User:DarthPhallus/Sandbox: Difference between revisions

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Prototypes of Full Theoryboxes


===Corner 236K Oki===
There are a few common ways to setup {{clr|K|236K}} oki and many options for the mix afterwards. First we'll break down setting the oki up, then go over several of the options afterwards.
====Setup====
<tabber> Low confirm =
{{TheoryBox
| Title      = {{clr|K|2K}} > {{clr|D|2D}} confirm
| Oneliner  = This is what we've been waiting for.
| Difficulty = {{clr|2|Easy}}
| Video      = GGST Zato 2K2D 236K Oki.webm
| Recipe    = {{clr|K|2K}} > {{clr|D|2D}} > {{clr|H|214H}}, {{clr|K|]K[}}
| content    =
Eddie can be summoned on reaction to {{clr|K|2K}} > {{clr|D|2D}} connecting. Completely reversal safe, it's best to delay slightly before jumping or dashing to mix and confirm that they have blocked drills and haven't done a reversal.
}}
|-|
Normal Throw =
{{TheoryBox
| Title      = {{clr|D|4D}}/{{clr|D|6D}}
| Oneliner  = "Backthrow Incident"
| Difficulty = {{clr|2|Easy}}
| Video      = GGST Zato Throw 236K Oki.webm
| Recipe    = {{clr|D|4D}}/{{clr|D|6D}}, {{clr|K|236K}}
| content    =
This is what makes Zato's backthrow in the corner such a scary option to be hit with. Never miss an opportunity to go for this when possible.
}}
|-|
Mid-Combo Early Unsummon =
{{TheoryBox
| Title      = Mid-Combo Early Unsummon
| Oneliner  = Forgo damage for oki
| Difficulty = {{clr|3|Medium}}
| Video      = GGST Zato Early Unsummon 236K Oki.webm
| Recipe    = ... > {{clr|H|2[H]}} > {{clr|S|236S}}/{{clr|S|]S[}} > {{clr|H|214H}}, dash, 236K
| content    =
This option is useful if you realize you want to unsummon early and are able to start the unsummon immediately after using "Leap". {{clr|S|]S[}} has more frame advantage on the knockdown than {{clr|S|236S}} and so it's very easy to go for slightly greedier oki if Eddie was already out.
The sequences before using this setup generally involve either getting a hit with solo Zato on oki or as a punish or having used {{clr|K|236[K]}} beforehand to gain an additional Eddie action.
Be sure not to input {{clr|K|236K}} too early as you want to give time for the Eddie gauge to refill.
}}
|-|
Mid-Combo Late Unsummon =
{{TheoryBox
| Title      = Mid-Combo Late Unsummon
| Oneliner  = Tricky but well worth learning
| Difficulty = {{clr|4|Hard}}
| Video      = GGST Zato Late Unsummon 236K Oki.webm
| Recipe    = ... > {{clr|H|2[H]}}, {{clr|K|]K[(1)}}, delay {{clr|H|214H}}, dash, 236K
| content    =
This option is for when you don't have enough Eddie meter to use "Leap" and unsummon. Slightly tricker, it's easy to time the sequence incorrectly and fail to meaty or leave yourself open to reversals. Still a valuable route to learn as it can often be used to stop just short of breaking the wall, enabling the following mix to end in wallslump.
}}
</tabber>
====Using Clap Cancel {{clr|K|236K}}====
In most instances of corner oki where {{clr|K|236K}} or {{clr|K|]K[}} is used as a meaty, you can opt to clap cancel into {{clr|K|236K}} to reduce the amount of Eddie meter used by the full sequence of drills. This can save enough meter to allow for an additional Eddie action in the followup sequences.
* The downside to clap cancelling in these setups is that it is generally less safe to reversals as Zato is vulnerable during the clap animation and is a free point at which the opponent can Burst or YRC successfully on reaction if Zato is in range.
* Be sure to link the clap cancel as fast as possible after {{clr|K|236K}} to ensure you only get a single drill before cancelling or you may end up using more Eddie meter on accident.
* It's possible to clap cancel {{clr|K|]K[}} too early not allowing a drill to come out and failing to meaty.
* Off of some knockdowns you may be able to meaty with {{clr|K|236[K]}}, which uses even less Eddie meter and is generally more reversal safe.
====Using OTG before {{clr|K|236K}}====
In most instances where you setup {{clr|K|236K}} oki with a hard knockdown you can opt to OTG for extra meter and damage.
* The downside of using an OTG is that you are doing wall damage, which limits the damage of the combo after the following mixup. Additionally, the normal you OTG with will push you out some distance which can be good and bad.
* {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|S|2S}}, {{clr|H|5H}}, and {{clr|D|2D}} can all be used to OTG. Generally, if you choose to OTG pick what is the right balance for you of damage vs pushback vs execution.
* OTG and Clap Cancel {{clr|K|236K}} can be combined for maximum greed. Generally OTG {{clr|H|5H}} > {{clr|K|236K(1)}}, {{clr|K|236K}} is the best option if you want to go for this as it's safe to many lower range reversals.
====Mixups====
This will only cover layer one of the mixups from {{clr|K|236K}} oki as there are an extremely large amount of branching options from each of these first round mixups.
<tabber>
Double High =
{{TheoryBox
| Title      = IAD {{clr|S|j.S}} > {{clr|D|j.D}}
| Oneliner  = The go-to
| Difficulty = {{clr|3|Medium}}
