GGST/Zato-1/Strategy: Difference between revisions

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* 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.
* 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.


=== Author/Questions ===
== Authors/Questions==


* DarthPhallus - [https://twitter.com/phallus_darth Twitter]: Framedata updates, matchup info, misc. strategy.
* DarthPhallus - [https://twitter.com/phallus_darth Twitter]: Framedata updates, matchup info, misc. strategy.

Revision as of 03:57, 17 August 2022

 Zato-1

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.

  • 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.

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.

Clap Cancel
Cancelling any Eddie move into another via 236P/K/S/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 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.

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, 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.


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.


5H

5H is the cornerstone of Zato pressure. It can be a deadly frametrap after c.S or 2SS 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 forcing a block or getting a hit and must be AA'd to kill Eddie, which is very difficult on reaction.

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

Okizeme

Zato's Oki is as varied and powerful as it comes.

Meaty Options

Zato Basic Knockdown and Meaty Options:

  • 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 2D after using this button unless Eddie is already summoned. Without Eddie, a delayed 2D or 6P can frametrap afterwards, so this can be used as a stagger option. With dash momentum 623S can be a tick throw.
    • On hit 2D gatling leads to a reset into strong oki situation.
  • 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 5H > Summon to begin pressure, delayed 5H to catch mash attempts, 5D to go high if you have meter, 2D to go low, 2K to frametrap an attempt to mash the plus frames, immediate Summon if you opponent respects c.S as this gives you better pressure options, or even dash throw.
    • Getting a hit or CH on c.S doesn't lead to much as Zato generally doesn't have good hitconfirm routes off of it. You get c.S > 5H > 22H which can be extended with meter or a combo into the first hit of "Pierce" which does make your pressure slightly stronger.
  • 5H is an alternative, with different strengths and weaknesses from 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 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 5H, is slightly better than c.S > 5H as you are generally close enough to use a P or K normal to fill the pierce gap.
    • On hit 5H doesn't lead to much for the same reason c.S doesn't but on CH 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 (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 c.S or 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 2K, c.S, 5H, 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.
  • 6H is primarily a throw and backdash bait option, as well as being useful for stalling for time.
    • As 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 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 6H is a large CH so you can combo into 236P / 236K / 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.


