< GGX
Overview
Overview
Zato-1 is a puppet character
Damage Received Mod |
x1.06 |
Guts Rating |
1/5 |
Gravity Mod |
x1.1 |
Stun Resistance |
60 |
Prejump |
F |
Backdash |
15F (1~8F Strike Invuln) |
Wakeup Timing |
F (Face Up)/ F (Face Down) |
Number of Jumps: |
2 |
Number of Air Dashes: |
1 |
Unique Movement Options |
Flight Break The Law |
Fastest Attack |
Reversals |
Zato-1 is an archetype-defining puppet character with many overwhelming offensive pressure options.
Pros
Cons
- Strong pressure and mix-ups: When working together with the shadow, Zato has access to some incredible offensive pressure that can be made reversal-safe or even unblockable.
- Puppet zoning: Zato and the shadow can cover a wide variety of spacings and timings without putting themselves at much risk.
- Interesting movement: Zato has several unique movement options in Break the Law and Flight, and can use the shadow to cover his approach.
- Screen control: With the shadow out, Zato has access to long-range lows, ranged anti-airs, and high reward when up close. There is no position that Zato can't at least get something out of when backed up by the shadow.
- Poor defense: Zato has below-average effective health and terrible reversals, including a subpar Dead Angle.
- Reliant on puppet: Zato's options are much more limited without the shadow. To make matters worse, it can be forcibly unsummoned by stray hits.
- Execution: Controlling the shadow effectively requires a strong grasp of both Negative Edge Using button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions. inputs and timing its attacks alongside Zato's. Misinputs and dropped combos are both easy to get and incredibly costly.
Normal Moves
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window
5P
5K
c.S
f.S
5H
Dust Attack
S+H
2P
2K
2S
2H
Sweep
2S+H
6P
6H
j.P
j.K
j.S
j.H
Universal Mechanics
Ground Throw
4H or 6H
Dead Angle Attack
Flight
7/8/9 while airborne
Special Moves
Invite Hell
22S or 22H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
22S | |||||||
22H |
Version | Level | Guard Bar+ | Guard Bar- |
---|---|---|---|
22S | |||
22H |
22S: 22H:
Break The Law
214[K]
Summon Eddie
236X
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236X Summon | |||||||
236X Unsummon |
Version | Level | Guard Bar+ | Guard Bar- |
---|---|---|---|
236X Summon | |||
236X Unsummon |
236X Summon: 236X Unsummon:
Traversing Attack
]P[ with Eddie
Small Attack
]K[ with Eddie
Anti-Air Attack
]S[ with Eddie
Drill Special
]H[ with Eddie
Drunkard Shade
214S
Damned Fang
623S
Overdrives
Amorphous
632146H
Megalith Head
632146S with Eddie
Executor
j.236236S
Instant Kill
Black In Mind
During IK Mode: 236236H
To edit frame data, edit values in GGX/Zato-1/Data.