User:DarthPhallus/Sandbox 2: Difference between revisions

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===<big>{{clr|1|5P}}</big>===
==Special Moves==
===<big>Flight</big>===
<span class="input-badge">'''Dash in any direction (Air Only)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_5P.png
GGST_Zato-1_Flight.png|
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_5P_Hitbox.png
GGST_Zato-1_Flight_Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
By inputting the same direction quickly twice while airborne or pressing the dash button while holding a direction, Zato will fly in the specified direction (e.g. 66 to fly forwards). Dashing directly up, will cause Zato to fly in place. While flight is activated, Zato can be move around freely in 8 different directions and ends either when an attack is inputted during flight, Zato lands, a {{keyword|Faultless Defense}} cancel is used, or Zato has been flying for too long. Zato can cancel {{clr|H|6H}} and all air normals into flight on hit or block as long as he still has an air action available.
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Zato-1" and input="5P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 8
}}
==== ====
* Zato's fastest button
* Large range for a 5f
* Can link into a HKD on counterhit at close range.
 
Most commonly used in {{Tt|stagger|Leaving 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 {{clr|1|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 {{clr|1|5P}}/{{clr|1|2P}}s or {{clr|1|6P}} when close enough. If this move counterhits from close range, it can link into {{clr|2|2K}} > {{clr|5|2D}}, from further ranges only {{clr|1|6P}} will connect.
 
Also has usage as an anti-air against larger air normals that are hard for Zato to {{clr|1|6P}}. If an airborne opponent is counterhit by this move {{clr|1|236P}} will often combo for a full juggle.
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}


Flight as a replacement to a normal airdash is both a strength and a weakness for Zato. Flight allows Zato to have very tricky air movement that can be used both offensively and defensively as well as enabling him to mix in ways not available to any other character. However, Flight is slow compared to a normal airdash and when combined with his slow dash speed Zato can have a very tough time getting in and chasing down quick characters and Zoners.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|2|5K}}</big>===
===<big>Summon Eddie</big>===
<span class="input-badge">'''{{clr|H|214H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1 5K.png|  
GGST_Zato-1_Summon_Eddie.png|
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1 5K Hitbox.png|
GGST_Zato-1_Summon_Eddie_hitbox_2.png| First startup frame
GGST_Zato-1_Summon_Eddie_hitbox.png| First frame with Eddie vulnerable
</gallery>
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</tabber>
</tabber>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
{{FrameDataHeader-GGST|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Zato-1" and input="5K"
|where=chara="{{SUBPAGENAME}}" and (name="Summon Eddie" or name="Unsummon Eddie")
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 4
|recovery = 10
}}
==== ====
==== ====
* Standing low
* Summon/Unsummon Eddie
* Is jump / dash cancelable.
* Integral move to playing Zato
* Can cancel into {{clr|1|6P}} or delay {{clr|5|2D}} for a frametrap.
* Consumes 3 HP (of 3000 total) of the Eddie gauge per frame Eddie is summoned.  
* When summoning, Eddie becomes actionable on frame 21
* When unsummoning, Eddie disappears on frame 1 as long as he is not locked in an attack.
Zato summons Eddie, which can then use all of his following attacks by releasing {{clr|P|P}}, {{clr|K|K}}, {{clr|S|S}} or {{clr|H|H}}. By inputting 236{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}  Zato can cancel Eddie attacks into other Eddie attacks (e.g. {{clr|P|]P[}} > {{clr|S|236S}}), but is locked into an animation and the Eddie attacks have 4 additional frames of startup over the normal versions of 236{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}.


Can combo into {{clr|5|2D}} after for a knockdown, allowing same Eddie summons and starts Zato's {{Tt|okizeme|Applying 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.
Use this summon after a knockdown to set up okizeme with a ]X[ released special. Also used in neutral to summon Eddie without doing an attack immediately, allowing for a reactive Eddie option when the opponent attempts to approach.
 
Note that Eddie becomes actionable before Zato does. This little gap allows for Eddie to be moved and attack to be input without having to worry about negative edge.
 
To unsummon Eddie, input {{clr|H|214H}} while Eddie is already summoned, preserving Eddie's longevity and allowing him to be summoned again much more quickly.


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|3|c.S}}</big>===
===<big>"Pierce"</big>===
<span class="input-badge">'''{{clr|P|]P[}} when summoned or {{clr|P|236P}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_c.S.png|
GGST_Zato-1_Pierce.png|
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_c.S_Hitbox.png|
GGST_Zato-1_Pierce_Hitbox1.png|Active frames 1-3
GGST_Zato-1_Pierce_Hitbox2.png|Active frames 4-5
</gallery>
</gallery>
</tabber>
</tabber>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
{{FrameDataHeader-GGST|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Zato-1" and input="c.S"
|where=chara="{{SUBPAGENAME}}" and (input="]P[" or input="236P")
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 6
|recovery = 15
}}
==== ====
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* {{clr|P|]P[}} only works when Eddie is already summoned, whereas {{clr|P|236P}} can be done regardless if Eddie is summoned or not.
* Combo / blockstring filler
* Quick, long ranged, two hit pressure starter and grounded space control tool.
* Is jump / dash cancelable
* {} refers to the value when {{clr|P|236P}} is performed with Eddie already summoned.
* Good meaty option
* {{clr|P|]P[}} and {{clr|P|236P}} use 500 HP of the Eddie gauge for each attack (1000 HP total). If Eddie is already summoned {{clr|P|236P}} uses 325 HP of the Eddie gauge for each attack (650 HP total).
* Low range both horizontally and vertically
* Between the first and second hit there is a 6f gap on block, 3f on hit. On block 5f or faster normals can hit Eddie and kill him in this gap.
* Zato is +4 if the first hit of {{clr|P|236P}} is blocked, meaning at close range the gap can be filled to frametrap the opponent.
* Zato is +19 if the first hit of {{clr|P|]P[}} is blocked, making if significantly easier to fil the gap between hits.
* On grounded opponents the first hit does not combo into second hit, but can on airborne opponents and after some counter hit starters.


