User:DarthPhallus: Difference between revisions

3,474 editsJoined 5 November 2021
(Replaced content with "Sandbox: User:DarthPhallus/Sandbox ==={{InvisibleText|2D Sandwich Oki}}=== {{TheoryBox | Title = 2D Sandwich Oki | Oneliner = "FIGHT BACK" | Difficulty = {{cl...")
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==Beginner Combos==
==={{InvisibleText|2D Sandwich Oki}}===
{{BeginnerComboDef}}
 
==={{InvisibleText|Beginner {{clr|3|c.S}} Combo}}===
{{TheoryBox
{{TheoryBox
| Title      = Beginner {{clr|3|c.S}} Combo
| Title      = 2D Sandwich Oki
| Oneliner  = Works against any grounded opponent.
| Oneliner  = "FIGHT BACK"
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = BeginnerCombo1
| Video      = GGST Zato Beginner BnB 1.mp4
| Recipe    = {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|4|22H}}
| content    =
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 {{clr|3|j.S}} and {{clr|4|j.H}}, if the {{clr|4|2S}} is omitted.
 
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.
}}
 
==Core Combos==
{{CoreComboDef}}
 
==={{InvisibleText|"Oppose" Anti-Air Combo}}===
{{TheoryBox
| Title      = "Oppose" Anti-Air Combo
| Oneliner  = Learn this and you too can play Zato.
| Difficulty = {{clr|4|Hard}}
| Difficulty = {{clr|4|Hard}}
| Anchor    = CHOpposeBNB
| Anchor    = SandwichOki
| Video      = GGST Zato CH Oppose BnB.mp4
| Video      =  
| Recipe    = {{clr|4|236H}} / {{clr|4|214H}}~{{clr|4|]H[}}, CH {{clr|4|2H}} > {{clr|3|214S}}, delay {{clr|3|]S[}}, delay {{clr|4|2H}} > {{clr|2|214K}}, {{clr|3|[6]c.S}} > {{clr|3|[3][S]}} > {{clr|4|[3][H]}}, delay {{clr|3|]S[}},{{clr|4|]H[}}, delay {{clr|4|2H}} > {{clr|2|214K}}, {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|22H}}
| Recipe    = {{clr|5|2D}} > {{clr|4|214H}}, [3], delay {{clr|2|]K[}}, delay {{clr|3|214S}}, delay {{clr|1|]P[}}, dash {{clr|2|2K}}, {{clr|3|c.S}}
| content    =
| content    =
This is the core of Zato's sandwich BNBs. There are many variations for damage or meter build as well as different ways to end the combo for the best oki, but this core sequence is the first you should learn.
The delay before releasing {{clr|3|S}} to get {{MMC|game=GGST|input=]S[|chara=Zato-1|label="Leap"}} can vary by how far / high in the air your opponent was when the {{clr|4|2H}} connected and if the {{MMC|game=GGST|input=214S|chara=Zato-1|label=214S}} hit or whiffed. If the opponent files over your head you delayed too little, if they fall too far and both hits of "Leap" do not connect, you delayed too much. {{clr|4|2H}} should be delayed to connect between the two hits of "Leap", this helps stabilize the combo in addition to adding some damage. Be sure to hold forward then down-forward during the middle {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} sequence as you need to move Eddie further away from Zato. You cannot move Eddie too far away, so it's easiest to just hold the directions.
Hitting this combo near to the corner can be tricky as you often cannot move Eddie far enough away for the "Leap" to not send the opponent over your head. Instead move Eddie towards Zato so "Leap" combos them into the corner.
}}
==={{InvisibleText|CH {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}}/{{clr|4|5H}}/{{clr|5|2D}} BnB}}===
{{TheoryBox
| Title      = CH {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}}/{{clr|4|5H}}/{{clr|5|2D}} BnB
| Oneliner  = Might require some adjustments, but get used to it.
| Difficulty = {{clr|4|Hard}}
| Anchor    = CHStarterBNB
| Video      = GGST Zato CH Starter BnB.mp4
| Recipe    = CH Starter > {{clr|1|236P}}, dash, {{clr|3|[3][S]}} > {{clr|4|22[H]}}, [3], delay {{clr|3|]S[}}{{clr|4|]H[}}, dash, {{clr|3|2[S]}} > {{clr|4|2[H]}}, WS, Wall Ender
| content    =
The combo is the core of Zato's same-side midscreen BNBs. It can be confirmed into from {{clr|4|5H}} and {{clr|5|2D}}, but the {{clr|1|236P}} must be buffered if the starter is a {{clr|3|S}} normal. Additionally, CH {{clr|3|S}} normals only allow for both hits of "Pierce" to combo into each other if the opponent was CH crouching.
This version of the combo is tailored for round-start distance but can work from any positioning with adjustments. If you are close enough to combo {{clr|3|2S}} > {{clr|4|2H}} instead of {{clr|3|2S}} > {{clr|4|22H}}, do so, as it allows for more time to dash up and combo afterwards and does more damage. The delays in the combo vary slightly based on the weight of the opponent, generally it's more lenient on heavy characters and harder on light characters.
The {{clr|1|236P}}, dash, {{clr|3|2S}} > {{clr|4|22H}} > ]X[ sequence is a very common string in not only Zato's combo but also his pressure, so it's important to become very comfortable doing it, and not releasing the incorrect Eddie move. Parts of this sequence are also present in many other more situational starters and mixup sequences.
}}
==={{InvisibleText|Corner {{clr|5|5D}}/{{clr|5|2D}} Confirm}}===
{{TheoryBox
| Title      = Corner {{clr|5|5D}}/{{clr|5|2D}} Confirm
| Oneliner  = Experience the power of a puppet character.
| Difficulty = {{clr|2|Medium}}
| Anchor    = CornerMixupBNB
| Video      = GGST Zato Corner Mixup BNB.mp4
| Recipe    = {{clr|5|2D}} / {{clr|5|5D}}, {{clr|1|]P[}}, dash, {{clr|3|c.S}} > {{clr|4|5H}}, {{clr|3|]S[}}, {{clr|4|6H}} > {{clr|3|214S}}, WS, Wall Ender
| content    =
Being able to combo after a {{clr|5|5D}} meterlessly is one of the privileges afforded to Zato.
There are many ways to set up the mix prior to this combo, a common one is show in the clip. This combo will not work if more Eddie meter is spent than a {{clr|1|236P}}, {{clr|2|236K}}, or {{clr|3|236S}} costs before the mixup connects.
Note that as {{clr|5|5D}} does greater wall damage than {{clr|5|2D}} this combo will normally wallsplat on the second hit of "Leap" when {{clr|5|5D}} is used as the starter. A higher damage combo can be routed for that specifically, but this one will get the job done.


This combo can also be done from slightly outside the corner.
}}
}}

Revision as of 17:55, 28 June 2022

Sandbox: User:DarthPhallus/Sandbox


2D Sandwich Oki

2D Sandwich Oki"FIGHT BACK"
Hard


2D > 214H, [3], delay ]K[, delay 214S, delay ]P[, dash 2K, c.S