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 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 2S is a good poke due to its speed and range. Combine it with Eddie's "Leap", which attacks air space, to cover massive sections of the screen. Eddie’s "Pierce" is a double-hit poke. Zato can cover the gap between the hits with strikes like c.S or his command grab, Damned Fang, for a strike/throw mix-up. "Oppose" allow Eddie to absorb an attack from the enemy, letting Zato punish with powerful counter hit moves like 2H. During okizeme, setting up Eddie’s lockdown move, "That's a lot!", gives Zato a strong mix-up opportunity. 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.
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Damage Received Mod |
×1.08 |
Guts Rating |
0 |
Weight |
Normal |
Prejump |
4F |
Backdash |
20/1~5 strike invuln/1~15 airborne |
Unique Movement Options |
Flight |
Fastest Attack |
5P (5F) |
Reversals |
None |
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Pick if you like | Avoid if you dislike |
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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.
When summoned with either 214H, 632146S, or 236X, Zato will control 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). Eddie can pass through Zato as well as his opponent and any puppet of their own. Every Eddie attack has three versions:
- 236X
- While Eddie is not summoned he can be summoned directly into any of his attacks. 236P results in "Pierce", 236K results in "That's a lot!", 236S results in "Leap", and 236H results in "Oppose". These summons include an animation of Zato waving his hands, this means that generally they have less advantage for Zato on hit or block and are more risky in neutral. However, this is the quickest way for Zato to have Eddie attack when he is not already summoned.
- ]X[
- When Eddie is summoned, and not in recovery, releasing P/K/S/H results in the corresponding Eddie attack. This is completely independent of any animation for Zato allowing for the two to attack at the same time as well as granting Zato much more advantage on Eddie's attacks.
- 236X While Eddie is already summoned
- Inputting an Eddie attack as 236X while Eddie is already summoned allows Zato to cancel Eddie attacks into each other. Zato has an animation with identical recovery to his normal summon in which he claps his hands. Additionally this method of attacking with Eddie uses around 2/3rds the normal amount of Eddie gauge (varies per attack). If done from while Eddie is not attacking, must be done as 236[X] with the button being held slightly or else Eddie will begin the ]X[ verison of a move then immediately cancel into the 236X version, spending additional meter rather than saving it.
Normal Moves
5P
Most commonly used in neutral, defense, and Stagger PressureThe use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.. In neutral this button controls a surprising amount of space while being relatively low risk to use preemptively. As Zato's fastest normal for AbareAn attack during the opponent's pressure, intended to interrupt it. this normal is the go-to for mashing in pressure. On block 6P can be used to frametrap the opponent, this can sometimes allow for Eddie Summons that can normally be interrupted. On hit, gatlings into repeated 5P/2Ps or 6P when close enough. If this move counterhits from close range, it can link into 2K > 2D or 6P, but this is generally not reliable. Instead cancelling immediately into 236P results in a frametrap Eddie summon.
Also has usage as an anti-air against larger air normals that are hard for Zato to 6P. If an airborne opponent is counterhit by this move 236P will often combo for a full juggle.
- Zato's fastest button
- Large range for a 5f
- Hits all characters crouching.
Gatling Options: 5P, 2P, 6P, 6K, 6H
5K
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 |
---|---|---|---|---|---|---|
24 | Low | 8 | 4 | 10 | -2 |
Useful primarily as a pressure tool. Most commonly used in pressure in order to remain safe from Burst and YRC as it recovers fast enough to block these options on, unlike 2K. Can cancel into 6P or delay 2D for a frametrap. Additionally, the dash and jump cancel properties make it a situational tool for combos and BRC mixups.
- Standing low
- Is jump / dash cancelable.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | +1 | 750 | 1000 | 300 | 80% |
- Dash cancel is -15 on block.
c.S
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 |
---|---|---|---|---|---|---|
30 | All | 9 | 6 | 10 | +1 |
Strong tool for combos, decent for pressure and as a meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.. Functions as a key move for Zato's combos, allowing him to combo into various normals as well as some Eddie summons. Additionally, it has usage as a pressure tool as it's one of Zato's only ways to create plus frames without Eddie. Often it is used to setup a 5D to be combo'd by Eddie with a gap only 3f and 4f characters can mash. However, it is the slowest c.S in the game at 9f and suffers from a lack of range as well and does not launch the opponent particularly high on an airborne hit. These properties combined make it a lackluster tool compared to many other c,S's, regardless it is still a useful tool.
