GGXRD-R2/Zato-1

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Overview
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


 Zato-1  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.


Zato-1
GGXRD-R2 Zato-1 Portrait.png
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

5P

5K

c.S

f.S

5H

2P

2K

2S

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

j.K

j.S

j.H

j.D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

An Anti-Air for Zato. Has invincibility for the upper body frames 1-16. Can be good against Iad's but must be done a bit early because of start up. Hits twice. On ground hit can combo into 5cs 2d for a knockdown or 5h 22h for a knockdown farther away from Zato. Can be used as a situational footsies tool such as against Faust's f.S. It is also jump cancelable and leaves the opponent in a lot of block stun so you can cover Eddie when going in tandem when attacking.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Overhead. Staggers on hit. Can't really do anything off of it without meter or if you have Eddie set up prior to using it. You can use either -K- or -P- to combo from it. If the opponent doesn't recover in time you can hit them with 5p and combo into knockdown. Note that it is not special cancelable so unless you have 25% tension or Eddie to cover, you are committed to it.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

The big arm. Has a pretty bad hit box due to the hurt box coming out before its hitbox. Can be used as an Anti air but situational. On CH it gives knockdown. The downsides are slow start up and very bad on block. Not used as much as 6p or 2h. Mostly used in tandem with Eddie to catch jump outs depending on the spacing but you're mostly better off doing either 2H or even jD.

2D

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Combo filler. Can be used after a shadow -K- to do massive amounts of damage or can link from Eddie -p- to converse Eddie meter and still keep damage up. Also has frames 1~51 Foot invulnerably. Can do very interesting combos with raw midscreen side Dust in tandem with Eddie due to the properties it has, so combos such as 5D>6>6H>236S>2H>214S>-S->2H, 214S>-S->2H>214S>-S->2H>236H work.

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Special Moves

Invite Hell

22S/H

Break the Law

214[K]

Summon Eddie (Recall)

236P/K/S/H

Shadow Puddle Shadow Summon

214H

Small Attack

Release P with Shadow

Traversing Attack (Mawaru)

Release K with Shadow

Anti-Air Attack (Nobiru)

Release S with Shadow

Shadow Puddle

Release H with Shadow

Drill Special

Release D with Shadow

Dead Man's Hand

63214D with Shadow

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

623S

Drunkard Shade

214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

j.41236S

Flight

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

Amorphous

632146H [632146D]

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

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

j.236236S

Great White

632146S with Shadow

Instant Kill

Guzmania Magnifica

in IK mode: 236236H

External References

Navigation

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.

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