When blocked, gatlings into {{clr|4|5H}} > {{clr|4|22H}} or {{clr|1|236P}} to create a frametrap, the latter of which is a great way to summon Eddie safely in pressure.  
Can be used to cover ground space approach safely behind Eddie. Also an essential move in Zato's pressure strings. {{clr|P|236P}} can be used after a blocked {{clr|H|5H}} to create a frametrap for slower than 3f buttons while summoning Eddie.  
A properly delayed {{clr|4|5H}} can lead to big reward on CH and deter the opponent from challenging after c.S allowing for more risky options such as {{clr|3|c.S}} > {{clr|1|236P}} or {{clr|3|c.S}} > dash throw.


{{clr|3|c.S}} can also be used in {{MiniMoveCard|game=GGST|chara=Zato-1|input=]S[|label="Leap"}} loop combos ({{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|]S[}}...), but generally, doing {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|]S[}} nets more damage. Use {{clr|3|c.S}} in "Leap" loops to build more meter and gain more time for Eddie to recover and be moved.
There is {{keyword|rps}} around the gap in "Pierce" that is very important to play correctly. Using "Clap Cancels" like {{clr|P|236P(1)}} > 236{{clr|P|P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}} and {{clr|S|214S}} can all beat different options an opponent might attempt. It's very important to identify whether an opponent tends to attack, jump, dash, or do nothing during the gap. If they do not attempt to contest the gap simply letting both hits of "Pierce" come out is often the best option.


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
When using {{clr|P|]P[}} Zato is at much more frame advantage after the first hit and it's much easier to fill the gap with large buttons such as {{clr|S|2S}} and keep pressure going. Filling the gap in "Pierce" also has the benefit of usually allowing both hits of pierce to combo.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|3|f.S}}</big>===
===<big>"That's a lot!"</big>===
<span class="input-badge">'''{{clr|K|]K[}} when summoned or {{clr|K|236K}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_f.S.png|
GGST_Zato-1_That's_a_lot.png|Tendies!
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_f.S_Hitbox1.png|Active frames 1-3
GGST_Zato-1_That's_a_lot_Hitbox.png|Tendies!
GGST_Zato-1_f.S_Hitbox2.png|Active frames 4-6
</gallery>
</gallery>
</tabber>
</tabber>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
{{FrameDataHeader-GGST|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Zato-1" and input="f.S"
|where=chara="{{SUBPAGENAME}}" and (input="]K[" or input="236K")
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 6
|recovery = 23
}}
==== ====
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* {{clr|K|]K[}} only works when Eddie is already summoned, whereas {{clr|K|236K}} can be done regardless if Eddie is summoned or not
* Long range 2 hit poke.
* {} refers to the value when {{clr|K|236K}} is performed with Eddie already summoned.
* Uses 375 HP of Eddie gauge for each attack (upwards to 1500 HP). If Eddie is already summoned {{clr|K|236K}} uses 281 HP of the Eddie gauge for each attack (1124 HP total).
* Staple okizeme, zoning, and pressure tool.


Not used often due to having slightly more recovery when whiffed compared to {{clr|3|2S}} and susceptibility to being {{Tt|low profile|Moves that shift your hurtbox downwards to avoid higher hitting attacks.}}, but can be useful to beat armored attacks like {{Character Label|GGST|Potemkin|label=Potemkin}}'s [[GGST/Potemkin#Hammer Fall|Hammer Fall]]/[[GGST/Potemkin#Slide Head|Slide Head]], or moves that {{Tt|high profile|Moves that shift your hurtbox upwards to avoid lower hitting attacks. Also referred to as "low crush".}} {{clr|3|2S}}. Also has niche usage as an anti-air vs the larger characters like Goldlewis, Potemkin, and Nagoriyuki.
Eddie creates 4 lingering drills that, one after the other, go across the screen horizontally.
Because of the attack's long duration, it's an effective tool to lock an opponent in blockstun, allowing Zato to close distance or create a variety of ambiguous mixups.
In neutral it can be used to cover a lot of ground, denying an opponent space and allowing Zato to take it. This move also makes it very tricky for certain characters, such as I-no, to approach Zato.


On Counterhit can combo into 236P, with both hits comboing and allowing for a juggle if the opponent is hit crouching.
Unsummoning during this move is also safer than usual, since the lingering drills will continue to cover the space in front of Zato during the unsummon recovery.


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|4|5H}}</big>===
===<big>"Leap"</big>===
<span class="input-badge">'''{{clr|S|]S[}} when summoned or {{clr|S|236S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_5H.png|
GGST_Zato-1_Leap.png|
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_5H_Hitbox1.png|Active frames 1-3
GGST_Zato-1_Leap_Hitbox1.png|Active frames 1-2
GGST_Zato-1_5H_Hitbox2.png|Active frames 4-6
GGST_Zato-1_Leap_Hitbox2.png|Active frames 3-5
GGST_Zato-1_5H_Hitbox3.png|Active frames 7-9
GGST_Zato-1_Leap_Hitbox3.png|Active frames 6-11
GGST_Zato-1_Leap_Hitbox4.png|Active frames 12-17
GGST_Zato-1_Leap_Hitbox5.png|Active frames 18-26
</gallery>
</gallery>
</tabber>
</tabber>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
{{FrameDataHeader-GGST|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Zato-1" and input="5H"
|where=chara="{{SUBPAGENAME}}" and (input="]S[" or input="236S")
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 9
|recovery = 19
}}
==== ====
==== ====
* High {{keyword|attack level}} makes this the strongest way to summon Eddie on block.
* {{clr|S|]S[}} only works when Eddie is already summoned, whereas {{clr|S|236S}} can be done regardless if Eddie is summoned or not
* Very active, gains more range in later active frames.
* {} refers to the value when {{clr|S|236S}} is performed with Eddie already summoned.
* As a result, an excellent move in neutral to contest an opponent approaching with dash into normals.
* Uses 1500 HP of Eddie gauge. If Eddie is already summoned {{clr|S|236S}} uses 1125 HP of the Eddie gauge.
* Hits low to the ground as well as decently high in the air.
* Devastating Anti air and combo tool.
* On grounded counterhit, causes [[GGST/Movement#Stagger|Stagger State]]
* First hit whiffs on crouchers.
* Second hit causes hard knockdown.