- Is jump / dash cancelable
- Low range both horizontally and vertically
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Mid | +4 | 2000 | 1000 | 300 | 60% |
- Input Proximity Range: 270
- Dash cancel is -10 on block.
f.S
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 |
---|---|---|---|---|---|---|
20×2 | All | 10 | 2×3 | 23 | -12 |
Primarily useful in neutral, but not used often due to having slightly more whiff recovery than 2S and susceptibility to Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. moves. Due to having two hits it can be useful to beat armored attacks like Potemkin's Hammer Fall
Guard:
AllStartup:
18~62Recovery:
26Advantage:
-9 and Slide HeadGuard:
Low (Guard Crush)Startup:
29Recovery:
28Advantage:
0. Additionally it has niche usage as an anti-air vs the larger characters like Goldlewis, Potemkin, and Nagoriyuki.
Sometimes used in pressure strings like c.S > f.S > 5H > ... if having additional space from the opponent is desirable.
Combos into 236P(1) on counter hit, with both hits comboing and allowing for a full combo if the opponent is counter hit crouching.
- Has two hits, though the first can whiff at max range.
- Can be low profiled.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -9 | 700×2 | 1000 | 150×2 | 80% |
5H
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 |
---|---|---|---|---|---|---|
48 | All | 13 | 9 | 19 | -9 |
Very versatile move, strong in neutral, pressure, oki, and combos. Due to having a high amount of active frames, a mostly disjointed hitbox, hitting both low to the ground and decently high in the air, and having large reward on CH this normal is an excellent normal to call out opponents ground approaching at predictable timings. It is especially useful against I-No as 5H will generally hit her approaching with Stroke the Big Tree
Guard:
LowStartup:
16Recovery:
15Advantage:
-7 or a hoverdash.
In pressure this move is the primary normal to summon Eddie off of on block. Its high Attack LevelAn attack attribute that determines the default value for hitstun, blockstun, hitstop, damage, etc.(varies by game) of a move. makes summoning into "Pierce" on block nearly uninterruptible, and that in turn makes other less safe summons viable.
On Oki 5H is an easy option to cover backdash, as it's active frames are much greater than the duration of any characters backdash. Simply spacing 5H outside the range of a wakeup throw will stop a lot of lazy defensive play on wakeup.
This move is also a key part of Zato's combo structure as his highest damage normal (besides 6H), so it is routed in many combos and used as a wallbreak option when the meter for a super is unavailable and there isn't enough time to connect 6H. On it's own it can combo into the first hit of 236P(1) on normal hit, ensuring the opponent blocks the second hit, and on counter hit 23P will fully combo for huge damage.
- Very active, gains more range in later active frames.
- On grounded counterhit, causes Stagger State
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | -6 | 2500 | 1000 | 300 | 80% |
5D
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 |
---|---|---|---|---|---|---|---|
Uncharged | 40 | High | 20 | 3 | 26 | -15 | |
Charged | 50 | High | 28 | 3 | 26 | -10 |
- Uncharged Dust
Universal overhead attack that's reactable, but can be difficult to react to consistently. Can gatling from 5K, 2K, and c.S for a mixup. Zato is one of a few characters that can combo from this move without meter. Combined with 2D this move makes up a core part of Zato's first layer of mixups. With Eddie out 5D can combo into ]P[ or ]S[.
- Causes float on hit.
- Charged Dust
Charged dust is fairly slow and easily reaction blocked.
- 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.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Uncharged | 80% | 2 | Mid | 0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged | 100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
2P
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 |
---|---|---|---|---|---|---|
18 | All | 6 | 4 | 9 | -3 |
Most useful in neutral as it has greater range than 5P and as such can control slightly more space. Generally 5P is a superior normal. On hit, gatlings into repeated 5P/2Ps or 6P when close enough. If this move counterhits from close range, it can link into 2K > 2D or 6P, but this is generally not reliable. Instead cancelling immediately into 236P results in a frametrap Eddie summon.
- 1 frame slower than Zato's 5P, but with slightly more range.
- Large range for a 6f button.
