GGML/Zato/Combos

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< GGML‎ | Zato
 Zato
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
CC = Charge Cancel
AX =  Axl Low
BA =  Baiken
BH =  Dr Baldhead
CH =  Chipp Zanuff
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
PO =  Potemkin
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo Scaling

Hit Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Damage 1x 0.87x 0.75x 0.68x 0.56x 0.50x 0.43x 0.37x 0.34x 0.31x 0.28x 0.25x 0.21x 0.18x 0.15x 0.12x


CC Infinite (Standing, average-talls)
Necessity


[c.S > 5H > 22R, 66, c.S ...] xN
As with many CC infinites, c.S is just the bridge. 5H has a sizeable amount of hitstun and very quick startup, so if you're up to it, it could CC infinite just with itself.

Zato's CC infinite is typically more difficult than other characters since his Charge input is weird and doesn't let you easily buffer a dash during it as with the otherwise-universal quarter circle forwards & DP motions. He does make up for it somewhat by having some of the longest range infinite conversions in the game, but if this one takes you a while or you drop it more often than others, don't sweat it too much, it's not abnormal.

Do not fumble into doing Drill on accident, you will die. Violently.


CC Infinite (Crouching  Millia,  Zato,  Baiken,  Baldhead)
Necessity


[c.S > 2H > 22R, 66, c.S ...] xN
5H fails to combo against these characters if they crouch, so you need to press 2H against them instead. In the event a combo starts against these characters in general, it's better to go the safe-than-sorry route and just use 2H so you don't whiff 5H and die tragically.

Combo Routes

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