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======<span style="visibility:hidden;font-size:0">Overview</span>======
lorem ipsum
{{Overview
| overview = Zato-1 is a puppet master who controls his alter-ego: Eddie. Zato and Eddie’s attacks can be used independently of each other, allowing the duo to launch deadly, coordinated attacks.
Eddie can be [[#Summon Eddie|summoned or recalled]] at will or summoned directly into an attack with certain special moves. The Eddie Gauge depletes when Eddie is out and when he attacks, and refills when he’s recalled. If Eddie or Zato take damage the gauge is completely drained, unsummoning Eddie. An empty gauge refills slower than usual, so try to recall him before it empties.
The duo fight by using their moves in ways that cover each other. Zato’s {{clr|S|2S}} is a good poke due to its speed and range. Combine it with Eddie's [[#"Leap"|"Leap"]], which attacks air space, to cover massive sections of the screen. Eddie’s [[#"Pierce"|"Pierce"]] is a double-hit poke. Zato can cover the gap between the hits with strikes like {{clr|S|c.S}} or his command grab, [[#Damned Fang|Damned Fang]], for a strike/throw mix-up. [[#"Oppose"|"Oppose"]] allow Eddie to absorb an attack from the enemy, letting Zato punish with powerful counter hit moves like {{clr|H|2H}}. During okizeme, setting up Eddie’s lockdown move, [[#"That's a lot!"|"That's a lot!"]], gives Zato a strong mix-up opportunity. [[#Drunkard Shade|Drunkard Shade]] can be used to reflect projectiles or to position Eddie behind the opponent, allowing Zato and Eddie to attack from both directions.
Zato struggles on defense due to his slow pokes, poor defense value and lack of reversals. While blocking, Zato can’t summon Eddie to cover for him, which leaves him quite vulnerable. Fret not, as their combined attacks make for great offense and space control, allowing Zato to stay out of defensive positions with careful and intelligent play.
Perhaps the most complex character in the roster, Zato and Eddie reward players who can master their unorthodox control scheme by providing a terrifying tag-team assault.


| lore = The former leader of the Assassin's Guild, now revived after once experiencing death.
{{#vardefine:MoveCardTargetChara|Aigis}}
{{#vardefine:input1|5A}}


Before his resurrection, he was a calm and thoughtful person. However, after all he went through, he ended up unable to feel an emotional response to anything.
<div class="mw-collapsible mw-collapsed additional-data-section" data-expandtext="Show Stats for Nerds" data-collapsetext="Hide Additional Data" style="width: 100%; max-width: 1920px; padding-top: 5px;">&nbsp;
He no longer finds significance in anything in his life, be it good or bad, nor can he feel joy or anger.
<div class="mw-collapsible-content">
The closest he gets to feeling emotion would be his feelings for Millia.
{| class="wikitable" style="text-align: center; width: 50%"
| summary =, classified as a ''Technical'' type, is a shadow wielder who can pressure his opponent with simultaneous attacks.
{{AdditionalDataHeader-P4U2R|versioned=input}}
| pros =
|-
*'''Eddie Offense:''' Zato is essentially two characters in one. [[GGST/Zato-1#Summon Eddie|Eddie]] can keep the opponent locked down while Zato goes for a mixup option, and Eddie can keep Zato safe should it not work out or start a combo if Zato was right.
{{#cargo_query:tables=MoveData_P4U2R
*'''Eddie Neutral:''' Their partnership in pressure also extends to neutral. Eddie can control screen space allowing Zato to keep his opponents at away or approach with safety.
|fields=input=name,p1,p2,smp,level
*'''Unconventional Movement:''' Zato has a [[GGST/Zato-1#Flight|fly]] instead of a double jump, which he can also use to approach while covering the ground with Eddie. Zato can also descend into the ground with [[GGST/Zato-1#Break The Law|Break The Law]], letting him go under most things the opponent can throw at him.
|where=chara="{{#var:MoveCardTargetChara}}" and input in ('{{#var:input1}}', '{{#var:input2}}', '{{#var:input3}}', '{{#var:input4}}', '{{#var:input5}}', '{{#var:input6}}', '{{#var:input7}}', '{{#var:input8}}', '{{#var:input9}}') {{#if: {{{type|}}}| and MoveData_P4U2R.type="{{{type|}}}" |}}
| cons =  
|format=template|template=AdditionalData-P4U2R|named args=yes|order by=_ID
*'''Poor Defense:''' Zato has no invulnerable reversal and low effective health. Zato must rely on universal defensive mechanics and play cautiously around his low health pool.
|delimiter=\n{{!}}-\n
*'''Slow Movement:''' Zato's unique and tricky movement options are also among the slowest in the cast. Zoners and fast characters can be hard to approach and pin down even with Eddie's help.
*'''Eddie Reliant:''' Zato is relatively weak without Eddie to enable him to mix, approach, and combo. Luckily, Eddie is rarely gone for very long.
| fastestAttack = [[#5P|5P]] (5F)
| reversal = None
| difficulty_rating = 1
| official_difficulty = yes
 