Gatling Options: 5P, 2P, 6P, 6K, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 0 | 500 | 1500 | 300 | 80% |
2K
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 |
---|---|---|---|---|---|---|
26 | Low | 6 | 2 | 13 | -3 |
Strong normal for many purposes. In neutral this normal is fairly low committal with decent range and high reward on hit. On hit immediate gatling into 2D will grant a knockdown into Zato's strongest oki. On counter hit 2K can link into itself for the same oki.
In pressure this is Zato's primary low for pressure and mixups, only inferior to 5K in safety to Burst and YRC. In stagger pressure it is a very threating button, as a 2D can catch Fuzzy JumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. attempts, and 6P can be used to frametrap. Note that 2D can not be delayed enough to frametrap off this normal, only truestring. Due to it's low pushback it is also Zato's strongest normal for tick throws, with dash momentum 2K, 623S/6D is a very threatening option, but susceptible to FD. Lastly, it is generally the best normal to fill gaps in Eddie pressure with, if Zato is close enough, for the aforementioned reasons.
- Zato's fastest low.
- Tie for Zato's lowest pushback normal with 6K
- 2K > 2D gatling is consistent on hit at all but max range.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | 0 | 750 | 1000 | 300 | 80% |
2S
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 |
---|---|---|---|---|---|---|
35 | All | 11 | 4 | 20 | -10 |
Key normal for Zato's neutral and serves as a situational okizeme and pressure option. In neutral this normal is Zato's strongest mid range option, it has a lot of range for a 11f normal and despite extending his hurtbox during startup it will still beat a lot of counterpokes. It also cannot be low profiled so it is used much more often than f.S.
Zato has various pressure options with Eddie Summons after this move is blocked and without Eddie 22H is a safe, uninterruptible cancel from most ranges. 2S is sometimes used in pressure before 5H if more space before an Eddie summon is desirable, and will often be used to stall in solo pressure by threatening a delayed cancel into 22H to frametrap. At most ranges, if this move connects on a normal hit it cannot combo into anything beyond sometimes a 5H, instead an Eddie summon afterwards is harder to contest. On counterhit this move combos into 22H for a mediocre knockdown, but can also combo into various Eddie summons. Most notably if the opponent is counterhit crouching, 2S > 236P will connect for a full combo.
2S is also sometimes used as a meaty option when a move doesn't give a strong enough knockdown to dash all the way in, which is a fairly common occurrence for Zato.
- Hurtbox extends before the hitbox becomes active
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -7 | 1500 | 1000 | 300 | 80% |
2H
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 |
---|---|---|---|---|---|---|
40 | All | 13 | 7 | 26 | -13 |
A strong combo tool, niche mixup tool, but not an anti-airA grounded attack that hits the opponent out of the air. Due to slow startup and hurtbox extensions this move does not function as an anti-air very well. It can sometimes be used predictively, but generally Zato's air-to-airA jumping attack that hits the opponent out of the air options are better suited for that purpose. However, it is a key part of Zato's combo structure as it launches opponents up high enough to be juggled by Eddie. It also has some usage as a mixup tool, during the slowdown of an RC when an opponent is slowed in the air. In this situation they may expect an air throw attempt, if instead 2H is used as a mixup it can lead to a massively rewarding counter hit combo.
- Extends Zato's hurtbox both horizontally and vertically.
- Hitbox lines up with the animation of the last two active frames, so it may not connect when it would appear to.
- Can be low profiled.
- Soft knockdown on hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | KD +31 | 2500 | 1000 | 500 | 60% |
2D
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 |
---|---|---|---|---|---|---|
27 | Low | 10 | 6 | 17 | -9 |
While this move is used primarily to secure a knockdown after 2K or 5K and for mixups, it is also a decent neutral tool.
After knocking down a grounded opponent with 2D with Eddie ready to be summoned, Zato is in his strongest position. The oki Zato has access to afterwards is among the best in the whole game, especially in the corner.
In neutral this move is overshadowed by 2S and 5H which have superior properties to 2D in enough situations that it rarely ends up being used. For mixups this move is the compliment to 5D and can be combo'd with the assistance of Eddie.
