Low.webm
| Recipe    = jump, 66, slight delay {{clr|S|j.[S]}}, {{clr|K|2[K]}}, {{clr|P|]P[}}
| content    =
This is the most likely option to be blocked against weaker opponents as they will instinctively fuzzy guard low after a falling high. This does not make it a bad option, it is still very important to rotate this into the options you pick.
}}
|-|
Immediate Low =
{{TheoryBox
| Title      = IAD {{clr|K|2K}}
| Oneliner  = Mix this into your mix to mixup your mixup.
| Difficulty = {{clr|2|Easy}}
| Video      = GGST Zato 236K Oki Low.webm
| Recipe    = jump, 33, {{clr|K|2[K]}}, {{clr|P|]P[}}
| content    =
Low option for the initial high/low mixup. In additon to being a mixup in its own right when paired with {{clr|S|j.S}} this option also has a variety of vary strong secondary mixups afterwards such as tick throw and {{clr|D|5D}}
}}
|-|
Command Throw =
{{TheoryBox
| Title      = IAD {{clr|S|623S}}
| Oneliner  = Can't let them forget that Zato is a grappler.
| Difficulty = {{clr|2|Easy}}
| Video      = GGST Zato 236K Oki Command Throw.webm
| Recipe    = jump, 33, slight delay {{clr|S|623S}}
| content    =
It's important to introduce options into your mixup that punish the opponent for patient blocking if possible. Additionally, the {{clr|S|623S}} includes a "Leap" release which can help make your throw safer if they opponent jumps or backdashes. The oki after command throw is generally weaker than {{clr|K|236K}} oki, but the damage and meter gain are well worth it.


If you delay the 33 IAD you can delay the {{clr|S|623S}} less or not at all. Whichever you choose it's important to ensure the opponent has left blockstun for at least five frames so throw protection is gone.
{{clr|D|j.D}} is often used in mix-ups but is almost always unsafe without Eddie, flight, or meter. {{clr|P|]P[}} or {{clr|S|]S[}} are common follow-up options which can be slightly delayed to create a gapless blockstring, or they can be further delayed to catch opponents trying to escape pressure. Both of these buttons also allow you to combo with the correct positioning, so you can wait slightly to see whether the opponent has been hit and evaluate which button you want to press.


}}
{{clr|D|2D}} is useful when pushing the opponent to the corner after a button like {{clr|K|2K}} or {{clr|K|5K}}. It not only serves as a second low, but gives Eddie more time to recover or move forward and provides a little extra corner carry. By preparing a {{clr|P|]P[}} (or if close enough on hit, {{clr|S||}},) you can get a full combo or keep pressure. It also sees frequent use in sandwich pressure after {{clr|S|c.S}}, with {{clr|P|]P[}} looping into another sandwich mix-up. If you want to follow with a special from Zato, you can prepare a button beforehand in case they escape or predict what you want to do.
|-|
Conversion if 236K hits =
{{TheoryBox
| Title      = Hit conversion
| Oneliner  = They were scared of the mix.
| Difficulty = {{clr|2|Easy}}
| Video      = GGST Zato 236K Oki Hit.webm
| Recipe    = jump, 66, {{clr|S|j.[S]}}, {{clr|P|5[P]}}, {{clr|P|]P[}} WS > {{clr|H|214H}} > {{clr|H|5H}}
| content    =
Cowards (and smart opponents) will occasionally take the hit on purpose. This is smart as it can prevent from from getting mixed for more damage, put in a wallslump situation, or potentinally get them out if you aren't ready to convert.


There are a variety of conversion you can do. If you don't jump and instead dash up to confirm you can get slightly higher damage.
{{clr|H|22H}} is amazing for covering Eddie from further away or keeping the opponent locked down long enough for Eddie to approach. {{clr|S|]S[}} is a common  option to continue combos if Eddie can get close enough, although {{clr|P|]P[}} also works very well for this purpose from further away. If the opponent blocks it in neutral or while Zato is further away, {{clr|K|]K[}} is usually used just before the opponent recovers to keep them in blockstun while Zato approaches from further away. The huge duration and it being a special gives you plenty of time to see if the opponent has blocked and evaluate what you want Eddie to do.
}}
</tabber>


====Converting the Mixups====
{{clr|S|214S}} not only has the obvious uses of crossing up the opponent or sending Eddie at the opponent from fullscreen, but it is also an Eddie cancel tool. Eddie cannot attack for the first part of his travel animation, so you can use this time to release extra buttons you're holding and also decide a subsequent Eddie move for him to perform..
The conversion shown in the section above aren't perfectly optimal, but were routed to be similar from any of the options and be able to consistently wallbreak. The route you choose will of course vary with the wallhealth and based on the amount of Eddie meter you have, amount of tension you have, and if you chose to OTG or not. The basic tenets of Zato's combo structure do apply.
* Use {{clr|P|5P}} or {{clr|K|2K}} to fill the gap after the first hit of "Pierce", after which you can do a variety of things while the opponent is getting juggled by the second hit of "Pierce".
* Most of these options can be routed into wallslump, there will be a section dedicated to this eventually.


====Second Layer Mixups and More====
}}
As you have at least one "Pierce" and one other Eddie action after meaty {{clr|K|236K}} you can easily run a second layer of mixups should the first fail to open your opponent up. Generally these set of options overlap with general blockstring pressure and mix but a few ideas are listed below.
* Any {{clr|P|]P[}} can be replaced with {{clr|]H[}} to enable strike / throw mix between {{clr|K|2K}} and {{clr|S|623S}}.
** Ex: IAD 66 {{clr|S|j.[S]}}, {{clr|K|2[K]}}, {{clr|H|]H[}}, dash {{clr|S|623S}} vs {{clr|K|2K}} > {{clr|D|2D}}
* After forcing an opponent to stand block a {{clr|D|j.D}} a delayed {{clr|S|]S[}} can result in a lot of plus frames, often even enough unsummon and still be plus or to go for a another IAD high / low.
* The common sequence of {{clr|P|]P[(1)}}, {{clr|P|5P}} / {{clr|K|2K}}, {{clr|P|]P[(2)}} grants enough plus frames to enable a dash {{clr|S|c.S}} or strike / throw.