|unique_mechanic1_name= Eddie Gauge
|unique_mechanic1= Zato has a gauge above his tension gauge for Eddie. The gauge signifies Eddie's health (3000 HP). When Eddie is summoned, it will gradually decrease by 3 HP every frame when idle, and each of Eddie's attacks use up a certain amount of the gauge.
 
If Eddie is unsummoned before the gauge runs out, the gauge will turn white, and quickly recover (55 HP recovered each frame until full). Eddie can be summoned again at any time during this.
 
If Eddie or Zato is hit by an attack, or the shadow gauge is depleted fully, the gauge will turn red and will recover at a slower rate (15 HP recovered every frame until full, 200f duration). During this time, Zato cannot summon Eddie until the gauge is full again. Avoiding this as much as possible is important to preserving Eddie.
<gallery mode=nolines widths=250>
GGST_Full Eddie Gauge.png|Teal Eddie Gauge image
GGST_White Eddie Gauge.png|White Eddie Gauge image
GGST_Red Eddie Gauge.png|Red Eddie Gauge image
</gallery>
{{Centerdiv}}
<tabber>
Images =
<gallery widths="375px" heights="375px" mode="nolines">
GGST_Zato-1 2S Idle.png
</gallery>
|-|
Hitboxes =
<gallery widths="375px" heights="375px" mode="nolines">
GGST_Zato-1 2S Idle Hitboxes.png
</gallery>
</tabber>
{{Closediv}}
 
|unique_mechanic2_name= Controlling Eddie
|unique_mechanic2= When summoned with either {{clr|H|214H}}, {{clr|S|632146S}}, or 236X, Zato will summon Eddie. Eddie can be moved backwards or forwards with the 4 or 6 directions respectively (1 or 3 can be used to move Eddie while keeping Zato stationary). Once Eddie is summoned to have him attack, release {{clr|P|P}}, {{clr|K|K}}, {{clr|S|S}}, or {{clr|H|H}}, or do 236X for the respective Eddie attack. Eddie attacks can be canceled into each other by using 236X, even into themselves, but makes Zato vulnerable as he does a clapping animation for a short period of time. Mastering Zato requires learning holding and releasing specific buttons while Eddie is out.
 
For more information on how to practice controlling Eddie, refer to novriltataki's How to Zato video below. (While the video uses Xrd for the example, most tips stated in the video are applicable to Zato in Strive.)
 
{{Centerdiv}}<div class="fpvideo">{{#ev:youtube|lTO6k6BiZU8|450}}{{Closediv}}{{Closediv}}
}}
 
==Normal Moves==
{{FrameChartKey}}
 
===<big>{{clr|P|5P}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=5P
|description=
{{#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|P|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|P|5P}}/{{clr|P|2P}}s or {{clr|P|6P}} when close enough. If this move counterhits from close range, it can link into {{clr|K|2K}} > {{clr|D|2D}}, from further ranges only {{clr|P|6P}} will connect.
 