- Hard knockdown on grounded hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Large | HKD +47 | 1125 | 1000 | 300 | 80% |
6P
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 |
---|---|---|---|---|---|---|
30 | All | 12 | 8 | 12 | -6 | 1 ~ 3 Upper Body 4 ~ 15 Above Knees |
One of the best counterpoking tools in the game due to having a large amount of active frames and a lot of disjoint, even after the upper body invul ends. When timed correctly this move will beat many long range pokes like Sol's 6S
Guard:
AllStartup:
15Recovery:
20Advantage:
-9.
As an anti-air the slow startup of this move and Zato's tall stature make it a decent but often unreliable option. Large jump-in moves such as Millia's j.HGuard:
HighStartup:
8Recovery:
25Advantage:
+1 (IAD) and dive style moves like Chipp's j.2K
Guard:
HighStartup:
16Recovery:
Until Landing+8Advantage:
+3 (IAD), are very difficult to anti-air with it and often even when 6P connects it will be as an normal hit punish rather than a counter hit, greatly weakening Zato's oki afterwards.
- 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | KD +23 | 1500 | 1000 | 500 | 80% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
6K
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 |
---|---|---|---|---|---|---|
30 | High | 28 | 5 | 7 | +2 |
A slow, one-hit overhead. Too slow to be used as a mixup option, since it competes with the faster 5D. Instead, it functions more as a utility move in Zato's kit. Useful for pressure and okizeme.
In pressure, this move is +2, letting Zato get a nice reset and potentially push for a throw. On hit, the move has good reward into 2K > 2D, letting Zato set up his malicious mixups.
None of Zato's gatlings can frametrap into this move, however Zato has strong frametraps in c.S > Delay 5H or 2K > 6P that can allow you to get away with using 6K in pressure. When blocked Zato can attempt to use the two frames of advantage to continue pressure or opt for a high reward frametrap in delay 214S. Additionally, this move has identical pushback to 2K making it a viable tick throw button when done with dash momentum.
Lastly, 6K can used as an oki tool as it is plus on block, and with only 7 frames of recovery a well-timed meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. can be a safe against invincible reversals.
- Overhead command normal.
- Special cancellable.
- Very low pushback.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Very Small | +6 | 1125 | 1000 | 300 | 100% |
- Forced crouching on hit, always granting +1 hitstun on hit.
6H
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 |
---|---|---|---|---|---|---|
65 | All | 30 | 4 | 11 | -4 |
A unique command normal used primarily as a throw bait, pressure tool, and combo ender. When used on Oki 6H is a solid option for baiting throws as it puts Zato airborne and has strong reward on counter hit.
Similarly it is a solid option in pressure. While the move is reactable it generally gets blocked and RPSRock 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. is played afterwards. Zato has can opt to cancel into flight to try to take a turn or he can frametrap an attempt to stop this. Either way, it's a solid option to buy time for Eddie to come back.
Lastly, 6H is a core part of Zato's combo game as his highest damage non-super wall break option. Additionally, as it has hard knockdown on hit it is occasionally used as a combo ender for oki.
- Airborne on frames 8-33
- Hard knockdown on air hit.
- Can be canceled with flight on hit/block.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | +1 | 2000 | 1000 | 300 | 100% |
- Airborne frames 8-33
j.P
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 |
---|---|---|---|---|---|---|
13x3 | High | 8 | 5, 5, 2 | 15 | +5 (IAD) |
Strong as a rising air-to-airA jumping attack that hits the opponent out of the air on reaction to super jumps or double jumps. It has a long total duration so using it low to the ground is risky if it's not done just before landing. However, with Eddie out this normal can be made safe and even comboable with a well timed ]P[ or ]S[
- Cannot gatling into itself.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | +8 (IAD) | 75×3 | 1000 | 100×3 | 80% |
j.K
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 |
---|---|---|---|---|---|---|
20 | High | 7 | 4 | 11 | +1 (IAD) |
Most often used as a air-to-air for lower to the ground jumps, where j.P is inadvisable. It also sees some use as an overhead in Eddie mixups. The gatling into j.D is powerful, but dangerous if misused due to j.D's long recovery.
- Zato's fastest air normal.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | +4 (IAD) | 750 | 1000 | 300 | 100% |
j.S
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 |
---|---|---|---|---|---|---|
26 | High | 9 | 4 | 14 | +5 (IAD) |
All around useful air normal, has a combination of a solid hitbox that hits all around Zato and good framedata. Useful in neutral as a flight jump-in when it is hard to tell which side of the opponent Zato will land on. Along with j.D this normal is the primary overhead used in Eddie mixups. Lastly, it is useful as a air juggle option in solo Zato combos near the corner.
