User:DarthPhallus: Difference between revisions

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{{TheoryBox
{{TheoryBox
| Title      = {{clr|5|5D}}  Combo
| Title      = {{clr|5|5D}}  Combo
| Oneliner  = They didn't react.
| Oneliner  = Don't accidentally hold {{clr|5|5D}}
| Difficulty = {{clr|2|Medium}}
| Difficulty = {{clr|2|Medium}}
| Video      = GGST Zato Sandwich High 1.mp4
| Video      = GGST Zato Sandwich High 1.mp4
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| Difficulty = {{clr|2|Medium}}
| Difficulty = {{clr|2|Medium}}
| Video      = GGST Zato Sandwich Low 1.mp4
| Video      = GGST Zato Sandwich Low 1.mp4
| Recipe    = {{clr|5|2D}}, delay {{clr|1|]P[}}, {{clr|1|5P}}, [6]{{clr|3|c.S}}, delay [3]{{clr|3|2[S]}} > [3]{{clr|4|2[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}} > Ender
| Recipe    = delay {{clr|5|2D}}, delay {{clr|1|]P[}}, {{clr|1|5P}}, [6]{{clr|3|c.S}}, delay [3]{{clr|3|2[S]}} > [3]{{clr|4|2[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}} > Ender
| content    =
| content    =
The less exciting, but equally important, counterpart to {{clr|5|5D}}. When going low in these mixups, make sure to delay {{clr|5|2D}} as it normally would hit a lot earlier than {{clr|5|5D}}. The sweet spot for the amount to delay it is enough that it isn't truestring, but still frametraps any mash attempts. This will put it at about the same speed as {{clr|5|5D}} making it hard or impossible to fuzzy guard.


The delay before {{clr|1|]P[}} is much shorter than for the high option as {{clr|5|2D}} has less hitstun before it becomes uncombo-able. Same as the high, you can time the "Pierce" release such that the {{clr|1|5P}} afterwards can cover the "Pierce" gap if they block the low. Also like the high option, {{clr|3|]S[}} can be used as the pickup if you want.
You can opt to switch sides in this combo by using {{clr|2|2K}} instead of {{clr|1|5P}} after "Pierce" release, picking up with {{clr|3|c.S}} into the usual {{clr|3|]S[}} sequence for corner carry.
}}
}}
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| Recipe    = [3]{{clr|5|2D}}, {{clr|1|]P[}}, {{clr|2|214[K]}}, [1]{{clr|3|2S}} > {{clr|4|22H}}, {{clr|3|]S[}}, {{clr|4|]H[}}, dash {{clr|3|2S}} > {{clr|4|22H}}
| Recipe    = [3]{{clr|5|2D}}, {{clr|1|]P[}}, {{clr|2|214[K]}}, [1]{{clr|3|2S}} > {{clr|4|22H}}, {{clr|3|]S[}}, {{clr|4|]H[}}, dash {{clr|3|2S}} > {{clr|4|22H}}
| content    =
| content    =
Best when done with your back to the wall, but more likely to be expected. If done properly, opponents cannot mash out of this setup unless their fast crouching normals happen to hit slightly backwards (some do).
The {{clr|5|2D}} > {{clr|2|214[K]}} is a cancel, you just have to tap {{clr|1|P}} to get "Pierce" after {{clr|5|2D}} but before cancelling into Break the Law. The first hit of "Pierce" gives you time to cross them up, the second is the mix.


With your back to the wall or even just closer than round start distance you can pickup into a stronger combo with Zato's typical corner routing.
}}
}}
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|-|
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| Recipe    = [3]{{clr|5|2D}}, {{clr|1|]P[}}, [1]{{clr|2|214[K]}}, [6]{{clr|3|c.S}}, [3]{{clr|3|2[S]}} > [3]{{clr|4|2[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}} > Ender
| Recipe    = [3]{{clr|5|2D}}, {{clr|1|]P[}}, [1]{{clr|2|214[K]}}, [6]{{clr|3|c.S}}, [3]{{clr|3|2[S]}} > [3]{{clr|4|2[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}} > Ender
| content    =
| content    =
Don't go for this unless you think your opponent is aware of the mix. Since this is an uncommon setup for a mixup, opponents below a certain skill level will generally never block the real crossunder on purpose. It's best to save this option for opponents that you know they know.
Setup is the same, and how you stay sameside is kind of freestyle. Tapping forward then back is generally the most consistent and visually tricky option.