Also has usage as an anti-air against larger air normals that are hard for Zato to {{clr|P|6P}}. If an airborne opponent is counterhit by this move {{clr|P|236P}} will often combo for a full juggle.
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
 
}}
 
===<big>{{clr|K|5K}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=5K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 4
|recovery = 10
}}
 
* Standing low
* Is jump / dash cancelable.
* Can cancel into {{clr|P|6P}} or delay {{clr|D|2D}} for a frametrap.
 
Can combo into {{clr|D|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.
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
 
===<big>{{clr|S|c.S}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=c.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 6
|recovery = 15
}}
 
* Combo / blockstring filler
* Is jump / dash cancelable
* Good meaty option
* Low range both horizontally and vertically
 
When blocked, gatlings into {{clr|H|5H}} > {{clr|H|22H}} or {{clr|P|236P}} to create a frametrap, the latter of which is a great way to summon Eddie safely in pressure.
A properly delayed {{clr|H|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|S|c.S}} > {{clr|P|236P}} or {{clr|S|c.S}} > dash throw.
 
{{clr|S|c.S}} can also be used in {{MiniMoveCard|game=GGST|chara=Zato-1|input=]S[|label="Leap"}} loop combos ({{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|S|]S[}}...), but generally, doing {{clr|S|2S}} > {{clr|H|2H}} > {{clr|S|]S[}} nets more damage. Use {{clr|S|c.S}} in "Leap" loops to build more meter and gain more time for Eddie to recover and be moved.
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
 
===<big>{{clr|S|f.S}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=f.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 6
|recovery = 23
}}
 
* Long range 2 hit poke.
 
Not used often due to having slightly more recovery when whiffed compared to {{clr|S|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|S|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.
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
}}
 
===<big>{{clr|H|5H}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=5H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 9
|recovery = 19
}}
 
* High {{keyword|attack level}} 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 [[GGST/Movement#Stagger|Stagger State]]
 
On hit, can combo into {{clr|H|22H}} for a soft knockdown. On block, cancels it into either {{clr|H|22H}} or {{clr|P|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|P|236P}} to combo, making a variety of CH {{clr|H|5H}} > {{clr|P|236P}} combos possible.
 
Due to the stagger property on CH, dash {{clr|S|623S}} will also combo from close range.
}}
 
===<big>{{clr|D|5D}} </big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=5D,5[D]
|versioned=name
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 20
|active  = 3
|recovery = 26
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 3
|recovery = 26
}}
 
;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 {{clr|K|5K}}, {{clr|K|2K}}, and {{clr|S|c.S}} for a mixup. Zato is one of a few characters that can combo from this move without meter. Combined with {{clr|D|2D}} this move makes up a core part of Zato's mixups. With Eddie out {{clr|D|5D}} can combo into {{clr|P|]P[}} or {{clr|S|]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.
}}
 
===<big>{{clr|P|2P}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=2P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 4
|recovery = 9
}}
 
* 1 frame slower than Zato's {{clr|P|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|P|5P}}/{{clr|P|2P}}s or {{clr|P|6P}} when close enough, allowing for a meaty {{clr|H|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|H|236H}}}}.
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
}}
 
===<big>{{clr|K|2K}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=2K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 2
|recovery = 13
}}
 
* Solid low poke for close range.
* Great for stagger pressure with Eddie already out.
* Zato's lowest pushback normal.
 
Can combo on normal hit into {{clr|D|2D}}, granting a hard knockdown to set up okizeme. On counterhit, can link into {{clr|K|2K}} > {{clr|D|2D}} for HKD. Gatling into {{clr|P|6P}} for a frametrap as {{clr|D|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.
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
 
===<big>{{clr|S|2S}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=2S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 4
|recovery = 20
}}
 
* Zato's prime poking normal
* Hurtbox extends before the hitbox becomes active
 
Fairly fast for the range it covers. Can cancel into {{clr|H|5H}}, {{clr|H|22H}}, summon Eddie, or do nothing and see how the opponent responds after. On Counterhit can combo into {{clr|P|236P}}, with both hits comboing and allowing for a juggle if the opponent is hit crouching.
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
}}
 
