User:DarthPhallus: Difference between revisions

3,474 editsJoined 5 November 2021
Line 219: Line 219:
* {{clr|4|2H}} {{clr|nerf|NERF}}
* {{clr|4|2H}} {{clr|nerf|NERF}}
** Reduced damage from 48 to ?.
** Reduced damage from 48 to ?.
* {{clr|4|6H}} {{clr|reworked|REWORKED}}
* {{clr|4|6H}} {{clr|buff|BUFF}}
** Reduced descent speed.
** Reduced descent speed.
* {{clr|1|j.P}} {{clr|buff|BUFF}}
* {{clr|1|j.P}} {{clr|buff|BUFF}}

Revision as of 03:50, 9 June 2022

Info Quick Reference


Hitstun and Blockstun Values
Level Hitstop Standing Hitstun Crouching Hitstun Ground Block Air Regular Block/FD ※ Air Instant Block/IFD ※
Lv.0 11 12 13 9 Until Landing+19 Until Landing+5
Lv.1 12 14 15 11 Until Landing+19 Until Landing+5
Lv.2 13 16 17 13 Until Landing+19 Until Landing+5
Lv.3 14 19 20 16 Until Landing+19 Until Landing+5
Lv.4 15 21 22 18 Until Landing+19 Until Landing+5

※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery.
Note: Blocking a move in the air restores an air action. (i.e. air jump or air dash)

Practice Notes

Character Reaction Checks
Character Character Options Common Strings Generic Responses Zato Option
Anji
  • Fuujin~PGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7
  • 236H > (Early Cancel) P
  • Jump forward + air normal will counterhit this followup resulting in a combo.
  • j.D is amazingly reliable here and easily leads to a combo.
  • Fuujin~KGGST Anji Mito 236HK.pngGuardStartupRecovery22+6 after LandingAdvantage-
  • 236H > K / (Early Cancel) K > 4D / 6D
  • Jump, throw, backdash, mash. Most options work if done fast enough as Anji is -12 if you blocked Fuujin.
  • j.D is also very good here, and helps to only have to look for Anji going in the air.
  • Fuujin~SGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7
  • 236H > S
  • Crouch block and take your turn afterwards. At -7 this followup is almost always safe but ends Anji's turn.
  • 2S and 2D are solid options to take your turn back with low risk.
  • Fuujin~HGGST Anji Mito 236HH.pngGuardHighStartup21 (34 with early cancel)Recovery24Advantage-9
  • 236H > H
  • Reaction stand block and punish. At -15 most characters get a sizeable punish.
  • 2D is Zato's best punish leading to oki.
  • Kou (236S)GGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage-
  • 236S in neutral.
  • Air throw on reaction is the most reliable, some characters may have air normals that lead to higher reward.
  • Air throw or j.D are both great options, 2H also works but is low reward without Eddie out or meter.
Axl Low
  • Winter Mantis (41236H)GGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage-
  • Air blocked 2S >
    2H (Strike) vs 41236H (Throw)
  • Block the 2H vs jump the command throw. Some characters may be able to punish the throw if jumped, if not you can at least gain some screen positioning.
  • After jumping the command throw Sun Void (632146S)GGST Zato-1 Sun Void.pngGuardAllStartup11+14RecoveryAdvantage+3 or j.D > PRC > Fast j.H can punish.
  • 6HGGST Axl Low 6H.pngGuardHighStartup27Recovery13Advantage-3
  • Meaty / Blockstring
  • Stand block, if the move is meaty it may be plus if not it is -3 and often throw punishable.
  • N/A
  • j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage-
  • Mid Range Neutral and in defense.
    • Ex: IAD Back > j.S
  • 6P, best to OS a clash cancel option which varies by character.
  • 6P > buffer dash block. Snail beats most follow-ups you could do on clash but dash block allows you to catch it's recovery with a 2S and will also give you time to summon on CH.
Giovanna
  • Spiral Arrow (236K)GGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15]
  • Midscreen Neutral and on block.
    • Ex: c.S > 2S / 2D > 236K
  • 6P is the universal answer, anything with low profile or invul can beat Sprial Arrow fairly cleanly.
  • N/A
  • Flip Kick (214S)GGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5
  • On Block, depending on spacing can stay same side or crossup.
    • Ex: c.S / 5K > 214S (Crossup)
      vs c.S > 2S > 214S (Same side)
  • On Oki
    • Ex: c.S (OTG) > IAD / Dash > 214S
  • On block, FD can ensure enough pushback to always make flip kick hit same side, allowing for consistent 6P punishes. Some characters can 6P and hit both options consistently.
  • On oki, 6P is a punish or simply blocking properly is better than nothing.
  • Zato's 6P hits both same side and crossup consistently so you don't need to think too hard.
  • N/A
May
  • DOLPHIN
  • N/A

Matchup Comfort

Character Matchup Comfortability
Character Comfortable?
Anji
Axl
Chipp
Faust
Giovanna
Goldlewis
Happy Chaos
I-No
Jack-O'
Ky
Leo
May
Millia
Nagoriyuki
Pot
Ramlethal
Sol
Zato
Key
Comfortable Needs Practice / Exploration Uncomfortable
Color


Patch Notes Template

 Zato-1

  • Eddie Gauge BUFF
    • Reduced Eddie Gauge depletion when Eddie is not Attacking.
  • 6P REWORKED
    • Adjusted animation of opponent on hit (UNSURE OF CHANGE)
  • 2K BUFF
    • Reduced Knockback, making 2D more consistently combo.
    • Reduced attack startup to ?f.
  • c.S BUFF
    • Reduced recovery, now ?f on block.
  • 2S BUFF
    • Reduced frontal hurtbox.
  • 5H BUFF
    • Increased damage from 40 to ?.
  • 2H NERF
    • Reduced damage from 48 to ?.
  • 6H BUFF
    • Reduced descent speed.
  • j.P BUFF
    • Active frames now continue from the first hit to the final hit.
    • Expanded lower hitbox and hurtbox on the first.
  • j.K BUFF
    • Now launches opponent higher on hit.
  • j.H BUFF
    • First half of the active frames now launch opponents higher and less far horizontally.
  • j.D BUFF
    • Increased declaration during startup improving QoL as an overhead.
  • "Pierce" BUFF
    • Delayed the timing when Eddie gauge is depleted.
    • Initial hit now launches the opponent higher.
    • Second hit has reduced startup.
  • "That's a lot!" BUFF
    • Delayed the timing when the Eddie gauge is depleted.
    • Decreased damage on each drill from 22 to ??.
    • Scaling from drills only applies once even when multiple hit.
  • "Leap" NERF
    • Decreased Damage from 20,60 to ?,?.
    • Expanded hurtbox.
  • Amorphous BUFF
    • Reduced startup from 11+8 to ?+?.
    • Increased movement speed of hitbox.