Sandbox: User:DarthPhallus/Sandbox
Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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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 EddieGuardStartup20Recovery8Advantage- (214H) afterward, a great way to get your neutral game started.
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 SummonGuardStartup20Recovery8Advantage- (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.
Core Combos
Core combos balance potency with consistency. They:
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236H / 214H~]H[, CH 2H > 214S, delay ]S[, delay 2H > 214K, [6]c.S > [3][S] > [3][H], delay ]S[,]H[, delay 2H > 214K, c.S > 2S > 2H > 22H
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 S to get "Leap"GuardAllStartup13Recovery34Advantage- can vary by how far / high in the air your opponent was when the 2H connected and if the 214SGuardAllStartup9Recovery12Advantage-8 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. 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 c.S > 2S > 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.
CH Starter > 236P, dash, [3][S] > 22[H], [3], delay ]S[]H[, dash, 2[S] > 2[H], WS, Wall Ender
The combo is the core of Zato's same-side midscreen BNBs. It can be confirmed into from 5H and 2D, but the 236P must be buffered if the starter is a S normal. Additionally, CH 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 2S > 2H instead of 2S > 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 236P, dash, 2S > 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.
2D / 5D, ]P[, dash, c.S > 5H, ]S[, 6H > 214S, WS, Wall Ender
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