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'''Experiment to try to show Eddie framedata like it is represented on the P4U2R Ken page''' | |||
https://www.dustloop.com/w/P4U2R/Ken_Amada | |||
Revision as of 06:59, 17 August 2022
Experiment to try to show Eddie framedata like it is represented on the P4U2R Ken page https://www.dustloop.com/w/P4U2R/Ken_Amada
5P
- Zato's fastest button
- Large range for a 5f
- Can link into a HKD on counterhit at close range.
Most commonly used in staggerLeaving gaps between attacks in block pressure. Can be used to condition and bait the opponent to try and attack at a bad time or do something risky to stop it. pressure or to mash out of gaps in the opponent's pressure. On block 6P can be used to frametrap the opponent, this can sometimes allow for Eddie Summons that can normally be interrupted. On hit, gatlings into repeated 5P/2Ps or 6P when close enough. If this move counterhits from close range, it can link into 2K > 2D, from further ranges only 6P will connect.
Also has usage as an anti-air against larger air normals that are hard for Zato to 6P. If an airborne opponent is counterhit by this move 236P will often combo for a full juggle.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
- Standing low
- Is jump / dash cancelable.
- Can cancel into 6P or delay 2D for a frametrap.
Can combo into 2D after for a knockdown, allowing same Eddie summons and starts Zato's okizemeApplying offense while the opponent is getting up from being knocked down.. Most commonly used as a safe pressure tool as it recovers fast enough on to block both Burst and YRC. Additionally, the dash and jump cancel properties make it a useful tool for combos and BRC mixups.
Gatling Options: 6P, 6K, 6H, 5D, 2D
c.S
- Combo / blockstring filler
- Is jump / dash cancelable
- Good meaty option
- Low range both horizontally and vertically
When blocked, gatlings into 5H > 22H or 236P to create a frametrap, the latter of which is a great way to summon Eddie safely in pressure. A properly delayed 5H can lead to big reward on CH and deter the opponent from challenging after c.S allowing for more risky options such as c.S > 236P or c.S > dash throw.
c.S can also be used in "Leap"GuardAllStartup13Recovery34Advantage- loop combos (c.S > 2S > 2H > ]S[...), but generally, doing 2S > 2H > ]S[ nets more damage. Use c.S in "Leap" loops to build more meter and gain more time for Eddie to recover and be moved.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
- Long range 2 hit poke.
Not used often due to having slightly more recovery when whiffed compared to 2S and susceptibility to being low profileMoves that shift your hurtbox downwards to avoid higher hitting attacks., but can be useful to beat armored attacks like Potemkin's Hammer Fall/Slide Head, or moves that high profileMoves that shift your hurtbox upwards to avoid lower hitting attacks. Also referred to as "low crush". 2S. Also has niche usage as an anti-air vs the larger characters like Goldlewis, Potemkin, and Nagoriyuki.
On Counterhit can combo into 236P, with both hits comboing and allowing for a juggle if the opponent is hit crouching.
Gatling Options: 5H, 2H
5H
- High attack level An attack attribute that determines the default value for hitstun, blockstun, hitstop, damage, etc.(varies by game) of a move. makes this the strongest way to summon Eddie on block.
- Very active, gains more range in later active frames.
- As a result, an excellent move in neutral to contest an opponent approaching with dash into normals.
- Hits low to the ground as well as decently high in the air.
- On grounded counterhit, causes Stagger State
On hit, can combo into 22H for a soft knockdown. On block, cancels it into either 22H or 236P for a frametrap, the latter being a great way to summon Eddie in pressure safely. On counterhit, the slowdown allows both hits of 236P to combo, making a variety of CH 5H > 236P combos possible.
Due to the stagger property on CH, dash 623S will also combo from close range.
5D
- Uncharged Dust
- Fast overhead
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
Universal overhead attack that's pretty fast. Can gatling from 5K, 2K, and c.S for a mixup. Zato is one of a few characters that can combo from this move without meter. Combined with 2D this move makes up a core part of Zato's mixups. With Eddie out 5D can combo into ]P[ or ]S[.
- Charged Dust
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate homing jump:
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
- Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Similar to uncharged but is slow enough to be reacted to, but if connects it gives a decently damaging combo.
2P
- 1 frame slower than Zato's 5P, but with slightly more range.
- Large range for a 6f button.
Most commonly used in stagger pressure or to mash out of gaps in the opponent's pressure. On hit, gatling into repeated 5P/2Ps or 6P when close enough, allowing for a meaty 22H. Does not hit low profile moves like I-No's 236HGuardLowStartup28Recovery16Advantage-2.
Gatling Options: 5P, 2P, 6P, 6K, 6H
2K
- Solid low poke for close range.
- Great for stagger pressure with Eddie already out.
Can combo on normal hit into 2D, granting a hard knockdown to set up okizeme. On counterhit, can link into 2K > 2D for HKD. Gatling into 6P for a frametrap as 2D cannot be delayed enough to frametrap. Also used in high/low mixups with Eddie as a low option. Good option for poking against low profile moves as well as punishing -6 or greater on block moves that leave the opponent relatively close.