- Hits in a square all around Zato.
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +8 (IAD) | 1125 | 1000 | 300 | 80% |
j.H
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 |
---|---|---|---|---|---|---|
38 | High | 12 | 14 | 13 | +12 (IAD) |
Generally Zato's strongest jump-in. Due to how the hitbox travels and its high attack level, this normal is generally very plus when blocked and somewhat hard to anti-air. Used over j.S as a jump-in when speed doesn't matter as much as ensuring frame advantage.
- Hitbox starts below Zato before moving to the front of him.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 3 | Mid | +15 (IAD) | 1500 | 1000 | 300 | 60% |
j.D
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 |
---|---|---|---|---|---|---|
40 | High | 11 | 4 | 22 | -7 (Airborne) |
A very unique and versatile air normal. Useful in movement, combos, and mixups.
As a movement option j.D is useful to alter your air momentum, escape the corner after a super jump, and position Zato for a mixup. However, it caries some risk as it has long startup and recovery. Additionally, when combined with a late PRC into a fast cancelled air normal it can launch Zato nearly fullscreen very quickly.
For combos this move acts as a launcher on airborne opponents while also positioning Zato to follow up. Most often seen after a jump cancelled c.S or 5K.
In Eddie mixups this normal is amazing as a double overhead, generally after j.S as well as a falling overhead. Make sure not to use this as an overhead without Eddie ready, meter, or flight available as j.D uncancelled is very punishable on block.
- On grounded counterhit, causes stagger.
- Cancellable on hit and block into flight.
- Flight cancel is ~+4 on block.
- Cancels Zato's air momentum shortly after the animation begins.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Large | -4 (Airborne) | 1875 | 1000 | 500 | 80% |
Universal Mechanics
Ground Throw
6D or 4D
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 |
---|---|---|---|---|---|---|
80 | 90000 | 2 | 3 | 38 |
Zato has among the highest reward from normal throw in the game as he has very strong okizeme if Eddie is ready to be summoned and the ability to combo the throw if Eddie is already summoned. In the corner especially, throw is a very rewarding option for Zato as both the combo and oki are even stronger.
Solo Zato isn't the best at setting up a throw as his framedata is somewhat lackluster, but he does have a few solid options like dash, 2K, 6D
. With Eddie out, Zato can setup fairly safe throw attempts using Eddie to cover a potential whiff as well as combo the throw.
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +43 | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
- Range of 90000
Air Throw
j.6D or j.4D
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 |
---|---|---|---|---|---|---|
80 | 200000 (Air) | 2 | 3 | 38 or Until Landing + 10 |
Classic Guilty Gear anti-air option. Zato make great use of air throw as he gets strong oki afterwards, has a high superjump, and has the ability to combo air throw if Eddie is out.
Air throw is a useful and necessary option for Zato. As a defensive anti air it is most useful against opponents directly above Zato, where his 6P is ineffective. Offensively, it's a strong option to call out an opponent attempting to escape Eddie pressure such as 236K. It can be combo'd if Eddie is summoned and ready. If Eddie is not you can instead opt for Oki using 22H to meaty midscreen, or more rewarding options in the corner.
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +45 (IAD) | 2500 | 1000 |
- Air Throws have both normal recovery and special recovery frames upon landing. It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their IAS'"`UNIQ--item-1106--QINU`"' height instead.
- Frame advantage is highest at normal jump height and lowest at IAD height (+45 to +48).
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
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 DefenseA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. 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.
- Flight can be continued for up to 91 frames
- Can attack out of flight on frame 14.
Summon Eddie
214H
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 Eddie | 20 | ||||||
Unsummon Eddie | 0 |
Zato summons Eddie and can now use all of his following attacks by releasing P, K, S or H in a technique known as Negative EdgeUsing button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions.. 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.
Zato becomes a much stronger character once Eddie is out on the screen, so summoning Eddie safely is something to always be prioritized. Manual summon should be done when you have space in neutral, score a long knockdown, or in pressure against a too respectful opponent.