===<big>{{clr|H|2H}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=2H
|description=
{{#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|P|6P}}, {{clr|H|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|D|j.D}} if hit high enough for a solo conversion. On normal hit, can combo into {{clr|H|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.
}}
 
===<big>{{clr|D|2D}}</big>===
{{GGST_Move_Card
|input=2D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 6
|recovery = 17
}}
 
* 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 {{clr|D|5D}} in some of Zato's mixups.
Combos into {{clr|P|]P[}} if Eddie is out. On counterhit {{clr|P|236P}} will combo for a full pickup.
}}
 
===<big>{{clr|P|6P}} </big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=6P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 8
|recovery = 12
}}
 
* 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 {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}. On normal hit, cancel into {{clr|H|22H}} to meaty and gain plus frames. On counterhit, it will cause a hard knockdown allowing time to cancel into {{clr|H|214H}} ({{MiniMoveCard|game=GGST|chara=Zato-1|input=214H|label=Empty Summon}}) or {{clr|S|214S}} for extremely strong oki.
 
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|H|j.H}}}} and {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.h|label=Millia's {{clr|H|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|H|22H}} and various Eddie Summons to control neutral and hold space.
}}
 
===<big>{{clr|K|6K}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=6K
|description=
{{#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|D|5D}}. The primary usage being to force an opponent to stand in order to have to block both hits of {{clr|S|]S[}}, which grants sizeable frame advantage. However, even that usage can be accomplished using {{clr|D|j.D}}, rather than this move.
}}
 
===<big>{{clr|H|6H}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=6H
|description=
{{#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|K|j.K}} overhead that can be contested or a 11 > {{clr|H|5H}} that can catch mash attempts on the overhead. Grants a full combo on counterhit, even when flight cancelled.
}}
 
===<big>{{clr|P|j.P}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=j.P
|description=
{{#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.
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}
}}
 
===<big>{{clr|K|j.K}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=j.K
|description=
{{#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|K|j.K}} > {{clr|D|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|D|j.D}} and leave him in a bad position when {{clr|K|j.K}} is blocked.
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
}}
 
===<big>{{clr|S|j.S}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=j.S
|description=
{{#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|H|j.H}} in Zato {{clr|K|236K}} oki, {{clr|D|j.D}} can be used as a double overhead from all but the lowest heights.
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}} {{clr|D|j.D}}
}}
 
===<big>{{clr|H|j.H}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=j.H
|description=
{{#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|S|j.S}} as a deep jump-in as it is extremely active and fairly large. Can gatling into {{clr|D|j.D}} for a double overhead.
 
[[GGST/Zato-1/Frame_Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
}}
 
===<big>{{clr|D|j.D}}</big>===
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=j.D
|description=
{{#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|K|2K}} > {{clr|D|2D}} or a {{clr|S|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 {{Character Label|GGST|Axl Low|label=Axl}}.
}}
 
==Universal Mechanics==
 
===<big>Ground Throw</big>===
{{InputBadge|{{clr|D|6D}}\{{clr|D|4D}}}}
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=6D or 4D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 2
|active  = 3
|recovery = 38
}}
 
* Can throw the opponent either forward or backwards.
* Hard knockdown on hit.
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
* If Eddie is already summoned, can be converted into a meterless combo with moves like "Leap"
* Range of 90000
 
Great opportunity to summon Eddie afterwards. If Eddie isn't available to be summoned, safejump with j.66 > {{clr|S|j.S}}.
}}
 
===<big>Air Throw</big>===
{{InputBadge|{{clr|D|j.6D}}\{{clr|D|j.4D}}}}
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=j.6D or j.4D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 2
|active  = 1
|specialRecovery = 10
}}
 
* Can throw the opponent either forward or backwards.
* Hard knockdown on hit.
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
* If Eddie is already summoned, can be converted off with moves like "Leap"
* Range of 200000
 
Strong anti air option. Advantage depends on how close the throw connected to the ground, but generally advantageous enough for a meaty {{clr|H|22H}} or an OTG if close enough to the corner.
}}
 
==Special Moves==
===<big>Flight</big>===
{{InputBadge|Dash in any direction (Air Only)}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_Flight.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Zato-1_Flight_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
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.
 