On hit, can combo into {{clr|4|22H}} for a soft knockdown. On block, cancels it into either {{clr|4|22H}} or {{clr|1|236P}} for a frametrap, the latter being a great way to summon Eddie in pressure safely. On counterhit, the slowdown allows both hits of {{clr|1|236P}} to combo, making a variety of CH {{clr|4|5H}} > {{clr|1|236P}} combos possible.
Anti air attack that drags the opponent back to the ground when blocked, allowing Zato to continue his offense. If the second hit connects, it will cause a hard knockdown, allowing time to dash up and continue the string with {{clr|S|2S}} > {{clr|H|2H}} > ...
Very plus on block. Use this move to make an opponent think twice about jumping and airdashing. Do keep in mind that opponents can use anti-airs to hit Eddie out of it if a gap is left.


Due to the stagger property on CH, dash {{clr|3|623S}} will also combo from close range.
Also a staple in Zato's higher damage combos, as Zato can loop into this move so long as he has enough Eddie gauge available.
 
While Eddie is off the ground, any 236X Eddie move or {{clr|H|214H}} can be input and the action will be "buffered" - causing Eddie to perform it after he lands and recovers. {{clr|S|236S}}/{{clr|S|]S[}} > {{clr|H|214H}} in particular is incredibly useful since Leap will cover the entire unsummon animation, even leaving Zato plus on block if both hits of the move are blocked, allowing him to continue his pressure and summon again.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|5|5D}} </big>===
===<big>"Oppose"</big>===
<span class="input-badge">'''{{clr|H|]H[}} when summoned or {{clr|H|236H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1 5D.png| 6K? I've never heard of her.
GGST_Zato-1_Oppose_Armor.png|Guardpoint
GGST_Zato-1_Oppose_Attack.png|Attack
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1 5D Hitbox.png|
GGST_Zato-1_Oppose_Armor_Hitbox.png|Guardpoint
GGST_Zato-1_Oppose_Attack_Hitbox1.png|Active frames 1-3
GGST_Zato-1_Oppose_Attack_Hitbox2.png|Active frames 4-6
GGST_Zato-1_Oppose_Attack_Hitbox3.png|Active frames 7-10
GGST_Zato-1_Oppose_Attack_Hitbox4.png|Active frames 11-13
GGST_Zato-1_Oppose_Attack_Hitbox5.png|Active frames 14-18
</gallery>
</gallery>
</tabber>
</tabber>
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|-
|-
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=name,damage,guard,startup,active,recovery,onBlock
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Zato-1" and (input="5D" or input="5[D]")
|where=chara="{{SUBPAGENAME}}" and (input="]H[" or input="236H")
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 20
|active  = 3
|recovery = 26
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 3
|recovery = 26
}}
==== ====
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
* {{clr|H|]H[}} only works when Eddie is already summoned, whereas {{clr|H|236H}} can be done regardless if Eddie is summoned or not
;Uncharged Dust
* {} refers to the value when {{clr|H|236H}} is performed with Eddie already summoned.
* Fast overhead
* Uses 20 HP of Eddie gauge each frame the move is active and each hit from the attack portion uses 500HP (upwards to 1500 HP). If Eddie is already summoned {{clr|H|236H}} uses 15 HP of the Eddie gauge each frame the move is active and each hit from the attack portion uses 375 HP (upwards to 1125).
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float
* Key part of Zato's neutral and offense.
* Causes 80% proration on-hit
* Can guardpoint nearly everything except throws, supers, burst, and RRC.


Universal overhead attack that's pretty fast. Can gatling from {{clr|2|5K}}, {{clr|2|2K}}, and {{clr|3|c.S}} for a mixup. Zato is one of a few characters that can combo from this move without meter. Combined with {{clr|5|2D}} this move makes up a core part of Zato's mixups. With Eddie out {{clr|5|5D}} can combo into {{clr|1|]P[}} or {{clr|3|]S[}}.
Eddie enters an armored stance while very slowly advancing forwards. Almost any attack Eddie comes into contact with during this stance is nullified, making it an incredible neutral tool with many applications. After a set period of time spent in the armored stance, Eddie attacks.
----
;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.
In neutral "Oppose" is used in response to predictable approaches or overly aggressive opponents. Examples include anti-airing blocked aerial attacks with {{clr|H|2H}}, usually to be followed up by a damaging [[GGST/Zato-1#"Leap"|Leap]] Combo, or taking advantage of blocked grounded attacks by using {{clr|S|623S}} or {{clr|S|2S}} > {{clr|S|214S}} > [[GGST/Zato-1#"Leap"|Leap]]. Taking advantage of blocked hits will often net  a counter hit, granting very damaging combos.
{{CloseCard}}


===<big>{{clr|1|2P}}</big>===
Other applications include moving Eddie forwards and then activating "Oppose", allowing Zato to safely take space, or cancelling the first hit of {{clr|P|236P}} into "Oppose" to protect Eddie from harm if Zato isn't in range.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_2P.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_2P_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Zato-1" and input="2P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 4
|recovery = 9
}}
==== ====
* 1 frame slower than Zato's {{clr|1|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 {{clr|1|5P}}/{{clr|1|2P}}s or {{clr|1|6P}} when close enough, allowing for a meaty {{clr|4|22H}}. Does not hit low profile moves like {{Character Label|GGST|I-No|label=I-No's}} {{MiniMoveCard|game=GGST|chara=I-No|input=236H|label={{clr|4|236H}}}}.
In most situations avoiding letting Eddie do the attack portion of this move is for the best as Zato will be out of Eddie meter, leaving him without Eddie for the maximum amount of time. Aim to "Clap Cancel" into another Eddie move or unsummon Eddie. Bear in mind as soon as a cancel cancel or unsummon is input, the guardpoint of "Oppose" ends; smart opponents will target this. Try to force an opponent to block a normal before cancelling oppose if they is in range to threaten.