</tabber>
===Negative Edge while Zato is actionable===


==Fighting Zato==
In general, if you want Eddie to do something, it's preferable to hold down a button while Zato is doing other actions already so that simply releasing the button afterwards will cause Eddie to attack. However, in some circumstances (such as in neutral,) committing yourself to holding a button far ahead of time may not be desirable since it will limit what Zato can do in the meantime.
In these cases where Zato is in a neutral state and you just want to have Eddie do something, there are a few common options, each with their own side effects.


* Any Summon into Eddie on block that is not after Zato's {{MiniMoveCard|game=GGST|chara=Zato-1|input=5H|label={{clr|H|5H}}}} can and should be challenged. Any summon after another normal can be interrupted to hit Eddie or Zato or both, sometimes even on hit. For instance {{clr|P|5PP}} > {{MiniMoveCard|game=GGST|chara=Zato-1|input=236P|label="Pierce"}} can be interrupted to hit Eddie even if the {{clr|P|5PP}} hits. The only exception to this is {{MiniMoveCard|game=GGST|chara=Zato-1|input=236h|label="Oppose"}} which has armor startup fast enough to absorb attacks after most gatlings. However, you will recover in time from hitting "Oppose" to be safe if you didn't challenge with a particularly slow move.
; Use Faultless Defense to mask the button press.
: This is almost always the best option if you have even a little meter. It allows you to block while holding down the button, recover almost immediately, and only hold the button you need. There are some subtle downsides, however: first, if you're dashing towards the opponent, using FD will cause you to stop, and if you're using Flight, it will cancel it early. It also uses meter, even if only a tiny amount, and it can be difficult to input depending on your control scheme. If you don't have Faultless Defense bound you'll also have to hold down at least one other button, which risks inputting the wrong move or getting counterhit if the opponent hits you before FD comes out.


* If you press a button into "Oppose" it's not the end of the world. Cancelling into a super, red roman cancel, or a movement option are all strong ways to escape being punished. Red Roman Cancel will kill Eddie and hit Zato if he is not blocking when you do it, you can turn a bad situation into a combo. Super works similarly. Lastly, if you can use a movement option to cancel the normal, such as double jumping after an air normal is blocked by "Oppose", you can avoid being punished.
; Whiff or throw out a move.
: This is by far the easiest option, especially for players newer to Zato, but using this method can give up a lot of Zato's advantage on Eddie's attacks. Depending on the button whiffed, Zato may be in recovery for too long to run meaningful mix-ups or approach the opponent. This can be slightly remedied by using a fast-recovering move like {{clr|P|5P}} and holding down the button you want while the attack is whiffing, but this still leaves Zato vulnerable and inactionable for the duration of the move. This method also requires you to hold down {{clr|P|P}} in addition to the button you actually want, which risks Eddie doing the wrong move. Whiffing a button also risks inputting a long duration move like {{clr|P|6P}} or {{clr|K|6K}} if Eddie is being moved forward at the same time, leaving Zato wide open if Eddie whiffs or dies. Although not technically any faster than other methods, this method of input is far easier than the others and may allow you to react faster to the opponent's attacks or actions while also minimizing the risk of having Eddie do the wrong attack. It also allows you to continuously move Eddie forward, as other methods of masking the button press involve holding back for at least 1 frame. At close range, this method can be much safer because your "whiffed" button will likely no longer whiff and Eddie can cover for Zato.


* When defending vs Zato if you see "Oppose" start up, the easiest way to nullify any mix Zato might be trying is to jump. If the Zato isn't prepared to cover this option you can use air movement options to escape. Additionally, the same options presented for avoiding being punished for hitting "Oppose" can work here such as mash > RRC, and Super.  
; Backdashing.
: This option suffers the same issues as above in giving up frames, but gives you a few frames of invulnerability to work with as well as not requiring you to negative edge an extra button.


* With a moderately fast character and decent reactions you can react to "Oppose" or a raw summon with dash up throw. Beyond certain ranges, which are character dependent, this turns into RPS as Zato can recover in time to avoid the throw but will likely get hit by a moderately fast button. Additionally many characters have options to punish fullscreen summons on reaction such as Ky's {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label=Sacred Edge}} or Baiken's {{MiniMoveCard|game=GGST|chara=Baiken|input=214214P|label=Kenjyu}}.
Although FD is the safest and quickest to recover of these options, keep in mind that these latter two methods still serve as your best places to start holding down a button if you were planning on attacking on backdashing anyways.


* {{MiniMoveCard|game=GGST|chara=Zato-1|input=236P|label="Pierce"}} is one of Zato's most common pressure starters but has a 6f gap between the two hits that can be contested. If Zato is not at close range and/or Eddie is not already summoned when Zato does "Pierce" this gap can and should be contested every single time. The three options to mix in are: mash, jump, and dashblock. Mash a quick, low hitting normal such as {{clr|P|2P}} or {{clr|K|2K}}. If your character doesn't possess a 5f version of these moves (if it's 6f, it trades unfavorably), using {{clr|P|5P}} is the next best option. This will beat uncanceled pierce, "Pierce" > {{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label="That's a Lot"}} at some ranges, and is generally safe to cancels into Drunkard Shade and "Leap". However, a delayed "Leap" cancel will punish attempts to mash {{clr|P|5P}} in the gap. Make sure to use lows if you can, but if your only 5f button is 5P you will mostly need to resort to movement escapes. Jump will allow you to escape (and sometimes punish) uncancelled pierce, cancelling into "That's a lot" and Drunkard Shade. Dashblock will allows you to react and punish cancelling into "Leap" and Drunkard Shade while being safe to no cancel and other cancels if done properly. Zato has answers to all these options but for the most part they have to be done as a read and not on reaction, as such it is committal and if you are good at mixing up your options you can make it much more difficult for Zato to get his offense started.
===Freeze Frames===
In certain situations, such as:


* Zato has no reversals, a lackluster backdash, and low reward abare options. Do not be afraid to meaty Zato if you can time them well. He has the worst options in the game to contest this. One caveat is that in the corner wakeup throw can be very rewarding for Zato so keep your meaties tight.
* at the start of a high level Counter Hit,
* during the startup of a Roman Cancel,
* during a super animation,