| Video      = GGST Zato 236K Oki Double High.webm
| Recipe    = jump, 66, slight delay {{clr|S|j.[S]}} > {{clr|D|j.D}}, {{clr|P|]P[}}, {{clr|K|2K}}
| content    =
The first option, and a very strong one. This is equally effective against opponents who are aware of the mixup as it is against those who are not.
Make sure to delay the {{clr|S|j.S}} a small amount after flying to ensure it both lands as close to same frame as the immediate low as possible and so that you fall slightly before it connects. Additionally, it is important to delay a while after {{clr|D|j.D}} before releasing "Pierce" to ensure you get as much frame advantage as possible. If {{clr|P|]P[}} is done too quickly any normal you try after {{clr|D|j.D}} can be mashed or thrown.
}}
|-|
Single High into Low =
{{TheoryBox
| Title      = IAD {{clr|S|j.S}}, {{clr|K|2K}}
| Oneliner  = Counterpart to double high.
| Difficulty = {{clr|3|Medium}}
| Video      = GGST Zato 236K Oki High Low.webm
| Recipe    = jump, 66, slight delay {{clr|S|j.[S]}}, {{clr|K|2[K]}}, {{clr|P|]P[}}
| content    =
This is the most likely option to be blocked against weaker opponents as they will instinctively fuzzy guard low after a falling high. This does not make it a bad option, it is still very important to rotate this into the options you pick.
}}
|-|
Immediate Low =
{{TheoryBox
| Title      = IAD {{clr|K|2K}}
| Oneliner  = Mix this into your mix to mixup your mixup.
| Difficulty = {{clr|2|Easy}}
| Video      = GGST Zato 236K Oki Low.webm
| Recipe    = jump, 33, {{clr|K|2[K]}}, {{clr|P|]P[}}
| content    =
Low option for the initial high/low mixup. In additon to being a mixup in its own right when paired with {{clr|S|j.S}} this option also has a variety of vary strong secondary mixups afterwards such as tick throw and {{clr|D|5D}}
}}
|-|
Command Throw =
{{TheoryBox
| Title      = IAD {{clr|S|623S}}
| Oneliner  = Can't let them forget that Zato is a grappler.
| Difficulty = {{clr|2|Easy}}
| Video      = GGST Zato 236K Oki Command Throw.webm
| Recipe    = jump, 33, slight delay {{clr|S|623S}}
| content    =
It's important to introduce options into your mixup that punish the opponent for patient blocking if possible. Additionally, the {{clr|S|623S}} includes a "Leap" release which can help make your throw safer if they opponent jumps or backdashes. The oki after command throw is generally weaker than {{clr|K|236K}} oki, but the damage and meter gain are well worth it.
If you delay the 33 IAD you can delay the {{clr|S|623S}} less or not at all. Whichever you choose it's important to ensure the opponent has left blockstun for at least five frames so throw protection is gone.
}}
|-|
Conversion if 236K hits =
{{TheoryBox
| Title      = Hit conversion
| Oneliner  = They were scared of the mix.
| Difficulty = {{clr|2|Easy}}
| Video      = GGST Zato 236K Oki Hit.webm
| Recipe    = jump, 66, {{clr|S|j.[S]}}, {{clr|P|5[P]}}, {{clr|P|]P[}} WS > {{clr|H|214H}} > {{clr|H|5H}}
| content    =
Cowards (and smart opponents) will occasionally take the hit on purpose. This is smart as it can prevent from from getting mixed for more damage, put in a wallslump situation, or potentinally get them out if you aren't ready to convert.
There are a variety of conversion you can do. If you don't jump and instead dash up to confirm you can get slightly higher damage.
}}
</tabber>
====Converting the Mixups====
The conversion shown in the section above aren't perfectly optimal, but were routed to be similar from any of the options and be able to consistently wallbreak. The route you choose will of course vary with the wallhealth and based on the amount of Eddie meter you have, amount of tension you have, and if you chose to OTG or not. The basic tenets of Zato's combo structure do apply.
* Use {{clr|P|5P}} or {{clr|K|2K}} to fill the gap after the first hit of "Pierce", after which you can do a variety of things while the opponent is getting juggled by the second hit of "Pierce".
* Most of these options can be routed into wallslump, there will be a section dedicated to this eventually.
====Second Layer Mixups and More====
As you have at least one "Pierce" and one other Eddie action after meaty {{clr|K|236K}} you can easily run a second layer of mixups should the first fail to open your opponent up. Generally these set of options overlap with general blockstring pressure and mix but a few ideas are listed below.
* Any {{clr|P|]P[}} can be replaced with {{clr|]H[}} to enable strike / throw mix between {{clr|K|2K}} and {{clr|S|623S}}.
** Ex: IAD 66 {{clr|S|j.[S]}}, {{clr|K|2[K]}}, {{clr|H|]H[}}, dash {{clr|S|623S}} vs {{clr|K|2K}} > {{clr|D|2D}}
* After forcing an opponent to stand block a {{clr|D|j.D}} a delayed {{clr|S|]S[}} can result in a lot of plus frames, often even enough unsummon and still be plus or to go for a another IAD high / low.
* The common sequence of {{clr|P|]P[(1)}}, {{clr|P|5P}} / {{clr|K|2K}}, {{clr|P|]P[(2)}} grants enough plus frames to enable a dash {{clr|S|c.S}} or strike / throw.

Revision as of 06:58, 17 August 2022