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
Note that supers, bursts, RRC, and Happy Chaos' gunshots cannot be armored. Zato can also still be grabbed in the armor of "Oppose".
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|2|2K}}</big>===
===<big>Invite Hell</big>===
<span class="input-badge">'''{{clr|H|22H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 317: Line 261:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_2K.png
GGST_Zato-1_Invite_Hell_1.png|Tallest point
GGST_Zato-1_Invite_Hell_2.png|Widest point
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_2K_Hitbox.png
GGST_Zato-1_Invite_Hell_1_Hitbox.png|Tallest point
GGST_Zato-1_Invite_Hell_2_Hitbox.png|Widest point
</gallery>
</gallery>
</tabber>
</tabber>
Line 332: Line 278:
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Zato-1" and input="2K"
|where=chara="{{SUBPAGENAME}}" and input="22H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|startup  = 18
|active  = 2
|active  = 32
|recovery = 13
|recovery = 2
}}
}}
==== ====
==== ====
* Solid low poke for close range.
* Very active grounded projectile
* Great for stagger pressure with Eddie already out.
* Solo combo and blockstring ender
* Combo and blockstring filler when Eddie is in play
* Soft knockdown on hit


Can combo on normal hit into {{clr|5|2D}}, granting a hard knockdown to set up okizeme. On counterhit, can link into {{clr|2|2K}} > {{clr|5|2D}} for HKD. Gatling into {{clr|1|6P}} for a frametrap as {{clr|5|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.
Good move for controlling neutral. This move has a ton of active frames, which make it easy to meaty people on wakeup and can be very advantageous if it meaties on later active frames. Often cancelled into after a blocked {{clr|S|2S}} and {{clr|H|5H}}. {{clr|S|2S}} > {{clr|H|22H}} cannot be jumped, the opponent will be forced to block in the air or take a hit. {{clr|H|5H}} > {{clr|H|22H}} is a true string or can be delayed for a frametrap. This attack is also often used to cover a blocked Eddie attack from afar, allowing Eddie to continue his onslaught.


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
Cancelling this move with Drift PRC can also allow Zato to cover the ground while being able to react to what the opponent is doing, such as anti airing someone who jumped over the drill.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|3|2S}}</big>===
===<big>Break The Law</big>===
<span class="input-badge">'''{{clr|K|214K}} (Hold OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_2S.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_2S_Hitbox.png|  
GGST_Zato-1_Break_The_Law.png|VANISH INTO DARK
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
Line 371: Line 312:
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Zato-1" and input="2S"
|where=chara="{{SUBPAGENAME}}" and input="214K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 4
|recovery = 20
}}
==== ====
==== ====
* Zato's prime poking normal
* Values in [] refer to when the move is fully held down
* Hurtbox extends before the hitbox becomes active
* Situational alternative movement tool that turns Zato invulnerable
* Often used to shorten the recovery of certain normals such as {{clr|H|2H}}


Fairly fast for the range it covers. Can cancel into {{clr|4|5H}}, {{clr|4|22H}}, summon Eddie, or do nothing and see how the opponent responds after. On Counterhit can combo into {{clr|1|236P}}, with both hits comboing and allowing for a juggle if the opponent is hit crouching.
Zato sinks into the ground, becoming invincible as long as {{prompt|GGST|K}} is held. The longer Zato spends invincible, the longer the move's recovery becomes once he resurfaces. Zato will resurface once {{prompt|GGST|K}} is released or after a set period of time.  


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
This move synergizes well with Eddie out, as Eddie can still be controlled while Zato is safe from any danger. This becomes particularly useful during blockstrings in which the opponent is between Zato and Eddie, allowing Zato to cross under the opponent between the hits of "Pierce", creating an ambiguous left/right mixup.
{{CloseCard}}
 
Other applications include cancelling normals such as {{clr|H|2H}} into this move. This allows Zato to recover quicker from 2H than normal, as the total duration of this move is shorter than the active frames + recovery of some normals. Additionally, Zato can use bait bursts, reversals, and YRC with this move in combos and in blockstrings. The invulnerability when the move is not held is still longer than the active frames of YRC and Burst. Baiting this way rather than by blocking allows for better punishes as the recovery of Break the Law is shorter than the blockstun of Burst and YRC and Zato isn't pushed away. Note that YRC does not kill Eddie unless it connects with Zato, so if break the law is used to bait YRC Eddie will remain out and ready for a punish.


===<big>{{clr|4|2H}}</big>===
PRC while Zato is inside the ground can be used to reduce the amount of recovery on Break the Law to just the relatively short startup of the PRC. This can catch opponents off guard.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_2H.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_2H_Hitbox1.png|Active frames 1-4
GGST_Zato-1_2H_Hitbox2.png|Active frames 5-6
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Zato-1" and input="2H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup = 13
|active  = 7
|recovery = 26
}}
==== ====
* 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 {{clr|1|6P}}, {{clr|4|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 {{MiniMoveCard|game=GGST|chara=Zato|input=]S[|label="Leap"}}. loops anywhere on the screen, or a {{clr|5|j.D}} if hit high enough for a solo conversion. On normal hit, can combo into {{clr|4|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.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|5|2D}}</big>===
===<big>Damned Fang</big>===
<span class="input-badge">'''{{clr|S|623S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
<tabber>
Images =  
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1 2D.png|The win condition.
GGST_Zato-1_Damned_Fang.png| "I love shark week!" - Eddie
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1 2D Hitbox.png|The win condition.
GGST_Zato-1_Damned_Fang_hitbox.png| "Ah..." - Zato
</gallery>
</gallery>
</tabber>
</tabber>
Line 450: Line 353:
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Zato-1" and input="2D"
|where=chara="{{SUBPAGENAME}}" and input="623S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|startup  = 6
|active  = 6
|active  = 1
|recovery = 17
|recovery = 39
}}
}}
==== ====
==== ====
* Low sweep
* Command grab
* Hard knockdown on grounded hit.
* Animation is long enough to recover an empty Eddie gauge to full.
* Essential tool to safely bring out Eddie and start Zato's Okizeme.
* Hard knockdown on hit, +7.
* Range of 12000


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 {{clr|5|5D}} in some of Zato's mixups.
A command grab with more damage and range than Zato's regular throw. When it connects, Eddie is unsummoned and a long attack animation plays, giving the Eddie Gauge plenty of time to refill. With a full Eddie Gauge and 50% of tension. RRC can be used for better okizeme midscreen or for a wallbreak at the corner. See the [[GGST/Zato-1/Combos| Combos section]] for more information.
Combos into {{clr|1|]P[}} if Eddie is out. On counterhit {{clr|1|236P}} will combo for a full pickup.