* {{MiniMoveCard|game=GGST|chara=Zato-1|input=632146S|label=Sun Void}} in pressure is incredibly strong but only real when used in certain situations. The only situations in which Sun Void on block is real is after {{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label="That's a lot!"}}, {{MiniMoveCard|game=GGST|chara=Zato-1|input=236S|label="Leap"}}, or "Oppose" (the attack at the end of the armor specifically). If Zato uses Sun Void after a normal, you can hit him for it as the move extends his hurtbox greatly long before the move becomes active.
the screen will freeze in order to give time to react. Releasing a button at these times will not cause Eddie to take an action. This can allow you to release buttons that you're holding without committing Eddie, allowing you to perform otherwise impossible combos. You can also use the opportunity to hold new buttons without committing Zato. If you want Eddie to do an action as soon as possible, you should try to time your button release to just after the freeze frames end, since otherwise it'll have no effect and you'll have to press a button again.


[[File:GGST_Zato-1_Sun_Void_Hitbox.png|thumb|Dramatic posing is Zato's greatest weakness]]
===Working around FD===
Faultless Defense is activated by blocking and holding any two attack buttons (other than Dust) at the same time. Holding two buttons at the same time is a relatively common occurrence for Zato, meaning you can regularly get FD without intending to. Although there doesn't appear to be any special tricks to avoid this besides releasing buttons, knowing that it exists and how it can affect Zato will help you work around it.


* Saving meter for YRC is a strong option vs Zato. While he has unique options to bait YRC, there are many points in Zato's offense that he has to commit to much weaker options to bait YRC or he outright cannot bait YRC. One such point is during Sun Void pressure resets, if Zato is in range you can YRC (or burst) to trade 50 meter and put yourself on the offense.
* Inability to walk backwards, fly backwards, or backdash.
* Blocking during flight will cancel flight.
* Moves input from neutral as 1X or 4X will not come out.
* Specials input from neutral ending in 4X will not come out (without a Kara cancel.)


* Flight can be a tricky neutral option to deal with, if a Zato is constantly using flight and stalling to bait AA's the best universal option is AA air throw.
The inability to walk backwards can be difficult to deal with in neutral, so be careful about holding about too many buttons prematurely. Cancelling flight with FD can also launch you quite far so be careful not to do this accidentally.


* Midscreen command throw oki should not be respected, Zato is only +7 and spaced at a little more than roundstart distance.  
Buttons will only fail to come out from FD if Zato is actionable and can block. Since Zato can only block while in a neutral state, all gatlings (including specials) will behave as normal and not be affected by FD. Since the most common place you'll be holding many buttons will likely be in close-range pressure, these last two points aren't as dangerous as they may initially look, although they can still be difficult to work around. Even without gatlings, 1X or 4X moves can simply be input as 2X or 5X, although this is less safe and can be difficult to get used to.  


* A common mistake newer (or nervous) Zato players make is to use {{MiniMoveCard|game=GGST|chara=Zato-1|input=214S|label=Drunkard Shade}} to send Eddie fullscreen at the opponent. Eddie has recovery from this dash and can be hit out of any of his attacks with low hitting moves like {{clr|P|2P}} or {{clr|K|2K}}. Killing Eddie in this situation can turn neutral in your favor.
Once Eddie is out, be conscious of which buttons you're using (especially after safejumps, or for buttons like {{clr|K|2K}}). Having a button get eaten by FD can introduce huge gaps for the opponent to escape pressure from. Labbing combos and strings should give you an idea of where you may need to pay more attention to your inputs.


* Similarly, if a Zato regularly uses {{MiniMoveCard|game=GGST|chara=Zato-1|input=236S|label="Leap"}} at midrange, you can snipe Eddie out of it. He's vulnerable in the air to 6P's and fast high-hitting jabs (such as Goldlewis' 2P), and he has some recovery frames once he lands, so you can "whiff punish" him with a quick low.
===Other Tips===


* Zato's supers are lackluster neutral tools. Sun Void does not track after the initial launch and can be jumped to avoid any followup Eddie pressure. {{MiniMoveCard|game=GGST|chara=Zato-1|input=632146H|label=Amorphous}} has a slow travel time and can be avoided with moves that travel forward very quickly like Sol's {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}, or Superjump double jump. Additionally, even if blocked the plus frames on this move don't amount to much as Zato cannot move fast enough to convert into scary pressure.
* Although it doesn't occur often, be aware that the order in which you press/release buttons may not match the order in which those attacks hit, since those buttons may have varying levels of startup for Zato and Eddie.


==Miscellaneous==
==Miscellaneous==


* Normals that leave opponent standing on normal hit: {{clr|P|5P}}, {{clr|P|2P}}, all {{clr|K|K}} normals, all {{clr|S|S}} normals, {{clr|H|5H}}, {{clr|H|6H}}, and all air normals.
* Normals that leave opponent standing on normal hit: {{clr|P|5P}}, {{clr|P|2P}}, all {{clr|K|K}} normals, all {{clr|S|S}} normals, {{clr|H|5H}}, {{clr|H|6H}}, and all air normals.
* Specials that lave opponent standing on normal hit: {{clr|P|236P(1)}}, {{clr|S|214S}}.
* Specials that leave opponent standing on normal hit: {{clr|P|236P(1)}}, {{clr|S|214S}}.
 
 
===Kara Super Applications===
 
Kara super is cancelling a special into a super in the first 3 frames of the specials startups. Zato has various applications as Eddie is generally affected on the first frame Zato does a move that interacts with him.
 