Strong Knockdowns
Move Conditions (Hit, Airborne?, Screen Position) Type
2DGGST Zato-1 2D.pngGuardLowStartup10Recovery17Advantage-9 Normal Hit, Grounded, Anywhere HKD
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6 Normal Hit, Both, Anywhere SKD
6PGGST Zato-1 6P.pngGuardAllStartup12Recovery12Advantage-6 Counter Hit, Both, Anywhere HKD
6D or 4DGGST Zato-1 Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage- N/A, Grounded, Anywhere HKD
623SGGST Zato-1 Damned Fang.pngGuardGround ThrowStartup6Recovery38Advantage- N/A, Grounded, Corner HKD
214SGGST Zato-1 Drunkard Shade.pngGuardAllStartup9Recovery12Advantage-8 Normal Hit, Airborne, Anywhere HKD
22HGGST Zato-1 Invite Hell 1.pngGuardAllStartup18Recovery2Advantage-7 Both, Both, Corner SKD
236S (2)GGST Zato-1 Leap.pngGuardAllStartup21 [25]Recovery34Advantage+46 Both, Both, Anywhere HKD
]S[ (2)GGST Zato-1 Leap.pngGuardAllStartup13Recovery34Advantage- Both, Both, Anywhere HKD
632146HGGST Zato-1 Amorphous.pngGuardAllStartup8+8RecoveryTotal 43Advantage+12 Both, Both, Anywhere HKD
Super Wallbreak N/A, Both, N/A HKD
  • 2D has a large amount of frame advantage and is one of Zato's best knockdowns.
    • With Eddie, 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 214H, all with different strengths and weaknesses the two most common are:
      • Midscreen: 214H > [6] > ]K[ > 214S > delay ]P[ > dash 5P > c.S > .... (following sequence and options in the Blockstrings Section)
      • Anywhere: 214H > [6] > 236[K] > .... (following sequence and options in the Blockstrings Section)
    • Without Eddie, the generic meaty options are good. 214K > 22H gives a ~+15 Invite Hell that is safe to all but very long range reversals.
  • Normal Hit 6P does not lead to a hugely advantageous knockdown but has decent options.
    • With Eddie 236P can meaty after normal hit, if you have trouble confirming normal vs counter hit you can instead opt to 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 22H for a small combo or dash in to gain some screen position.
  • Counter Hit 6P has an extreme amount of frame advantage.
    • With Eddie available you have more or less the same options as 2D but with even more frame advantage. Careful not to accidentally OTG your opponent, you may have to delay your timings form 2D options to avoid doing this on accident.
    • Without Eddie, go for a generic meaty option.
  • 6D/4D (Outside the corner)
    • With Eddie, dash > 214H > ]P[(1) > 2S > .... can lead into strong pressure (following sequence and options in the Blockstrings Section)
    • Without Eddie, choose a generic meaty option.
  • 6D/4D (At the corner)
    • With Eddie, you have a lot of options. The most common and versatile is OTG Normal > 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. c.S is a easy option that.
    • Without Eddie, OTG c.S > 9 > j.S/j.H is a safejump vs slower than 9f reversals and leaves you with your air option to make j.D flight a real threat for a double overhead. Additionally, OTG c.S > dash cancel c.S is an autotimed meaty that is +3 on block.
  • 623S (At the corner)
    • At +7 you have to choose between a variety of options with different risks / rewards to maintain strong oki.
      • 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.
      • 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 2D due to the higher attack level. Use this when your opponent is respecting the oki.
      • 44 > 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.
  • 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 236K.
  • 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. ... > 2H > 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 2S or 2D after microdashing in.
  • 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 236K. If Eddie is close to empty when he is unsummoned you won't have enough time to 214H > ]X[, but a 236X summon should work.
  • ]S[ specifically when the second hit is able to connect.
    • As this has no recovery for Zato, most of your oki options are the same as 236S but there is significantly more frame advantage. You can unsummon into essentially anything you want to do, even from fullscreen.
  • 632146H midscreen
    • With Eddie, dash 214H > ]K[ can allow for a sandwich setup or 236K can meaty for corner push.
    • Without Eddie, you can pick any generic meaty option.
  • Super Wallbreak
    • 214H > ]P[ is a reversal safe meaty and spaced at a range where a 236K or 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 5H is the easiest and safest option here.


Sandwich Oki

2D Sandwich Oki"FIGHT BACK"
Hard

2D > 214H, [3], delay ]K[(1), delay 214S, delay ]P[, dash 2K, [6]c.[S] > Mix Option
This string, if done perfectly, can true string all the way into the 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.

Here are some common issues players experience with this sequence:

  • Make sure that you delay long enough after ]K[(1) to allow the single drill to come out, if you cancel with 214S too early you may not get the hit of the drill and fail to meaty.
  • Delay the ]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 2K.
  • The c.S after 2K is a link, so be sure to practice making it as tight as possible.

After the 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 c.S. Delay slightly after dash 2K to allow the opponents throw protection to wear off. Normal throw can be lead to a combo with ]S[.

5D ComboDon't accidentally hold 5D
Medium

5D, delay ]P[, 5P, [6]c.S, delay [3]2[S] > [3]2[H], delay ]S[, ]H[, delay 2H > 214K, c.S > 2S > 2H > Ender
A hard to react to high into a full combo, not too shabby. Should be noted that c.S > 5D always has a 4f gap, so 3f normals can mash out.

Delaying the ]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 5D which allows you to safely continue pressuring. Alternatively, ]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.