While this command throw has mediocre oki midscreen, the distance it leaves Zato from an opponent after it connects in the corner is very favorable. See the [[GGST/Zato-1/Strategy#Okizeme| Oki section]] for more info.
Zato can mix Damned Fang into his pressure to punish opponents for overcommitting to blocking.
{{CloseCard}}
{{CloseCard}}


===<big>{{clr|1|6P}} </big>===
===<big>Drunkard Shade</big>===
<span class="input-badge">'''{{clr|S|214S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 475: Line 382:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_6P.png|
GGST_Zato-1_Drunkard_Shade.png|Ky somehow never expects this
GGST_Zato-1_Drunkard_Shade_Dash.png|Eddie Dash
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_6P_Hitbox1.png|Active frames 1-4
GGST_Zato-1_Drunkard_Shade_Hitbox.png|Ky somehow never expects this
GGST_Zato-1_6P_Hitbox2.png|Active frames 5-8
</gallery>
</gallery>
</tabber>
</tabber>
Line 487: Line 394:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
{{FrameDataHeader-GGST|version=yes}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Zato-1" and input="6P"
|where=chara="{{SUBPAGENAME}}" and (name="Drunkard Shade" or name="Eddie Dash")
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|startup  = 9
|active  = 8
|active  = 10
|recovery = 12
|recovery = 12
}}
}}
==== ====
==== ====
* Universal anti-air with invul from the first frame until halfway through the active frames.
* Anti-projectile and Eddie-repositioning tool
* On counterhit, causes hard knockdown
* Reflects projectiles starting Frame 3
* On normal hit, causes soft knockdown
* Surprisingly active
* Very active, with low recovery
* On aerial hit, causes hard knockdown
* On grounded counterhit, launches opponent and causes hard knockdown


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 {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6S|label={{clr|3|6S}}}}. On normal hit, cancel into {{clr|4|22H}} to meaty and gain plus frames. On counterhit, it will cause a hard knockdown allowing time to cancel into {{clr|4|214H}} ({{MiniMoveCard|game=GGST|chara=Zato-1|input=214H|label=Empty Summon}}) or {{clr|3|214S}} for extremely strong oki.
Attack that covers the space in front of Zato - mostly vertically. Often trades with opponent's attacks leading to a CH, this is almost always in Zato's favor.
Can reflect a variety of non-overdrive projectiles such as Sol's Gunflame or Ky's Stun Edge.


This move has long startup making it a subpar anti-air against large jump-in moves such as {{MiniMoveCard|game=GGST|chara=May|input=j.h|label=May's {{clr|4|j.H}}}} and {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.h|label=Millia's {{clr|4|j.H}}}}, 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 {{clr|4|22H}} and various Eddie Summons to control neutral and hold space.
In addition, if Eddie is summoned and nearby while this move is performed, Eddie will swiftly dash forwards with a bit of invulnerability. This will cancel whatever Eddie is doing.
{{CloseCard}}
If the opponent is within Eddie's dash range, Eddie will cross them up and stop dashing, making it a great way to sandwich the opponent between Zato and Eddie, allowing for the duo's scariest pressure.
 
Note that Eddies invulnerability only lasts for a short duration at the start of his dash - smart opponents will kill Eddie for free if Zato just throws him at them without much thought.
 
{| class="mw-collapsible mw-collapsed wikitable"
|-
|+'''Drunkard Shade Reflectable Projectiles Table'''
|-
!Character
!Move
|-
|{{Character Label|GGST|Anji Mito|label=Anji Mito}}
|
*{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}} (Both the first and second hits)


===<big>{{clr|2|6K}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_6K.png|Only used on accident
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_6K_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
|{{Character Label|GGST|Axl Low|label=Axl Low}}
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|
|where=chara="Zato-1" and input="6K"
*''N/A''
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 4
|recovery = 17
}}
==== ====
* 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 {{clr|5|5D}}. The primary usage being to force an opponent to stand in order to have to block both hits of {{clr|3|]S[}}, which grants sizeable frame advantage. However, even that usage can be accomplished using {{clr|5|j.D}}, rather than this move.
{{CloseCard}}


===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_6H.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_6H_Hitbox1.png|Active frames 1-2
GGST_Zato-1_6H_Hitbox2.png|Active frames 3-4
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
|{{Character Label|GGST|Bridget|label=Bridget}}
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|
|where=chara="Zato-1" and input="6H"
*''N/A''
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 30
|active  = 4
|recovery = 11
}}
==== ====
* 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 > {{clr|2|j.K}} overhead that can be contested or a 11 > {{clr|4|5H}} that can catch mash attempts on the overhead. Grants a full combo on counterhit, even when flight cancelled.
|-
{{CloseCard}}
|{{Character Label|GGST|Baiken|label=Baiken}}
|
*''N/A''


===<big>{{clr|1|j.P}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_j.P.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_j.P_Hitbox1.png|First hit
GGST_Zato-1_j.P_Hitbox2.png|Second hit
GGST_Zato-1_j.P_Hitbox3.png|Third hit
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
|{{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|
|where=chara="Zato-1" and input="j.P"
*''N/A''
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active    = 5
|active3  = 5
|active5  = 2
|recovery  = 15
}}
==== ====
* 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.
|-
|{{Character Label|GGST|Faust|label=Faust}}
|
*{{MiniMoveCard|game=GGST|chara=Faust|input=j.236P|label=Love }} / {{MiniMoveCard|game=GGST|chara=Faust|input=j.236P (With Afro)|label=Love (With Afro)}}


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}
|-
{{CloseCard}}
|{{Character Label|GGST|Giovanna|label=Giovanna}}
|
*''N/A''


===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_j.K.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_j.K_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
|{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|
|where=chara="Zato-1" and input="j.K"
*''N/A''
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 4
|recovery = 11
}}
==== ====
* Quick air-to-air
* Zato's fastest air normal.