* '''{{clr|H|63214H~6H}} Unsummon kara Amorphous:''' Cancelling Unsummon into Amorphous results in Eddie being unsummoned during the startup of Amorphous leading to a much safer unsummon in general.
** In neutral this can potential hit opponents that attempt to target your unsummon timing. In addition to being overall much safer, the plus frames from Amorphous can allow for you to more easily stall as Eddie meter comes back.
** In pressure this can be used as an alternative to Sunvoid to extend Eddie pressure with meter. The benefit of this over Sunvoid is primarily that Amorphous has half the meter penalty time that Sunvoid does, so when not in positive bonus you will being building meter much sooner.
* '''{{clr|H|63214S~6H}} or Large CH > {{clr|S|214S}} > {{clr|H|632146H}} Drunkerd Shade kara Amorphous:''' Cancelling Drunkerd Shade into Amorphouse results in Eddie being launched forward during the startup of Amorphous. The primary application of this is as a metered combo extension for massive damage. In the slowdown of a Large Counter-hit you can input {{clr|S|214S}} > {{clr|H|632146H}} very quickly to get a kara super rather than the very difficult usual method.
 
==={{clr|D|j.D}} Fast PRC Launch Tech===
{{TheoryBox
| Title      = {{clr|D|j.D}} Launch Tech
| Oneliner  = For when you're tired of neutral or being stuck in the corner.
| Difficulty =
| Video      = GGST_Zato_j.D_Fast_PRC.mp4
| Recipe    = {{clr|D|j.D}} > dl 66PRC~j.X
| content    =
By doing a fast Roman Cancel just after the startup of {{clr|D|j.D}}, Zato can launch himself to the other side of the screen almost instantly. Superjumping just before the {{clr|D|j.D}} can cross up opponents even at fullscreen, allowing you to punish whiffed buttons, go into offense, or play a close-range RPS. If Eddie is out and near you, he can be pulled towards the opponent into attack range as the screen readjusts. If you haven't used your flight and fast PRC using a low recovery move like {{clr|K|j.K}}, you can also sometimes stop your momentum using flight to bait options like throw or {{clr|P|6P}}. From most heights your air move will likely lose to {{clr|P|6P}} or other anti-airs, but the PRC can be hard to react to quickly enough. If you are getting punished for trying this in neutral, try using it instead as a punish tool for long-range, long-recovery moves.
 
Attemping to RC too quickly will not give Zato any forwards momentum, so you should wait a short amount of time after pressing {{clr|D|j.D}} to RC. The sooner you RC after this short period, the faster and farther Zato's launch will be. If you don't drift RC or get the fast PRC, you will only move forward with a slight amount of momentum, if any at all.
}}


== Authors/Questions==
== Authors/Questions==
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==Navigation==
==Navigation==
<center>{{Character Label|GGST|Zato-1|45px}}</center>
{{GGST/Navigation}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{#lst:GGST/Navigation}}

Latest revision as of 02:25, 28 March 2024



Overview

Zato-1 is Guilty Gear's signature puppet character that specializes in forcing opponents to deal with oppressive mix ups and neutral situations with his shadow, Eddie. Zato alone is a very lacking character in almost every aspect, so it is important to get used to using the two characters in tandem. With low life, slower buttons, and attacks that extend his hurtbox before the hitbox, Zato suffers on the defensive side of the game and tends to require more character knowledge and patience to escape. However, once Eddie is on the screen Zato has many strong options to tackle any situation and more than makes up for his sub-par defenses.

  • Note that while Zato is rated the hardest character in the game by the game itself, it is more so because of complexity rather than difficult execution. Negative edging for Eddie attacks (releasing a button to trigger an attack, noted by ]X[ or -X-) is something that most other games/activities do not utilize and will take a bit of practice getting used to, but is very doable. Zato does have executionally difficult sequences, but they are not required to get a start playing the character.

Zato Specific Terminology

Some common shorthand terms for sequences and moves are defined here, be sure to keep these in mind or you may be lost when reading the more advanced stuff.

Clap Cancel
Cancelling any Eddie move into another Eddie move via 236P/K/S/H. Using a 236X special while Eddie is already summoned will cancel (or buffer a cancel) into another of Eddie's specials. This has a unique animation (with identical recovery to a normal summon) for Zato in which he claps his hands to command Eddie. One key thing to note is that Eddie moves done via this cancel (has to be while Eddie is already summoned) will consume less Eddie gauge than any other method of using Eddie moves. Check the Overview page for each Eddie move for more specific amounts. This mechanic has many usages as you will see in various locations in the Strategy and Combos pages.
Drills
Common shorthand for "That's a Lot"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55, not to be confused with Drill (non-plural) which is often used to refer to Invite HellGGST Zato-1 Invite Hell 1.pngGuardAllStartup18Recovery2Advantage-7.
Release
Alternative term for a Negative Edge, often used to differentiate the ]P[/]K[/]S[/]H[ versions of Eddie moves from the 236P/K/S/H versions.

Round Start

Zato round start options are fairly average, but playing round start correctly is make or break in many of his worst (and sometimes best) matchups. Picking the right round start option is highly matchup dependent so look for specific info on this topic in the Matchups Section. However, there are options that are generally good to consider using. f.S, 2S, 2D, and 6P are all good aggressive round starts that serve different purposes.

  • f.S is generally fast (10f startup) for its range as a poke and can be used as a Summon RPS point on hit and block. However, it is susceptible to walk back whiff punishes and can be low profiled with moves such as 6Ps.
  • 2S can cover several options f.S loses to. Its greater range will catch most characters walking backwards and cannot be low profiled. The downside is that it is a frame slower than f.S and has a greatly extended hurtbox during it's startup, making it susceptible to being counterpoked by fast moves. It retains the same summon RPS as f.S.
  • 6P and 2D are both counterpoke options serving similar purposes. They will both whiff at round start if the opponent does nothing, but due to their evasion are likely to counterhit your opponent's pokes. They also have great reward on CH, leading to Zato's best oki or a full combo, respectively. They do tend to lose to defensive round starts, so tend towards these options for aggressive players.
  • 2P is a good option in many matchups to check the opponent's faster buttons while still recovering fairly quickly. Although it has relatively little reward and whiffs if the opponent does nothing, resetting to neutral can be very valuable against characters that struggle against Zato's neutral.

In most matchups it is advisable to take more defensive or passive roundstarts, as Zato is better at controlling space than slugging in the midrange and his return for successful aggressive round start options is generally on the lower end of the cast. Walk back, backdash, backwards jump, downback, and even dashblock are all very solid options with less risk involved than the aggressive round starts. However, against the zoners in the cast Zato is on the backfoot in neutral so taking more aggressive round starts is generally a better idea.