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}}
 
===<big>Summon Eddie</big>===
{{InputBadge|{{clr|H|214H}}}}
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=214H
|versioned=name
|description=
* 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 {{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}}.
 
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.
}}
 
===<big>"Pierce"</big>===
{{InputBadge|{{clr|P|]P[}} when summoned\{{clr|P|236P}}}}
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=236P, ]P[
|versioned=input
|description=
* {{clr|P|]P[}} only works when Eddie is already summoned, whereas {{clr|P|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 {{clr|P|236P}} is performed with Eddie already summoned.
* {{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).
* 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.
 
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.
 
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.
 
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.
}}
 
===<big>"That's a lot!"</big>===
{{InputBadge|{{clr|K|]K[}} when summoned\{{clr|K|236K}}}}
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=236K, ]K[
|versioned=input
|description=
* {{clr|K|]K[}} only works when Eddie is already summoned, whereas {{clr|K|236K}} can be done regardless if Eddie is summoned or not
* {} 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.
 
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.
}}
 
===<big>"Leap"</big>===
{{InputBadge|{{clr|S|]S[}} when summoned\{{clr|S|236S}}}}
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=236S, ]S[
|versioned=input
|description=
* {{clr|S|]S[}} only works when Eddie is already summoned, whereas {{clr|S|236S}} can be done regardless if Eddie is summoned or not
* {} refers to the value when {{clr|S|236S}} is performed with Eddie already summoned.
* Uses 1500 HP of Eddie gauge. If Eddie is already summoned {{clr|S|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 {{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.
 
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.
}}
 
===<big>"Oppose"</big>===
{{InputBadge|{{clr|H|]H[}} when summoned\{{clr|H|236H}}}}
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=236H, ]H[
|versioned=input
|description=
* {{clr|H|]H[}} only works when Eddie is already summoned, whereas {{clr|H|236H}} can be done regardless if Eddie is summoned or not
* {} refers to the value when {{clr|H|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 {{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).
* 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 {{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.
 
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.
 
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".
}}
 
===<big>Invite Hell</big>===
{{InputBadge|{{clr|H|22H}}}}
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=22H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 32
|recovery = 2
}}
 
* 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 {{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.
 
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.
}}
 
===<big>Break The Law</big>===
{{InputBadge|{{clr|K|214K}} (Hold OK)}}
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=214K
|description=
* 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 {{clr|H|2H}}
 
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.
 
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 {{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.
 
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.
}}
 
===<big>Damned Fang</big>===
{{InputBadge|{{clr|S|623S}}}}
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=623S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 1
|recovery = 39
}}
 
* 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 [[GGST/Zato-1/Combos| 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 [[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.
}}
 
===<big>Drunkard Shade</big>===
{{InputBadge|{{clr|S|214S}}}}
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=214S, 214S (Dash)
|versioned=name
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 10
|recovery = 12
}}
}}
 
|}
* Anti-projectile and Eddie-repositioning tool
{{#cargo_query:tables=MoveData_P4U2R
* Reflects projectiles starting Frame 3
|fields={{#if: {{{versioned|}}}|input=name,|}}notes
* Surprisingly active
|where=chara="{{#var:MoveCardTargetChara}}" and input in ('{{#var:input1}}', '{{#var:input2}}', '{{#var:input3}}', '{{#var:input4}}', '{{#var:input5}}', '{{#var:input6}}', '{{#var:input7}}', '{{#var:input8}}', '{{#var:input9}}') {{#if: {{{type|}}}| and MoveData_P4U2R.type="{{{type|}}}" |}} and notes HOLDS LIKE "%"
* On aerial hit, causes hard knockdown
|format=template|template=Cargo_Notes|named args=yes|order by=_ID
* On grounded counterhit, launches opponent and causes hard knockdown
|default=
 
}}</div></div>
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.
 
