GGXRD-R2/Zato-1

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Overview[edit]
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Overview

Zato fills the role of Guilty Gear's puppet character archetype. Paired with his shadow, Eddie, he dominates in neutral and possesses arguably the most overwhelming offense in the game. He manipulates the power of Eddie in many of his attacks, such as having him fight directly along side him to attack at the same time. When Eddie is summoned, you must utilize negative edge to coordinate them in such a way that they defend each other's recovery. In other words, Zato performs attacks with a press of a button while Eddie only attacks while the button is released. This alone can leave dealing with them on the other end of their offense to be frustrating, as their gapless pressure leave plenty of room for them to enforce mixups, although Zato's unique Eddie gauge that depletes during the shadows use forces him to eventually stop. The ability to control two characters is a nightmare for your opponents as Zato's pokes, drill specials, and flight paired with Eddie's pressure tools, anti-airs, and underground movement options are difficult to deal with when they are used as a team. Eddie can also take a hit for Zato, which while beneficial, means that you lose control over Eddie, so you will be left weakened with your only hope being flight and using drill summons to kill time for Eddie's recovery. Zato is a difficult character to get the hang of, but is a monster when you get used to controlling two characters as a coordinated team.

Zato's goal at the beginning of each match is to get the shadow out. He can achieve this goal by using his many ways to get a knockdown, his great pokes like f.S and 2S, and even summoning raw in neutral. His drill special leaves shadow puddles on the ground, which he can summon out of as well. Once Eddie is out, the next goal is to get the opponent blocking. After this Zato can create pressure and enforce mixups while the shadow keeps the opponent in blockstun, and can also acts as combo filler.


Voice:Takehito Koyasu
Playstyle
GGXRD-R2 Zato-1 Icon.png Zato-1 is a high-skill puppet character with a plethora of offensive options.
Pros Cons
  • Overwhelming Offense: This includes, high/low/fuzzy guard mix-ups, command grabs, unblockables, and never-ending block stings limited only by his shadow gauge.
  • Practical Unblockable Setups: Has many reliable unblockable setups that do large amounts of damage, and can also lead you to end with full Eddie gauge.
  • Excellent Space Control: Superior ground and air game with Eddie. Both Zato and Eddie can cover each other's recovery points and easily frustrate the opponent.
  • Horrid Defensive Options: Low health with 0 guts and poor defense modifier, awful Dead Angle and weak reversal options.
  • HEAVY Reliance on Eddie: Without Eddie, Zato is very limited. Zato's poor hurtboxes and slow normals make him far less threatening when Eddie is not out and significantly weakens his neutral game.
  • High Skill Floor: Unorthodox execution, extensive labbing time and having good knowledge and understanding of Zato's neutral game and Eddie control requires a large time investment.
Eddie and Shadow Meter

Eddie is the name of Zato=1's puppet. Eddie is controlled by the player, and can be used separately from Zato himself. Eddie is absolutely essential to Zato's game plan, and is basically half of the character. With Eddie, Zato becomes extremely threatening, but without Eddie, Zato becomes very weak. Players need to intelligently manage the use of Eddie or else Zato might be left wide open.

Eddie is summoned using a unique resource called Shadow Meter. Whenever Eddie is out, the Shadow Meter will gradually deplete, and using attacks with Eddie will deplete chunks of it. If Eddie has been hit by any attack, the Shadow meter will be locked to its depleted state and slowly regenerate - Eddie cannot be summoned again until the meter fills up completely. Recalling Eddie while he is already out causes the Shadow Meter to regenerate quickly and he can be freely summoned again.

Normal Moves[edit]

5P[edit]

5K[edit]

c.S[edit]

f.S[edit]

5H[edit]

2P[edit]

2K[edit]

2S[edit]

2H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
50 Mid 11 6 19 -6

[edit]

One of Zato's Anti Airs. Has a huge untechable time. On CH it basically knocks the other person down no matter what height they are at. It has many great uses in tandem with Eddie such as being a frame trap and is able to catch jumps outs when using it with Nobiru. One thing to note is that the hurtbox comes out before the hitbox so can be hit out of it during start up. However, it hits at a very good horizontal and vertical range for the type of normal it is and it is faster than 6P and has excellent benefits on hit.

j.P[edit]

j.K[edit]

j.S[edit]

j.H[edit]

j.D[edit]

6P[edit]

6K[edit]

6H[edit]

2D[edit]

5D[edit]

Universal Mechanics[edit]

Ground Throw[edit]

Air Throw[edit]

Dead Angle Attack[edit]

Blitz Attack[edit]

Special Moves[edit]

Invite Hell[edit]

22S/H

Break the Law[edit]

214[K]

Summon Eddie (Recall)[edit]

236P/K/S/H

Shadow Puddle Shadow Summon[edit]

214H

Small Attack[edit]

Release P with Shadow

Traversing Attack (Mawaru)[edit]

Release K with Shadow

Anti-Air Attack (Nobiru)[edit]

Release S with Shadow

Shadow Puddle[edit]

Release H with Shadow

Drill Special[edit]

Release D with Shadow

Dead Man's Hand[edit]

63214D with Shadow

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
0, 55 Ground Throw 30 - Summon Total 77 -

[edit]

Eddie command grab. This move is very slow and drains a lot of shadow gauge. However, it has a couple of interesting properties that make it an excellent move to use. As long as you have the opponent in hitstun or blockstun, you can unsummon the shadow even when it is in recovery and gain Eddie meter back without losing usage of the shadow. You can use this in a bunch of set ups that leave you at advantage such as 5P>2K ~ 214-D- >2H. If the opponent doesn't jump out, they get hit with the command grab. If they jump out, they can get hit with the 2H and you can unsummon and gain full meter back.

Damned Fang[edit]

623S

Drunkard Shade[edit]

214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
30 Mid 9 10 10 -6

[edit]

Reflects some projectiles. Frames 1-18 throw invulnerably and reflects stuff frames 3-18. Wall bounces on counter hit.

Projectiles able to be reflected include:

  • Sol's Gunflame
  • Ky's Stun Edge S and H (Fortified versions cannot be reflected.)
  • May's beach ball
  • Millia's Tandem Top S and H
  • Venom's cue balls (Including QV charged balls.)
  • I-No's Antidepressant Scale
  • I-No's H Chemical Love
  • Elphelt's Berry Pine (Doesn't damage Elphelt.)
  • Leo's Graviert Wurde S and H
  • Raven's Needles
  • Baiken's Yashagatana

Shadow Gallery[edit]

j.41236S

Flight[edit]

double jump

Zato has flight mode instead of double jump. He can briefly fly around the screen. This is helpful for escaping the corner and stalling time for Eddie to recover. Huge staple in Zato's mix up, allowing him to perform his fuzzy guard mix ups.

Overdrives[edit]

Amorphous[edit]

632146H [632146D]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
72×2 [90×2] Mid 10+5 9(2 Hit) 28 -17

[edit]

Zato's only real reversal. Not a very good one though. Slow start up and can easily be avoided as there is a dead zone directly in front of Zato. However it is actually kind of safe on block due to how far back it can push people. Be careful if you use it because if you get baited you will get hit. Shark is active when YRC'd. Strike invulnerable 1-12f.

  • Burst Overdrive increases damage to 90×2 and improves invulnerable frames [1-12f fully invulnerable, 13-20f throw invulnerable]

Executor[edit]

j.236236S

Great White[edit]

632146S with Shadow

Instant Kill[edit]

Guzmania Magnifica[edit]

in IK mode: 236236H

External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGXRD-R2/Zato-1/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.