GGXRD-R2/Zato-1/Frame Data

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 Zato-1


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Zato-1 x1.09 0 3F [100] Medium 16F (1~7F invuln) 32 25F 22F Flight

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 9 3 8 Initial: 90% Mid 0 SJ 144 5 4 7 -1
5K 12 3 8 Initial: 70% Low 0 SJ 144 8 4 8 -2
c.S 30 10 7 Mid 2 SJ 264 9 5 9 ±0
f.S 20×4 10 7 Mid 2 S 120×4 7 3×4 20 -9
5H 25×3 10 6 Mid 4 S 384×3 13 2,6,3 15 +1
5D 22 10 20 Initial: 80% High 2 264 25 3 24 -13 1~51 Foot
6P 22×2 10 7 Mid 2 SJ 264×2 13 4,4 12 -2 1~16 Upper Body
6K 30 10 7 Initial: 75% High 2 264 23 5 14 -5
6H 60 20 6 Mid 4 384 13 12 23 -16
2P 8 3 8 Initial: 80% Mid 0 S 144 6 4 8 -2
2K 18 10 7 Initial: 80% Low 2 S 264 7 2 9 +3
2S 24 10 7 Mid 2 S 264 9 4 16 -6
2H 50 20 6 Mid 4 S 384 11 6 19 -6
2D 20 10 7 Low 2 SJ 264 9 6 15 -7
j.P 13 6 7 High / Air 1 CS 264 6 4 11
j.K 18 10 7 Initial: 90% High / Air 2 SJ 264 7 6 11
j.S 22 10 7 High / Air 2 SJ 264 7 12 12
j.H 33 10 7 High / Air 2 S 264 11 6 12
j.D 40 10 7 Initial: 90% High / Air 2 S 264 11 4 19

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,50 NA 6,0 Forced: 65% Ground Throw: 85750 0 0,480 1 +39
Air Throw Air Throw 0,60 NA 6,0 Forced: 65% Air Throw: 192500 0 0,480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 13 9 18 -13 1~21 Full
22~36 Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5


Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
22S S Invite Hell 40 2 19 Low 2 200 / 120 18 48 Total 44 0
22H H Invite Hell 40 2 19 Low 2 200 / 120 18 48 Total 44 0
214K Break the Law 13 Total 29(Maximum 169) 1~12 Throw
13~16~138 Full
17~20~139 Strike
236P/K/S/H Eddie Summon 0 Total 38
Eddie > 236P/K/S/H Eddie Unsummon 0 Total 33
214H Shadow Puddle Eddie Summon Total 38
Eddie ]P[ Small Attack 25 2 7 All 1 0 / 120 7[18] 2 23
[Total 38]
[-3]
Eddie ]K[ Traversing Attack 20×3[20] 2 8 All 2 0 / 120×3 14[25] 29(3 Hit) 66
[Total 38]
[+26]
Eddie ]S[ Anti Air Attack 50 2 6 Mid 4 0 / 120 9[20] 12 50
[Total 38]
[+15]
Eddie ]H[ Shadow Puddle Total 41 1~35 Summon Invulnerable
Eddie ]D[ Drill Special 34×3 10 7 Initial: 85% Low / Air, All×2 2 0 / 120×3 146 36(3 Hit) (Summon Vanishes)
Eddie 214D Dead Man's Hand 0, 55 NA 6,0 Forced: 50% Ground Throw 0 0 / 720 30 Summon Total 77
623S Damned Fang 92 NA 6,0 Forced: 50% Ground Throw: 122500 0 0 / 720 6 Whiff Total: 43F +62
214S Drunkard Shade 30 10 7 Mid 2 150 / 720 9 10 10 -6 1~18 Throw
3~18 Reflect
j.41236S Shadow Gallery 40,25 14 6 All 3 200 / 360,600 7 After Landing 6(12)3 24+3 After Landing -31 7~Until 1st Landing Strike

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146H Amorphous 72×2 [90×2] 10 7 Mid 2 -5000 / 0 10+5 9(2 Hit) 28 -17 1~12 Strike
[1~12 Full, 13-20 Throw]
j.236236S Executor 14×N 10 3 All 2 -5000 / 0 8+5 Until Corner 0 After Landing 8 Strike
632146S Great White 30×3 10 7 Forced: 80% All 3 -5000 / 0 6 After Searching for Opponent 17 Total 22

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Guzmania Magnifica DESTROY 14 6 All 3 9+21
[5+18]
12 23 -18 9~41 Full
[5~34 Full]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Zato 5P.pngGuardMidStartup5Recovery7Advantage-1 5P[*][+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2PGGXRD Zato 2P.pngGuardMidStartup6Recovery8Advantage-2 5P[*][+], 2P[*][+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGXRD Zato 6P.pngGuardMidStartup13Recovery12Advantage-2 - - c.S, f.S, 2S 5H, 2H - Jump, Special, Super
5KGGXRD Zato 5K.pngGuardLowStartup8Recovery8Advantage-2 6P - c.S, f.S, 2S 5H, 2H 5D Jump, Special, Super
2KGGXRD Zato 2K.pngGuardLowStartup7Recovery9Advantage+3 - - f.S, 2S 2H, 6H 5D Special, Super
6KGGXRD Zato 6K.pngGuardHighStartup23Recovery14Advantage-5 - - - - - -
c.SGGXRD Zato c.S.pngGuardMidStartup9Recovery9Advantage±0 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Zato f.S.pngGuardMidStartup7Recovery20Advantage-9 - - 2S 5H, 2H, 6H 5D Special, Super
2SGGXRD Zato 2S.pngGuardMidStartup9Recovery16Advantage-6 - - - 5H, 2H 5D Special, Super
5HGGXRD Zato 5H.pngGuardMidStartup13Recovery15Advantage+1 - - - - 5D Special, Super
2HGGXRD Zato 2H.pngGuardMidStartup11Recovery19Advantage-6 - - - - 5D, 2D Special, Super
6HGGXRD Zato 6H.pngGuardMidStartup13Recovery23Advantage-16 - - - - - -
5DGGXRD Zato 5D.pngGuardHighStartup25Recovery24Advantage-13 - - - - - Homing Jump, Homing Dash
2DGGXRD Zato 2D.pngGuardLowStartup9Recovery15Advantage-7 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Zato j.P.pngGuardHigh / AirStartup6Recovery11Advantage- j.P j.K j.S j.H j.D Special, Super
j.KGGXRD Zato j.K.pngGuardHigh / AirStartup7Recovery11Advantage- j.P - j.S j.H - Jump, Special, Super
j.SGGXRD Zato j.S.pngGuardHigh / AirStartup7Recovery12Advantage- - - - j.H - Jump, Special, Super
j.HGGXRD Zato j.H.pngGuardHigh / AirStartup11Recovery12Advantage- - - - - j.D Special, Super
j.DGGXRD Zato j.D.pngGuardHigh / AirStartup11Recovery19Advantage- - - - - - Special, Super
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = X is a delayed gatling

Navigation

 Zato-1


To edit frame data, edit values in GGXRD-R2/Zato-1/Data.
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