Specials, especially Eddie specials, are not a great idea on round start unless you have a hard read on your opponents habits. All of Zato's specials are slow and or very limited in their range. Don't try to round start "Oppose" unless you are confident your opponent isn't going to swing as soon as they can.

Neutral

Neutral is a very complex and hard to cover topic even on characters not nearly as complex as Zato. As such this section will be broken down into covering Zato's options solo, Eddies options, and then playing the two in Tandem. Zato's neutral and what the player should be doing at any one time is, similar to roundstarts, dependent on matchups. Sometimes he's a zoner and sometimes he is forced to play rushdown. Generally speaking he is a stronger character when he can zone and control space, and the matchups where he is unable to do this are his weaker ones.

Zato's Tools

Zato by himself is a rather limited character; he has some of the worst conversion ability in the game, terrible risk / reward on his pokes, and virtually no options to approach with speed or safety. However, thanks to some fantastic buttons and specials, he can still hold his own against many characters to buy time for an empty Eddie gauge to refill (which is much faster in this game than previous entries.)

Blockstrings and Pressure

The primary idea behind most of Zato's blockstrings and pressure is to summon Eddie safely and with frame advantage if he is available. If Eddie is not available, Zato's strongest option is generally to stall in his pressure long enough for the Eddie gauge to refill. Due to his nature as a puppet character Zato can enable himself to be relatively safe in his offense in a way that most characters cannot. As such, it is important to consider when to take risks on offense. For instance, the risk / reward of going for a throw or command throw when Eddie is not summoned is relatively bad; solo Zato has weak staggers by himself and lacks high damage strikes to dissuade the opponent from evading and punishing your throw. When Eddie is summoned, or even just available, the risk / reward becomes much more favorable.


5H

5H is the cornerstone of Zato pressure. It can be a deadly frametrap after c.S or 2S when Eddie is available and is where the first layer of Eddie Summon RPS begins. The three most common options after 5H are:

  1. 236P: Can't be interrupted before the first hit in most circumstances, small frame advantage.
  2. 236K: Massive frame advantage if blocked but can be jumped and mashed on.
  3. 236S: Catches opponents attempting to jump, resulting in frame advantage or a hit. Generally, must be AA'd on reaction which can be difficult.

From these, the set of options available to Zato is massive and very effective.

236P "Pierce" RPS

The situation after an opponent blocks the first hit of "Pierce" is complicated and nuanced, but also very favorable for Zato. Keep in mind that the option set you will use is different midscreen vs in the corner. Also note that we are strictly speaking about 236P and not ]P[, as the frame advantage on the latter is much higher allowing for more freedom in pressuring with it.

First we will go over Zato's RPS options midscreen. The primary options to think about are:

  1. Let 236P finish.
  2. 236P(1) > 214S
  3. 236P(1) > 236K
  4. 236P(1) > 236S
  5. 236P(1) > 236H

Notice that all of these options revolve around cancelling (or not) Eddie's action. This is due to 236P(1) only being +4 on block, making covering the gap in between the two hits with Zato more or less impossible midscreen. Each option has strengths and weaknesses, and can be used to target different defensive options your opponent might pick.

236P (both hits)"They don't know."


... > 236P, dash, ...
The default option, but also generally the easiest to counter-play. There is a 6f gap in between the two hits of "Pierce" meaning that any <6f button that hits sufficiently low to the ground (doesn't have to be particularly low)> can hit Eddie and kill him before the second hit is able to connect. After killing Eddie the opponent is able to gatling or special cancel to attempt to hit Zato. Zato can block these, but if you've gone for a normal assuming they blocked both hits of "Pierce" you may end up getting hit. Additionally, jumping out of the gap is a strong option and characters with powerful air tools such as Baiken's j.SGGST Baiken jS.pngGuardHighStartup8Recovery19Advantage+1 (IAD) or Faust's j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage- can pose a real threat afterwards.

This option is strong in that it is relatively low committal while being very high reward if the opponent respects the gap. If your opponent is new to fighting Zato or too scared to challenge the gap this is the least costly way to gain plus frames.

If both hits are blocked this results in around 30 frames of advantage for Zato, enough time to dash forward and true string a 2S or 5H to allow time for Eddie to recover and setup the next action.

236P(1) > 214SMaking a sandwich


... > 236P(1) > 214S, ]P[/]K[/]S[
Cancel the first hit of "Pierce" to send Eddie past the opponent, sandwiching them between a Spaniard and Shadow. A common but relatively easy to counterplay option. The strength of this option is that it will allow Eddie to invul through a mashed poke that would otherwise kill him in the "Pierce" gap, while putting him behind the opponent in a position that is hard to attack. The downside is that there is a significant gap in your pressure between when "Pierce" is cancelled and when he can next attack. Drunkard Shade has lower total recovery than a cancel into another Eddie move, but Eddie is not covering any space with attacks so there is a large amount of time for the opponent to react to the Drunkard Shade cancel and punish Zato or escape pressure.

Defensive options like jumping or dashblocking are very strong against this RPS option and are hard to counterplay. Additionally, there is a simple defensive OS to deal with both this and the previous Full "Pierce" option. <6f poke, backdash> will kill Eddie if "Pierce" is not cancelled and will backdash through Eddie if 214S > ]P[ is chosen. You can counterplay this by using ]K[ after 214S but it leaves a very large gap.

Mix this in if your opponent hasn't shown a willingness to dashblock or jump in the "Pierce" gap, if their Eddie killing poke is beating other cancel options, or if you see they are not able to react to Drunkard Shade.

The resulting sandwich pressure is strong, if a little hard to make tight. Remember that the longer you delay ]P[ the larger the gap they have to act in, but the more frame advantage you have as Zato is recovering from Drunkard Shade.

236P(1) > 236K


... > 236P(1) > 236K, dash, ...
Clap cancel the first hit of "Pierce" into Drills. The primary usage for this sequence is to beat attempts to mash the "Pierce" gap. During the startup of Drills, Eddie's hurtbox is shifted backwards which can cause most characters' P and K normals to whiff. The consistency of this depends on how spaced out the first hit of "Pierce" was when it connected and the size of the normal the opponent mashed with; the further Eddie was and the smaller the opponents normal is the more likely it is that this option works. Often Drills will punish their mashed button and you can pick up with 2S for a combo.