You can opt to switch sides in this combo by using 2K instead of 5P after "Pierce" release, picking up with c.S into the usual ]S[ sequence for corner carry.

2D ComboHit them trying to fuzzy.
Medium

delay 2D, delay ]P[, 5P, [6]c.S, delay [3]2[S] > [3]2[H], delay ]S[, ]H[, delay 2H > 214K, c.S > 2S > 2H > Ender
The less exciting, but equally important, counterpart to 5D. When going low in these mixups, make sure to delay 2D as it normally would hit a lot earlier than 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 5D making it hard or impossible to fuzzy guard.

The delay before ]P[ is much shorter than for the high option as 2D has less hitstun before it becomes uncombo-able. Same as the high, you can time the "Pierce" release such that the 5P afterwards can cover the "Pierce" gap if they block the low. Also like the high option, ]S[ can be used as the pickup if you want.

You can opt to switch sides in this combo by using 2K instead of 5P after "Pierce" release, picking up with c.S into the usual ]S[ sequence for corner carry.

2D > 214K CrossunderCrossunders are objectively cooler than crossups.
Medium

[3]2D, ]P[, 214[K], [1]2S > 22H, ]S[, ]H[, dash 2S > 22H
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 2D > 214[K] is a cancel, you just have to tap P to get "Pierce" after 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.

2D > 214K Fake CrossunderIncredibly ambigious.
Medium

[3]2D, ]P[, [1]214[K], [6]c.S, [3]2[S] > [3]2[H], delay ]S[, ]H[, delay 2H > 214K, c.S > 2S > 2H > Ender
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.

Converts into the usual "Leap" loop for 1 rep.

Fighting Zato

  • Any Summon into Eddie on block that is not after Zato's 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9 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 5PP > "Pierce"GGST Zato-1 Pierce.pngGuardAllStartup21 [25]Recovery24Advantage- can be interrupted to hit Eddie even if the 5PP hits. The only exception to this is "Oppose"GGST Zato-1 Oppose Armor.pngGuardAllStartup74 {78}Recovery(Summon Vanishes) [36 Zato]Advantage- 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.
  • 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.
  • 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.
  • 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 Sacred EdgeGGST Ky Kiske 236236P.pngGuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26] or Baiken's KenjyuGGST Baiken 214214P.pngGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5.
  • "Pierce"GGST Zato-1 Pierce.pngGuardAllStartup21 [25]Recovery24Advantage- 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 2P or 2K. If your character doesn't possess a 5f version of these moves (if it's 6f, it trades unfavorably), using 5P is the next best option. This will beat uncanceled pierce, "Pierce" > "That's a Lot"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 at some ranges, and is generally safe to cancels into Drunkard Shade and "Leap". However, a delayed "Leap" cancel will punish attempts to mash 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.
  • 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.
  • Sun VoidGGST Zato-1 Sun Void.pngGuardAllStartup11+14RecoveryAdvantage+3 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 "That's a lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55, "Leap"GGST Zato-1 Leap.pngGuardAllStartup21 [25]Recovery34Advantage+46, 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.
Dramatic posing is Zato's greatest weakness
  • 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.
  • 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.
  • Midscreen command throw oki should not be respected, Zato is only +7 and spaced at a little more than roundstart distance.
  • A common mistake newer (or nervous) Zato players make is to use Drunkard ShadeGGST Zato-1 Drunkard Shade.pngGuardAllStartup9Recovery12Advantage-8 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 2P or 2K. Killing Eddie in this situation can turn neutral in your favor.
  • Similarly, if a Zato regularly uses "Leap"GGST Zato-1 Leap.pngGuardAllStartup21 [25]Recovery34Advantage+46 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.
  • 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. AmorphousGGST Zato-1 Amorphous.pngGuardAllStartup8+8RecoveryTotal 43Advantage+12 has a slow travel time and can be avoided with moves that travel forward very quickly like Sol's Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17, 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.

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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