GGXRD-R2/Zato-1/Resources

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 Zato-1


Preface

This page is Zato-1's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.

For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:

  • Character Discord pins
  • Links or transcriptions of external personal documents and / or Dustloop User Docs
  • Tech videos, especially from Twitter hashtags
  • One-off or niche combo routes
  • Set-ups (for pressure, mix-ups, okizeme, or setplay)
  • Video analyses of matches and sets
If more opinionated works are posted, such as match-up charts, it is highly recommended that you include accreditation to the creator and any other important specifics (such as ordering or et cetera), so that readers can evaluate the sourcing. To readers, also note that this means you should consume at your own discretion. Not all strategy or reasoning may be fully explained, tested, or viable, so either be sure to ask the creators any questions (if possible), or do your own research in training mode.

Documents

You can embed links to external documents or User Docs here.

How to Zato

Zato tech compendium

Zato resource sheet

Ogawa's notes on Zato neutral

Videos

You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.

Negative Edging

Zato 101 tutorial

Basic combos

whateverdude151's channel, many Xrd Zato videos

OS against Answer parry during unblockable

Corner only anti-Answer oki

OS against Baiken parry during unblockable

Punishes against Johnny's dead angle

Plain Text

You can write your own content here, or post transcriptions of content from potentially impermanent sources here.

"In Xrd why are Zato players whiffing Dead Man's Hand™️ during dust combos"

DMH has a unique property which allows it to be unsummoned even if the Eddie meter is empty. You can use this to your advantage to extend the time you have left to unsummon before eddie dies as he won't be put into the recovery state until the entire DMH animation ends.

Most Zato players do the DMH every time in dust combos just to be consistent and not have to think about it. You can also use this technique after j.D ender for example since you are already having to press D. (Note: DMH can be input with both a button press and a button release which is also a unique property)

"Why does Eddie die when I unsummoned but still had Eddie meter?"

This is likely because you are releasing a button and triggering an Eddie move before the unsummon kicks in. This is done by tapping. You can avoid this by holding the button you are using to unsummon until Eddie has begun to disappear.

Be careful when holding D (in Xrd) or H (in XX) as these will instantly drain all your meter if triggered and put Eddie in the recovery state even though the move doesn't actually trigger#

"In Xrd why can't I replicate the unblockable combo with second hit of shadow gallery only?"

This is a character specific combo and only works on: Ram, Jack-O, Jam, Venom, Sin, Elphelt, Ky

"Why am I seeing Eddie -S- when Zato attempts 623S in match videos?"

This is an OS that you can do which protects you from late mash outs or jump outs. tap S while doing 623S and it will auto time it assuming you don't need to wait for blockstun. If attempted midscreen you are giving up your unblockable opportunity since you will not have time to move eddie into place but in the corner you can still do it.

"I got blown back by a Dead Angle, why didn't Eddie take the hit?"

This depends entirely on how dead angle hitboxes and Eddie hurtboxes line up. Eddie is more likely to take the hit if he is in the middle of an attack what increases the height of his hurtbox such as -K- or -S-. Really it's more down to knowing when it's possible to dead angle Zato successfully and baiting those spots when you feel it coming

"How do I get 2K > nobiru unsummon to connect and be + or able to combo afterwards?"

You will have to input the 236S during hitstop of 2K. Eddie is not affected by your hitstop so the nobiru will start up and Zato will begin the unsummon animation as soon as hitstop ends which is later than if inputted from neutral. You can achieve this by "plinking" the [K] into 236 tap S

"I can't get 2S > -P- > 22H to combo consistently"

You can manually time this but your life will be a lot easier if you input it as: 2[S] > 52[H] > -P-, where P is tapped just after inputting far drill

"Can I play this character on pad?"

Yes.

It would probably be easier on you if you bound some buttons to the shoulder buttons.

I recommend:

Square = P

X = K

L1 = S

R1 = H

R2 = D

and RC and blitz macros would help wherever you prefer

@whateverdude151's layout:

A Type but P is bound to R2. That's it, otherwise it's normal for all other buttons

@edd's layout:

P>Square, K>Cross, S>R1, H>R2, D>L1, and the Roman Cancel shortcut as L2

@VeganPower's layout:

S on L1, H on R1, P on cross, K on square, D on triangle, blitz macro on circle

Keep in mind the default type A layout is what some players use successfully so use whatever you find comfortable.


Twitter

Round start options against Ky

Depreciated Resources

Dustloop Forums

Navigation

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