To unsummon Eddie, input 214H while Eddie is already summoned. If done while Eddie is attacking, the unsummon will be buffered and Eddie will disappear as soon as he recovers from the attack. If Eddie is not attacking he will be unsummoned immediately. Unsummoning Eddie manually allows him to be resummoned immediately and the Eddie gauge fills up much faster.
- If no other Eddie action is performed Eddie can remain out for just over 16 seconds.
- Zato has 36f of counter hit recovery when summoning Eddie, and 32f of counter hit recovery when unsummoning Eddie.
- When summoning, Eddie becomes actionable before Zato recovers.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Summon Eddie | 100 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Unsummon Eddie | 50 |
Summon Eddie:
- Eddie spawns on frame 9 and will continue even if Purple Roman Cancelled a frame after spawn.
- Consumes 3 HP (of 3000 total) of the Eddie gauge per frame Eddie is summoned.
- Eddie becomes actionable on frame 21.
Unsummon Eddie:
- Eddie disappears on frame 1 as long as he is not locked into an attack.
"Pierce"
]P[ when summoned or 236P
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[ | 20×2 | All | 13 | 3(17)2 | 24 | ||
236P | 20×2 | All | 21 [25] | 3(17)2 | 24 |
Neutral, combos, confirms, and pressure "Pierce" really does it all. While all of Eddie's attack have high utility, "Pierce" stands out as being the most important to learn to use well when starting out playing Zato.
In neutral both versions of Pierce are extremely useful as mid to long range pokes as Eddie attacks from nearly half screen away. Due to how quickly Eddie attacks this move it will often result in a sizeable amount of frame advantage when blocked in neutral, despite the contestable gap in the middle of the two hits. ]P[ will always have more inherent advantage as Zato is free to act while this move happens. After this move hits or is blocked Zato can attempt to cover Eddie's recovery with 2S or 5H to enable more pressure or potentially a combo.
In combos Pierce is often less consistent at juggling the opponent than other Eddie moves and only tends to work on counter hit or when the gravity scaling of a combo is low. However, it is an excellent tool to confirm hits and pickup Zato's mixup options in oki sequences.
"Pierce" is also the core of Zato's pressure game, as 236P is the only Eddie summon that is generally uncontestable in pressure. There is a 3f gap between 5H and 236P on block which is more or less uncontestable without a risky reversal. After it is blocked there is a very layered set of mind games to play around the +4f of advantage on block that the first hit grants Zato, this is referred to as the "Pierce" RPS. Using "Pierce" in pressure well is key to allowing Zato to get away with other more contestable summons and is the foundation of his gameplan.
- ]P[ only works when Eddie is already summoned, whereas 236P can be done regardless if Eddie is summoned or not.
- Can be cancelled into other Eddie moves after each hit.
- [] refers to the value when 236P is performed with Eddie already summoned.
- Each hit of this attack uses 1/6th of the Eddie Gauge, around 1/3 in total. Each hit of 236P with Eddie already summoned uses around a 1/10th of the Eddie Gauge.
- Between the first and second hit there is a 6f gapThe number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose. on block, 3f on hit. On block 5f or faster normals will hit Eddie and kill him in this gap.
- Zato has 36f of counter hit recovery after inputting 236P.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
]P[ | 80% | 2 | Very Small | KD | 200×2 | 1000 | 250×2 | 80% | 12% | 0 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236P | 80% | 2 | Very Small | KD | 200×2 | 1000 | 250×2 | 80% | 12% | 150 |
]P[:
- Uses 500 HP of the Eddie Gauge for each attack (1000 HP total).
236P:
- Eddie spawns on frame 9 and will continue even if Purple Roman Cancelled a frame after spawn.
- Uses 500 HP of the Eddie gauge for each attack (1000 HP total). If Eddie is already summoned this attack uses 325 HP of the Eddie gauge for each attack (650 HP total).
"That's a lot!"
]K[ when summoned or 236K
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[ | 20×4 | All | 19 | ||||
236K | 20×4 | All | 27 [31] | +55 |
Eddie creates four projectile drills that appear out of the ground, each farther away than the last. A very strong pre-emptive neutral tool, pressure starter, and Zato's best oki tool.
