User:DarthPhallus: Difference between revisions

3,474 editsJoined 5 November 2021
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Sandbox: [[User:DarthPhallus/Sandbox]]
Sandbox 1: [[User:DarthPhallus/Sandbox]]


Sandbox 2: [[User:DarthPhallus/Sandbox 2]]


==Beginner Combos==
Sandbox 3: [[User:DarthPhallus/Sandbox 3]]
{{BeginnerComboDef}}


==={{InvisibleText|Beginner {{clr|3|c.S}} Combo}}===
==Useful Dustloop Stuff==
{{TheoryBox
| Title      = Beginner {{clr|3|c.S}} Combo
| Oneliner  = Works against any grounded opponent.
| 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.
* Compression commands for ffmpeg:
 
** GGST: ''ffmpeg -i [filename].filetype -ss 0:00.000 -to 0:00.000 -c:v libvpx -qmin 0 -qmax 40 -threads 4 -y -an [filename].webm''
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.
** UMvC3: ''ffmpeg -i [filename].filetype -ss 0:00.000 -to 0:00.000 -c:v libvpx -qmin 0 -qmax 60 -threads 4 -y -an [filename].webm''
}}
* Mediawiki Formatting Page: https://www.mediawiki.org/wiki/Help:Formatting
 
* Creating a Template:
==={{InvisibleText|Beginner {{clr|2|5K}}/{{clr|2|2K}} Combo}}===
** https://www.mediawiki.org/wiki/Help:Templates
{{TheoryBox
** https://www.mediawiki.org/wiki/Template:If
| Title      = Beginner {{clr|2|5K}}/{{clr|2|2K}} Combo
** https://en.wikipedia.org/wiki/Help:Conditional_expressions#Using_#if
| 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|CH "Oppose" BNB}}===
{{TheoryBox
| Title      = CH "Oppose" BNB
| Oneliner  = Learn this and you too can play Zato.
| Difficulty = {{clr|4|Hard}}
| Anchor    = CHOpposeBNB
| Video      = GGST Zato CH Oppose BnB.mp4
| 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}}
| 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.
}}

Revision as of 02:47, 3 August 2022

Sandbox 1: User:DarthPhallus/Sandbox

Sandbox 2: User:DarthPhallus/Sandbox 2

Sandbox 3: User:DarthPhallus/Sandbox 3

Useful Dustloop Stuff