Useful as a air-to-air, {{clr|2|j.K}} > {{clr|5|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 {{clr|5|j.D}} and leave him in a bad position when {{clr|2|j.K}} is blocked.
|-
|{{Character Label|GGST|Happy Chaos|label=Happy Chaos}}
|
*''N/A''


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}
|-
|{{Character Label|GGST|I-No|label=I-No}}
|
*{{MiniMoveCard|game=GGST|chara=I-No|input=214P|label=Antidepressant Scale {{clr|P|214P}}}} / {{MiniMoveCard|game=GGST|chara=I-No|input=j.214P|label={{clr|P|j.214P}}}}
*{{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love {{clr|K|214K}}}} / {{MiniMoveCard|game=GGST|chara=I-No|input=j.214K|label={{clr|K|j.214K}}}} ''(Nullifies it.)''


{{CloseCard}}
|-
|{{Character Label|GGST|Jack-O|label=Jack-O'}}
|
*{{MiniMoveCard|game=GGST|chara=Jack-O|input=j.D|label={{clr|D|j.D}}}}


===<big>{{clr|3|j.S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_j.S.png|[https://www.giantbomb.com/buer/3005-17614/ Koji Igarashi approves]
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_j.S_Hitbox.png|[https://www.giantbomb.com/buer/3005-17614/ Koji Igarashi approves]
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
|{{Character Label|GGST|Ky Kiske|label=Ky Kiske}}
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|
|where=chara="Zato-1" and input="j.S"
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|D|j.D}}}} ''(Nullifies it.)''
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge}}
}}
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}
|}
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236S|label=Aerial Stun Edge {{clr|S|j.236S}}}} / {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236H|label={{clr|H|j.236H}}}}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 4
|recovery = 14
}}
==== ====
* 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 {{clr|4|j.H}} in Zato {{clr|2|236K}} oki, {{clr|5|j.D}} can be used as a double overhead from all but the lowest heights.
|-
|{{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}
|
*{{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6S|label=Gravierte Würde {{clr|S|[4]6S}}}} / {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6H|label={{clr|H|[4]6H}}}}


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}} {{clr|5|j.D}}
|-
|{{Character Label|GGST|May|label=May}}
|
*''N/A''


{{CloseCard}}
|-
|{{Character Label|GGST|Millia Rage|label=Millia rage}}
|
*{{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=Tandem Top {{clr|S|236S}}}} / {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|H|236H}}}}


===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_j.H.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_j.H_Hitbox1.png|Active frames 1
GGST_Zato-1_j.H_Hitbox2.png|Active frames 2-4
GGST_Zato-1_j.H_Hitbox3.png|Active frames 5-7
GGST_Zato-1_j.H_Hitbox4.png|Active frames 8-14
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
|{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|
|where=chara="Zato-1" and input="j.H"
*''N/A''
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 14
|recovery = 13
}}
==== ====
* 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 {{clr|3|j.S}} as a deep jump-in as it is extremely active and fairly large. Can gatling into {{clr|5|j.D}} for a double overhead.
|-
|{{Character Label|GGST|Potemkin|label=Potemkin}}
|
*{{MiniMoveCard|game=GGST|chara=Potemkin|input=Reflect Projectile|label=F.D.B. (Projectile)}}


[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}
|-
|{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}
|
*{{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label=Bajoneto {{clr|S|236S}}}} / {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|H|236H}}}} ''(Follow-up explosion only, nullifies it.)''


{{CloseCard}}
|-
|{{Character Label|GGST|Sol Badguy|label=Sol Badguy}}
|
*{{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236P|label=Gun Flame}}


===<big>{{clr|5|j.D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_j.D.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_j.D_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
|-
{{#cargo_query:tables=MoveData_GGST
|{{Character Label|GGST|Testament|label=Testament}}
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|
|where=chara="Zato-1" and input="j.D"
*''N/A''
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 4
|recovery = 22
}}
==== ====
* 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 {{clr|2|2K}} > {{clr|5|2D}} or a {{clr|3|623S}} command throw.
|{{Character Label|GGST|Zato-1|label=Zato-1}}
|
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label="That's a lot!"}} ''(Only reflects one drill.)''
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=22H|label=Invite Hell}} ''(Nullifies it.)''


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 {{Character Label|GGST|Axl Low|label=Axl}}.
|}
{{CloseCard}}
{{CloseCard}}

Revision as of 07:01, 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


Special Moves

Flight

Dash in any direction (Air Only)

By inputting the same direction quickly twice while airborne or pressing the dash button while holding a direction, Zato will fly in the specified direction (e.g. 66 to fly forwards). Dashing directly up, will cause Zato to fly in place. While flight is activated, Zato can be move around freely in 8 different directions and ends either when an attack is inputted during flight, Zato lands, a Faultless Defense This keyword does not have an entry in the Glossary cancel is used, or Zato has been flying for too long. Zato can cancel 6H and all air normals into flight on hit or block as long as he still has an air action available.

Flight as a replacement to a normal airdash is both a strength and a weakness for Zato. Flight allows Zato to have very tricky air movement that can be used both offensively and defensively as well as enabling him to mix in ways not available to any other character. However, Flight is slow compared to a normal airdash and when combined with his slow dash speed Zato can have a very tough time getting in and chasing down quick characters and Zoners.

Summon Eddie

214H

No results
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Summon/Unsummon Eddie
  • Integral move to playing Zato
  • Consumes 3 HP (of 3000 total) of the Eddie gauge per frame Eddie is summoned.
  • When summoning, Eddie becomes actionable on frame 21
  • When unsummoning, Eddie disappears on frame 1 as long as he is not locked in an attack.

Zato summons Eddie, which can then use all of his following attacks by releasing P, K, S or H. By inputting 236P/K/S/H Zato can cancel Eddie attacks into other Eddie attacks (e.g. ]P[ > 236S), but is locked into an animation and the Eddie attacks have 4 additional frames of startup over the normal versions of 236P/K/S/H.

Use this summon after a knockdown to set up okizeme with a ]X[ released special. Also used in neutral to summon Eddie without doing an attack immediately, allowing for a reactive Eddie option when the opponent attempts to approach.

