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Despite what one may assume Zato does not require much change to control layouts for most players. The short version is any control scheme that allows a player to press and hold P, K, S, and H at same time will work. The longer answer is that Zato tends to only need to negative edge 1 or 2 buttons at the same time. The general order of occurence on how much you may negative edge with a button is: S > H > K > P. Additionally, you may find yourself holding both S and H together the most often as this is a key part of Zato's combos. If you find yourself having to hold more buttons that two at once generally there is an input trick you could have used to avoid this situation and simplify the execution. The Strategy page will eventually have more info on these input tricks.
For Arcade Sticks and Leverless controllers the "traditional" Guilty Gear layout works very well for Zato.
Setting up a comfortable control scheme for pad players is a bit more difficult. Generally speaking there are two options.
- Remap attack buttons to shoulder buttons. Generally, players will swap the D and H button on the default pad layout, but S is also a solid option. This allows for an index finger to hold one or two buttons on the face of the controller while a middle or ring finger holds the attack button mapped to the shoulder. Claw Grip using can also make it possible to hold more buttons on the face of the controller at once.
- Keyboard / Overhead controller grip. By removing attack buttons from the right shoulder (or using a pad where these buttons are instead on the face) players make it possible to rest the pad on their lap and play with their hand hovering the face buttons similar to playing on an arcade stick or keyboard. This allows the usage of several fingers to press and hold attack buttons.
Zato has a large variety of options in neutral. In many matchups he can operate as a zoner and choose carefully when to approach. In some matchups he is forced to be the aggressor and rush the opponent down. He is generally stronger in the former kind of matchup when he gets to safely summon and use Eddie. Regardless when starting out there are key moves you should focus on developing an understanding of how to use.
These few moves together can form the core of a simple set of neutral options.
- 2K
- A fairly normal low poke used in active and proactive neutral, when it lands Zato can gatling into 2D which allows him to run his Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game. As his oki is one of his biggest strengths this is a great option. Try dashing into the 2K when an opponent isn't likely to be swinging big buttons or using it as a low commital option if you think they may approach you from the ground.
- 2S
- Not a low, but a great proactive move to contest space and throw out at your opponent. Has very good range for it's framedata and doesn't lose to Low Profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.. Generally doesn't lead to a combo but you can cancel it on hit or block into the next move in this list to start a simple pressure sequence.
- 236P
- Primary pressure starter for beginner play and strong active neutral tool. There are options to beat this move on block, but starting out most people won't try to challenge it. You can do it raw in neutral or as a cancel after a blocked or hit 2S or 5H.
- 22H
- Zato's "fireball", this move controls a ton of screen space due to its range and large amount of active frames. Use it when there is some distance between you and your opponent to discourage them from mindlessly dashing forward. Be careful using it too much though as it can be punished by a jumping opponent.
- 236H
- A proactive neutral move whose armor acts to keep Zato safe. Not a defensive tool, it is used to create a safe-zone for Zato and can armor most non-metered, non-throw attacks. If an opponent attempts to attack into "Oppose" Zato can often land massive punishes.
Zato's combos are very situational and learning to consistently confirm, route correctly, and account for Eddie is tough. However, there are a few routes you can focus on while getting started and from here branch off into the more complicated stuff.
c.S > 2S > 5H > 22H
A simple combo, requiring no Eddie control, into moderate damage that also creates space for Zato to control.
Works on counter-hit and can be done from common jump-ins like j.S and j.H, if the 2S is omitted.
Can opt to safely Summon EddieGuardStartup20Recovery8Advantage- (214H) afterward, a great way to get your neutral game started.
2D / 5D, ]P[, dash, c.S > 5H, ]S[, 6H > 214S, WS, Wall Ender
Being able to combo after a 5D meterlessly is one of the privileges afforded to Zato.
There are many ways to set up the mix prior to this combo, a common one is show in the clip. This combo will not work if more Eddie meter is spent than a 236P, 236K, or 236S costs before the mixup connects.
Note that as 5D does greater wall damage than 2D this combo will normally wallsplat on the second hit of "Leap" when 5D is used as the starter. A higher damage combo can be routed for that specifically, but this one will get the job done.
This combo can also be done from slightly outside the corner.
236H / 214H~]H[, CH 2H > 214S, delay ]S[, delay 2H > 214K, [6]c.S > [3][2S] > [3][2H], delay ]S[,]H[, delay 2H > 214K, c.S > 2S > 2H > 22H
This is the core of Zato's sandwich BNBs. There are many variations for damage or meter build as well as different ways to end the combo for the best oki, but this core sequence is the first you should learn.
The delay before releasing S to get "Leap"GuardAllStartup13Recovery34Advantage- can vary by how far / high in the air your opponent was when the 2H connected and if the 214SGuardAllStartup9Recovery12Advantage-8 hit or whiffed. If the opponent files over your head you delayed too little, if they fall too far and both hits of "Leap" do not connect, you delayed too much. 2H should be delayed to connect between the two hits of "Leap", this helps stabilize the combo in addition to adding some damage. Be sure to hold forward then down-forward during the middle c.S > 2S > 2H sequence as you need to move Eddie further away from Zato. You cannot move Eddie too far away, so it's easiest to just hold the directions.
Hitting this combo near to the corner can be tricky as you often cannot move Eddie far enough away for the "Leap" to not send the opponent over your head. Instead move Eddie towards Zato so "Leap" combos them into the corner.
The first thing to know is that any Eddie summon after a move lower than Attack Level 4 can be contested by your opponent with buttons. Therefore Zato's strongest move to summon after is 5HGuardAllStartup13Recovery19Advantage-9, and the safest summon option is "Pierce"GuardAllStartup21 [25]Recovery24Advantage-. 5H > 236P
cannot be interupted with normals slower than 3f on block and even those buttons will often lose due to Eddie's small hurtbox. This sequence forms the core of Zato's summoning pressure, all other summons be it 214H or other 236X can be interupted or contested in some way, but since "Pierce" cannot be these options become stronger. "Pierce" also itself can be contested after the first hit, as it has a 6f gap where the defender can kill Eddie or jump away, however as Zato is plus after the first hit and also has the ability to cancel Eddie moves into other Eddie moves, this is not a huge issue.