236P(1) > 236SYour best opportunity to unsummon.


... > 236P(1) > 236S, ...
This option is primarily used to catch attempts at escaping pressure by jumping, dashing, or backdashing (from closer ranges.) If the opponent blocks "Leap", Zato is usually very plus and can dash up and true string another button. If Eddie gauge is low, unsummoning while Eddie is airborne will also delay the unsummon until Eddie hits the ground, meaning Zato can safely unsummon on block and remain slightly plus, although at most ranges this effectively resets the situation to neutral. On hit, (specifically the second hit of "Leap",) the opponent will be knocked down long enough to unsummon and still attempt a meaty with a longer-ranged button. If you don't want to summon, you can try to continue the combo by dashing up and picking the opponent off the ground with a c.S or 2S.

Attempts to mash "Pierce" at closer ranges can also often hit "Leap" during its startup or recover fast enough to avoid being punished. Opponents who are crouching or using low-profiling buttons often have Leap go over them, which can leave a punishable gap to take advantage of. Opponents can call out "Leap" with 6P to kill Eddie, but this can be a pretty committal option.

236P(1) > 236H


... > 236P(1) > 236H, ...
Protects Eddie from any kind of strike, with the situation being better for Zato the more committal the opponents' strike is. Generally there is an RPS on whether Zato will cancel "Oppose" into something else or use the opportunity to approach. Cancelling into other Eddie moves will often lose to gatlings, but further mashing will leave Zato more plus if "Oppose" is left uncancelled. Cancelling into 214S is also an option, but the situation for that is generally the same as in the case for "Pierce".

On lighter normals, opponents can often recover in time to block any further Eddie moves or use low-risk gatlings to discourage cancelling Eddie into another move. If the opponent does not mash further and Zato leaves "Oppose" uncancelled, Zato will recover at roughly the same time as the opponent. On attacks with high attack levels, the situation tips much more in Zato's favor because the opponent's recovery is far longer and gatlings are usually more committal/limited. Whether the opponent cancels or not, Zato is much more advantaged and can threaten a punish with either a Eddie cancel or with a Zato button. On very high recovery buttons the opponent may not be able to do anything to prevent a Zato punish, but otherwise they can guess between a committal gatling to stop an Eddie cancel or they can wait to recover before Zato punishes them. In either case, guessing wrong can mean eating a full combo (either from moves like "Leap" or 5H.

Most movement options or blocking will "beat" this option because Zato will be quite minus, but punishing Zato can be difficult because "Oppose" protects him from strikes if he is close enough. Running up and throwing can punish Zato depending on distance, but otherwise you need to determine whether you should cancel Eddie to try to re-establish your turn or if Zato needs to recover in order to defend. You also need to consider that Eddie will likely die if you leave "Oppose" uncancelled, which means that your opponent can try to punish you on an unsummon or wait for Eddie to die to put pressure on you.

Baiting YRC and Burst

Since Zato's pressure with Eddie is so strong, many characters' best uses of meter and Burst is to end Zato's turn when he gets in. If Eddie is summoned and YRC or Burst successfully hit Zato, Eddie will die and Zato will either have to deal with the opponent's pressure or neutral while waiting on a completely empty Eddie timer.

As with other characters, your best buttons for baiting these options are P normals, 5K, c.S, and any air normal close enough to the ground (excluding j.D). Since Eddie can sometimes carry combos on his own without Zato's help, you can be a bit liberal with these options and still deal good damage at the cost of Eddie gauge.

Otherwise, especially with many of Zato's harder-hitting normals, your only way to bait is to Roman Cancel. Because many opponents want to kill Eddie in addition to ending your turn, they might wait to see you summon Eddie before using YRC/Burst or they may delay until slightly after a 5H or 2H, hoping to catch you during the summon. If you think you have a read then these make good places to RC, and if you can manage to get Eddie out before the RC you can have him continue the combo/blockstring afterwards while Zato continues blocking.

However, keep in mind that you don't need to bait YRC or Burst with just Zato's buttons: "That's a Lot" in particular can be a common move to YRC because Zato has a lot of mixup options, so just sitting and blocking can catch a lot of trigger-happy players. Empty jumping or dashblocking work especially well with these options, baiting the opponent into pressing in fear of an upcoming mixup or a burst-safe button. Flight can also serve the same purpose, but you can be hit during the initial period where Zato is not yet moving so be more careful with it.

Buttons to YRC/Burst bait with

5K
poster=LazyLoadImageThumbnail.png

You do not need to jump cancel to bait YRC or Burst, making 5K a strong option while still threatening the ability to pressure or combo. Being able to block these options while standing can allow you to get better or more consistent punishes since you can be closer and more plus. Jump cancelling is still a strong way to bait since you can move forward or backward and threaten another YRC/Burst safe air normal if they do nothing. Keep in mind, however, that depending on your height/distance, you may not get a punish even if you successfully block the YRC/Burst.

5K really shines during Eddie pressure, where it can be used as a YRC-safe surprise low. Low hitstop and Eddie can also make it harder to recognize. Zato's gatling options are much more intimidating with Eddie, becoming far safer and more rewarding. 5K without Eddie still gives Zato many options, but opponents may be unlikely to YRC/Burst in the first place since Zato's solo pressure can be risky. It can be hard to use in combos because of the low hitbox, but if it connects it can provide a small juggle on airborne opponents that Eddie can continue with.

c.S
poster=LazyLoadImageThumbnail.png

c.S will not recover in time without a jump cancel unless the opponent delays their YRC/Burst or the move hits meaty. Despite this, jump cancelling is still very strong since this is a move you'll be using a lot anyways. In blockstrings the number of gatling options may tempt your opponent into using YRC despite knowing you can jump cancel it, while for Burst baiting c.S can be enough to single-handedly carry combos in tandem with Eddie. For example, on airborne opponents in the corner c.S > jc > ]S[ can loop while still remaining burst safe.