Note that Eddie becomes actionable before Zato does. This little gap allows for Eddie to be moved and attack to be input without having to worry about negative edge.

To unsummon Eddie, input 214H while Eddie is already summoned, preserving Eddie's longevity and allowing him to be summoned again much more quickly.

"Pierce"

]P[ when summoned or 236P

No results
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • ]P[ only works when Eddie is already summoned, whereas 236P can be done regardless if Eddie is summoned or not.
  • Quick, long ranged, two hit pressure starter and grounded space control tool.
  • {} refers to the value when 236P is performed with Eddie already summoned.
  • ]P[ and 236P use 500 HP of the Eddie gauge for each attack (1000 HP total). If Eddie is already summoned 236P uses 325 HP of the Eddie gauge for each attack (650 HP total).
  • Between the first and second hit there is a 6f gap on block, 3f on hit. On block 5f or faster normals can hit Eddie and kill him in this gap.
  • Zato is +4 if the first hit of 236P is blocked, meaning at close range the gap can be filled to frametrap the opponent.
  • Zato is +19 if the first hit of ]P[ is blocked, making if significantly easier to fil the gap between hits.
  • On grounded opponents the first hit does not combo into second hit, but can on airborne opponents and after some counter hit starters.

Can be used to cover ground space approach safely behind Eddie. Also an essential move in Zato's pressure strings. 236P can be used after a blocked 5H to create a frametrap for slower than 3f buttons while summoning Eddie.

There is rps Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. around the gap in "Pierce" that is very important to play correctly. Using "Clap Cancels" like 236P(1) > 236P/K/S/H and 214S can all beat different options an opponent might attempt. It's very important to identify whether an opponent tends to attack, jump, dash, or do nothing during the gap. If they do not attempt to contest the gap simply letting both hits of "Pierce" come out is often the best option.

When using ]P[ Zato is at much more frame advantage after the first hit and it's much easier to fill the gap with large buttons such as 2S and keep pressure going. Filling the gap in "Pierce" also has the benefit of usually allowing both hits of pierce to combo.

"That's a lot!"

]K[ when summoned or 236K

No results
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • ]K[ only works when Eddie is already summoned, whereas 236K can be done regardless if Eddie is summoned or not
  • {} refers to the value when 236K is performed with Eddie already summoned.
  • Uses 375 HP of Eddie gauge for each attack (upwards to 1500 HP). If Eddie is already summoned 236K uses 281 HP of the Eddie gauge for each attack (1124 HP total).
  • Staple okizeme, zoning, and pressure tool.

Eddie creates 4 lingering drills that, one after the other, go across the screen horizontally. Because of the attack's long duration, it's an effective tool to lock an opponent in blockstun, allowing Zato to close distance or create a variety of ambiguous mixups. In neutral it can be used to cover a lot of ground, denying an opponent space and allowing Zato to take it. This move also makes it very tricky for certain characters, such as I-no, to approach Zato.

Unsummoning during this move is also safer than usual, since the lingering drills will continue to cover the space in front of Zato during the unsummon recovery.

"Leap"

]S[ when summoned or 236S

No results
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • ]S[ only works when Eddie is already summoned, whereas 236S can be done regardless if Eddie is summoned or not
  • {} refers to the value when 236S is performed with Eddie already summoned.
  • Uses 1500 HP of Eddie gauge. If Eddie is already summoned 236S uses 1125 HP of the Eddie gauge.
  • Devastating Anti air and combo tool.
  • First hit whiffs on crouchers.
  • Second hit causes hard knockdown.

Anti air attack that drags the opponent back to the ground when blocked, allowing Zato to continue his offense. If the second hit connects, it will cause a hard knockdown, allowing time to dash up and continue the string with 2S > 2H > ... Very plus on block. Use this move to make an opponent think twice about jumping and airdashing. Do keep in mind that opponents can use anti-airs to hit Eddie out of it if a gap is left.

Also a staple in Zato's higher damage combos, as Zato can loop into this move so long as he has enough Eddie gauge available.

While Eddie is off the ground, any 236X Eddie move or 214H can be input and the action will be "buffered" - causing Eddie to perform it after he lands and recovers. 236S/]S[ > 214H in particular is incredibly useful since Leap will cover the entire unsummon animation, even leaving Zato plus on block if both hits of the move are blocked, allowing him to continue his pressure and summon again.

"Oppose"

]H[ when summoned or 236H

No results
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • ]H[ only works when Eddie is already summoned, whereas 236H can be done regardless if Eddie is summoned or not
  • {} refers to the value when 236H is performed with Eddie already summoned.
  • Uses 20 HP of Eddie gauge each frame the move is active and each hit from the attack portion uses 500HP (upwards to 1500 HP). If Eddie is already summoned 236H uses 15 HP of the Eddie gauge each frame the move is active and each hit from the attack portion uses 375 HP (upwards to 1125).
  • Key part of Zato's neutral and offense.
  • Can guardpoint nearly everything except throws, supers, burst, and RRC.

Eddie enters an armored stance while very slowly advancing forwards. Almost any attack Eddie comes into contact with during this stance is nullified, making it an incredible neutral tool with many applications. After a set period of time spent in the armored stance, Eddie attacks.

In neutral "Oppose" is used in response to predictable approaches or overly aggressive opponents. Examples include anti-airing blocked aerial attacks with 2H, usually to be followed up by a damaging Leap Combo, or taking advantage of blocked grounded attacks by using 623S or 2S > 214S > Leap. Taking advantage of blocked hits will often net a counter hit, granting very damaging combos.

Other applications include moving Eddie forwards and then activating "Oppose", allowing Zato to safely take space, or cancelling the first hit of 236P into "Oppose" to protect Eddie from harm if Zato isn't in range.

In most situations avoiding letting Eddie do the attack portion of this move is for the best as Zato will be out of Eddie meter, leaving him without Eddie for the maximum amount of time. Aim to "Clap Cancel" into another Eddie move or unsummon Eddie. Bear in mind as soon as a cancel cancel or unsummon is input, the guardpoint of "Oppose" ends; smart opponents will target this. Try to force an opponent to block a normal before cancelling oppose if they is in range to threaten.