In neutral "That's a lot!" can passively control a lot of ground space which forces an opponent to either commit to an anti-zoning move, approach from the air, or not approach at all. As it's a set of disjointed projectiles it's also fairly safe for Zato to approach behind and take space.
In pressure this is a very strong option if an opponent is not ready to jump on reaction or mash on a read. If an opponent blocks drills Zato is generally at an extreme amount of frame advantage, leading to very strong mixups. It's best to not rely on "That's a lot!" too much though as it is slower to startup than other Eddie moves.
This is Zato's premiere oki tool. It is extremely plus when blocked as a meaty and grants strong mixups anywhere on screen, but particularly in the corner. It's possible to meaty with ]K[ or 236K and wait to see if the opponent has blocked, been hit, or attempted to reversal and only then commit to an option.
- ]K[ only works when Eddie is already summoned, whereas 236K can be done regardless if Eddie is summoned or not.
- Can be cancelled into other Eddie moves at any point, even before a single drill has spawned.
- [] refers to the value when 236K is performed with Eddie already summoned.
- Each drill uses around 1/8th of the Eddie gauge, half in total. Each hit of 236K with Eddie already summoned uses just over a 1/12th of the Eddie gauge, just over 1/3rd in total.
- Zato has 36f of counter hit recovery after inputting 236K.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
]K[ | 80% | 2 | Very Small | KD | 100×4 | 1000×4 | 125×4 | 80% | 12% | 0 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236K | 80% | 2 | Very Small | KD +89 | 100×4 | 1000 | 125×4 | 80% | 12% | 100 |
]K[:
- Uses 375 HP of Eddie gauge for each attack (1500 HP total).
236K:
- Eddie spawns on frame 9 and will continue even if Purple Roman Cancelled a frame after spawn.
- Clash Level: 1
- Clash Hits: 1※
- ※Each Drill spawns separately from the rest, so even if a clash destroys one as long as Eddie and Zato are not hit the rest will continue to spawn.
- Uses 375 HP of Eddie gauge for each attack (1500 HP total). If Eddie is already summoned 236K uses 281 HP of the Eddie gauge for each attack (1124 HP total).
"Leap"
]S[ when summoned or 236S
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[ | 20, 50 | All | 13 | 11(6)9 | 34 | ||
236S | 20, 50 | All | 21 [25] | 11(6)9 | 34 | +46 |
Eddie becomes a frog leaping from the ground to the air then back to the ground in an arc. Where "Pierce" and "That's a lot!" cover grounded space "Leap" is useful as it covers the air space in front and above Zato up to jump height.
In neutral "Leap", like "Oppose", is too slow to be used as a reaction anti-air, but is very strong as a pre-emptive anti-air especially in the corner. If both hits are blocked Zato is left extremely plus on block, even from 236S, and if both hit Zato can pickup for a combo from nearly full screen.
Combos are where "Leap" really shines as it grants huge amounts of corner carry, does solid damage, can move the opponent towards Zato, and gives a lengthy comboable knockdown for Zato to pickup from. However, it is sometimes unreliable as the second hit is the hit that makes combo extensions possible and that hit often doesn't connect if the opponent is not close to Zato.
In pressure "Leap" is a strong option to contest opponents attempting to jump out, forcing them back to the ground on block or into a huge combo on hit. Keep in mind that the first hit of "Leap" will not connect on crouching opponents (and Giovanna standing) and as such has a weakness in pressure as most characters can attack Zato from under "Leap" with lows or anti-air Eddie with a 6P.
- ]S[ only works when Eddie is already summoned, whereas 236S can be done regardless if Eddie is summoned or not.
- Can only be cancelled into other Eddie moves after the second hit.
- [] refers to the value when 236S is performed with Eddie already summoned.
- Uses half of Eddie gauge. If Eddie is already summoned 236S uses just over a third of the Eddie gauge.
- First hit whiffs on crouchers.
- Second hit causes hard knockdown.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
]S[ | 80% | 3 | Very Small | KD | 200×2 | 1000 | 350×2 | 80%, 100% | 12% | 0 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236S | 80% | 3 | Very Small | HKD +107 | 200×2 | 1000 | 350×2 | 80%, 100% | 12% | 150 |
]S[:
- Uses 1500 HP of the Eddie gauge.
236S:
- Eddie spawns on frame 9 and will continue even if Purple Roman Cancelled a frame after spawn.