YRC

To bait YRC, Zato must either be out of its activation range or he must block the shockwave it produces. The shockwave does not directly interact with Eddie, but Eddie will be unsummoned if Zato blocks the YRC. Blocking the YRC rather than avoiding it can actually be a benefit as a result, since it will automatically unsummon Eddie for you and punishing will be easier at closer ranges.

Burst

Unblockable Setups

If Zato enough burst to use Wild Assault, he has a variety of unblockable setups for nearly guaranteed damage (only losing to invincible supers.) Although useful, in practice they are somewhat uncommon because they cost Burst, can be situational, and may not net that much damage. Still, they can completely guarantee a round win and the threat of the unblockable may force your opponent to play riskier during your pressure. An example unblockable is given below which works at closer ranges without Eddie summoned.

236[D] > 214H > dash > dl ]S[ > 623S

If Eddie is already summoned, you can instead drop the 214H and dash up after 236[D] recovers. At further ranges, or against FD, you may be able to counteract some of the pushback from 236[D] by whiffing a button like 5P or 5K.

Utilizing Negative Edge

Negative edge is an extremely powerful tool which allows Eddie and Zato to launch long, uninterruptible offensive sequences and play a much safer game in neutral. Eddie can be used to make almost any of Zato's attacks safe (even on whiff) while still maintaining the offensive. On offense or in neutral, negative edge can be used to attack with Eddie while blocking with Zato, allowing him to attack while remaining safe from attacks, YRC, burst, and reversals.

However, managing negative edge can quickly become overwhelming and extremely technical. Releasing the wrong button at the wrong time can be devastating, getting Eddie killed and leaving Zato wide open for a punish. In addition, Zato has to work around system mechanics mapped to pressing or holding multiple buttons at once.

Given how much it allows him to do, knowing how to properly use negative edge without unintended side effects makes Zato a far more intimidating character.

When to start holding buttons

When you should start holding or pressing a button will depend on the blockstring/combo you're trying to do. Some strings may already involve Zato using the same button Eddie will use to attack, in which case you can simply release that button when needed. Other strings may not use the button that Eddie will use but may have long recovery moves at the end of Zato's string during which the button can simply be pressed: an example is j.S > j.D > ]P[. Others may need you to hold the button pre-emptively or before you've hit the opponent in order to avoid getting a gatling, as in c.S > ]H[.

Ideally you want to start holding a button as close to when you need it as possible, although holding the button far in advance can make some strings easier.


Common Moves to Mask Button Presses

Almost any button can be used to mask another button press, but below are a few notable examples. Masking a button press is generally easier on moves with long total duration and few gatling options. As a result, any special move, D normal, or H normal is a good point to start preparing Eddie's next attack.

214H has a long total duration where Zato is inactionable, making it easy to pre-emptively press and hold a button. Immediately having Eddie attack out of 214H is slower than directly summoning Eddie in using 236X, but this point is often irrelevant on hard knockdown or when the opponent is fullscreen, especially if you want to wait to see what the opponent does before committing Eddie to an attack. In neutral, holding a button in neutral for a move like ]H[ or ]P[ can allow you to quickly react to what the opponent is doing and release when necessary. On knockdown you have the initiative, so if you plan on doing a string which doesn't use the button for Eddie's attack you can hold it down ahead of time to make the string easier. You can also prepare a ]K[ to meaty the opponent with, easily making yourself safe to all kinds of reversals, YRCs, parries, etc.

j.D is often used in mix-ups but is almost always unsafe without Eddie, flight, or meter. ]P[ or ]S[ are common follow-up options which can be slightly delayed to create a gapless blockstring, or they can be further delayed to catch opponents trying to escape pressure. Both of these buttons also allow you to combo with the correct positioning, so you can wait slightly to see whether the opponent has been hit and evaluate which button you want to press.

2D is useful when pushing the opponent to the corner after a button like 2K or 5K. It not only serves as a second low, but gives Eddie more time to recover or move forward and provides a little extra corner carry. By preparing a ]P[ (or if close enough on hit, ,) you can get a full combo or keep pressure. It also sees frequent use in sandwich pressure after c.S, with ]P[ looping into another sandwich mix-up. If you want to follow with a special from Zato, you can prepare a button beforehand in case they escape or predict what you want to do.

22H is amazing for covering Eddie from further away or keeping the opponent locked down long enough for Eddie to approach. ]S[ is a common option to continue combos if Eddie can get close enough, although ]P[ also works very well for this purpose from further away. If the opponent blocks it in neutral or while Zato is further away, ]K[ is usually used just before the opponent recovers to keep them in blockstun while Zato approaches from further away. The huge duration and it being a special gives you plenty of time to see if the opponent has blocked and evaluate what you want Eddie to do.

214S not only has the obvious uses of crossing up the opponent or sending Eddie at the opponent from fullscreen, but it is also an Eddie cancel tool. Eddie cannot attack for the first part of his travel animation, so you can use this time to release extra buttons you're holding and also decide a subsequent Eddie move for him to perform..

Negative Edge while Zato is actionable

In general, if you want Eddie to do something, it's preferable to hold down a button while Zato is doing other actions already so that simply releasing the button afterwards will cause Eddie to attack. However, in some circumstances (such as in neutral,) committing yourself to holding a button far ahead of time may not be desirable since it will limit what Zato can do in the meantime. In these cases where Zato is in a neutral state and you just want to have Eddie do something, there are a few common options, each with their own side effects.