Converts into the usual "Leap" loop for 1 rep.
}}
}}
</tabber>
</tabber>

Revision as of 20:19, 29 June 2022

Sandbox: User:DarthPhallus/Sandbox


2D Sandwich Oki

2D Sandwich Oki"FIGHT BACK"
Hard

2D > 214H, [3], delay ]K[(1), delay 214S, delay ]P[, dash 2K, [6]c.[S] > Mix Option
This string, if done perfectly, can true string all the way into the c.S, however it is fairly difficult to do so as there are several non-bufferable links due to negative edge inputs. Luckily, it's fairly easy to only leave frame-trapped gaps with some practice.

Here are some common issues players experience with this sequence:

  • Make sure that you delay long enough after ]K[(1) to allow the single drill to come out, if you cancel with 214S too early you may not get the hit of the drill and fail to meaty.
  • Delay the ]P[ for a decent period of time, you can true string it after the drill but leaving a gap by delaying too much is not a big deal as it's difficult for the opponent to hit Zato or Eddie in that scenario.
    • If you don't delay the released "Pierce" long enough you will not be plus enough to true string the dash 2K.
  • The c.S after 2K is a link, so be sure to practice making it as tight as possible.

After the c.S the mix begins. In addition to the options with examples listed in the other tabs, you can also attempt to throw or command throw instead of c.S. Delay slightly after dash 2K to allow the opponents throw protection to wear off. Normal throw can be lead to a combo with ]S[.

5D ComboDon't accidentally hold 5D
Medium

5D, delay ]P[, 5P, [6]c.S, delay [3]2[S] > [3]2[H], delay ]S[, ]H[, delay 2H > 214K, c.S > 2S > 2H > Ender
A hard to react to high into a full combo, not too shabby. Should be noted that c.S > 5D always has a 4f gap, so 3f normals can mash out.

Delaying the ]P[, isn't strictly necessary to make the combo work. However, it does ensure that you can still close the "Pierce" gap if they block the 5D which allows you to safely continue pressuring. Alternatively, ]S[ can be used to confirm, and is generally higher damage as well as easily ensuring plus frames if the mix is blocked. The downside to this option is that you are out of Eddie meter after, so if they block you do not get another usage of Eddie to convert with.

You can opt to switch sides in this combo by using 2K instead of 5P after "Pierce" release, picking up with c.S into the usual ]S[ sequence for corner carry.

2D ComboHit them trying to fuzzy.
Medium

delay 2D, delay ]P[, 5P, [6]c.S, delay [3]2[S] > [3]2[H], delay ]S[, ]H[, delay 2H > 214K, c.S > 2S > 2H > Ender
The less exciting, but equally important, counterpart to 5D. When going low in these mixups, make sure to delay 2D as it normally would hit a lot earlier than 5D. The sweet spot for the amount to delay it is enough that it isn't truestring, but still frametraps any mash attempts. This will put it at about the same speed as 5D making it hard or impossible to fuzzy guard.

The delay before ]P[ is much shorter than for the high option as 2D has less hitstun before it becomes uncombo-able. Same as the high, you can time the "Pierce" release such that the 5P afterwards can cover the "Pierce" gap if they block the low. Also like the high option, ]S[ can be used as the pickup if you want.

You can opt to switch sides in this combo by using 2K instead of 5P after "Pierce" release, picking up with c.S into the usual ]S[ sequence for corner carry.

2D > 214K CrossunderCrossunders are objectively cooler than crossups.
Medium

[3]2D, ]P[, 214[K], [1]2S > 22H, ]S[, ]H[, dash 2S > 22H
Best when done with your back to the wall, but more likely to be expected. If done properly, opponents cannot mash out of this setup unless their fast crouching normals happen to hit slightly backwards (some do).

The 2D > 214[K] is a cancel, you just have to tap P to get "Pierce" after 2D but before cancelling into Break the Law. The first hit of "Pierce" gives you time to cross them up, the second is the mix.

With your back to the wall or even just closer than round start distance you can pickup into a stronger combo with Zato's typical corner routing.

2D > 214K Fake CrossunderIncredibly ambigious.
Medium

[3]2D, ]P[, [1]214[K], [6]c.S, [3]2[S] > [3]2[H], delay ]S[, ]H[, delay 2H > 214K, c.S > 2S > 2H > Ender
Don't go for this unless you think your opponent is aware of the mix. Since this is an uncommon setup for a mixup, opponents below a certain skill level will generally never block the real crossunder on purpose. It's best to save this option for opponents that you know they know.

Setup is the same, and how you stay sameside is kind of freestyle. Tapping forward then back is generally the most consistent and visually tricky option.

Converts into the usual "Leap" loop for 1 rep.