- Uses 1500 HP of the Eddie gauge. If Eddie is already summoned 236S uses 1125 HP of the Eddie Gauge.
"Oppose"
]H[ when summoned or 236H
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[ | 30×3 | All | 66 | 3×6 | (Summon Vanishes) | 8~59 Guardpoint | |
236H | 30×3 | All | 74 {78} | 3×6 | (Summon Vanishes) [36 Zato] | 16~67 {20~71} Guardpoint |
- ]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 are 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".
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
]H[ | 80% | 4 | Very Small | KD | 100×3 | 1000 | 233×3 | 80% | 12% | 0 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236H | 80% | 4 | Very Small | KD | 100×3 | 1000 | 233×3 | 80% | 12% | 150 |
]H[:
- Horizontal Activation Range: 500
- Uses 20 HP of The Eddie gauge each frame the move is active and each hit from the attack portion uses 500HP (1500HP total)
236H:
- Eddie spawns on frame 9 and will continue even if Purple Roman Cancelled a frame after spawn.
- Horizontal Activation Range: 500
- Uses 20 HP of The Eddie gauge each frame the move is active and each hit from the attack portion uses 500HP (1500HP total). 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 375HP (1125HP total).
Invite Hell
22H
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 |
---|---|---|---|---|---|---|
30 | All | 18 | 32 | 2 | -7 |
- 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Very Small | KD +25 | 500 | 1000 | 300 | 80% | 100 |
- Projectile will continue if Purple Roman Cancelled on frame 8 at the earliest.
- Clash Level: 1
- Clash Hits: 1
Break The Law
214K (Hold OK)
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 |
---|---|---|---|---|---|---|
28 Total (Max 95) | 13~[71] Full 14~21~[77] Strike |
- 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
- Inputting 1 or 3 will make only Eddie move, and inputting 7 or 9 will make only Zato move
Zato sinks into the ground, becoming invincible as long as is held. The longer Zato spends invincible, the longer the move's recovery becomes once he resurfaces. Zato will resurface once
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 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.
- This move cannot dodge Happy Chaos' Curse
Guard:
-Startup:
-Recovery:
29 totalAdvantage:
- projectile as it still ends up colliding with Zato at the location of the puddle.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50 |
- Moves backwards during initial movement on frames 1 up to 95 (on a full hold)
- Decreases Tension Balance during the initial movement, for a total of -295 (maximum distance) Tension Balance.
- Increases Negative value during the initial movement, for a total 590~1180 Negative value (amount varies and increases with distance to the opponent).
Damned Fang
623S
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 |
---|---|---|---|---|---|---|
1x13, 89 | Ground Throw | 6 | 1 | 39 | 1~5 Throw |
- 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +7 | 2500 | 1000 | 100 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Drunkard Shade
214S
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 |
---|---|---|---|---|---|---|---|
Drunkard Shade | 31 | All | 9 | 10 | 12 | -8 | 3~18 Reflect |
Eddie Dash | 30 Total |
- 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 the first half 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 | |
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Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Drunkard Shade | 90% | 2 | Mid | -5 | 1500 | 1000 | 300 | 80% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
Eddie Dash |
Eddie Dash:
- Eddie has invulnerability on frames 1-15 after he is launched by 214S.
Overdrives
Amorphous
632146H
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 |
---|---|---|---|---|---|---|
150 | All | 8+8 | Total 43 | +12 |
- 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 Sol 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 632146S or for closing out rounds.
Can also be used as combo filler in Frog Loops.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 4 | HKD +82 | 500 | 1000 | 0 | 60% | 12% |
- Projectile spawns during super freeze on frame 8 and can be Purple Roman Cancelled immediately after end of super freeze.
- Clash Level: -
- Clash Hits: -
Sun Void
632146S (Air OK)
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 |
---|---|---|---|---|---|---|
20×3 | All | 11+14 | +3 |
- 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, ]P[ is true string and ]K[ is a frame trap. On hit, ]P[ and ]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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 4 | KD +61 | 100×3 | 1000 | 0 | 80% | 12% |
- Projectile spawns during super freeze on frame 11 and can be Purple Roman Cancelled immediately after end of super freeze.
- Clash Level: 4
- Clash Hits: 3
Colors
1Ultimate Edition exclusive |