Gatling Options: 6P, 6K, 6H, 5D, 2D
2S
- Zato's prime poking normal
- Hurtbox extends before the hitbox becomes active
Fairly fast for the range it covers. Can cancel into 5H, 22H, summon Eddie, or do nothing and see how the opponent responds after. On Counterhit can combo into 236P, with both hits comboing and allowing for a juggle if the opponent is hit crouching.
Gatling Options: 5H, 2H
2H
- Vertically long range, predictive anti-air.
- Extends Zato's hurtbox so it can trade or lose to many when not used properly.
- Hitbox and animation do not line up well, hits more vertically than it appears.
- Incredible reward on counterhit
While it does not have any upper body invul like 6P, 2H it can be useful as a prediction anti air and during RC slowdowns. Additionally, this move has very high reward on counter hit, allowing "Leap". loops anywhere on the screen, or a j.D if hit high enough for a solo conversion. On normal hit, can combo into 22H for a soft knockdown, but can also be used as an ender to summon Eddie and go for oki. Also an integral combo filler piece in many of Zato's combos incorporating Eddie.
2D
- Low sweep
- Hard knockdown on grounded hit.
- Essential tool to safely bring out Eddie and start Zato's Okizeme.
Connecting this attack without Eddie out allows Zato to bring him into play safely, as well as strong oki. Used as the low compliment to 5D in some of Zato's mixups. Combos into ]P[ if Eddie is out. On counterhit 236P will combo for a full pickup.
6P
- Universal anti-air with invul from the first frame until halfway through the active frames.
- On counterhit, causes hard knockdown
- On normal hit, causes soft knockdown
- Very active, with low recovery
One of the best anti-airs and counterpokes in the game. Due to having a large amount of active frames and a lot of disjoint, even after the upper body invul ends, it will beat many long range pokes such as Sol's 6SGuardAllStartup15Recovery20Advantage-9. On normal hit, cancel into 22H to meaty and gain plus frames. On counterhit, it will cause a hard knockdown allowing time to cancel into 214H (Empty SummonGuardStartup20Recovery8Advantage-) or 214S for extremely strong oki.
This move has long startup making it a subpar anti-air against large jump-in moves such as May's j.HGuardHighStartup12Recovery15Advantage+9 (IAD) and Millia's j.HGuardHighStartup8Recovery25Advantage+1 (IAD), however it makes up for this by having very low recovery making it harder to whiff punish as a grounded counterpoke. Use this move in combination with 22H and various Eddie Summons to control neutral and hold space.
6K
- Overhead command normal.
- Special cancellable.
Very bad move. Can be blocked easily on reaction, doesn't combo into anything worthwhile without meter or already having Eddie out. There are very few circumstances in which this move should be used over 5D. The primary usage being to force an opponent to stand in order to have to block both hits of ]S[, which grants sizeable frame advantage. However, even that usage can be accomplished using j.D, rather than this move.
6H
- Command normal in which Zato leaps into the air and puts out an attack.
- Airborne frames 8-33
- Hard knockdown on air hit.
- Can be canceled with flight on hit/block.
Primarily used as a throw bait and to stall for time. Flight cancel allows for tricky options on block like a 66 > j.K overhead that can be contested or a 11 > 5H that can catch mash attempts on the overhead. Grants a full combo on counterhit, even when flight cancelled.
j.P
- 3 hit aerial attack with solid range
Quick and horizontally long ranged air attack. Long total recovery on whiff, only use this button while superjumping or falling to mitigate this.
Gatling Options: j.P
j.K
- Quick air-to-air
- Zato's fastest air normal.
Useful as a air-to-air, j.K > j.D is a powerful gatling that can be lead to a combo on air hit, but will often result in Zato flying over the opponent with j.D and leave him in a bad position when j.K is blocked.
Gatling Options: j.D
j.S
- Multi-purpose air normal
- Hits all around Zato, making it useful to use when the side Zato will land on is unclear.
Very solid air normal that can be used for both air to ground and air to air situations. Interchangeable as an overhead with j.H in Zato 236K oki, j.D can be used as a double overhead from all but the lowest heights.
Gatling Options: j.H j.D
j.H
- Great air to ground
- Very large and active
Zato's staple jump-in, the hitbox starts below him but moves to be in front, allowing it to hit very deep. Used over j.S as a deep jump-in as it is extremely active and fairly large. Can gatling into j.D for a double overhead.
Gatling Options: j.D
j.D
- Aerial biting attack that quickly moves Zato forwards
- Can be used as an alternative airdash
- On grounded counterhit, causes stagger
- On grounded block, flight cancel is ~+4.
- Punishable on block and hit unless flight cancelled, so use with caution.
- Cannot hit crouching opponents outside of blockstun or hitstun.
Used in a variety of setups for left/right or high/low mixups. Can also be used to stall in the air, making it more difficult for an opponent to punish Zato's landing recovery. Hitting airborne opponents with this move will launch them upwards, allowing Zato to combo off it if he's close to the ground - especially on Counterhit. Counter hitting grounded opponents guarantees a hard knockdown with 2K > 2D or a 623S command throw.
When combined with PRC, it can carry Zato across the screen very fast, which is very useful in matchups where he can have trouble approaching as easily, such as Axl.