{{(!}} class="mw-collapsible mw-collapsed wikitable"
{{!}}-
! colspan="2" {{!}}'''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)
 
{{!}}-
{{!}}{{Character Label|GGST|Axl Low|label=Axl Low}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{Character Label|GGST|Bridget|label=Bridget}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{Character Label|GGST|Baiken|label=Baiken}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{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)}}
 
{{!}}-
{{!}}{{Character Label|GGST|Giovanna|label=Giovanna}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{Character Label|GGST|Happy Chaos|label=Happy Chaos}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{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.)''
 
{{!}}-
{{!}}{{Character Label|GGST|Jack-O|label=Jack-O'}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Jack-O|input=j.D|label={{clr|D|j.D}}}}
 
{{!}}-
{{!}}{{Character Label|GGST|Ky Kiske|label=Ky Kiske}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|D|j.D}}}} ''(Nullifies it.)''
*{{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}}}}
 
{{!}}-
{{!}}{{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}}}}
 
{{!}}-
{{!}}{{Character Label|GGST|May|label=May}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{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}}}}
 
{{!}}-
{{!}}{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{Character Label|GGST|Potemkin|label=Potemkin}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Potemkin|input=Reflect Projectile|label=F.D.B. (Projectile)}}
 
{{!}}-
{{!}}{{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.)''
 
{{!}}-
{{!}}{{Character Label|GGST|Sol Badguy|label=Sol Badguy}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236P|label=Gun Flame}}
 
{{!}}-
{{!}}{{Character Label|GGST|Testament|label=Testament}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{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.)''
 
{{!)}}
}}
 
==Overdrives==
 
===<big>Amorphous</big>===
{{InputBadge|{{clr|H|632146H}}}}
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=632146H
|description=
* Costs 50% tension
* Damage Super
* Hard knockdown on hit.
* Hits pretty high
* No Invulnerability
 
Zato creates a shadow projectile that moves forward along the ground. Once under an opponent it will activate, dealing solid damage while also reaching very high. Moves fairly slowly, characters with moves that travel forward quickly such as {{Character Label|GGST|Sol Badguy|label=Sol}} [[GGST/Sol_Badguy#Night Raid Vortex|Night Raid Vortex]] can avoid it. However, Zato recovers very quickly and even if he is hit after the super flash, Amorphous will remain out.
 
Great for securing knockdowns or a wallbreak when the Eddie gauge does not need to be refilled with {{clr|S|632146S}} or for closing out rounds.
}}
 
===<big>Sun Void</big>===
{{InputBadge|{{clr|S|632146S}} (Air OK)}}
{{:User:Moxian/SandboxTemplate
|chara=Zato-1
|input=632146S
|description=
* Costs 50% tension
* Utility Super
* Mediocre damage, but refills the Eddie gauge and allows for continued pressure.
 
Zato launches Eddie in the form of a sword towards the opponent. If Eddie is already summoned he will track the opponent from his current position. If he isn't summoned, he will appear over Zato and track the opponent from there.
On hit, block, or if the sword whiffed the opponent and a certain amount of time passes, Eddie will turn into a small black ball, falling onto the ground. After landing, Eddie will be in his normal form with a full Eddie gauge.
 
On block, {{clr|P|]P[}} is true string and {{clr|K|]K[}} is a frame trap.
On hit, {{clr|P|]P[}} and {{clr|S|]S[}} combo.
 
Use this super to continue extend Zato's offense with Eddie, end a combo will a full Eddie gauge, or even whiff punish long recovery fullscreen moves.
Be aware: the way Zato poses during this move extends his hurtbox, meaning it can be interrupted after the super flash from further away than one would expect.
}}
 
==Colors==
{{GGSTColors|color12=1|Size=160}}
 
==Navigation==
<center>{{Character Label|GGST|Zato-1|45px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:GGST/Navigation}}

Latest revision as of 00:34, 19 September 2022