Note that supers, bursts, RRC, and Happy Chaos' gunshots cannot be armored. Zato can also still be grabbed in the armor of "Oppose".

Invite Hell

22H

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 51

  • Very active grounded projectile
  • Solo combo and blockstring ender
  • Combo and blockstring filler when Eddie is in play
  • Soft knockdown on hit

Good move for controlling neutral. This move has a ton of active frames, which make it easy to meaty people on wakeup and can be very advantageous if it meaties on later active frames. Often cancelled into after a blocked 2S and 5H. 2S > 22H cannot be jumped, the opponent will be forced to block in the air or take a hit. 5H > 22H is a true string or can be delayed for a frametrap. This attack is also often used to cover a blocked Eddie attack from afar, allowing Eddie to continue his onslaught.

Cancelling this move with Drift PRC can also allow Zato to cover the ground while being able to react to what the opponent is doing, such as anti airing someone who jumped over the drill.

Break The Law

214K (Hold OK)

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Values in [] refer to when the move is fully held down
  • Situational alternative movement tool that turns Zato invulnerable
  • Often used to shorten the recovery of certain normals such as 2H

Zato sinks into the ground, becoming invincible as long as K is held. The longer Zato spends invincible, the longer the move's recovery becomes once he resurfaces. Zato will resurface once K is released or after a set period of time.

This move synergizes well with Eddie out, as Eddie can still be controlled while Zato is safe from any danger. This becomes particularly useful during blockstrings in which the opponent is between Zato and Eddie, allowing Zato to cross under the opponent between the hits of "Pierce", creating an ambiguous left/right mixup.

Other applications include cancelling normals such as 2H into this move. This allows Zato to recover quicker from 2H than normal, as the total duration of this move is shorter than the active frames + recovery of some normals. Additionally, Zato can use bait bursts, reversals, and YRC with this move in combos and in blockstrings. The invulnerability when the move is not held is still longer than the active frames of YRC and Burst. Baiting this way rather than by blocking allows for better punishes as the recovery of Break the Law is shorter than the blockstun of Burst and YRC and Zato isn't pushed away. Note that YRC does not kill Eddie unless it connects with Zato, so if break the law is used to bait YRC Eddie will remain out and ready for a punish.

PRC while Zato is inside the ground can be used to reduce the amount of recovery on Break the Law to just the relatively short startup of the PRC. This can catch opponents off guard.

Damned Fang

623S

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 45

  • Command grab
  • Animation is long enough to recover an empty Eddie gauge to full.
  • Hard knockdown on hit, +7.
  • Range of 12000

A command grab with more damage and range than Zato's regular throw. When it connects, Eddie is unsummoned and a long attack animation plays, giving the Eddie Gauge plenty of time to refill. With a full Eddie Gauge and 50% of tension. RRC can be used for better okizeme midscreen or for a wallbreak at the corner. See the Combos section for more information.

While this command throw has mediocre oki midscreen, the distance it leaves Zato from an opponent after it connects in the corner is very favorable. See the Oki section for more info.

Zato can mix Damned Fang into his pressure to punish opponents for overcommitting to blocking.

Drunkard Shade

214S

No results
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 30

  • Anti-projectile and Eddie-repositioning tool
  • Reflects projectiles starting Frame 3
  • Surprisingly active
  • On aerial hit, causes hard knockdown
  • On grounded counterhit, launches opponent and causes hard knockdown

Attack that covers the space in front of Zato - mostly vertically. Often trades with opponent's attacks leading to a CH, this is almost always in Zato's favor. Can reflect a variety of non-overdrive projectiles such as Sol's Gunflame or Ky's Stun Edge.

In addition, if Eddie is summoned and nearby while this move is performed, Eddie will swiftly dash forwards with a bit of invulnerability. This will cancel whatever Eddie is doing. If the opponent is within Eddie's dash range, Eddie will cross them up and stop dashing, making it a great way to sandwich the opponent between Zato and Eddie, allowing for the duo's scariest pressure.

Note that Eddies invulnerability only lasts for a short duration at the start of his dash - smart opponents will kill Eddie for free if Zato just throws him at them without much thought.

Drunkard Shade Reflectable Projectiles Table
Character Move
 Anji Mito
  • ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 (Both the first and second hits)
 Axl Low
  • N/A
 Bridget
  • N/A
 Baiken
  • N/A
 Chipp Zanuff
  • N/A
 Faust
  • LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage- / Love (With Afro)GGST Faust j236P.pngGuardAll (Guard Crush)Startup27RecoveryTotal 48Advantage-
 Giovanna
  • N/A
 Goldlewis Dickinson
  • N/A
 Happy Chaos
  • N/A
 I-No
  • Antidepressant Scale 214PGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8 / j.214PGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryUntil Landing + 6Advantage-1
  • Chemical Love 214KGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9 / j.214KGGST I-No Chemical Love.pngGuardAllStartup11RecoveryUntil Landing + 7Advantage-10 (IHD) (Nullifies it.)
 Jack-O'
  • j.DGGST Jack-O jD.pngGuardAllStartup21RecoveryTotal 44Advantage-
 Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage- (Nullifies it.)
  • Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25]
  • Aerial Stun Edge j.236SGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage- / j.236HGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage-
 Leo Whitefang
  • Gravierte Würde [4]6SGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12 / [4]6HGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17
 May
  • N/A
 Millia rage
  • Tandem Top 236SGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 / 236HGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36
 Nagoriyuki
  • N/A
 Potemkin
  • F.D.B. (Projectile)GGST Potemkin FDB Reflect.pngGuardAllStartup1RecoveryAdvantage+11
 Ramlethal Valentine
  • Bajoneto 236SGGST Ramlethal Valentine Bajoneto S.pngGuardAllStartup20RecoveryTotal 37Advantage+9 / 236HGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3 (Follow-up explosion only, nullifies it.)
 Sol Badguy
  • Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10
 Testament
  • N/A
 Zato-1
  • "That's a lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 (Only reflects one drill.)
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuardAllStartup18Recovery2Advantage-7 (Nullifies it.)