Use Faultless Defense to mask the button press.
This is almost always the best option if you have even a little meter. It allows you to block while holding down the button, recover almost immediately, and only hold the button you need. There are some subtle downsides, however: first, if you're dashing towards the opponent, using FD will cause you to stop, and if you're using Flight, it will cancel it early. It also uses meter, even if only a tiny amount, and it can be difficult to input depending on your control scheme. If you don't have Faultless Defense bound you'll also have to hold down at least one other button, which risks inputting the wrong move or getting counterhit if the opponent hits you before FD comes out.
Whiff or throw out a move.
This is by far the easiest option, especially for players newer to Zato, but using this method can give up a lot of Zato's advantage on Eddie's attacks. Depending on the button whiffed, Zato may be in recovery for too long to run meaningful mix-ups or approach the opponent. This can be slightly remedied by using a fast-recovering move like 5P and holding down the button you want while the attack is whiffing, but this still leaves Zato vulnerable and inactionable for the duration of the move. This method also requires you to hold down P in addition to the button you actually want, which risks Eddie doing the wrong move. Whiffing a button also risks inputting a long duration move like 6P or 6K if Eddie is being moved forward at the same time, leaving Zato wide open if Eddie whiffs or dies. Although not technically any faster than other methods, this method of input is far easier than the others and may allow you to react faster to the opponent's attacks or actions while also minimizing the risk of having Eddie do the wrong attack. It also allows you to continuously move Eddie forward, as other methods of masking the button press involve holding back for at least 1 frame. At close range, this method can be much safer because your "whiffed" button will likely no longer whiff and Eddie can cover for Zato.
Backdashing.
This option suffers the same issues as above in giving up frames, but gives you a few frames of invulnerability to work with as well as not requiring you to negative edge an extra button.

Although FD is the safest and quickest to recover of these options, keep in mind that these latter two methods still serve as your best places to start holding down a button if you were planning on attacking on backdashing anyways.

Freeze Frames

In certain situations, such as:

  • at the start of a high level Counter Hit,
  • during the startup of a Roman Cancel,
  • during a super animation,

the screen will freeze in order to give time to react. Releasing a button at these times will not cause Eddie to take an action. This can allow you to release buttons that you're holding without committing Eddie, allowing you to perform otherwise impossible combos. You can also use the opportunity to hold new buttons without committing Zato. If you want Eddie to do an action as soon as possible, you should try to time your button release to just after the freeze frames end, since otherwise it'll have no effect and you'll have to press a button again.

Working around FD

Faultless Defense is activated by blocking and holding any two attack buttons (other than Dust) at the same time. Holding two buttons at the same time is a relatively common occurrence for Zato, meaning you can regularly get FD without intending to. Although there doesn't appear to be any special tricks to avoid this besides releasing buttons, knowing that it exists and how it can affect Zato will help you work around it.

  • Inability to walk backwards, fly backwards, or backdash.
  • Blocking during flight will cancel flight.
  • Moves input from neutral as 1X or 4X will not come out.
  • Specials input from neutral ending in 4X will not come out (without a Kara cancel.)

The inability to walk backwards can be difficult to deal with in neutral, so be careful about holding about too many buttons prematurely. Cancelling flight with FD can also launch you quite far so be careful not to do this accidentally.

Buttons will only fail to come out from FD if Zato is actionable and can block. Since Zato can only block while in a neutral state, all gatlings (including specials) will behave as normal and not be affected by FD. Since the most common place you'll be holding many buttons will likely be in close-range pressure, these last two points aren't as dangerous as they may initially look, although they can still be difficult to work around. Even without gatlings, 1X or 4X moves can simply be input as 2X or 5X, although this is less safe and can be difficult to get used to.

Once Eddie is out, be conscious of which buttons you're using (especially after safejumps, or for buttons like 2K). Having a button get eaten by FD can introduce huge gaps for the opponent to escape pressure from. Labbing combos and strings should give you an idea of where you may need to pay more attention to your inputs.

Other Tips

  • Although it doesn't occur often, be aware that the order in which you press/release buttons may not match the order in which those attacks hit, since those buttons may have varying levels of startup for Zato and Eddie.

Miscellaneous

  • Normals that leave opponent standing on normal hit: 5P, 2P, all K normals, all S normals, 5H, 6H, and all air normals.
  • Specials that leave opponent standing on normal hit: 236P(1), 214S.


Kara Super Applications

Kara super is cancelling a special into a super in the first 3 frames of the specials startups. Zato has various applications as Eddie is generally affected on the first frame Zato does a move that interacts with him.

  • 63214H~6H Unsummon kara Amorphous: Cancelling Unsummon into Amorphous results in Eddie being unsummoned during the startup of Amorphous leading to a much safer unsummon in general.
    • In neutral this can potential hit opponents that attempt to target your unsummon timing. In addition to being overall much safer, the plus frames from Amorphous can allow for you to more easily stall as Eddie meter comes back.
    • In pressure this can be used as an alternative to Sunvoid to extend Eddie pressure with meter. The benefit of this over Sunvoid is primarily that Amorphous has half the meter penalty time that Sunvoid does, so when not in positive bonus you will being building meter much sooner.
  • 63214S~6H or Large CH > 214S > 632146H Drunkerd Shade kara Amorphous: Cancelling Drunkerd Shade into Amorphouse results in Eddie being launched forward during the startup of Amorphous. The primary application of this is as a metered combo extension for massive damage. In the slowdown of a Large Counter-hit you can input 214S > 632146H very quickly to get a kara super rather than the very difficult usual method.

j.D Fast PRC Launch Tech

j.D Launch TechFor when you're tired of neutral or being stuck in the corner.

j.D > dl 66PRC~j.X
By doing a fast Roman Cancel just after the startup of j.D, Zato can launch himself to the other side of the screen almost instantly. Superjumping just before the j.D can cross up opponents even at fullscreen, allowing you to punish whiffed buttons, go into offense, or play a close-range RPS. If Eddie is out and near you, he can be pulled towards the opponent into attack range as the screen readjusts. If you haven't used your flight and fast PRC using a low recovery move like j.K, you can also sometimes stop your momentum using flight to bait options like throw or 6P. From most heights your air move will likely lose to 6P or other anti-airs, but the PRC can be hard to react to quickly enough. If you are getting punished for trying this in neutral, try using it instead as a punish tool for long-range, long-recovery moves.

Attemping to RC too quickly will not give Zato any forwards momentum, so you should wait a short amount of time after pressing j.D to RC. The sooner you RC after this short period, the faster and farther Zato's launch will be. If you don't drift RC or get the fast PRC, you will only move forward with a slight amount of momentum, if any at all.

Authors/Questions

  • DarthPhallus - Twitter: Framedata updates, matchup info, misc. strategy.
  • Osmosis - Twitter: Matchups and strategy.
  • Bwead - Twitter: Wrote the first version of the Strategy page.

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