User:DarthPhallus: Difference between revisions

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==={{InvisibleText|Beginner Ground Combo}}===
==={{InvisibleText|Beginner {{clr|3|c.S}} Combo}}===
{{TheoryBox
{{TheoryBox
| Title      = Beginner Ground Combo
| Title      = Beginner {{clr|3|c.S}} Combo
| Oneliner  = Works against any grounded opponent.
| Oneliner  = Works against any grounded opponent.
| Difficulty = {{clr|1|Very Easy}}
| Difficulty = {{clr|1|Very Easy}}
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Can opt to safely {{MMC|game=GGST|input=214H|chara=Zato-1|label=Summon Eddie}} ({{clr|4|214H}}) afterward, a great way to get your neutral game started.
Can opt to safely {{MMC|game=GGST|input=214H|chara=Zato-1|label=Summon Eddie}} ({{clr|4|214H}}) afterward, a great way to get your neutral game started.
}}
==={{InvisibleText|Beginner {{clr|2|5K}}/{{clr|2|2K}} Combo}}===
{{TheoryBox
| Title      = Beginner {{clr|2|5K}}/{{clr|2|2K}} Combo
| Oneliner  = This is the win condition.
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = BeginnerCombo2
| Video      = GGST Zato Beginner BnB 2.mp4
| Recipe    = {{clr|2|5K}}/{{clr|2|2K}} > {{clr|5|2D}} > {{clr|4|214H}}
| content    =
May not seem like much, but this is one of Zato's best combos due to the strength of the okizeme he gets after a {{clr|5|2D}} knockdown.
At max range {{clr|5|2D}} may not connect after {{clr|2|2K}}, be careful with the range at which you choose to gatling into {{clr|5|2D}}. Will work off of most jump-ins, but {{clr|2|2K}} is often omitted for consistency.
The {{MMC|game=GGST|input=214H|chara=Zato-1|label=Empty Eddie Summon}} ({{clr|4|214H}}) afterwards leaves you in the perfect position for Zato's strongest Okizeme, however the summon itself is not safe if {{clr|5|2D}} is blocked, so be sure to confirm the hit before commiting to the summon. Alternatively, {{clr|4|22H}} can be used to hit OTG and for more damage in exchange for oki.
}}
}}

Revision as of 05:04, 21 June 2022

Beginner c.S Combo

Beginner c.S ComboWorks against any grounded opponent.
Very Easy

c.S > 2S > 5H > 22H
A simple combo, requiring no Eddie control, into moderate damage that also creates space for Zato to control.

Works on counter-hit and can be done from common jump-ins like j.S and j.H, if the 2S is omitted.

Can opt to safely Summon EddieGGST Zato-1 Summon Eddie.pngGuardStartup20Recovery8Advantage- (214H) afterward, a great way to get your neutral game started.

Beginner 5K/2K Combo

Beginner 5K/2K ComboThis is the win condition.
Very Easy

5K/2K > 2D > 214H
May not seem like much, but this is one of Zato's best combos due to the strength of the okizeme he gets after a 2D knockdown.

At max range 2D may not connect after 2K, be careful with the range at which you choose to gatling into 2D. Will work off of most jump-ins, but 2K is often omitted for consistency.

The Empty Eddie SummonGGST Zato-1 Summon Eddie.pngGuardStartup20Recovery8Advantage- (214H) afterwards leaves you in the perfect position for Zato's strongest Okizeme, however the summon itself is not safe if 2D is blocked, so be sure to confirm the hit before commiting to the summon. Alternatively, 22H can be used to hit OTG and for more damage in exchange for oki.